orac81 information 82 glöps
- general:
- level: user
- personal:
- first name: a
- last name: millett
- 4k game Commodore 64 ZX Spectrum VIC 20 C16/116/plus4 Atari XL/XE Commodore PET Owarix
- OWARIX is an open source small game for the Commodore 64, Vic20 (Unexpanded), Plus4/C16, PET40/80, ZX Spectrum, DOS and Windows/Linux via SDL. The Vic20 version is just 3K.
Owarix is a version of one of the oldest known two player games, Oware or Mancala. Boards dating back to Ancient Egypt and Rome have been found, and some finds possibly date the game back as far as 6000 BC.
Commands:
1-6 - Choose pit to move.
N - Start a new game.
Y - Change no of pits.
U - Change no of stones in each pit.
G - Make computer take turn, swapping sides.
A - Auto play demo, Computer v Computer.
I - Change computer IQ, depth of search.
T - Toggle 2 player mode, human v human.
V - Toggle simpler/faster display.
H - Display help.
ESC - Quit to OS (if there is one).
(For a simple quick demo, hit A for Autoplay.)
HOW TO PLAY
The board has 6 small pits on each side; and a large Master pit at each end. Your master pit is on your right, the stones in that are your score. To start four stones are put in each small pit. When it is your move, the player picks up the stones in a pit (1-6) then, moving counter-clockwise, drops a stone in each pit in turn (but skipping the opponents master pit).
If the last stone lands in an empty pit owned by the player, and the opposite pit contains stones, both pits are captured and placed in the players master pit. If the last stone lands in the players master pit, the player moves again. When a player has no stones in their small pits, the game ends. All players stones are added to their master pit, and the player with the most stones wins.
In this version of the game "Side A" (human) plays the bottom pits, with the Master pit to the right, and the Computer plays the top pits. You type a number 1-6 to choose a pit. Remember, if your last stone lands in your Master pit, you get another move!
NOTES
The IQ search level is normally restricted to the range 1-9, wrapping back to 1 when you go past 9.
This is the number of moves the computer looks ahead. To search deeper, you can set 2 player mode then the IQ can be set as high as you want.
But searches can become very slow when you do this, which is why it is normally restricted. On 8 bit platforms levels above 5 will be slow.
A few features are missing from the 3K Unexpanded Vic20 version, ie: the Help screen is not available, and the Board width is limited. - isokadded on the 2026-09-19 21:05:12
- 4k game Commodore 64 ZX Spectrum VIC 20 C16/116/plus4 Atari XL/XE Tfreax
- TFREAX is a fast paced shoot-em up, adding new twists to a familiar theme. There are versions for the C64, C16, Vic20, Atari 400/800, ZX Spectrum, MSDOS, or Windows/Linux via SDL. The Vic20 version is just 3k!
The executables are in the "tfreax" sub-folder.
Controls (or use Joystick):
SHIFT = Fire.
I,P = Move Left/Right.
X = Quit game.
As each level progresses, the aliens become faster. The lines of aliens move in different directions/patterns, depending on level. If you clear the aliens, you progress to the next level.
You get a bonus life every 8 levels, and the aliens go back to the top, but the aliens are faster.
Each alien scores 10 points on level 1, 20 on level two, 30 on 3, and so on.
The purple aliens require 2 shots to kill. At random intervals a special bonus blue alien sweeps across the top. If you shoot it, you get 160xlevel points, and the aliens are held on the same line for 5 sweeps.
The top line shows the score, the alien wave #, and number of lives left. The maximum score possible is 655350.
During play hit S to toggle sound, X to quit.
In the title screen, you can hit M to select alien start speed (0-7). If you add +8 to the mode, it plays a "Classic" game, with the aliens moving the same direction.
For example mode 10 is speed 2, with classic motion. If you want an insane game, try mode 6!
(OI = written with Organic Intelligence) - isokadded on the 2026-09-19 20:55:07
- 4k game Commodore 64 ZX Spectrum VIC 20 Skattabugz
- SKATTABUGZ
Skattabugz, they just wanna steal your Hearts!
Download latest version:
https://github.com/orac81/miniapples/raw/refs/heads/main/vtdl/skattabugz-latest.zip
Load and run the file
"skattabugz-c64.prg"
"skattabugz-spectrum.tap"
"skattabugz-v20.prg"
Its just 3.5k long!
Controls:
SHIFT = Fire.
I,P (OR Q,E) = Move Left/Right.
X = Quit game.
Skattabugs is a fast paced shoot them up for the C64, Vic20 or Spectrum.
Eliminate the bugs before they capture all your hearts. As each level progresses, the bugs become faster. If you win, you progress to the next level.
