MY BEAUTIFUL 8-BIT ATARI CREATIONS | ||||
- I CODED ALL THESE IN PURE ASSEMBLER - | ||||
...there are 10 types of people in the world - those who understand binary code, and the others... | ||||
ZDENDAZUMA I. | ||||
CODED BY........ZDENDA | ||||
GRAPHICS BY.....I drew the graphics according to the ORIGINAL GAME so that they are exactly the same. | ||||
MUSIC BY........I created the music based on the ORIGINAL GAME so that it was exactly the same. | ||||
SPLASH SCREEN | GAME PLAY | |||
Sice se jedna pouze o 1 mistnost, ale je plne funkcni a celkem povedena... No a jelikoz vsichni drzkovali, proc tam mam jenom 1 mistnost, tak jsem naprogramoval 'DVOJKU' - viz. hned nasledujici gameska... | ||||
Although it is only 1 room, it is fully functional and quite successful... Well, since everyone asked on why I only have 1 room there, I programmed 'VERSION TWO' - see. the next game... | ||||
ZDENDAZUMA II. | ||||
CODED BY........ZDENDA | ||||
GRAPHICS BY.....I drew the graphics according to the ORIGINAL GAME so that they are exactly the same. | ||||
MUSIC BY........I created the music based on the ORIGINAL GAME so that it was exactly the same. | ||||
SPLASH SCREEN | GAME PLAY | |||
Ode dne (nekdy na zacatku 80. let), kdy jsem poprve uvidel Montezumovu pomstu, jsem si chtel tuto hru naprogramovat sam, se svymi mistnostmi. To se mi splnilo v mych 50ti letech. Neznam krasnejsi a typictejsi hru na 8bit. Dekuji programatorovi jmenem Robert Jaeger, ze ji tenkrat vytvoril ! | ||||
Ever since the day (sometime in the early 80's) when I first saw Montezuma's Revenge, I wanted to program this game myself, with my rooms. That came true for me in my 50s. I don't know a more beautiful and more typical 8-bit game. I thank the programmer named Robert Jaeger for creating it back then! | ||||
Pozor - v teto hre se uklada skore a nacitaj levely z disku, takze, pokud ji budete hrat pouze v emulatoru, nastavte tento ATR na R/W ! Rad bych taky upozornil, ze v originalnim Montezumovi je asi 110 mistnosti - jenze spousta mistnosti je pouzita i 8x - zatimco ja mam sice 40 mistnosti, ale KAZDA JE JINA - takze mam vice mistnosti, nez original ! A pokud zapocitam i mistnosti na 9 datadiscich, ktere jsou samozrejme vsechny take unikatni, vytvorili jsme se synem celkem 10x40=400 mistnosti ! Datadisk 7, komplet vytvoreny (stejne, jako datadisky 2 a 8) mym synem Tobikem, se umistil jako treri v soutezi Silly Venture Winter Edition 2023. | ||||
Attention - this game saves score and loads levels from disk, so if you're going to play it in the emulator, set this ATR to R/W! I would also like to point out that there are about 110 rooms in the original Montezuma - but many rooms are used 8 times - while I have 40 rooms, but EVERY ONE IS DIFFERENT - so I have more rooms than the original! And if I include the rooms on the 9 data discs, which of course are all also unique, my son and I created a total of 10x40=400 rooms! Datadisk 7, completely created (as well as datadisks 2 and 8) by my son Tobik, placed third in the Silly Venture Winter Edition 2023 competition. | ||||
A POZOR - K TETO HRE JSME SPOLU SE SYNEM VYTVORILI JIZ 9 DATADISKU, KAZDY SE ZBRUSU NOVYMI 40 MISTNOSTMI - NAVIC, POKUD MA NEKDO RAD OBA PAJDULAKY (PEDRO/MONTY), TAK DATADISK 01 SE HRAJE JAKO TEN DRUHY, DATADISK 02 JE (AZ NA PAR VYJJIMEK) CELY CERNOBILY, DATADISK 03 MA MISTO MECU STITY, MISTO BODU MESCE PLNE PENEZ, TROCHU JINY ZEBRIK A CIHLY, V DATADISKu 04 JSOU DOKONCE I JINE KLICE A KLOBOUKY, DATADISK 05 JE V ZIMNIM KABATE A EXITY DO DALSICH MISTNOSTI JE ZAPOTREBI SLOZITE HLEDAT, DATADISK 06 JE Z EGYPTA A CELOU HRU SE PADA POUZE DOLU, ATD... | ||||
ATTENTION - TOGETHER WITH MY SON, WE HAVE ALREADY CREATED 9 DATADISKS FOR THIS GAME, EACH WITH BRAND NEW 40 ROOMS - IN ADDITION, IF SOMEONE LIKES BOTH PAJDULAKS (PEDRO/MONTY), THEN IN DATADISK 01 PLAYS LIKE THE OTHER, DATADISK 02 IS (WITH A FEW EXCEPTIONS) THE WHOLE OF BLACK AND WHITE, DATADISK 05 IS IN A WINTER COAT AND EXIT TO OTHER ROOMS IS NEEDED TO SEARCH, DATADISK 06 IS FROM EGYPT AND PLAYER JUST FALLS DOWN THE ENTIRE GAME | ||||
SPLASH SCREEN | GAME PLAY | |||
Datadisk 07 map is HERE | ||||
Datadisk 07 game play is HERE | ||||
Datadisk 08 map is HERE | ||||
Mimochodem - pro tvorbu datadisku jsem si v c#.net naprogramoval room-editor. Obrazovky vypadaji napriklad takto: | ||||
By the way - I programmed room-editor in c#.net to create all datadisks. For example, the screens look like this: | ||||
Ukazky tvorby mistnosti jsou {ZDE} | ||||
How to work with room-editor You can see {HERE} | ||||
AND KEEP ON MIND PLEASE - ROOM EDITOR IS NOT PUBLIC, SORRY... | ||||
ZDENDA's MONTE | ||||
CODED BY........ZDENDA | ||||
GRAPHICS BY.....I drew the graphics according to the ORIGINAL GAME so that they are exactly the same. | ||||
MUSIC BY........I created the music based on the ORIGINAL GAME so that it was exactly the same. | ||||
DEMO | ||||
