* = New Game + = Port to MC-10 from another computer's version of BASIC. I've got all these programs working for the MC-10. My retro-challenge is to make the changes needed to make them all work for the Coco and the Dragon 32/64.
It is our shared hope that over this coming year we can add a much larger library of questions than the current 40 (please still send me any you think of), which will likely require integrating something like Allen's tokenization routine. Unfortunately, this will likely only be available on the Coco version of the program and not the MC-10.I was actually thinking more about memory usage. I created a simple word tokenizer in C for my day job when I was out of room in a small project, and I think it could be used on the CoCo as well. I wrote a test version in BASIC via Xroar yesterday, and will finish it up and make it available in case it is of interest to you.Basically, it will scan thought all the strings (from a text file, or from data statements) and then create a dictionary of words, and tokenized strings. I have a method that will be ultra efficient, but not human readable (it would be legal BASIC, but not something you could LIST or type in), and another one that is not quite as efficient but completely typeable.For instance, it might look like this:1000 REM Token dictionary1005 DATA 8,bacon,eggs,and,really,like,i,pancakes,tooAbove, that might represent an 8 word dictionary. Then the strings would be encoded and might look like this:2000 REM Tokenized strings2005 DATA "FDEACD"Assume "A" is 0, etc. So that represents those full words. This is a simple example, limited to the number of single characters you could put in a string. If I built those strings mechanically, I could use non-typeable characters and get maybe 128 tokens. But, a decent compromise is to use two characters. Instead of using numbers, which take more BASIC space:2000 DATA 2,42,3,25,5,1,23,51
|ABM Command||Quest 1||Maze Race|
|Santa Paravia and Fiumaccio||Rescue||Adventure in the Near Tholian Sector|
This is a Who's Who of classic game designers and programmers, where "classic" generally refers to pre-NES 8-bit home computers (like the Atari 800 and Apple II), consoles (like the Atari 2600 and Intellivision), and arcade coin-ops. Why the pre-NES distinction? Because prior to that there was a closer connection between the creator of a game and the finished project. That's an oversimplification, because there were 8-bit computer games developed by teams, but single-person, single-vision games became rarer once the Nintendo-era of consoles took off.This is great resource because it not only lists the programmers, but also their programs, which system they were programmed on, and whether they were "type-in" Basic programs. Using the Giant List I was able to quickly zero in on some of the big favorites of the 8-bit era and find TRS-80 versions. Programs that had versions created for the other 8-bit machines tended to be the best programs for conversion because, if they had been ported multiple times already, this was usually a good indication that the program was amenable to conversion. Sometimes I have even found "commercial" Basic programs in this way. For example my port of "Andromeda Conquest" by Avalon Hill was a result of noticing that it was a Basic program that had versions for TRS-80, Atari, IBM, Apple and Commodore.
|Atari Version||MC-10 Version|