New "Game": Conway's Game Of Life
New "Game": Conway's Game Of Life
Here's a small project I was doing on the side, Conway's Game Of Life. I was bored and it became the excuse to do a new video mode! It's a dual text+bitmapped mode supporting splitscreen and a resolution of 96x74 pixels in the bitmapped mode and 40x28 in text mode. The bitmap mode also has a dual buffer (two pages) and takes only 888 bytes per page. It's not really a game per se, more a cellular automaton were you set "cells" and watch them evolve according to 4 simple rules.
The in-game menu allows you to pre-set common object like gliders and ships at the cursor position (the red flashing dot). Then hit START to start/top the simulation. Press A to set a cell, B to clear it.
Update 22-jul-2013, v1.1: Fixed the video mode sync issue
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- gameoflife_1.1.uze
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- gameoflife_1.1.hex
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Re: New "Game": Conway's Game Of Life
Perfect port
Re: New "Game": Conway's Game Of Life
Nice! I really wondered why nobody had already implemented that.
Re: New "Game": Conway's Game Of Life
The challenge with this game is really the video mode. It really needs to video pages to avoid flicker. A simple 1bpp mode looked too cheap, so I needed a custom mode which also renders the grid and the flashing cursor in real time. I'm wte surprised with speed, thought it would be much slower...Janka wrote:Nice! I really wondered why nobody had already implemented that.
Re: New "Game": Conway's Game Of Life
Hi! The game from my childhood, in the era of 8-bit computers, such doing in BASIC. Here works pretty fast! In a new video mode can be white only (Bitmap mode)? While a grid and a red cursor? I'm thinking, what other classic game can be done in this mode...
Re: New "Game": Conway's Game Of Life
Update: Fixed the video mode sync problem. Updated binaries are in the main post.
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Re: New "Game": Conway's Game Of Life
Uze,
No good for a general purpose bitmap mode, but have you considered that you don't need a WHOLE double buffer if you can do the cell-calculations during render time. You will only need a rolling buffer with two extra scanlines than the screen has.
No good for a general purpose bitmap mode, but have you considered that you don't need a WHOLE double buffer if you can do the cell-calculations during render time. You will only need a rolling buffer with two extra scanlines than the screen has.
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Re: New "Game": Conway's Game Of Life
I really wondered why nobody had already implemented that.
Nice!
Nice!
Smile PleazZZZzzzZZZzzzz
Re: New "Game": Conway's Game Of Life
FYI, the sources for this project are now available in the master branch.