Jednoduche demo, kde se Montezuma na klavesu projde, umi skocit o dost vys, nez original, chodi i pozadu a take se umi zmenit na Preliminary Monteho :) | ||||
A simple demo where Montezuma walks, can jump much higher than the original, walks backwards and can also change to Preliminary Monte :) | ||||
PACMAN LABYRINTH | ||||
CODED BY........ZDENDA | ||||
IDEA BY.........ZDENDA | ||||
GRAPHICS BY.....ZDENDA | ||||
MUSIC BY........PG (according to Jet Set Willy game) | ||||
SPLASH SCREEN | GAME PLAY | |||
Proste Pacman. Jedna se o 9 mistnosti rozmistenych do matice 3x3, mezi kteryma lze libovolne prechazet. Hudba z Jet Set Willy-ho je NEJ hudbou, jaka na 8bitech vubec vznikla, tak jsem pozadal PGho, aby mi ji pro Pacmana vytvoril - jako poctu puvodnimu autorovi ! Jo - a klavesou S muzete vypnout/zapnout sliding pacmana. | ||||
Just Pacman. There are 9 rooms arranged in a 3x3 matrix, between which you can walk freely. The music from Jet Set Willy game is the BEST music ever created on 8-bit, so I asked PG to make it for this game - as a tribute to the author! By the way - you can turn off/on the SLIDING of pacman with the S key. | ||||
ROBOT & MINION | ||||
CODED BY........ZDENDA | ||||
IDEA BY.........ZDENDA | ||||
GRAPHICS BY.....ZDENDA | ||||
MUSIC BY........PG | ||||
SPLASH SCREEN | GAME PLAY | |||
Varianta hry Boulder Dash - ale pro dva hrace ! Oba behaji po stejnem hracim poli, ale nezavisle na pozici soupere ! Kdo je u diamantu driv, ten ho vezme a souperi zmizi :) ...akurat nejni dodelana - chybi tam algoritmus na rozhazeni kamenu tak, aby se dal danej level vzdycky projit - uz jsem zkousel i jit na to pozpatku - nejdriv si rict, kudy se pujde a az pak generovat kameny a pocitat s tim, kam budou padat - ale to nebylo ono... ...jo a jeste chybi dodelat padani kamenu - ale to uz je easy... | ||||
A variant of Boulder Dash game - but for two players! Both run on the same play-field, but regardless of the opponent's position! The one who is faster at the diamond will take it and the opponents will disappear :) ...it's just not finished - there's not an algorithm for throwing stones so that the level can always be passed - I've already tried going backwards - first to tell where to go and then generate the stones and calculate where they will fall - but that wasn't good... ...and it still needs to finish the falling stone - but that's easy... | ||||
SPACE INVADERS BATTLE | ||||
CODED BY........ZDENDA | ||||
IDEA BY.........ZDENDA | ||||
GRAPHICS BY.....ZDENDA | ||||
MUSIC BY........PG | ||||
SPLASH SCREEN | GAME PLAY | |||
V teto hre alieni nestrileji, jelikoz to nejni JA PROTI ALIENUM, alebrz jsou to PRVNI SPACE INVADERI, kde bojujou 2 playeri PROTI SOBE o co nejvyssi score ! | ||||
In this game, aliens do not shoot, because it is not ME AGAINST ALIENs, but it is the FIRST SPACE INVADER game, where 2 players fight AGAINST EACH OTHER for the highest possible score! | ||||
UFON | ||||
CODED BY........ZDENDA | ||||
IDEA BY.........ZDENDA | ||||
GRAPHICS BY.....ZDENDA | ||||
MUSIC BY........POISON6502 | ||||
SPLASH SCREEN | GAME PLAY | |||
Jedinym pouhopouhym smyslem je doletet co nejdal. Musite se co nejvic pohybovat nad bednama s energii, coz plni energobox a doleti se pak dal. Je to stejnej princip jako tankovani za letu v River Raidu - stav energie mate vpravo dole. Kam az jste dolitli (skore) je vlevo dole - lze letet doleva nebo doprava, to je jedno, smer se da prohazovat pomoci Q/W. Bedny jsem videl ve Fandalove hre Cubico a libili se mi, tak jsem si je prekreslil po svym do Anticu 4 a jeste k nim pridal dalsi at je jich vic druhu a pouzil jako energo-clanky. | ||||
The only point is to get as far as possible. You have to move as much as possible above the boxes with energy, which fills the energobox and then you can fly more, It's the same principle as refueling during flight in River Raid - you have the energy status in the lower right. Score is at the bottom left - you can fly left or right, it doesn't matter, the direction can be changed using Q/W. I saw the boxes in Fandal's game Cubico and I liked them, so I redrew them in my own way in Antic 4 and added another ones to them and used them as energo-cells. | ||||
NINJA-HELP-ICOPTER | ||||
CODED BY........ZDENDA | ||||
IDEA BY.........ZDENDA | ||||
GRAPHICS BY.....ZDENDA | ||||
MUSIC BY........PG | ||||
SPLASH SCREEN | GAME PLAY | |||
Ninju zachranite tak, ze k nemu sletite dolu, nicmene nemusite cekat, az se celej nasoupe dovnitr - staci pockat, nez se pohne vzhuru a uz muzete letet dal - at to pekne odsejpa :) Dole jsou 3 score - prvni je za kazdyho zachranenyho ninju 100 bodu, uprostred je pocet strelenejch panelu (za kazdejch 100 panelu je zivot navic) a vpravo pocet zivotu. Je to jenom takova oddechovka, hraju si to v praci rano, kdyz si udelam caj... | ||||
