Ramless Pong (Atari 2600 Game)

JeremiahK is a big fan of challenges as he coded a Ramless Pong game in 1kb only, which basically does not use any onboard RAM.

Release notes:

You need to be some sort of masochist to code for the VCS, because the system is so limiting. One of its most well-known limitations is the mere 128 bytes of RAM on board. Programmers have spent ages seeing what is possible using these 1024 bits of information.

So, I thought, why not limit myself to the extreme? I challenged myself to make a complete game using absolutely NONE of the on-board RAM.

And I did it! It took a lot longer to actually finish than I had anticipated, but I have a fully-functional 2-player pong clone using none of the RAM, namely without addressing anything within $80-$FF or any of its mirrors, neither reading nor writing. This should work perfectly on a system with the RAM disabled or otherwise re-routed.

Since I am not using RAM, I am only using the CPU registers for storing information. I can only use X and the stack pointer for storage, though, while A and Y take on more temporary roles. I used T1024T and INTIM to temporarily store data while swapping X with the SP, which is neccessary twice per frame.

The SP normally holds the scores (both values from 0-10) encrypted into 7 bits, with the high bit controlling the vertical speed of the ball. The X register normally holds the vertical position of the ball (0-95), with the high bit controlling the vertical direction of the ball. X is also used to trigger “score mode”, where a sound is played for about half a second before switching to “serve mode”. These are simply special X values that cannot occur during a rally.

The Interrupt flag is used to control the horizontal direction of the ball. Since there is no way to test the value of this flag, I am using the stack to push the CPU state to NUSIZ0. GRP0 is used for the score graphics, and since it never moves, I can use a simple collision detection against the playfield to determine what the Interrupt flag is.

The ball’s horizontal position is not stored, as it is moved with HMOVE. All other game mechanics are done with either checking the bounds of the data, or checking collisions between objects. If you disable different graphics objects, strange things will happen!

In attract mode, the screen color cycles, and if you have the BW/COLOR switch set to COLOR, it keeps the color on game reset, otherwise it resets to black and white.

This also just happens to fit within 1K of space. I could probably squeeze a few more bytes out to maybe add changeable paddle sizes using the difficulty switches, but I like it as it is.

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Assembloids (WIP) (Watara Supervision Game)

Martin Wendt, Oliver Lindau and Kamil Wolnikowski are working on Assembloids for the Watara Supervision. The origin screenshot has been posted via Retro Indie Game Developers on Facebook.

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Tomb Gator v5 (WIP) (NES Game)

Tomb Gator for NES by Christopher Addolorato got an update.

Tomb Gator V5 Gameplay

Watch this video on YouTube.

Notes:

Okay! V5 is done!

This includes:

Boss battle 1

new Alien death animation

new extra life gaining system (100 tokens=1 extra life.)

The boss music is only temporary. I’m planning on having a 8 bit baseball organ version of “Take me Out to the Ballgame” for the boss fight and “Charge!” for the boss intro screen.

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Switchblade (Kickstarter) (Sega Genesis)

Switchblade was a game originally developed by Core Design (Tomb Raider, Rick Dangerous, Wolfchild, etc), and published by Gremlin Interactive (Top Gear, Body Harvest, Zool). Piko Interactive, who owns the IP now, brought up a Kickstarter to get funding for the Sega Mega Drive / Sega Genesis release. 45 US$ and a copy is yours!

Switchblade – Genesis Gameplay

Watch this video on YouTube.

Switchblade Game Backstory:

On the cyber world of Thraxx, Havok has returned. After 10.000 years of peace, the Fireblade, source of power for the ancient Bladeknights, has shattered.

The night burned red, and the people of the Undercity fell beneath the onslaught of Havok’s nightmare creations. Helpless, the Bladeknights died alongside their people. Only one of their order survived.

You play Hiro, the last of the Bladeknights, a hi-tech warrior armed with stealth, cunning and a powerful re-programmable cyber-arm. You must enter the Undercity and reassemble the sixteen fragments of the shattered Fireblade. Only then will you be able to take on Havok and average the death of your people.

