[attachment=791:attachment][attachment=792:attachment]Special thanks to Nathan Strum for the artwork.I'm sure that experienced programmers can imagine how to do a 51 pixel bitmap without flickering. Anyone care to guess how I managed 52? EDIT: Now explained below.
Zach's Projects
I recently pulled out my Dark City DVD, which I haven't watched in years. I had forgotten how good it was. Truly brilliant and definitely underappreciated.I've also been watching Mad Max 2 (The Road Warrior) a lot lately. I noticed for the first time that the dune buggy Papagallo drives at the end was inherited from Humungus' gang. One...
My first attempt at stabilizing the frame height while Four-Play is thinking did not go so well. From what I understand, a frame lasts for 19912 cycles (76 cycles/line * 262 lines). To set the timer to last a whole frame, you would write #18 to T0124T. Then the timer would count down to 0 for 19456 (1024*19) cycles. At this point the timer is set...
I can't prove it, but I had plans to post a to-do list before Cybergoth did so. :) The list is fluid and likely to change.1) Four-Play (Summer 2006)2) Breakthrough (1K minigame contest deadline, if FP is finished on time)An obscure but fun board game invented by Dan Troyka.[b]3) Marble Jumper 2 (1K minigame contest deadline, if...
BreakthroughGame design by Dan Troyka[attachment=636:attachment][attachment=639:attachment][attachment=647:attachment] (playable demo with dumb AI)Breakthrough is a fast paced board game with easy-to-learn rules. The winner is the first to get one of 14 pieces across to the last row. Pieces move forward one square vertically or diagonally, and...
Here is the latest version of my four-in-a-row game. It is a challenge to win, but I'm able to do it from time to time. Usually the wait between moves is less than 20 seconds, and the longest time I measured was about 35.I am curious how people feel about the difficultly level now. I hope Thomas has some time to try it out, since he...
Just wanted to let you know that I'm still working on my homebrew. I've got a version that takes at most half a minute to play and is a challenge to beat, a vast improvement over the 3.5 minutes the last version took.I spent some time during the holidays working on alpha-beta pruning and got it working. This pruning allows the computer to...
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In my last attempt at a chess kernel with playfield graphics, I came up with a technique that would only work with about 27K of code. Since then I've made some advances that make a 4K kernel possible. One trick I developed was a new 32 pixel asymmetrical...
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In my last attempt at a chess kernel with playfield graphics, I came up with a technique that would only work with about 27K of code. Since then I've made some advances that make a 4K kernel possible. One trick I developed was a new 32 pixel asymmetrical...
The good news is I have made Four-Play smarter. If you can defeat it now, you know something about the strategy that I don't. The bad news is it takes about 3 1/2 minutes to plan a move. You can reduce the time by setting the frame rate to maximum in z26, for example "z26 -r1000 fourplay_dec11.bin". My pentium 4 unit can plan moves...
Sometimes designing kernels is more fun than actual game programming. Anyway, the idea of doing a better chess kernel has been on my mind for a while. I've been skeptical of the notion that chess could only be done with Venetian blinds or flickering, and this weekend I came up with a design that needs neither. Like my other board game kernels...
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