------------------------------------------------------------- 2003 MiniGame Compo - http://www.ffd2.com/minigame/ NES Compilation v1.01 Credits: BoXBoY by Neil Tew Escape from Pong by Halley's Comet Software Munchie Attack by Joe Parsell Bomber 4K by RoboNES Galaxy Patrol by Michael Martin Packed by Memblers FilePack compression by Mickael Pointier Original tune by Mike Alsop Music Engine by Bananmos History: v1 - released v1.01 - fixed bug with Escape from Pong Docs attached. ------------------------------------------------------------- ############ # BoXBoY # ############ A 4kb NES game for the 2003 MiniGames Compo (www.ffd2.com/minigame/) Created by Neal Tew (loopy at mm dot st) How to play: ----------- Arrange the colored boxes in the correct order! Complete ten color sets to advance to the next level! Finish all 6 levels to win the game! Controls: -------- D-pad: Move up, down, left, right (duh) B button: Drop box to lower platform A button: Toss box to higher platform Start: Pause the game Select: Faster! Emulators: --------- This should run in most "Good" emulators (i.e. NOT Nesticle). It's been tested on: - Nintendulator - FCE Ultra - Nesten - Nestopia - Nester - Jnes - LoopyNES ------------------------------------------------------------- Escape From Pong rev 2 A 1K NES entry into the MiniGame 2003 Compo (http://www.ffd2.com/minigame/) by Halley's Comet Software (http://here.is/halleyscomet) Assembled with DASM by Matthew Dillon. Written in edit.com 1,021 bytes of code and data. Object: Your goal, as a Ping Pong ball, is to avoid the paddles and other obstacles to escape from the screen in 12 variously difficult levels. Gameplay: Levels consist of one paddle which always tries to stay in front of the ball. There are also white walls which the ball will bounce off of and red walls which will restart the level. If you get in the way of a paddle the level will also restart, this is to prevent you from having the paddle push you through a wall. In order to advance to the next level you must get the ball to leave the screen. The early levels do not have gravity, but later levels do. The difficulty level generally gets higher as the game progesses. When you have completed all 12 levels the game will restart from level 1, but the paddles will move faster. There is no way to actually "win" the game, but then again there is no way to "lose". I have personally played every level the first time through, but I don't know if it is even physically possible to beat it again. Controls: The directional pad controls thrust. Remember that the ball will accelerate in the opposite direction of the button you press. Your thrust is slightly more powerful than gravity (when gravity is active). Recommended Emulators: loopyNES (runs well on older computers, the best alternative to Nesticle), FCEU, nnnesterj NonRecommended Emulators: Nesticle (scroll issues), Nester (colors are wrong) Bugs: Due to an optimization of the controller code the start, select, a, and b buttons also activate the thrust. This actually makes control quite a bit easier, but it is an unintended feature. B = Up A = Down Select = Left Start = Right I have not tested the program on an actual NES, so it very well may not work with the real hardware, but it works on every decent emulator I've tried it with. History: first release: er, it was the... first release? revision 1: Nintendulator helped me find a bug, I had not set the interrupt flag. Only unusually accurate emulators (and the NES itself, I suppose) would have a problem with it. revision 2: Fixed a glitch of the screen when loading a level by not enabling the screen in the middle of a frame, only required a slight reordering of commands. Based on concepts from: * Pong * Lunar Lander * Some QBasic game (I remember finding it on AOL, it involved a bouncing ball) * Several other games I've written (Rise of the Triangle, Cheese Reactor, Mushrong) Things I had fully coded but took out due to space restraints: * Little flames showing the ball's thrust * Multiple paddles * More levels * Breakout style walls that disappear when you hit them Things I wanted to do but didn't (due to space restraints): * Imperfectly elastic walls, which slow the ball down when hit * Music * Pause * Multiplayer (actually would be easy to implement) Why the file is so big: The 1,021 bytes of the game are distributed as follows: 1,017 bytes at the beginning, which make up the program and header, and 4 bytes at the end (the reset and NMI vectors). The last two bytes, for the BRK/IRQ vector, are not used. No iNES format ROM can be less than 16,400 bytes in size, all of the other bytes are filler. Level data: The levels are read from scripts as specified by comments in the