Welcome!

This is a 60 second page to showcase my version of
Gauntlet for the Vic-20.
The magic of programming within the confines of 4k is that even with 4k there is a near infinite amount of ways it can be used.
- Steve Baldwin

Happenings:

03.21.02: Everything is coming along wonderfully! I've now got a sample of what to expect in a Vice Vic-20 emulator snapshot file and a PDF that explains everything in detail available. This shows the layout of the game. There also is a bit of interaction added for testing purposes. Using the arrow keys you can scroll around a test map.

  This is one half of the screen update code. I've suceeded at reducing the 1024 bytes of the map to only 256 bytes. All the memory saved will help in the end! This is the part that draws the floor and walls. The next part will interpret the Monster Queue and place and animate the entities. Once that ML is done, the game will be near completion with the exception of the graphics. The maps are to the actual dimensions of the real game, but there will be no smooth scrolling. Everything runs on it's own timer though, so the game play will hopefully be good enough!

   Every effort is being made to create the most compact and efficient version of Gauntlet on an Unexpanded Vic-20. This is in the neighborhood of 5k to work with. I'll even be using the screen areas that are blank to store variables to limit memory usage.

03.18.02: Will put up a proposal and details in PDF form for any to read.

   The PDF contains code, flow charts, graphics and procedures. I hope to generate any helpful means of achieving this goal of making breaking the Vic's RAM in to these parts:

  • 512 bytes using 2 to 3 bytes per Monster in the Monster Queue
  • 384 bytes for the map with each byte representing a 2x3 character space tile
  • 256 bytes for the custom characters
  • 2048 bytes for the actual ML

       The premise is that the Monster Queue will contain all entities that are not the Heroes. This includes Ghosts, Grunts, Demons, Wizards, Lobbers, Death, Teleports, Weak Walls, Keys, Potions, Treasure, Food and lastly shots. Each cycle calls the Monster Queue and it checks which entity it is and then parses the bytes in to X position, Y position, Health and Speed. This is a gray area as I'm still uncertain the level of accuracy to the original game this conversion will have.

       Every effort is being made to create the most compact and efficient version of Gauntlet on an Unexpanded Vic-20. This is in the neighborhood of 5k to work with. I'll even be using the screen areas that are blank to store variables to limit memory usage.

    03.17.02: Started coding a character editor for the Vic-20 in Assembly.

       This has come along quite fast. So far, I've got the interface started complete with cursor movement, text string drawing, hidden characters that user can't edit but don't use any of the 128 user editable characters.

  • If you have any comments or suggestions,
    email me at 99cent@howdymedia.com.