A downloadable game

EXPANDED CODE (CBM Prg Studio syntax)

0h=40:d=1984:p(0)=20:b=1024:o=1103:r=-r*(r>u)-u*(u>=r):print"{green}{clear}{right*5}{dark gray}{gray}ijkl{light gray}z {cyan}hi{white}";r
1f=1564:m=102:fori=0to39:pokeo-i,m:poked+i,m:next:fori=.to22:pokeo+h*i,m:poked-h*i,m:next:w=86
2z=198:k=.:p(1)=13:u=-8:t=54272:x=1063:fori=.to7:gosub9:p=o+i*m+m:pokep,w:pokep+t,2:next
3c=87:v=54296:l=32:a=1:poke53280,.:poke53281,.:pokef+t,s:pokef,81:s=7:fori=.to7:pokex(i),l
4ify<.thenx(i)=b+g(.,i)+h*g(1,i):forq=.to1:g=int(g(q,i)):g(q,i)=g+sgn(p(q)-g):n=1:next
5on-(peek(f)=c)goto8:on-(peek(x(i))=w)gosub9:pokex(i),c:pokex(i)+t,n:next:y=y-1:ify<-hthena=.
6geta$:on-(a$="")goto6:i=asc(a$)-72:ifathenp(.)=p(.)+(i=2)-(i=4):p(1)=p(1)+(i=1)-(i=3)
7print"{home}{cyan}{Z}{white}"int(9-k):pokev,7:pokev,.:j=(peek(f)<>w):pokef,l:ifi=18andk<=8theny=9:n=3:s=3:k=k+1
8f=b+p(.)+h*p(1):on-(peek(f)<wandj)goto3:print"{home}{down}{right}{white}end":fori=-dtod:next:waitz,1:pokez,.:y=.:goto0
9u=u+1:k=k+(k>.)/5:print"{home}{white}"spc(l)"{W}"u:g(.,i)=1+rnd(.)*38:g(1,i)=2+(iand1)*21:x(i)=x:return

MAIN VARIABLES

u score

r high score

o top-right wall position 

d bottom-left wall position

y counter that handle frozen enemies and death of player that has not killed any enemy for too many steps

v volume register used to produce clicks by bit-banging

a flag to toggle death of the player that has not killed any enemy after too many steps

p(0),p(1): x and y player's coordinates

f: player position on screen ram

g(q,i): i-th enemy q-th coordinate value

x(i): i-th enemy position on screen ram

c: enemy character (87)

w: wall character

j: flag that stores whether the player is not on wall


EXPLAINED CODE

0

Initialize some variables

h=40:d=1984:p(0)=20:b=1024:o=1103:

// Update high score

r=-r*(r>u)-u*(u>=r):

// Display instructions

print"{green}{clear}{right*5}{dark gray}{gray}ijkl{light gray}z {cyan}hi{white}";r

1

// Initialize more variables

f=1564:m=102:

// Display Walls

fori=0to39:pokeo-i,m:poked+i,m:next:fori=.to22:pokeo+h*i,m:poked-h*i,m:next:w=86

2

// Initial more variables

z=198:k=.:p(1)=13:u=-8:t=54272:x=1063:

// Loop that displays enemy at new position through routine at line 9 and displays mines

fori=.to7:gosub9:p=o+i*m+m:pokep,w:pokep+t,2:next

3

// More variables initialization. Screen colors set to black.

c=87:v=54296:l=32:a=1:poke53280,.:poke53281,.:

// Display player

pokef+t,s:pokef,81:s=7:

// Start of loop that updates and displays enemy positions

fori=.to7:

// Delete i-th enemy 

pokex(i),l

4

// if enemy is not frozem than compute new position (move closer to player both horizontal and vertically if possible)

ify<.thenx(i)=b+g(.,i)+h*g(1,i):forq=.to1:g=int(g(q,i)):g(q,i)=g+sgn(p(q)-g):n=1:next

5

// If player on enemy go to line 8. 

on-(peek(f)=c)goto8:

// Otherwise, if enemy on a mine, go to line 9

on-(peek(x(i))=w)gosub9:

// Otherwise, display enemy 

pokex(i),c:pokex(i)+t,n:next:

// Decrease counter y (to thaw frozen enemies)

y=y-1:

// If counter reaches a too low value, flag a is unset in order to kill the player

ify<-hthena=.

6

// Read keyboard and wait for an input

geta$:on-(a$="")goto6:

// Update the new player coordinates

i=asc(a$)-72:ifathenp(.)=p(.)+(i=2)-(i=4):p(1)=p(1)+(i=1)-(i=3)

7

// Display number of freezing bombs

print"{home}{cyan}{Z}{white}"int(9-k):

// Produce a clicking sound

pokev,7:pokev,.:

// Compute the flag for the player not on a mine

j=(peek(f)<>w):

// Delete player

pokef,l:

// If key pressed was Z and enough freezing bombs are available, then set y=9, increse the number k of used bombs, set n and s to 3 to have the player and the enemies in cyan color 

ifi=18andk<=8theny=9:n=3:s=3:k=k+1

8

// Compute player position in screen video memory

f=b+p(.)+h*p(1):

// If check player is not on a wall, nor on an enemy, nor on a mine. If yes, go back to line 3. 

on-(peek(f)<wandj)goto3:

// Otherwise print "end". Short pause. Wait for a key press. Reset y to 0 and go back to line 0

print"{home}{down}{right}{white}end":fori=-dtod:next:waitz,1:pokez,.:y=.:goto0

9

// Routine that handle the death of an enemy

// Increase score.

u=u+1:

// Increase bomb counter k by 0.2 so that the player has to kill 5 enemies to get an extra bomb

k=k+(k>.)/5:

// Display updated score 

print"{home}{white}"spc(l)"{W}"u:

// Compute coordiantes for the newly spawned enemy

g(.,i)=1+rnd(.)*38:g(1,i)=2+(iand1)*21:x(i)=x:return

Download

Download
HOW_TO_PLAY_Robots64.txt 490 bytes
Download
LOAD_INSTRUCTIONS_Robots64.txt 274 bytes
Download
Robots 64 PUR80.bas 917 bytes
Download
Robots 64.D64 170 kB
Download
Robots 64.prg 763 bytes
Download
Robots64_commented.txt 4 kB

Install instructions

Just use any C64 emulator such as Vice or Z64K and either use the .prg or .D64 file.

You can load the game into a real C64 by using many methods such as an SD2IEC card reader to load the .PRG or .D64 file.

You can also load the .bas file through CBM Prg Studio and Vice.

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