This directory contains SixtyPical example programs, categorized in subdirectories by machine architecture.
rudiments
In the rudiments directory are programs which are meant to demonstrate the elementary features of SixtyPical, and to serve as manual integration test cases. See the README in that directory for details.
c64
In the c64 directory are programs that run on the Commodore 64. The directory itself contains some simple demos, for example hearts.60p, while there are subdirectories for more elaborate demos, like the flagship demo game. See the README in that directory for details.
vic20
In the vic20 directory are programs that run on the Commodore VIC-20. The directory itself contains some simple demos, for example hearts.60p.
atari2600
In the atari2600 directory are programs that run on the Atari 2600 (4K cartridge). The directory itself contains a simple demo, smiley.60p which was converted from an older Atari 2600 skeleton program written in Ophis.
apple2
In the apple2 directory are programs that run on
Apple II series computers (Apple II+, Apple //e). sixtypical's
support for this architecture could be called embryonic.
History of
eg
@master
git clone https://git.catseye.tc/SixtyPical/
- Trim the type of game_state_routine, but run into something odd. Chris Pressey 8 years ago
- Clean up example programs a little bit. Chris Pressey 8 years ago
- The "union rule" lets us clean up some of these redundant trashes. Chris Pressey 8 years ago
- Tired: copy [ptr]+y, a. Wired: ld a, [ptr]+y. Chris Pressey 8 years ago
- Finally, vector table for actor logic in demo game works. Chris Pressey 8 years ago
- Properly store address (not contents) of routine into vector table. Chris Pressey 8 years ago
- Fairly minimal example that exhibits the problem. Chris Pressey 8 years ago
- Attempting to debug this vector table stuff. Chris Pressey 8 years ago
- Use a vector table in the demo game. Chris Pressey 8 years ago
- Add another typedef in the demo game. Chris Pressey 8 years ago
- Update syntax of demo game. Chris Pressey 8 years ago
- Finally, use typedefs in example game. Chris Pressey 8 years ago
- Update syntax in proto-game. Chris Pressey 8 years ago
- Revert changes to example game. Chris Pressey 8 years ago
- Bring proto-game up to date with new syntax. Chris Pressey 8 years ago
- Initialized byte tables need not have all 256 bytes initialized. Chris Pressey 8 years ago
- Reverse delta of obstacles in a more conventional way upon bounce. Chris Pressey 8 years ago
- Almost make the bouncing obstacles happen. It's... interesting. Chris Pressey 8 years ago
- Fix bug in game. Chris Pressey 8 years ago
- If player perishes, set a flag that game state will use to change. Chris Pressey 8 years ago
- Add game_state_game_over. Needs a bit of work, though. Chris Pressey 8 years ago
- Set up obstacles in game. Chris Pressey 8 years ago
- Fix bug in copy []+y, a. "Hero" no longer leaves a trail. Chris Pressey 8 years ago
- Don't trash `a` in `copy` if `a` is the dest of the `copy`, for now. Chris Pressey 8 years ago
- `copy []+y, a` to indirectly read byte into the `a` register. Chris Pressey 8 years ago
- Correct the implementation of check_new_position_in_bounds. Chris Pressey 8 years ago
- Implement check_new_position_in_bounds. Chris Pressey 8 years ago
- Use `trash` to avoid writing code that's only to please the analyzer! Chris Pressey 8 years ago
- Calculate new position instead of updating to it immediately. Chris Pressey 8 years ago
- Use word tables, in game, to store the actors' positions and deltas. Chris Pressey 8 years ago