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pvmm/q-bert

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Q*Bert

warning: SDCC 4.1.0 is buggy, use newer compiler version.

TODO:

  • "Pyramid" boundary check;
  • Frenemies
    • green ball (green, pickable, freezes enemies)
    • red balls (jumps down randomly until end of screen starting from any of the blocks from the second tier)
    • Coily (purple, homing, snake)
    • Sam (green, change colors back, talks gibberish, pickable)
    • Slick (green, shades, change colors back, talks gibberish, pickable)
    • Wrong Way (purple, side runner, talks gibberish)
    • Ugg (purple, horny dragon type, side runner, talks gibberish)
  • Escape disk
  • New level introduction screen
  • Original music
  • Detect enemy hit
  • Q*Bert when it hits enemy: talks gibberish with text baloon
  • Possible extra game modes
    • Competitive/Collaborative two players mode?
    • never-ending scrollable mode?
    • Story mode?

External tools

  • Tiled was used to edit the game map, via JSON export (see map.json)
  • All the graphics were drawn with GIMP
  • The music engine is the lvgm player modified to work with Ubox

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Q*Bert clone for the MSX (WIP)

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AltStyle によって変換されたページ (->オリジナル) /