Avoid the bombs, if you get hit, you loose half of your hearts. Each bug scores 10 points on level 1, 20 on level two, and so on.
Hints: It is better to eliminate the lower bugs first, and try to protect the lower hearts, they are easier to defend. At least one bug is always on the move, usually the topmost one.
In the title screen, you can select different game modes by hitting the M key. These modes are:
+1=SLOW
+2=FAST (Double speed)
+4=NO BOMBS
+8=NO SOUND
For example, for a fast game with no sound, select 10.
Skattabugz is a working example for my "Very Tiny Development Layer" (VTDL) portable library. This is a library specifically designed to be efficient/fast with very small target systems.
For more details, see "vtdl.txt" in the tdl folder.
For updates and more programs see: www.github.com/orac81 - isokadded on the 2026-02-26 12:29:29
- intro Commodore 64 Honey, I shrunk the 1701 by Genesis Project [web]
- Brilliant!
Like to see another 1701 monitor on the screen, then within that.. - rulezadded on the 2026-01-27 18:47:56
- 128b Commodore 64 VIC 20 C16/116/plus4 Commodore 128 Commodore PET TinyLife-6502
- A few more code notes..
This version will go down by 12 bytes to 114 bytes if you loose the BASIC stub and start with a SYS. But it does rely on the PET editor to setup the start pattern, some machines dont have that. As a simple hack you could just fill the screen with random data to start.
The code depends on having a pet style mem mapped char screen. So it might be portable to uk101 or BBC text mode or Apple2 text (with address translation) but other bitmap screen 6502 systems (oric?) would need additional code. Most sizecode stuff is very system dependant.
The code makes a complete copy of the screen with just bit 0 kept, so each byte is 0 or 1. Letter O or petscii "ball" (81) have bit 0 set. It then uses this code to count the surrounding cells:
Code:CLC ; Add 8 surrounding cell values together LDA (ZWORK),Y INY ADC (ZWORK),Y INY ADC (ZWORK),Y LDY #VDUX ADC (ZWORK),Y INY INY ADC (ZWORK),Y LDY #VDUX+VDUX ADC (ZWORK),Y INY ADC (ZWORK),Y INY ADC (ZWORK),Y ; A=Surrounding cell count
Now, instead of copying the screen, if you kept a 3 line rolling wrap around 256 byte buffer (with just bit 0 copied) you can just use 8 ADC ABS,Y instructions, with the ABS offset set for each cell , which will eliminate the INY and be faster. Remember that you read 8 cells for every new cell, so you want to make the count as fast as possible.
You could implement proper wrap around at the same time. That would make the code bigger than 126 bytes though.
A version using Petscii quarter pixel gfx would give 80x50, with the right code using that method should be quite fast. It would need a special editor for it. - rulezadded on the 2025-11-18 13:43:07
- 128b Commodore 64 VIC 20 C16/116/plus4 Commodore 128 Commodore PET TinyLife-6502
- TINYLIFE
This is a "size-code" version of the classic LIFE game, for the Commodore C64, C16, VIC20, PET. The smallest version is 126 bytes (see smallbin folder), but I recommend using the slightly bigger version with built in edit and help.
To use, just edit using the PET editor to create the patterns using the
letter "O" for the cells.
Note that the program is very simple, ie. it doesnt handle screen
wrap properly. But it is quite fast.
The "small" version needs the user to edit before running. Put the "run"
command on the 2nd line. This version needs VIC20 users to type:
POKE 36879,8:print chr$(5)chr$(147) before editing.
To avoid all that, use the "big" version!
Realeased as FREE/GPL3 software, source included.
https://github.com/orac81/miniapples/tree/main/lifet - isokadded on the 2025-11-13 15:45:07
- 16k demo Commodore 64 My 64 by Genesis Project [web]
- I'm trying to work out the titles of the software on the table.
- rulezadded on the 2025-11-04 01:53:48
- 4k game Commodore 64 VIC 20 C16/116/plus4 Commodore PET Orac Draughts
- Forgot to say, for auto play demo just type:
A <RETURN> - isokadded on the 2025-11-02 13:28:16
- 4k game Commodore 64 VIC 20 C16/116/plus4 Commodore PET Orac Draughts
- Thanks mermaid, and yeah, Vic20 rules!
- isokadded on the 2025-11-02 11:41:11
- 4k game Commodore 64 VIC 20 C16/116/plus4 Commodore PET Orac Draughts
- ok, I was never clear on the definition. I managed to squeeze the unexpanded vic20 version to 3300 bytes, with it still playing a fairly good game, so thats sort-of size coding.
Maybe checkers not cool enough for the scene! - isokadded on the 2025-10-31 00:48:22
account created on the 2025-04-23 15:31:18
