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Programming is for AIs. Let's go shopping.

tomaes

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tomaes / dotvszero.bas
Last active April 15, 2020 16:42
P=. versus P=0 actually makes a significant difference (plus4, PET, C64, VC20)
10 rem p=. vs p=0 results:
11 rem plus4 : 16%
12 rem pet : 19%
13 rem c64 : 20%
14 rem vc20 : 22%
15 :
20 t=ti
21 for i=0 to 499: p=0: next
22 a=ti-t
23 print "p=0 :";a
@tomaes
tomaes / jump.pas
Created April 14, 2020 10:57
Testing the limits of recursion in Turbo Pascal 7.0 (1992)
(*
TP 7.0 recursion limit test: 3965 - stack:16384 (def)
16249 - stack:65520 (max)
*)
program rec_test;
{$M 65520, 0, 655360} (* stack, heapmin, heapmax *)
uses crt;
const R = 16249;
var i: integer;
@tomaes
tomaes / typefaster (c64)
Last active March 31, 2020 14:59
game?
0 c$=chr$(65+rnd(1)*26):?c$"?";:fori=sto4^5:next:s=s+9:geta$:?a$:ifa$=c$then0
@tomaes
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$(147)spc(250)spc(158)
7 print "snake * tron. get ready!"
8 fori=.to99:pokeh,32::::::::::pokeh,83:next
9 poke 59467,16: rem sound on
@tomaes
tomaes / missingdigit.sh
Last active June 1, 2019 08:38
Shell script test mini game...
#!/bin/sh
clear
printf "spot the (missing) digit\n"
# rnd(0..9)
r=$(($RANDOM%10))
# unix EPOCH time in seconds
t=$(($(date +%s)))
@tomaes
tomaes / noshowdieface.rb
Last active May 31, 2019 06:31
Spot the missing die face as quickly as possible. Micro game in Ruby.
# No-Show Die Face, a micro game in Ruby
r = 0
e = false
s = Time.now.to_f
begin
# die faces 1 to 6
n = { 1 => "\u2680",
@tomaes
tomaes / blocktumble.txt
Last active May 30, 2019 16:51
a few notes on block tumble!
"Block Tumble!" is a humble Commodore 64 puzzle game from 1991 in 2KBytes; it features 56(!) levels.
Here are some random notes I took while poking around in memory...
observations:
- the level encoding is fixed: 18 Bytes x 56 = 1008 Bytes
- the level data starts at 0BF9 (in memory), or at 03FA (file offset)
- a better, flexible encoding of the level data should take around ~870 Bytes
(assuming a not-too-crowded field in most levels and on average at least 8 wall stones)
(also: discussing level encoding should be a separate post, as there are MANY options :))
@tomaes
tomaes / fourletterwords.bas
Created May 30, 2019 16:35
One more IchigoJam game. Find the missing character in a random four-letter-word. 20 rounds, as quickly as possible. Mistake = score reset. (aka using loop markers and doing String things without String support...)
10 'four-letter words game, IchigoJam BASIC
12 CLV
14 [0]=ASC("W"): [1]=ASC("I"): [2]=ASC("S"): [3]=ASC("H")
16 [4]=ASC("Q"): [5]=ASC("U"): [6]=ASC("I"): [7]=ASC("Z")
18 [8]=ASC("L"): [9]=ASC("O"):[10]=ASC("V"):[11]=ASC("E")
20 [12]=ASC("H"):[13]=ASC("O"):[14]=ASC("M"):[15]=ASC("E")
22 :
24 @MAIN
26 CLT
27 L=RND(4)
@tomaes
tomaes / barrier.bas
Last active May 28, 2019 15:37
Final(?) IchigoJam mini game. Launch an arrow. Get through the scrolling barrier to earn cash prizes.
5 'barrier game
10 CLS: CLT
12 S=100: H=0: F=0
30 IF !RND(6) LC 10,0: ? "ãã ãã ãã"
37 IF F F=F-1
38 S=S-1
50 LC 4, 23: ? CHR$(251);
52 LC 25,12: ? "$";S
55 IF INKEY()=32 AND H=0 H=1
58 IF H AND SCR(4+H,23-H)=ASC("ã") VIDEO 2: WAIT 4: VIDEO 1: BEEP: H=0: F=0
@tomaes
tomaes / heartcash2.bas
Last active May 25, 2019 09:43
IchigoJam mini game; collect coins and hearts in equal amounts and leave when you have enough of both.
5 'heartcash II
10 CLS
12 Y=0: M=20: H=20: P=229
14 C=245: D=C-P: O=320: L=O/32
16 LC 0,L-1: ? CHR$(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