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updated README
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theflyingape committed May 8, 2016
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# quikman_8k
Commodore VIC20: memory expanded version using modern 6502 assembler

Requires the use of an additional 8k of memory expansion, mainly due to the
software sprite’s requirement to double-buffer the video display. For those
not familiar with the term “k”, it was short for “kilobyte” which is 1,024
bytes. Yes, read that again — a thousand bytes, not millions as in megabytes
and certainly not billions as in gigabytes. So, eight of those are an
additional 8,192 bytes over the 3,584 bytes available in a stock VIC 20. In
8-bit computing, that is a sizable amount to do some nifty programming. You
can appreciate these meager numbers more if you compare it to a simple Windows
cursor file in C:WindowsCursors — some of those simplest of icons would
challenge the VIC 20’s ability to load it into memory!

With the double-buffering in place, the game play is smoother because of the
flicker-free animation. But the extra address space allowed expansion of the
game’s core to include:

- an opening splash screen (top)
- a gaming options menu (left)
- one or two player mode
- choice of arcade maze run: original Pac-Man or progression through the
four Ms. Pac-Man mazes
- starting fruit level
- an interlude
- pressing the STOP key aborts the current game in progress; at the menu,
it returns the machine back to BASIC

I suppose the theme for all of this is VIC 20 was different — a trailblazer for
affordable home computing — and a flame should burn forever marking it as a
pioneering leader in that space. So us “aging geeks” continue to pour what’s
left of our diminishing IQ into a piece of hardware that has less memory than
one contact kept in a cellphone — a genuine human attempt to perpetuate
validation that VIC 20 could do “just about anything”, despite its handicap
against that next Commodore model which ultimately made a permanent mark in
history as “people” know it.

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