Save the ninja by flying down to him, you don't have to wait for him - just wait until he moves up and you can fly further - it's pretty cool :) There are 3 scores below - the first one is for each rescued ninja 100 points, in the middle is the number of panels shot (for every 100 panels there is an extra life) and on the right is the number of lives. It's just a relaxation game, I play it at work in the morning when I make my tea... | ||||
ROBBERY | ||||
CODED BY........ZDENDA | ||||
IDEA BY.........ZDENDA | ||||
GRAPHICS BY.....ZDENDA | ||||
MUSIC BY........POISON6502 | ||||
SPLASH SCREEN | GAME PLAY | |||
Cilem je co nejrychlejc sebrat zlaty cihly vzdycky, kdyz se objevi a az dojde cas, hra konci. Misto hudby jsem tam dal random bordel, bo to takhle zni jako Boulder Dash :) takze to ve me vyvolava nostalgii a libi se mi to... | ||||
The goal is to collect gold bricks as fast as possible whenever they appear and when the time runs out, it's game over. Instead of music, I put a random mess because it sounds like Boulder Dash :) so it makes me nostalgic and I like it it... | ||||
FIREFIGHTER TOBÍK | ||||
CODED BY.........................ZDENDA | ||||
IDEA BY..........................ZDENDA | ||||
GRAPHICS BY......................ZDENDA | ||||
PLAYER-SPRITE (firefighter) BY...PG | ||||
MUSIC BY.........................POISON6502 | ||||
SCREAM -FIRE- BY.................R0ger | ||||
SPLASH SCREEN | GAME PLAY | |||
Zeleny zabíječi z Bruce Lee-ho rozhazujou ohen po hasicsky stanici a hasic Tobik ho hasi:) | ||||
The green killers from Bruce Lee spread fire around the fire station and fireman Tobik puts it out :) | ||||
MULTIJOY 17 PLAYERS ROULETTE | ||||
CODED BY........ZDENDA | ||||
IDEA BY.........ZDENDA | ||||
GRAPHICS BY.....ZDENDA | ||||
MUSIC BY........POISON6502 | ||||
SPLASH SCREEN | GAME PLAY | |||
Jedna se o PRVNI HRU NA ATARI V HISTORII, KTERA JE PRO 17 LIDI - 16 hraje s joystickama a 17. je krupier u klavesnice ! Tuhle gamesku jsem chystal jako prekvapeni na Platariadu 2021, dal jsem dohromady multijoy (od Krupkaje jsem koupil PCB-cka a jeden kamarad, ktery dokaze pajet i ty debilni maly SMD-cka, na ktery ja nevidim, mi je osadil). | ||||
This is the FIRST ATARI GAME IN HISTORY WHICH IS FOR 17 PEOPLE - 16 play with joysticks and the 17th is the croupier at the keyboard! I prepared this game as a surprise at Platariad 2021, I put together a multijoy (a PCB from Krupkaj and a my other friend who can even to solder those stupid little SMDs, which I can't see, installed them for me). | ||||
BOMBEENO | ||||
CODED BY........ZDENDA | ||||
IDEA BY.........ZDENDA | ||||
GRAPHICS BY.....ZDENDA | ||||
MUSIC BY........POISON6502 | ||||
SPLASH SCREEN | GAME PLAY | |||
Nejdriv je zapotrebi nabrat bombu a pak ji hodit na barak. Trefit se da celej i jenom pulka domu... | ||||
The first thing you need to do is pick up a bomb and then throw it at the house. Even just a half of a house can be hit... | ||||
ATARI HOTLINE | ||||
CODED BY........ZDENDA | ||||
IDEA BY.........ZDENDA | ||||
GRAPHICS BY.....ZDENDA | ||||
MUSIC BY........------ | ||||
SPLASH SCREEN | GAME PLAY | |||
Tuto gamesku si zahrajete jenom, kdyz pripojite starej 'vytáčecí' telefon pres mnou naprogramovanej chip ATmega328P do joystickovy doury :) | ||||
You can only play this game if you connect an old 'dial' phone with the ATmega328P chip programmed by me to the joystick port :) | ||||
TETRIS-T | ||||
CODED BY........ZDENDA | ||||
IDEA BY.........ZDENDA | ||||
GRAPHICS BY.....ZDENDA | ||||
MUSIC BY........POISON6502 | ||||
GAME OVER | GAME PLAY | |||
Tetris - ale kostky padaj zleva doprava :) Kdyz jde do tuhyho a nestihate, muzete pouzit az 5 bomb k vycisteni herni plochy. Barvy kostek se meni se zvysujicim se levelem. Jaka bude nasledujici kostka a cislo levelu vypisuju vlevo nahore. | ||||
Tetris - but the cubes fall from left to right :) When you are in troubles, you can use up to 5 bombs to clear the play-field. The colors of the cubes change with increasing level. What will be the next cube and the level number I write at the left top corner. | ||||
COLOR RECOGNIZER | ||||
CODED BY........ZDENDA | ||||
IDEA BY.........ZDENDA | ||||
GRAPHICS BY.....ZDENDA | ||||
MUSIC BY........------ | ||||
SPLASH SCREEN | GAME PLAY | |||
Takova mala oddechovka, ktera nerekne nic nikomu, kdo nejni JA nebo muj syn TOBIK :) | ||||
Just a small game only for me and my son TOBIK :) | ||||
DEMO | ||||
CODED BY........ZDENDA | ||||
IDEA BY.........ZDENDA | ||||
GRAPHICS BY.....ZDENDA | ||||
MUSIC BY........------ | ||||
DEMO | ||||
Tady jsem si zkousel sprite-multiplexing, včetně řešení bad-lines (pri tomdle poctu lebek by to bez toho ani neslo)... | ||||
Here I tried sprite-multiplexing, including solving bad-lines (with that number of skulls, it wouldn't work without it)... | ||||
DEMO | ||||
CODED BY........ZDENDA | ||||
IDEA BY.........ZDENDA | ||||
GRAPHICS BY.....ZDENDA | ||||
MUSIC BY........------ | ||||
Jen obrázky | ||||
Just pictures | ||||
DEMO | ||||
