Posts Tagged ‘MiniLD52’

First gameplay video of my NES game

Posted by (twitter: @ObscenelyTrue)
Monday, June 16th, 2014 2:53 pm

Some new features are added to my NES game for the Mini LD 52:

  • The graphics are slightly improved.
  • Asteroid field is denser and therefore more difficult to cross.
  • Collision detection between the flying saucer and asteroids is implemented.

These few features are usually easy to implement with a high-level language, but with assembler, it becomes a challenge…

A short video for having an overview:


The goal is to avoid asteroids by pressing the A button and going to the right; otherwise, the saucer goes left. When the flying saucer flashes black, it means that a collision is detected but currently, nothing happens.

That’s all for today!

Commodore 64 Assembly

Posted by
Saturday, June 14th, 2014 9:01 pm

Progress is very slow going.  Between figuring out how to do various things, debugging, and trying to get around limitations not too much has been accomplished yet.  I do have the following, though:

  • A BASIC upstart to run the program simply with the run command
  • Initializing the program to disable the Kernel and set up a raster interrupt
  • Switch into the multi-color bitmap mode
  • Have an update loop for my game

This is what it looks like:

screen_00How this looks is not a bug!  I was testing simply drawing to the screen.  What you can’t see is that this “mess” is animated (it looks like it’s scrolling to the right).

I was planning on using tile map graphics by copying the tile data onto the screen.  This is a mockup of how some of the tile graphics might look when I finally get around to implementing it:


Working with an 8 bit processor is quite a challenge.  Things would be so much easier if I could at least use 16 bit registers!


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