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Releases: Fabrizio-Caruso/CROSS-LIB

[OLD] XChase - LESS Experimental ZX Spectrum version(s)

28 Jul 12:00
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LESS Experimental ZX Spectrum version(s)

This release is about improvements on the ZX Spectrum version(s) of the game and some memory
optimization of the common code.

ZX SPECTRUM
It is now compiled with

  • 2 different compilers: SCCZ80 and ZSDCC from Z88DK and
  • 2 different video modes: 32x24 and 64x24
    for a total of four versions.

I have tried to address some of the nasty bugs that were causing crashes or random behavior.
The game may still be buggy, though. Therefore these versions remain "experimental" but the game is fully playable.
Remark 1: I think 32 columns look better.
Remark 2: The SDCC versions should run slightly smoother.

COMMON CODE
I have tried to reduce memory usage in the common code by using smaller types whenever possible. This may have a positive performance effect on all tagets.

[OLD] XChase - Experimental ZX Spectrum version

21 Jul 13:34
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EXPERIMENTAL SINCLAIR ZX SPECTRUM VERSION
This release is mostly about the highly EXPERIMENTAL Sinclair ZX Spectrum version(s).

ZX SPECTRUM 48K
I have created two experimental versions: a standard 32 column and a 64 column version.
The Spectrum versions probably have BUGS but it is a proof of concept about how portable
the code is. The code can be compiled with Z88DK compiler(s).

The compilers have some issues and I am using some hacks to get a semi-working game.
More work will be required to get it to work on the Spectrum and others Z80 targets (e.g., Amstrad CPC, MSX, etc.)
P.S.: Press any key to get to the first screen when running the 32 column Spectrum version.

COMMODORE C128
I have created a specific version for 80 column mode that also uses fast mode.

APPLE ][ and APPLE ][ ENHANCED
The disk images now autoboot.

CBM610 (aka CBM-II)
Splash screen is correct.
Remark: Loading it within Vice requires some effort (load"*",8 works after 2 or 3 attempts).

ATARI and ATARI XL
3 versions are now available: Atari mode 0 (monochromatic), Atari 1 mode 0 (monochromatic) , Atari 1 mode 1 (low resolution with colors)

COMMON CODE
Moreover this release contains various tweaks and little bug fixes on the common code.
The default number of enemies has been lowered to 7. This seems a good compromise between gameplay and smoothness of the movements.
I will raise it back again to 8 if I manage to further optimize the code.

[OLD] XChase - BossLevels!

17 Jul 17:30
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BOSS LEVELS!

The game now have boss levels. The goal in such levels is to kill the skull with the gun.
The gun can be used as usual against missile and rocket bases.

Remark: The CBM610 (aka CBM-II) version takes some effort to be loaded: load"*",8,1 fails in Vice but trying load"*",8 (without ",1") seems to load correctly the game.

P.S: The Spectrum version is buggy and SLOW. For the moment is just a proof of concept. I will try to make a decent version out of it.

[OLD] XChase - PowerUps

13 Jul 11:32
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POWER-UPS
This release is about power-ups being added to the game. Such power-ups and the actions necessary to get them, give new sub-goals to the game.

These power-ups are triggered by certain actions... use the gun on a bad guy...
Play the game (or look at the code) to discover them!

P.S.: There is an experimental color version for the Atari XL that uses graphics mode 1, which has a small screen size. This makes the game a bit too hard as in the case of the Vic 20. I will have to figure out a solution for this.

[OLD] XChase - Frills

10 Jul 22:21
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[OLD] XChase - Frills Pre-release
Pre-release

FRILLS!

This release is mostly about better graphics.
It also contains some gameplay adjustments.

GENERAL
Upwards rockets are now display at the beginning of each level with them.

ATARI
The Atari XL version is using graphics mode 1: 20x24 with colors
(maybe I should also provide a monochrome version because 40x24 was easier to play)

C64
The player in the C64 version is animated (sort of).

[OLD] XChase - Cross Chase

09 Jul 11:33
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CROSS CHASE

With this release the game gets a more significant name: CROSS CHASE.
Maybe ASCII CHASE will remain the name of the ASCII-only versions.

Moreover this release adds:

  • a new hard-to-get power-up: extra points
  • a new twist to the game: hitting the skull ("+" in ASCII versions) will bring good things for the player

[OLD] XChase - More missiles

08 Jul 08:30
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MORE MISSILES
This release adds more gameplay elements in higher levels.

At the end of each match a set of missile will be launched from the ground upwards.
These missiles do not chase the player but make the final stages of a match more challenging.

[OLD] XChase - 40 Levels

07 Jul 12:31
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40 LEVELS + 264 target improvements:
This release is VERY EXPERIMENTAL.
It adds:

  • 20 more levels (three and one bomb levels) for a total of 40 levels
  • 264 target gets re-defined characters and some simple sound effects.

[OLD] XChase - GamePlay Improvements

04 Jul 23:05
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This release is mostly about GAMEPLAY:
ALL TARGETS

  • Major gameplay improvements:
    (1) More initial lives and more ways to get extra lives: for every 20.000 points and when finishing some of the hard levels (levels with enemy missiles)
    (2) When the player dies, progress in each level is no longer lost, i.e., you restart with the remaining number of enemies
    (3) Enemy missiles (found in hard levels) can chase you if you are close enough!
  • Graphics:
    All targets now look a bit like the Oric target:
    (1) Score and other stats are outside the wall
    (2) Score and other stats are colorful (for some targets)
    (3) All targets use similar colors to the Oric target for the background (black) and some characters

ORIC:

  • More re-defined characters (walls, enemy missiles)
  • Nicer initial screen

P.S.: For the Plus4 use C16-32K version.

[OLD] XChase - Optimized + new enemies

01 Jul 20:12
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This release includes:

ALL TARGETS

  • new enemy characters (moving arrows) in nastly levels (starting from 5)
  • four enemy strategies
  • optimized collision detection for all targets

ORIC-ONLY

  • score, speed, level and stats are shown outside the wall for Oric target
  • fast collision detection for Oric target (non-exact, optional)
  • reduce graphical glitches for Oric target