CODED BY........ZDENDA | ||||
IDEA BY.........ZDENDA | ||||
GRAPHICS BY.....ZDENDA | ||||
MUSIC BY........------ | ||||
DEMA, nekonečný H a V scrollingy... | ||||
DEMOS, infinite H and V scrolling... | ||||
SOFTWARE-SPRITES | ||||
CODED BY........ZDENDA | ||||
IDEA BY.........ZDENDA | ||||
GRAPHICS BY.....ZDENDA | ||||
MUSIC BY........------ | ||||
Tady jsem si zkousel software-sprites. | ||||
V grafickem (antic 14) i textovem (antic 4) rezimu, v tom textovem navíc ve dvou variantach – zaprve s predpocitanymi tabulkami na masky a data, za druhé pouze s jednou tabulkou se zakladni maskou a pouze prvnimi daty a oboje (masku i data) jsem potom neustale prepocitaval podle pohybu software-sprajta. | ||||
V grafickem rezimu jsem mel predpocitane tabulky obsahujici vsechna masky a data a jen jsem je maskoval LDA/AND/ORA/STA do screen-memory. Protože to byl jenom opravdu maly kousek screenu, nebyl problem s obsazenou pameti daty. (ukazku najdete v ZIPu): | ||||
Ovšem uplne jinak vsechno bylo, když jsem potom v me hre Greedy Bat chtel všechny netopejry udelat softwareovy :) Nejdriv jsem si rek, ze budu mit opet predpocitany tabulky na masky a data. JENZE ! Je to v textovem rezimu, každej netopejr je nakreslenej na 3x2 znaku takze ten software-sprite zabere 4x3 znaky v CHARSETu, chtel jsem jich 8 na obrazovku, aby každý lital nahodne po cele obrazovce (tudiz vertikalne i horizontalne), aby menil tvar (bo netopejr preci mava za letu kridlama), ...no...a dosla mi pamet... Tak jsem postupne slevoval z pozadavku, az nakonec zbyl jenom 1 netopejr jako software-sprite, je to ten na uvodni obrazovce vlevo dole. A všechny masky i data mam v tabulkach predpocitany. | ||||
Nakonec tu ještě uvedu test v textovem rezimu, kdy mam pouze 1 zakladni masku a pouze zakladni data a všechny je neustale prepocitavam za behu – nemam to nijak optimalizovany, ale pro 10 sprajtu to vypada ok, pro 30 uz nestiha – myslim, ze po optimalizaci by to 20 sprajtu mohlo dat (obe ukazky najdete v ZIPu): | ||||
Kazdopadne – je to narocny na pamet, na takty procesoru, na znaky CHARSETu, proste na vsechno...a pro ostatní kod uz nezbejva ani cas ani místo... Navic je blby, ze (logicky) nemuze ten software-sprite mit jinou barvu, nez ma zbytek playfieldu – leda litat v urcenejch scan-lines a tam mit teda tu barvu zmenenou – ale jinak to proste musí byt stejne barevny a když koder pouzije všechny barvy v PF, tak se to pak desne mlati s pozadim a vsim ostatnim. | ||||
All about my software-sprites :) | ||||
DEMO | ||||
CODED BY........ZDENDA | ||||
IDEA BY.........ZDENDA | ||||
GRAPHICS BY.....ZDENDA (except the figure - the lady is from some Sega game, but I can't remember the name of that game) | ||||
MUSIC BY........POISON6502 | ||||
DEMO | ||||
Par veci jako strom, mesic a zebrik jsem nekde videl a prekreslil jsem si je ale napriklad ten dest je muj napad ! Tu babu jsem videl v nejaky hre na Segu - byla to agentka a v jednu chvili tam prolejzala potrubim po ctyrech - tak jsem si ji taky nakreslil po svojom. | ||||
I've seen a few things like a tree, moon and ladder somewhere and redrawn them, but for example the rain is my own idea! I saw that lady in some game on Sega - she was an agent and she crawled through a pipe four at a time - so I also drew her in my own way. | ||||
GREEDY BAT | ||||
CODED BY........ZDENDA | ||||
IDEA BY.........ZDENDA | ||||
GRAPHICS BY.....ZDENDA | ||||
MUSIC BY........ZDENDA | ||||
SPLASH SCREEN | GAME PLAY | |||
Rad bych upozornil na fakt velikej, letici naboj - ten jsem prosim nakreslil ja sam :))) Tato hra se umistila jako druha v soutezi Silly Venture Summer Edition 2023. | ||||
I would like to point your attention to a really big, flying bullet - I drew it by myself :))) This game placed second in the Silly Venture Summer Edition 2023 competition. | ||||
WEATHER STATION | ||||
CODED BY........ZDENDA | ||||
IDEA BY.........ZDENDA | ||||
GRAPHICS BY.....ZDENDA | ||||
MUSIC BY........------ | ||||
SPLASH SCREEN | GAME PLAY | |||
Todle nejni gameska ani demo - je to METEOSTANICE, ke ktery, aby to cely fungovalo, potrebujete do SIO konektoru na zadni stene Atarka zastrcit mnou naprogramovanej chip ATmega328P jo a taky muj mobil. Meteostanice se pripoji na WiFi-nu myho mobilu a pak na web openweathermap.org a stahne data pro Ceske Budejovice (a dalsi mesta). V emulatoru to samozrejme nepobezi, bo PC nema SIO douru :) takze tu mam jenom fotku, jak to bezi na zeleze... | ||||
This is not a game or a demo - it's a WEATHER STATION, for which you need to insert the ATmega328P chip programmed by me into the SIO connector on the back of the Atarki, and also you need my mobile phone. The weather station connects to the WiFi of my cell and then to the openweathermap.org website and downloads the data for Ceske Budejovice (and other cities). Of course, it won't work in the emulator, because the PC doesn't have an SIO port :) so here I only have a photo of how it works on iron... | ||||
