2/6/2024 0 Comments Super hexagon pc![]() The spinning was achieved by applying a rotation to the initial x/y coordinates by multiplying by sin and cos functions. ![]() An example of such pattern is shown below: walls_maze = 6'b011111 walls_maze = 6'b000000 walls_maze = 6'b101111 walls_maze = 6'b000000 walls_maze = 6'b110111 walls_maze = 6'b000000 walls_maze = 6'b111011 walls_maze = 6'b000000 walls_maze = 6'b111101 walls_maze = 6'b000000 walls_maze = 6'b111110 walls_maze = 6'b000000 walls_maze = 6'b011111 walls_maze = 6'b000000 walls_maze = 6'b101111 walls_maze = 6'b000000 Once all the walls and player are in place the only thing left to add is crazy spinning and flashing colours to distract the player. New walls are sourced (pseudo)randomly from a set of 16 predetermined patterns. Two pointers index this array, one for making the walls move inwards towards the player, and another for updating the walls with new ones when they go off screen. The currently active walls are held in a 6bitx128 array in RAM. This collision logic was embedded into the main game state machine:Īnother interesting part of the project (It was all interesting!) was the wall generation. If the new coordinate collides, but the old one does not then the player's position is reverted back to the old coordinates. This was achieved by storing the player's old and new coordinates. Below is a highly simplified version:Īn Issue I came across during development was finding a way to allow the player to be killed when colliding with the front of a wall, but still allow the player to bump into the sides. The huge block diagram in the gallery shows the details. This colour is then fed back into the VGA driver module. Each coordinate is then clocked through the pipeline and processed until an RGB colour appears at the other end. On each pixel clock the VGA driver module would output an x/y coordinate. To get the data to the screen I chose a pipelined approach for calculating the pixels. This is what will ultimately display the graphics onto the screen. The core of the whole project is the VGA driver. All source code can be found on my github: The game mechanics were simple enough that It would be feasible to do an FPGA implementation. At the time I was quite addicted to Super Hexagon. The digital download of MICRO HEXAGON is available for FREE, but if you can afford to support us by throwing us some digital loose change then we'll be incredibly grateful.As part of my Digital Design module for my Electronic Engineering degree I was tasked with writing an verilog project using an Altera DE1 FPGA. If you missed out on the Kickstarter, copies of Sam's excellent book are available to buy here. Available in four different colours, with 50 being signed by Paul and Mikkel, these Kickstarter cartridges proved to be hugely popular and sold out in less than a week. MICRO HEXAGON cartridges were made available as high level rewards in Sam Dyer's successful Commodore 64: A Visual Commpendium Kickstarter. In fact, we've even included a pre-configured 32-Bit Windows copy with the download together with some simple user instructions (we're nice like that). For emulator users, we recommend VICE, as it works on a variety of operating systems and is very user friendly. The digital version available here is primarily for use with emulators, but can also be run on a real C64 via hardware such as theġ541 Ultimate II. Playing MICRO HEXAGON on a Commodore 64 or PC If you experience dizziness, blurred vision, eye or muscle twitches, loss of consciousness, disorientation, any involuntary movement or convulsion whilst playing MICRO HEXAGON, discontinue use IMMEDIATELY and consult your doctor. This video game features extensive use of stroboscopic effects and should not be played by individuals who are sensitive to intense flashing lights. Originally released for iOS in September 2012, versions of SUPER HEXAGON for Windows and OS X were released 3 months later on Steam, an Android version was released in January 2013 and BlackBerry and Linux versions followed in February 2013. HEXAGON, which was created for a twelve hour game jam in early 2012. SUPER HEXAGON is an independent video game based on an earlier game by Terry Cavanagh, This Commodore 64 reinterpretation of the original SUPER HEXAGON was released on the 1st December 2013 as an entry in the RGCD C64 16KB Cartridge Game Competition ( 2013), in which it achieved 2nd place. MICRO HEXAGON is a minimal action game by Paul Koller, with music by Mikkel Hastrup.
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