I noticed in an update that Discs of TRON has become available as a MiSTer core so I thought I'd give it a try. With the controller configured correctly it plays really well, especially as the arcade original had a custom control scheme including a paddle!
This is Slurpy on the C64. Released by Random Games in 1984, you play the titular character, who looks like a head with a snout.
I play through each difficulty level to show how well this little known yet highly playable game works.
...
https://www.youtube.com/watch?v=LSagtC8K974
I won this little gem in a prize draw on the Re:Enthused channel's Road to 2000 contest!
It's taken me months to get around to finishing this video but here's my best effort given the screen is not backlit.
Re:Enthused can be found here: https://www.youtube.com/channel/UCYF-5rMVfnI48w48EW2g3hA
In this stream I played with my knob... AKA my home built spinner!
I played Zektor by Sega (1982) a colour vector game with speech and ended up with a stream high score of 127,400 which I'm very pleased with!
I also played a bit of Arkanoid by request using the spinner. It really makes the game more playable using the control method for which it's designed!
If you want to follow this madness live (and other things I don't put here) then feel free to follow me on Twitch: https://twitch.tv/retroponder
Here's a very quick play of a very obscure and rare game called Sniff Buerk (Snifburk Simulator in-game) in which you have to zap the zits with Biactol before his face explodes. A smiley face on his hat will fill your Biactol level and clear his face of zits.
In this stream I played Giga Wing by Capcom (1999) using the MiSTerFPGA for the Mamemeister High Score Kerfuffle - Season 11 Part 1. A bullet hell shoot-em-up that's really fun to play and has a mental scoring system!
I finished with a score of: 239,259,123,170, killed at the end by a very unfair fart... I mean laser blast that took up a significant portion of the screen! ?
If you want to watch this madness (and other bits I don't put here) live then feel free to follow me on Twitch: https://twitch.tv/ponderprg
This is Episode 3 of the LondonRetroVideoGames 8 bit vs 16 bit Challenge in which Lewis will play a 16 bit game then responders will choose an 8 bit game so we can all compare the eras of gaming. Lewis's challenge video is here: https://www.youtube.com/watch?v=eBV0Qu6PiCw
Here I play Streets of Rage on the Sega Megadrive as Lewis's choice and I play a kind of related 8 bit game. Which game? Watch to find out. Slight oopsie at the end but it's all a part of the fun ?
In this stream I played Iron Horse by Konami from 1986 for the Mamemeister High Score Kerfuffle Season 8 Part 9. Probably the most frustrating game I've ever had the misfortune to play and I'm glad it's behind me ;)
If you'd like to watch this utter crazy shit live then feel free to follow me on Twitch: https://twitch.tv/retroponder
More retro coding, this time a bit more involved.
I used a cross-assembler on the Linux PC to write the code, the Commodore virtual disk management tool droiD64 to copy the target across and the Vice 64 emulator. It was fun relearning this stuff :D
***TECH ALERT!!***
The code is shown below. In the first example, the bytes at the start at the location pointer and BASIC header. The second part just shows the changes needed to tell the file system to load it at $C000 (49152) the start of the high memory block we used to use often back in the day. I also changed the sprite block location to give BASIC more room to play with,
; Template to create assembly code starting at $080B
; using BASIC program 2018 SYS 2061
*=$07FF
.byte $01,$08,$0B,$08,$E2,$07,$9E,$32,$30,$36,$31,$00,$00,$00
XMIN = $18
XMAX = $40
XMID = $ac
YMIN = $32
YMAX = $e5
YMID = $8c
XSPRITE = $d000
YSPRITE = $d001
HSPRITE = $d010
SPRITEON = $d015
POINTER = $07f8
WIDTH = $d01d
HEIGHT = $d017
MULTI = $d01c
COLOUR = $d027
BLOCK = $80
IRQCONT = $dc0d
SCREENCNT = $d011
RASTER = $d012
IRQ = $0314
IRQSET = $d01a
IRQFLAG = $d019
JOYSTICK2 = $dc00
KERNEL = $ea31
start ; Initialise sprite and place in centre of screen
ldx #$3f
dloop lda data,x
sta BLOCK*$40,x
dex
bpl dloop
lda #0
sta COLOUR
sta HSPRITE
sta WIDTH
sta HEIGHT
sta MULTI
lda #XMID
sta XSPRITE
lda #YMID
sta YSPRITE
lda #BLOCK
sta POINTER
lda #$01
sta SPRITEON
; Set raster interrupt
lda #$7f
sta IRQCONT
and SCREENCNT
sta SCREENCNT
lda #$fb
sta RASTER
lda #<(mover)
sta IRQ
lda #>(mover)
sta IRQ+1
lda #$01
sta IRQSET
rts
mover ; inc $d020 ; Check raster line
lda JOYSTICK2 ; Check up
and #$01
bne notup
lda YSPRITE
cmp #YMIN
beq notup
dec YSPRITE
notup lda JOYSTICK2 ; Check down
and #$02
bne notdown
lda YSPRITE
cmp #YMAX
beq notdown
inc YSPRITE
notdown lda JOYSTICK2 ; Check left
and #$04
bne notleft
lda HSPRITE
and #$01
bne lcont
lda XSPRITE
cmp #XMIN
beq notleft
lcont dec XSPRITE
bpl notleft
lda #$00
sta HSPRITE
notleft lda JOYSTICK2 ; Check right
and #$08
bne notright
lda HSPRITE
and #$01
beq rcont
...
https://www.youtube.com/watch?v=A7d6pUnNpes