6 JUKEBOXES | ||||
CODED BY........ZDENDA | ||||
IDEA BY.........POISON6502 | ||||
GRAPHICS BY.....ZDENDA | ||||
MUSIC BY........POISON6502 | ||||
Pro POISONa jsem vytvoril 6 jukeboxu na prehravani jeho skladeb. | ||||
I created 6 jukeboxes for POISON to play his songs. | ||||
DARK CITY ROAD | ||||
CODED BY.................ZDENDA | ||||
IDEA BY..................ZDENDA | ||||
GRAPHICS BY..............ZDENDA | ||||
PLAYER-SPRITE (car) BY...PG | ||||
MUSIC BY.................POISON6502 | ||||
SPLASH SCREEN | GAME PLAY | |||
Playfield je v tydle hre celkem rozlehlej - 48 mode-lines, kazdej sirokej 256 bytes. Nejdriv jsem benzinky pri navsteve odstranil a okamzite naplnil fuel na max, ale pak jsem se rozhod, ze je ponecham a player si muze kdykoli docerpat fuelu, kolik potrebuje. Pokud s autem havarujete, nic se nedeje - hra pokracuje (akurat vas umistim opet na zacatek). Pokud dojde fuel, hra konci. A pokud se vam podari prejet vsech 10 pajdulaku, tak ve hre zvitezite - touhle gamesou jsem chtel vyjadrit, jak mam lidi rad... Tato hra se umistila jako treti v soutezi Silly Venture Summer Edition 2023. | ||||
The playfield is quite large in this game - 48 mode-lines, each 256 bytes wide. I first removed the gas stations when visiting and immediately filled the fuel to the max, but then I decided to keep them and the player can refuel at any time, how much he needs. If you crash your car, nothing happens - the game continues (I'll just put you back at the beginning). If you run out of fuel, the game ends. And if you kill all 10 people, so you win the game - with this game I wanted to explain, how much I like people... This game placed third in the Silly Venture Summer Edition 2023 competition. | ||||
PLANET RESCUE MISSION | ||||
CODED BY........ZDENDA | ||||
IDEA BY.........ZDENDA | ||||
GRAPHICS BY.....ZDENDA | ||||
MUSIC BY........POISON6502 | ||||
SPLASH SCREEN | GAME PLAY | |||
Tato hra je urcena pro atari s "1MB rambo". Ja ji hraju na 600XL s "AVG SUB cart-em" se zapojenym pbi-kabelem, abych mel 64kB pameti + 1MB rambo. Na adresach $4000-$7fff (tj. 64 pages, tj. 16kB) bankuju 64 bank, potrebuju fyzicky 64 bank x 64 pages = 1MB externi pameti. Tato hra se umistila jako prvni v soutezi Silly Venture Winter Edition 2023. Hru lze hrat samostatne na jednom Atari, nebo lze spustit druhou cast hry na druhem Atari. Oba stroje musi byt spojeny pres joystick-konector, na druhe obrazovce se pote zobrazuji dalsi obrazovky. ! KLAVESOU [M] SI ZOBRAZITE MAPU, KDE PRAVE JSTE ! | ||||
This game is for atari with "1MB rambo". I play it on a 600XL with an "AVG SUB cart" with a connected pbi-cable to have 64kB memory + 1MB rambo. I bank 64 banks at $4000-$7fff addresses (64 pages, 16kB), I physically need 64 banks x 64 pages = 1MB of external memory. This game placed first in the Silly Venture Winter Edition 2023 competition. The game can be played alone on one Atari, or the second part of the game can be run on another Atari. Both machines must be connected via joystick-connector, on second Atari screen is displayed this. ! with the [M] key, you can see the map where you are right now ! | ||||
FULL MAP OF ALL ROOMS IS HERE | ||||
Mimochodem - hra obsahuje 200 mistnosti, pro jejich tvorbu jsem si v c#.net naprogramoval room-editor. Obrazovky vypadaji napriklad takto: | ||||
By the way - the game contains 200 rooms, for their creation I programmed room-editor in c#.net. For example, the screens look like this: | ||||
AND KEEP ON MIND PLEASE - ROOM EDITOR IS NOT PUBLIC, SORRY... | ||||
FIREFIGHTER TOBÍK II. | ||||
CODED BY.........................ZDENDA | ||||
IDEA BY..........................ZDENDA | ||||
GRAPHICS BY......................ZDENDA | ||||
PLAYER-SPRITE (firefighter) BY...PG | ||||
MUSIC BY.........................POISON6502 | ||||
SPLASH SCREEN | GAME PLAY | |||
Tato hra je pokračováním mé hry Firefighter Tobik I., ale tentokrát je určena pro počítače Atari s rozšířením paměti 1 MB rambo. Testováno na Atari 600XL a 800XL s "AVG SUB cart-em". Hráč si ze seznamu vybere misi (celkem je jich 20), kde zrovna hoří a půjde tam hasit. Mise jsou v továrně, nemocnici, na Měsíci, na oběžné dráze Neptunu a tak dále. Hasič může ohněm chodit/skákat/spadnout, nevadí mu ani když v něm stojí. Hráč si může vybrat obtížnost EASY nebo HARD. Pro každou misi jsou definovány zajímavé funkce jako GRAVITAČNÍ POTENCIÁL (například na Měsíci může hasič vyskočit výše než na Zemi, ale na misi k Neptunu naopak níže), HUSTOTA ATMOSFÉRY (hasič se na misi pohybuje pomaleji/rychleji) a OBSAH HOŘLAVINY V ATMOSFÉŘE (oheň se šíří rychleji/pomaleji). Na zádech má Tobík nádobu s hasicí kapalinou, kterou hasí oheň. Když mu tato tekutina dojde, musí dojít k hydrantu a přikrčit se u něj - tím se tekutina v nádobě na zádech doplňuje. Hasič může být povýšen nebo může získat stuhu od medaile, kterou pak může