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tomaes / packmann.pas
Last active May 5, 2020 07:19
PACK-MANN (1989) by Gerd Brinkmann; translated, fixed, extended. Initial commit: Original version.
(**************************************************
*** P A C K - M A N N ***
*** (W) 1989 by G. Brinkmann ***
*** MS-DOS, Turbo Pascal 4.0/5.0, 06.04.1989 ***
**************************************************)
{ Revised & extended version 2.0 in April/May 2020 by tomaes
NEW in this edition:
- source & game translation (German->English),
- code clean-up, structual improvements & fixes
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tomaes / playAMDdump.pas
Last active April 16, 2020 09:32
AMD song file dump OPL2/Adlib player test
program PlayAMDdump;
(* adlib player lib by conqueror in '96 *)
(* song and array player hack by tomaes in '20 :) *)
uses CRT;
{$F+}
{$L amdobj.obj}
procedure _AdlibPlayer; near; external;
procedure _StopAdlib; near; external;
procedure _InitAdlib; near; external;
@tomaes
tomaes / typefaster (c64)
Last active March 31, 2020 14:59
game?
0 c$=chr$(65+rnd(1)*26):?c$"?";:fori=sto4^5:next:s=s+9:geta$:?a$:ifa$=c$then0
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tomaes / cbm4032game.bas
Last active March 22, 2020 19:10
Snake ✕ Tron; CBM4032 / Commodore PET game.
0 rem cbm 4032 game test
1 :
2 sm=32768: h=sm+414
3 x=0: y=0: dx=1: dy=0
4 lv=0: g0=1: pl(0)=15: pl(1)=86
5 u$="w": l$="a": d$="s": r$="d"
6 print chr$(147)spc(250)spc(158)
7 print "snake * tron. get ready!"
8 fori=.to99:pokeh,32::::::::::pokeh,83:next
9 poke 59467,16: rem sound on
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tomaes / noshowdieface.rb
Last active May 31, 2019 06:31
Spot the missing die face as quickly as possible. Micro game in Ruby.
# No-Show Die Face, a micro game in Ruby
r = 0
e = false
s = Time.now.to_f
begin
# die faces 1 to 6
n = { 1 => "\u2680",
@tomaes
tomaes / blocktumble.txt
Last active May 30, 2019 16:51
a few notes on block tumble!
"Block Tumble!" is a humble Commodore 64 puzzle game from 1991 in 2KBytes; it features 56(!) levels.
Here are some random notes I took while poking around in memory...
observations:
- the level encoding is fixed: 18 Bytes x 56 = 1008 Bytes
- the level data starts at 0BF9 (in memory), or at 03FA (file offset)
- a better, flexible encoding of the level data should take around ~870 Bytes
(assuming a not-too-crowded field in most levels and on average at least 8 wall stones)
(also: discussing level encoding should be a separate post, as there are MANY options :))
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tomaes / heartcash2.bas
Last active May 25, 2019 09:43
IchigoJam mini game; collect coins and hearts in equal amounts and leave when you have enough of both.
5 'heartcash II
10 CLS
12 Y=0: M=20: H=20: P=229
14 C=245: D=C-P: O=320: L=O/32
16 LC 0,L-1: ? CHR$(226);" exit::::::::::::::::::::::::"
18 LC 0,L+2: ? CHR$(227);" exit::::::::::::::::::::::::"
20 IF RND(8) POKE#91E+O+32*RND(2),P+RND(2)*D
30 COPY #900+O,#901+O,31: COPY #920+O,#921+O,31
50 Y=Y-BTN(UP)+BTN(DOWN)
51 IF M M=M-1
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tomaes / minesonar_enhanced.bas
Created May 23, 2019 16:35
Minesonar, enhanced. IchigoJam edition. With a fancy title header.
10 ' minesonar enhanced, IchigoJam Edition
20 CLS: CLT
30 LET R, 0
32 LET X, RND(8)+1
34 LET Y, RND(8)+1
35 :
38 ? ".";CHR$(251);: ? " Mine Sonar,IchigoJam edition"
39 ? CHR$(154);: FOR I=1 TO 28: ? CHR$(176);: NEXT: ? "*"; CHR$(244)
40 ?: ? "There is a (possibly moving)"
42 ? "hidden mine in an 8x8 field!"
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tomaes / wm-ichigo.bas
Last active May 23, 2019 09:42
What's more? IchigoJam version.
1 ' What's more? in ICHIGO JAM BASIC
10 S = 6: Z = 1: R = 0
12 Q = RND(4)
20 IF Q = 0 B=225
22 IF Q = 1 B=228
23 IF Q = 2 B=236
24 IF Q = 3 B=250
30 CLT
40 :
50 CLS
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tomaes / whatsmore.rb
Last active May 22, 2019 07:21
Emoji-enhanced Ruby version of whatsmore.bas
# What's more?
# a quick guesstimation game
# (Emoji-enhanced Ruby version)
require 'time'
cont = true
r = 0
t = Time.now.to_f