slithymatt / cbm-wordslide Goto Github PK
View Code? Open in Web Editor NEWGuess a 5-letter word, for CBM-based machines (C64, X16, etc.)
License: GNU General Public License v3.0
Guess a 5-letter word, for CBM-based machines (C64, X16, etc.)
License: GNU General Public License v3.0
I wanted to double check, I'd like to use the wordlist from here, I'm making a clone of the general game for the Pimoroni PicoSystem in MicroPython. I think if I put that up here on GitHub with the same GPL-3.0 License, that might be enough but I'd also point out I got the original list form here as that seems right too. Please let me know if you disagree.
shouldn't the filename be changed soon? it's already 2700 words in 2500words.txt? :)
I'm still new to assembly language and C64/X16 but I am hoping to learn more so thanks for sharing the code for your games.
Here is a D64 image of the build as downloaded on 24th January 2022.
It contains the C64, X16 and VIC20 exectuables and the words list.
Not easily reproduced. Occasionally, the Kernal reports and overflow error and aborts the game after hitting a key to get past the load screen.
Found obscure words "aisle", "aleph" which I've never heard before.
Didn't include "flint", "plank", which seemed like common knowledge to me.
I typed in "ERROR", and only one of the R letters got highlighted yellow. I wasn't sure whether only that one or all of them were in the wrong position (curiously, not the first one, but the third one got highlighted). The alternative would be to highlight all R letters, but that could imply that the hidden word contains three times R. Don't know what is better. In any case, I would highlight the first occurrence of a letter.
About colors: highlighted letters are sometimes hard to read, since they are black on black background, and the highlight color doesn't always go around the entire letter. The solution would be to choose a different foreground color for highlighted letters, maybe dark grey? Red would have good contrast to green and yellow, but would falsely imply that something is wrong. Blue would have worse contrast, and would also look ugly imo. Hard times...
Another approach would be to overlay characters (screen codes 100 and/or 101) to adjacent positions to create an extra row of pixels in the background color and thus complete the border. This would only be doable using the two tile layers of VERA I think.
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