vidět na NÁSTĚNCE (pomocí klávesy "N" na hlavní obrazovce). V každé misi je jeden důležitý předmět, který nesmí začít hořet. Aby byla mise úspěšná, je nutné uhasit všechny požáry dříve, než začne hořet důležitý objekt. Pokud důležitý objekt začne hořet, mise je okamžitě neúspěšná. Pokud je mise uspesna, zobrazi se obrazek, na kterem Tobík s kamarady oslavuje - tuto obrazovku jsem prekreslil podle obrazku z DOS hry "F-19 Stealth Fighter", kterou dodnes hraju (v emulatoru DOSBox), jelikoz ji mam velice rad. DŮLEŽITÉ: oheň se během mise šíří NÁHODNĚ – stejně jako ve skutečném životě. Občas se tedy stane, že hasič nedokončí misi, i když udělá vše správně – stejně jako se to může stát v reálu. Hráč ale může hrát misi kolikrát chce. Autorem vynikající hudby v této hře je Poison6502, songy jsou z jeho alba "Epic fail". Jeho výtvory můžete navštívit na https://poison6502.bandcamp.com Fantastického hasice Tobika mi nakreslil PG. Tato hra se umistila jako prvni v soutezi Silly Venture Summer Edition 2024. | ||||
This game is the continuation of my game Firefighter Tobik I., but this time it is for Atari computers with a memory expansion of 1MB rambo. I tested it on Atari 600XL and 800XL with "AVG SUB cart". The player selects a mission from the list (out of a total of 20 missions), where the fire is and where he will go to extinguish it. Missions are located in a factory, in a hospital, on the Moon, on Neptun orbit and so on. The fireman can walk/jump/fall through a fire, it doesn't bother him even if he is standing in it. Player can choose difficulty EASY or HARD. Interesting features are defined for each mission like GRAVITY POTENTIAL (for example, on the Moon, firefighter can jump higher than on Earth, but on a mission to Neptun, on the contrary, lower), DENSITY OF THE ATMOSPHERE (the firefighter moves slower/faster on the mission) and FLAMMABLE CONTENT IN ATMOSPHERE – the fire spreads faster/slower). On players back he has a small container with firefighting liquid, which will run out as he extinguishes. When he runs out of liquid, he has to crouch down by the hydrant and the liquid in the container on his back complements. Firefighter can be promoted or can get a ribbon of the medal, which can then be seen on the NOTICE-BOARD (using "N" key on main screen). In each mission there is one important object that must not start burning. In order for the mission to be successful, it is necessary to put out all the fires before the important object starts burning. If the important object starts burning, the mission is immediately failed. If the mission is successful, a picture of Tobík and his friends celebrating will be displayed - I redrawn this screen based on a picture from the DOS game "F-19 Stealth Fighter", which I still play to this day (in the DOSBox emulator), because I really like it. IMPORTANT: fire spreads RANDOMLY during the mission - just like in real life. So sometimes it happens that a firefighter doesn't complete a mission even if he does everything right - just like it can happen in real life. In that case, the player can play the mission again. The author of the excellent music in this game is Poison6502, songs are from his album "Epic fail". U can visit his creations on https://poison6502.bandcamp.com Fantastic firefighter sprite is by PG. This game placed firts in the Silly Venture Summer Edition 2024 competition. | ||||
ETERNAL METEORS | ||||
CODED BY........ZDENDA | ||||
IDEA BY.........ZDENDA | ||||
GRAPHICS BY.....ZDENDA | ||||
MUSIC BY........POISON6502 | ||||
SPLASH SCREEN | GAME PLAY | |||
Kdyz jsem dodelal Planet Rescue Mission, tak jsem mel prostoj asi 3 tejdny, nez mi k ty hre Poison napsal hudbu a zvuky - tak jsem si behem toho cekani nadatloval tudlenctu malou oddechovku... Tato hra se umistila jako pata v soutezi Silly Venture Winter Edition 2024. | ||||
When I finished Planet Rescue Mission, I had a downtime of about 3 weeks before Poison created music and sounds for that game - so while I was waiting, I coded this easy game... This game placed fifth in the Silly Venture Winter Edition 2024 competition. | ||||
FIREFIGHTER TOBÍK 3 | ||||
CODED BY.........................ZDENDA | ||||
IDEA BY..........................ZDENDA | ||||
GRAPHICS BY......................ZDENDA | ||||
PLAYER-SPRITE (firefighter) BY...PG | ||||
MUSIC BY.........................POISON6502 | ||||
SPLASH SCREEN | GAME PLAY | |||
