Search found 191 matches

by djnzx48
Mon Nov 19, 2018 8:55 am
Forum: Design/Ideas
Topic: Mario Kart
Replies: 11
Views: 246

Re: Mario Kart

Something like Wacky Wheels on the Spectrum would be cool. Days of Thunder uses simple vector graphics for the track, and the speed is quite good when turning corners, although some of that may be precalculated so it might not be a good example. Scrolling the background scenery slows it down a bit s...
by djnzx48
Mon Nov 12, 2018 6:24 am
Forum: Brand new software!
Topic: Old Tower
Replies: 14
Views: 473

Re: Old Tower

If you turn the TV/monitor sideways you could get a nice horizontal scroller.
by djnzx48
Sun Nov 11, 2018 3:37 am
Forum: Brand new software!
Topic: Old Tower
Replies: 14
Views: 473

Re: Old Tower

The crash I got might have been something different, but I wasn't counting levels. Here's an RZX of it occurring if it helps: OldTowerCrash.rzx EDIT: The crash occurs because of a LD (BC), A instruction at $FBD4 that takes out the interrupt handler when BC == $BFBF. I think the LD (BC), A is put the...
by djnzx48
Sat Nov 10, 2018 9:52 am
Forum: Brand new software!
Topic: Old Tower
Replies: 14
Views: 473

Re: Old Tower

Amazing game with great graphics, sound and some of the smoothest scrolling I've seen. The only trouble I've run into so far is that it isn't really clear you can only change characters if they're oriented in certain directions (not facing the other one). I experienced a reset after finishing one of...
by djnzx48
Tue Nov 06, 2018 9:03 pm
Forum: Emulators
Topic: TileMap v1.0
Replies: 25
Views: 792

Re: TileMap v1.0

Thanks, the Sabre Wulf code would be useful to look at. I've located the main loop which does happen to be a series of CALLs, and I've found some addresses for the enemy structures. This game has some quite odd code in places, such as using a loop of LDI: DJNZ to draw the sprite rows even though the...
by djnzx48
Tue Nov 06, 2018 8:12 am
Forum: Emulators
Topic: TileMap v1.0
Replies: 25
Views: 792

Re: TileMap v1.0

Here's what I've managed so far. Still need to get the rooms to remain synchronised and prevent the enemies attacking the player in inactive rooms.

Image

I noticed that BRIGHT colours don't work for some reason, is that just something on my end?
by djnzx48
Fri Nov 02, 2018 9:07 am
Forum: Emulators
Topic: TileMap v1.0
Replies: 25
Views: 792

Re: TileMap v1.0

Thanks, I've got a build working now and found the room address, so I'll see if I can make any progress on this.
by djnzx48
Fri Nov 02, 2018 4:20 am
Forum: Emulators
Topic: TileMap v1.0
Replies: 25
Views: 792

Re: TileMap v1.0

Can this work for games where enemies and objects move between the rooms? I've got a game in mind that I'd be interested in porting with this if it's possible.
by djnzx48
Thu Nov 01, 2018 8:54 am
Forum: Preservation
Topic: Mini Black Box
Replies: 12
Views: 240

Re: Mini Black Box

Rorthron wrote:
Thu Nov 01, 2018 8:32 am
The ad for Blackbox mentions a board printout facility. Does the recovered file have this? (I can't check myself right now.)
Not one that I can see from a quick look at the listing. The ad also mentions 16K Spectrums while this game seems to be 48K only (11175 bytes on tape).
by djnzx48
Thu Nov 01, 2018 8:44 am
Forum: Preservation
Topic: Mini Black Box
Replies: 12
Views: 240

Re: Mini Black Box

There was also a version of this game as a listing in YS: https://archive.org/details/your-spectrum-magazine-13/page/n61 https://archive.org/details/your-spectrum-magazine-17/page/n21 Good find! Would you be able to look at the code and see if it matches? Interesting that type-in is not in the arch...