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biggoil

Fast action game for 16K ZX81.

Pure machine code action FTW.

  • Collect the oil from the underground tunnels.
  • Do not let the enemies touch the pipe that you pull along behind you.
  • Enemies self-destruct upon contact with the drill head.

Default controls:

UDLR / FIRE
QAOP / SPACE

Redefine keys on title screen.

DOWNLOAD

Enhanced features:

  • Music and sound effects.
    • ZonX compatible AY chip is required, E.G. Mr.X, ZXpand+, ZXPand+AY
  • Joystick control
    • ZXpand+, ZXpand+AY standard.

All game and artifact handling code by Sir Morris Bigg.
STC music player by Andy Rea.

Sketchy

AYFXEdit

BRASS

Archived development log


bugs:

  • pipe turns are broken after retracting
  • enemies crossing leave an enemy character behind
  • 'hello' sound too loud
  • invalid entrances can be selected
  • enemies erase non-solid inverse characters

engine

  • rom dependency removal via custom irq handler
  • non-interruptable SFX
  • fix race condition potentials
  • make 'map' of the level at the start
    • either 0 for passable (dot, space) or 128 for impassable
    • player fills map with grey
    • enemies unplot themselves using map data (no more lost dots, crashing through scenery)

features:

  • difficulty ramp
    • enemy spawn rate increases every level
    • enemy speed
  • pick-ups
    • slow enemies
    • stop enemies
    • nuke enemies
    • poison
  • timer
  • enemy animations
  • sound
  • extra lives
  • different enemy types
  • character animation tables (and hence UDG possibility) for:
    • boring head
    • enemies
  • title screen
  • game over screen
  • control customisation
  • music:
    • level begin jingle
    • level complete jingle
    • title screen
    • game over screen

whimsy

  • cloud animation
  • lorry animation
  • message?

enemy behaviour

  • turn around when obstructed

If you're reading this well done! The ZX81 scene is dead. Long live the ZX81 scene.