Tato hra je pokračováním hry FIREFIGHTER TOBIK II., tentokrát však pro ATARI s pamětí 64kB. V této hře je hrací pole velmi, ale opravdu velmi velké na rozdíl od verze FIFITO II, kde bylo hrací pole v kazdem levelu jen jedna obrazovka. V tomto dobrodružství musíte pomoci hasičovi Tobikovi v jeho snu, ve kterém se mu zdá, že musí najít všechny díly hasičského auta, ale neustále ho pronásleduje oheň, který bohužel nemůže z tohoto snu vystrnadit... Celkový počet dílů hasičského auta je 8 a než je všechny najde, Tobik nesmí být chycen létajícím ohněm, jinak jeho noční můra zvítězí. Může používat výtahy - při použití jakéhokoli výtahu je Tobik chráněn, protože létající oheň je uplne tumpachovej z toho ze neví kam Tobík zmizel a tak čeká a hoří na jednom místě. Když Tobik najde nějaký díl hasičského auta, sebere ho tak, že se přikrčí, a hura na hledani dalšího dílu. Hudbu delal opet POISON6502 (HTTPS://POISON6502.BANDCAMP.COM) Sprite hasice delal opet PG. Tato hra se umistila jako druha v soutezi Silly Venture Winter Edition 2024. ...TUTO HRU JSEM KOMPLET NAKODOVAL V MEM ASSEMBLER-EDITORU ZDENDASSEMBLER STUDIO 6502 !!! | ||||
This game is the continuation of the game FIREFIGHTER TOBIK II., but this time for ATARI with 64kB memory. In this game is playfield very, very large on the difference from the FIFITO II version, where playfield was in every level just one small screen. You have to help in this adventure to fireman Tobik in his dream, in which he seems to have to find all the parts fire truck, but he is always pursued by fire, that he unfortunately cannot let out of this dream... Total count of fire truck parts is 8 and before he finds them all Tobik must not be caught by flying fire, or his nightmare wins. He may use elevators - during using any elevator is Tobik saved, because flying fire does not know, where he disappeard and waits. When Tobik finds any fire truck part, he can take it by crouching down, and than he must start looking for the next part. Music again by POISON6502 (HTTPS://POISON6502.BANDCAMP.COM) Fantastic firefighter sprite again by PG. This game placed second in the Silly Venture Winter Edition 2024 competition. ...THIS GAME WAS FULLY CODED IN MY ASSEMBLER-EDITOR ZDENDASSEMBLER STUDIO 6502 !!! | ||||
DEFENSE HORIZON | ||||
CODED BY........ZDENDA | ||||
IDEA BY.........ZDENDA | ||||
GRAPHICS BY.....ZDENDA | ||||
MUSIC BY........POISON6502 | ||||
SPLASH SCREEN | GAME PLAY | |||
Protoze moje posledni hry jako PLANET RESCUE MISSION, DARK CITY ROAD nebo FIRE FIGHTER TOBIK II. bylo pomerne obtizne dokoncit, rozhodl jsem se napsat tektokrat hru, ktera je uplnej relax a naprosto jednoducha :) Hudba stvoril opet POISON6502 (HTTPS://POISON6502.BANDCAMP.COM) Tato hra se umistila jako treti v soutezi Silly Venture Winter Edition 2024. ...TUTO HRU JSEM KOMPLET NAKODOVAL V MEM ASSEMBLER-EDITORU ZDENDASSEMBLER STUDIO 6502 !!! | ||||
As my last games like PLANET RESCUE MISSION, DARK CITY ROAD or FIRE FIGHTER TOBIK II. were quite difficult to finish i decided to write a game that is very relaxing and not difficult at all :) Music again by POISON6502 (HTTPS://POISON6502.BANDCAMP.COM) This game placed third in the Silly Venture Winter Edition 2024 competition. ...THIS GAME WAS FULLY CODED IN MY ASSEMBLER-EDITOR ZDENDASSEMBLER STUDIO 6502 !!! | ||||
my assembler-editor for windows | ||||
ZDENDASSEMBLER STUDIO 6502 | ||||
Earlier I wrote assembler code in Text Pad, PS Pad, VS Code, but nothing completely suited me - each editor had a lot of shortcomings. Few syntax-highlight-keyword-groups, inability to set whether keywords from a given group should also be highlighted in comments, I missed Find all label references, Go to label declaration, auto indent, multi-colored single-line and multi-line comments, regions that could be packed/expanded, code snippets, intellisense, parsing MADS output and jump to error line in code, and more and more things, that I used to use in my programming at work. Each editor only had something................but no one had everything !!! | ||||
So I programmed my own with a lot of features: | ||||
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PROJECT MANAGER - you can manage projects (create/edit/delete), add/remove files to/from the project and edit only some selected files you want. - settings "Project manager" is linked to PROJECT, but "Syntax highlight settings" is for all APPLICATION (so is linked to ALL PROJECTs) - into project can be added files: plain text ASM, formatted text RTF, or you can Create New Empty RTF. - you can save/load plain text (unformatted *.ASM) as well as formatted (*.RTF), so you can work with normal formatted RTF file, but for calling MADS must application to save all files as PLAIN TEXT *.ASM (in same directory as *.RTF). SYNTAX HIGHLIGH - application supports up to 10 user-defined keyword groups for syntax highlight. - for every group can be defined: list of user-defined keywords, color for this group, search type (search only whole words or search every occurrence of the keyword, including inside the other words), flag if search the keyword also inside comments - WARNING – note the order of the groups is very important =-> if you need for example ".byte" to have ALL violet, it is necessary to have FIRST group with "." and AFTER the group with ".byte", because if it were on the contrary, the whole ".byte" would be colored by