Oh… and there will be Switchblade action figures too!

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Z-Treme Engine FPS Demo v2019.06.06 (WIP) (Saturn misc)

Jo Engine is an open source 2D and 3D game engine for the Sega Saturn written in C under MIT license. The Z-Treme Engine FPS Demo has been updated. Progress can be seen in a video uploaded to YouTube.

(Saturn homebrew) Z-Treme Engine test (06-06-2019)

Watch this video on YouTube.
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FX Unit Yuki – The Henshin Engine (Commercial) (Dreamcast Game)

FX Unit Yuki – The Henshin Engine: The game is part of a mixed-media project based on the web comic by Sarumaru. Henshin Engine is for the PC-Engine/TurboGrafx-16, Dreamcast and PC CD-Rom/Steam. Henshin Engine is a 2D action platformer running on REAL classic gaming hardware for a true Retro-Experience! Since the game was programmed from the ground up for real classic video game systems, the classic experience will play and feel authentically retro whether you are playing it on a classic game system or the PC. The game costs 49.99 USD for Dreamcast.

Indie game FX Unit Yuki for Sega Dreamcast retro review! Guilty Gear X GIVEAWAY! Subscribe to enter!

Watch this video on YouTube.
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Tomb Gator v4 (WIP) (NES Game)

Tomb Gator for NES by Christopher Addolorato got an update.

Tomb Gator Gameplay V4

Watch this video on YouTube.

Notes:

V4 of Tomb Gator Progress.

Includes: Working Coin SFX, Fixed music errors, updated player bounding box, larger spikes so you know if you made the jump over it or not and level adjustments.

Right now I’m noticing the game over screen has a tan block in the HUD and my player just sitting there on the top. I tried the fixed disappear block with solids underneath, and the screen using gravity, but my player falls through the screen out of bounds, and it doesn’t fix the hud. I tried holding the R key on it, but that did nothing.

My next step is the boss fights, followed by an instruction/title/end screen

and If I can figure it out, a high score/last score system. I know Ellen Larsson did that with her game so its very doable. I messaged her on twitter and she did say, its a lot of code. I’ll basically make this the last thing I do, if she can help.

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Deflektor v1.0 (Genesis Game)

alekmaul remade the puzzle game Deflektor for the Sega Genesis / Sega Mega Drive. Read more about the game here on Wikipedia.

The player has to rotate mirrors to deflect a beam in order to destroy all the cells of each level. There are also other devices the player has to be careful not to touch with the beam for too much time because otherwise the system will overload.

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Tomb Gator v3 (WIP) (NES Game)

Tomb Gator by Christopher Addolorato is yet another NES game in development using the fabulous NESmaker. Collect coins but don’t forget to jump too 😉

Tomb Gator Gameplay V3

Watch this video on YouTube.
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PSn00bSDK (PSX SDK)

PSn00bSDK is an open-source PS1 SDK project that aims to be as close to the official SDK as possible.

PSn00bSDK is a 100% free and open source SDK for developing homebrew games and applications for the original Sony PlayStation. The SDK consists mainly of libraries and some tools for converting and building resources to be used on the console.

While PSn00bSDK is currently a work in progress the project aims to develop an SDK that is as close to the official Sony SDK as possiblein in terms of supported hardware features which include GPU, GTE, SPU, CD, MDEC and controller/memory card peripherals and a library API written to follow the official SDK’s API syntax. With extensive low-level technical documentation of the PSX readily available (such as nocash’s PSX specs) there should be no excuse to not have full support of the aforementioned hardware features.

The PSn00bSDK libraries are written mostly in MIPS assembly language with compiler generated code limited to small and moderately sized support functions for best possible performance and to keep the runtime library footprint as small as possible. Many of the library functions avoid using BIOS calls such as C string and memory manipulation functions and use pure assembly equivalents for improved performance for memory and string manipulation operations.

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