source. Level data begins at the label "level". Levels of up to 256 bytes and games of unlimited size (within the restraints of 16KB of PRGROM) can be created and should be fully supported by the physics engine. Copyrights: The source code and binary are (c) 2003 Halley's Comet Software. They may be distributed or resued in any way without express permission so long as credit is given to the author. ------------------------------------------------------------- Munchie Attack A 4KB NES game for the 2003 MiniGame Compo The story so far: Ninja have taken leaders of first-world nations hostage, and are threatening to increase subsidies for domestic food producers to even more insane levels than usual! As the hungriest person in the world, it is your job to eat everything in sight to put an end to their nefarious plans. Only you can prevent world-wide poverty and hunger! You must act now! Directions: Once the intro has completed, press any key to begin the game. Use the directional pad to move your Munching Mouth (TM) around the screen. Score points for eating food, but you must beware of the knives and shuriken the ninja are throwing at you. They will do anything they can to stop you! You start the game with 4 lives, and are awarded an extra life for every 100,000 points accumulated. Point Values: McFries - 100 points Cow Flesh Sandwich - 200 points Fishy - 400 points Apples & Oranges - 600 points Mystery Food - 1,000 points Squeedo del Tepton (TM) - ???? points Notes: _________________________________________ _________________________________________ _________________________________________ _________________________________________ FCC Regulations: (omitted) This game is for use only on the planet Gaia orbiting the star Sol, unless written or telepathic permission is obtained from the author. (Except on Fridays.) ------------------------------------------------------------- Bomber 4K objective: perilessly fly over 3 cities and destroy each one to win keys: A button - drop bomb Start button - start game select button - return to startup page from game over/win Emu's tested with: slow emu / high accuracy: fce ultra - yes nestopia - yes nintendulator - yes fast / inaccurate nestcl95 - yes vortendo - sprites flicker rom statistics: bomber.pal 28 finishtext.dat 9 lev_attribs.dat 64 title_attribs.dat 64 metatiledata.dat 176 title.dat 256 lev1.dat 256 lev2.dat 256 lev3.dat 256 gameover.dat 256 bomber.chr 1168 ines header 16 non-code total = 2805 code 1283 interrupt vectors 6 code total = 1288 total rom size without 0 filling = 4094 bytes ------------------------------------------------------------- GALAXY PATROL (c) 2003 Michael Martin Platform: NES Size: 3,691 bytes (16 byte iNES header, 2,103 bytes code, 1,572 bytes data) Tested on emulators: FCE Ultra, Nintendulator, NESten. Verification note ----------------- Note to the people verifying this entry: The iNES format operates in 16kB chunks and requires data at the beginning and at the end. I have provided two versions of Galaxy Patrol, depending on how you elect to handle this. If you want the bulk of the program up front, then 4k-galaxy-start.nes has the code organized in this way. It ends at file location 0x0e70, and then is all zeroes through the final six bytes which store the start locations, etc. for the machine. Likewise, 4k-galaxy-end.nes has the 16-byte header, then 12kB+16 bytes of zeroes, and then the uninterrupted program code. The output of hexdump -C on both of these .nes files has also been included for your convenience. Game Concept ------------ Welcome to Galaxy Patrol! You must fly through the starfield, avoiding stars and collecting fuel so as to continue your journey. Your score is based on the amount of fuel you have spent. Game Controls ------------- The Select and Start keys will let you navigate the main menu. Once in game, the directional pad will control your direction of motion. You will *always* be drifting to the left or right, and will "bounce" off the sides of the screen if you collide with them. Colliding with a star or running out of fuel will end the game. Colliding with a fuel dump will give you 25 units of fuel (max 99). Special Thanks -------------- Galaxy Patrol was inspired by Tim Hartnell's 1983 game of the same name for the Timex Sinclair 1000. The game mechanics have been modified a bit (you can't lurk on the edges anymore) and the fact that your ship moves with a pixel-level of granularity instead of a character-level one changes the tactics considerably. Special thanks also go out to Quietust for playtesting the earlier versions of this game and helping to nail some of the graphical glitches therein. ------------------------------------------------------------- _EOF_