Re: [stella] Hello, and.. my game

Subject: Re: [stella] Hello, and.. my game
From: "Joel Park" <joelp@xxxxxxxxxxxxxxxxxx>
Date: Thu, 6 Jun 2002 07:49:25 -0400
Your game really looks great,  the sprites are worthy of Activision.

----- Original Message -----
From: "Fabrizio Zavagli (home)" <rasty@xxxxxxxxx>
To: "Stella" <stella@xxxxxxxxxxx>
Sent: Wednesday, June 05, 2002 6:45 PM
Subject: [stella] Hello, and.. my game

> Hello everyone!
> I've subscribed to the Stella list for a few weeks now, but still had to
> introduce myself.
> For short, I'm a 28 y.o. Italian who goes by the nick of "Rasty" on the
> AtariAge boards.
> Having found some spare time on my hand lately because of some illness,
> also thanks to the inspiration and motivation I've got from all of you
> coders, I've finally got it to starting coding on the 2600 some weeks ago.
> Thanks to the great samples, code snippets and hints that I've been able
> retrieve from The Dig and of course the Stella Archives, and to an
> unexpected burst of patience on my side, I've found it that I was
> progressing quite nicely and so, to make a long story short, I've made the
> step and from some tech demos I've put together, I've starting working on
> game.
> I'm no 6502 wizard, in fact this is my first "big" 6502 project. In fact I
> had several troubles with the asm itself to start with, but practice makes
> perfect or, in my case, at least slightly better :)
> I've been waiting to release a demo until it contained some gameplay and
> I believe it got to a status where it should at least give an idea of my
> game concept (that of course is evolving as I add to the game).
> The object of the game is relatively simple: you're controlling a ship in
> crowded space. At first, your ship will be docked to its base on the lower
> part of the screen. Position it with left/right and move up to release the
> ship. At this point you'll have to dodge the moving objects (rocks, ships,
> and so on) and get to the top of the screen. Once there, you'll have to
> into a hole and catch the tasty treat (food) that lies there.
> Got the food (warning: it'll change into an enemy), you'll have to get
> to the base and connect in order to advance to the next level (currently
> 3 levels in, after that you'll get back to level 1 for now).
> And that's what's currently in. I'm still lacking counters
> (score/lives/level..), intro screen, intra-level screens, and sound (as
> usual :)). I'll hopefully be adding a "fuel" indicator also, to serve as a
> timer and that will slow the ship down when it's low.
> Well, enough for the game description.
> Technically speaking, I've started building on the "How to Draw A
> demo by Nick Bensema, even though very little's left from it :)
> I've taken something from some code snippets posted on the stella list
> most notably the X positioning routine by Andrew Dawie and the stick
> one... Well I was working on bulding some myself, but once I saw good,
> working ones... couldn't resist :)
> Modified both, though. Will work on these more in the future.
> The kernel is something I pretty like. Of course it's nothing
> but I'm glad I got it without the artefacts that I thought I'd get being
> this my first production.
> Testing has been done on several emulators and a CuttleCart.
> The game is currently NTSC (both lines and colors).
> Ok sorry for the huge message, hope you've been able to at least partially
> read it or try my little WIP game.. That, by the way, I was thinking about
> calling "Space Treat", but I'd love getting suggestions about the name
> about the game itself)!!
> Again, thanks to everyone's kindness for sharing their sources and
> knowledge. I'm attaching my source also, but it's quite a mess and I doubt
> it will be useful to anyone :)
> Fianlly, thanks to Thomas who's been very inspiring for me :)
> Greets,
> Rasty.-

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