LL.bin 4K
324 downloadsTo use this demo, fire it up and notice the somewhat-vectory ship superimposed on the hires landscape (which is hopelessly out of scale of the ship--sorry about that; the landscape is drawn for the zoomed-out view and the ship is sized for the zoom-in view). The ship may be moved about the screen using the joystick.
The real coolness comes, though, when you push the RESET or SELECT buttons. I'm not going to spoil the surprise. And whatever you do, don't push FIRE.
At first glance, one might think the game looks like a Suicide Mission kernel. And in some ways the resemblance is very strong. It uses six sprites per line spaced wide, shifting by eight pixels on alternate frames to show a 96-pixel-wide bitmap. But there's a twist: the Suicide Mission kernel uses 1K or so of RAM to hold a bitmap. This binary doesn't use any extra RAM. So how does it work?
I don't want to spoil everything by giving away my secrets too easily, but this little demo should be fairly easily adaptable into a full-fledged game (though I expect having multiple zoom-in views like the arcade version does would require using a bankswitched cart).
I will reveal this much: what you are seeing with the space ship in this demo is "real". If I wanted to vary the size of the rocket flame in response to use controls, I could do so very easily. I have some tricky code in there which makes the impossible, possible, even on a dinky little 1.19MHz 6502.