one color, but AFTER it would be colored separately "." ! MULTICOLORED COMMENTS - SINGLE-LINE - MULTI-LINE UNLIMITED COUNT OF REGIONS WITH UNLIMITED NESTED LEVELS - can be COLLAPSED/EXPANDED (on Ctrl-minus/Ctrl-plus) - note, that before every SAVE file all collapsed regions must be expanded, as the text would be saved without the collapsed parts BOOKMARKS - UNLIMITED count GO TO DECLARATION of label - via Ctrl-Click or via context menu FIND ALL REFERENCES of label - via context menu CODE SNIPPETS - predefined blocks of text INTELLISENSE - pressing "Ctrl-SPACE" offers automatic text completion of spec. keywords, user-defined keywords and labels. - WARNING: if you turn on intellisense for LABELs as well, so if the file is large, this option is of course slow, because it has to search for LABELs in the entire file! MADS.EXE - this assembler editor can CALLS MADS.EXE with user-defined parameters, next can PARSE OUTPUT and also can FIND ERROR LINES and JUMP TO SOURCE CODE to the error line ALTIRRA - from ZAS6502 you can CALL/RESTART ALTIRRA with user-defined parameters AUTO 1 LEVEL INDENT TEXT - number of spaces you can set in settings "Syntax highlight settings" - indent is not done, if text line starts with LABEL or one of these SPECIAL KEYWORDS: ";#regionStart", ";#regionEnd", ";#regionCollapsed", ";#bookmark", ".print", ".PRINT", ".local", ".LOCAL", ".endl", ".ENDL", ".rept", ".REPT", ".endr", ".ENDR", ".pages", ".PAGES", ".endpg", ".ENDPG" - indent is done, just if text line starts with one of "Syntax highlight keyword" from user defined groups SHIFT-DELETE - cuts all text line to clipboard ALT-UP/DOWN - moves actual line up/down CTRL-UP/DOWN - jumps on prev/next LABEL NUMBERs ("#$%0123456789ABCDEF") - all occurances of NUMBERs can be colorized by user-defined color =-> symbols "#$%0123456789ABCDEF" DO NOT ADD to user-defined keywords in Syntax highlight groups COMMENTS DELIMITERS - all occurances of ";", "/*" and "*/" can be colorized by user-defined color =-> these symbols DO NOT ADD to user-defined keywords in Syntax highlight groups EXTERNAL EDITOR - formatted text can be inserted directly from clipboard, for example from MS Word INSTALATION - the application DOES NOT NEED TO BE INSTALLED - just upload it to some directory and run it ...and in the end LIMITATIONS of the editor - "~" MUST NOT be used as any user-defined keyword - "~" MUST NOT be used as any project name - "~" MUST NOT be part of any full file name (including directory) ADDITIONAL INFORMATIONS - left button "Font set" uses all font’s settings from the groupbox (font family, size and style) and clears existing font of selected text BUT the left buttons "Font normal", "Font bold" and "Font italic" keep existing font of selected text and only set corresponding style - format actual line happens on pressure "Enter" or "F2" - CTRL-B shows Bookmarks (like on corresponding button) On that form is list of bookmarks – but if some bookmark does not have a Name, so the bookmark is not listed here =-> every ";#bookmark" must be followed by the BookmarkName: ;#bookmark BookmarkName - every ";#regionStart" must be followed by the RegionName: ;#regionStart RegionName - Right mouse button selects whole word - CTRL-Left mouse button runs Go to declaration of label - CTRL-S saves actual text into RTF file - CTRL-Subtract/CTRL-Add runs Collapse region/Expand region under text cursor - CTRL-SPACE runs Intellisence - CTRL-F starts finding text - SHIFT-Delete means cut of whole row - ALT-Down/ALT-Up means Move actual radek down/up - CTRL-Down/CTRL-Up means Jump to previous/next label - ZAS6502 does not support (as opposed to e.g .print, .local, .rept, .pages, ...) words like .MACRO, .PROC, ... =-> but if you want to highlight these words, add them to some syntax-highlight-keyword-group - label must start with only these characters: A..Z, a..z,_,?,@ and can only continue with these characters: A..Z, a..z,_,?,@,0-9 | ||||
Here is my typical "Syntax highlight settings" form: | ||||
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U can download (almost all) these games {HERE} ...none of my creations are optimized for NTSC (music, colors, game speed)... ...except all jukeboxes for POISON, of course... ...until now... |
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SOME OF MY KERNEL IMAGES VIA RASTA CONVERTER |
...most of the images took about 10 days to convert with roughly 18.000.000.000 iterations (evaluations)... |
This image I used in game PLANET RESCUE MISSION | ||
This image I used in game PLANET RESCUE MISSION | ||
This image I used in game DARK CITY ROAD | ||
This image I used in game GREEDY BAT | ||
This image I used in game ETERNAL METEORS | ||
This image I used in game FIRE FIGHTER TOBIK II. | ||
This image I used in game DEFENSE HORIZON | ||
Some my other kernel images you can find {HERE} |
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