Search found 31 matches

by obo
Tue Feb 22, 2022 8:26 pm
Forum: Games/Software
Topic: Speed-up tool Pac Speed Tweaker for zx Pac-Man emulator
Replies: 2
Views: 167

Re: Speed-up tool Pac Speed Tweaker for zx Pac-Man emulator

Great idea! I did think about the speed difference from the original but hadn't considered changing the original code to adjust for it. I only knew there weren't enough free cycles to run an extra frame every so often, to catch up for 60Hz. At 50Hz it definitely feels like playing slightly in slow m...
by obo
Tue Feb 22, 2022 7:57 pm
Forum: Hardware
Topic: Spectrum+3 Disk Images
Replies: 5
Views: 273

Re: Spectrum+3 Disk Images

The disk based game I wanted to maybe rewrite is a football game by Chrysalis called Manchester United, it gets to the language select screen then the Spectrum resets itself. I've checked the disk image (https://spectrumcomputing.co.uk/pub/sinclair/games/m/ManchesterUnited.dsk.zip) and it's a compl...
by obo
Tue Feb 22, 2022 4:14 pm
Forum: Hardware
Topic: Spectrum+3 Disk Images
Replies: 5
Views: 273

Re: Spectrum+3 Disk Images

Some +3 disk images are available in the World of Spectrum archive, but other have been denied distribution. Which title is it? If you don't want to change your +3 hardware you'll need a spare 3" drive and a cable to convert from the Amstrad connector to a normal 34-pin floppy cable for the PC ...
by obo
Sun Mar 28, 2021 1:12 pm
Forum: Games/Software
Topic: A better map of Everyones A Wally
Replies: 8
Views: 578

Re: A better map of Everyones A Wally

Paging @obo... TileMap version of Everyone's A Wally please with a proper layout of the screens ;-) What's the "proper" layout? I used the map on WoS as a guide and ended up with this to start: https://i.imgur.com/32dAwLX.png It still needs work on character synchronisation across rooms, ...
by obo
Thu Aug 13, 2020 3:28 pm
Forum: Brand new software!
Topic: JetPac RX
Replies: 28
Views: 11599

Re: JetPac RX

I spent many hours last year advancing the disassembly and annotation of Atic Atac but I'm in a quandry about the legalities of making the disassembly public domain. I did Atic Atac a couple of months ago to help Tom-Cat with some details for the C64 version. Some kind soul has put it on GitHub her...
by obo
Tue Jun 09, 2020 6:17 pm
Forum: ZXDB Discussion
Topic: SAM Coupé screenshot format
Replies: 52
Views: 24908

Re: SAM Coupé screenshot format

Thanks for the updated zx-image, which I'll get set up soon.

It looks like it's choking on the f-string formatter in ssxview.py, which was added in Python 3.6. I'd best add that as a requirement :)
by obo
Sun May 24, 2020 5:15 pm
Forum: Emulators
Topic: SAM Coupé Windows XP
Replies: 9
Views: 7591

Re: SAM Coupé screenshot format

Recent versions no longer work in WinXP? Only on Windows 10? SimCoupe requires Windows 7 or later now. Maintaining Windows XP compatibility was taking too much time and effort, and holding back future development plans. Visual Studio is dropping support for XP-comptaible platform toolsets in the ne...
by obo
Sun May 24, 2020 4:38 pm
Forum: ZXDB Discussion
Topic: SAM Coupé screenshot format
Replies: 52
Views: 24908

Re: SAM Coupé screenshot format

Stefan spotted that I'd attached the wrong binaries to the release, using those from 24th March instead of 24th May. Please re-download if you've grabbed the older files, as only the new version supports SSX.

It looks like my forum notifications are working now too :)
by obo
Sun May 24, 2020 1:05 pm
Forum: ZXDB Discussion
Topic: SAM Coupé screenshot format
Replies: 52
Views: 24908

Re: SAM Coupé screenshot format

[mention]moroz1999[/mention]: I've added experimental SSX screen saving to a new build of SimCoupe . Hopefully this will give the raw output you wanted for image preservation. Files are currently saved to a SimCoupe directory in the user's Documents directory, using an auto-generated name. The Save ...
by obo
Tue May 19, 2020 12:19 pm
Forum: Brand new software!
Topic: New Pacman game from DEFB Studio (best ever?)
Replies: 17
Views: 3366

Re: New Pacman game from DEFB Studio (best ever?)

I like it! It's quite different to the emulator, but still scratches a certain Pac-Man itch for me. The emulator runs at 50Hz, but the downscaling and the fact that the arcade movement speeds change means you won't get the glossy 50Hz animations you get with this one. The single pixel animation does...
by obo
Tue May 19, 2020 12:09 pm
Forum: ZXDB Discussion
Topic: SAM Coupé screenshot format
Replies: 52
Views: 24908

Re: SAM Coupé screenshot format

Sorry, I hadn't seeen your reply to this until I logged in just now! I don't know why my email notifications aren't working. It seems like raw display memory dumps with an appended palette are the way to go. The SS3 amd SS4 files will both be 24576 bytes, relying on file extension to determine how a...
by obo
Mon Feb 03, 2020 9:20 pm
Forum: ZXDB Discussion
Topic: SAM Coupé screenshot format
Replies: 52
Views: 24908

Re: SAM Coupé screenshot format

Some of the best works for Sam Coupe has been made using a wrong palette, so they look a bit awful after gamma correction. However, the converted images look a lot better with gamma correction, they are not dark anymore. With the sRGB conversion I'm finding eveything looks washed out. There's very ...
by obo
Wed Jan 29, 2020 8:50 pm
Forum: ZXDB Discussion
Topic: SAM Coupé screenshot format
Replies: 52
Views: 24908

Re: SAM Coupé screenshot format

The problem is that in sRGB "intensities" are not linear, so abIntensities array should be gamma-corrected. I will make a bit of calculations and propose corrected values. Did you decide on appropriate values for this for your viewer? I've been experimenting with this area in SimCoupe, al...
by obo
Sat Jul 13, 2019 4:44 pm
Forum: Graphics
Topic: ZX Recoloring project
Replies: 103
Views: 56278

Re: ZX Recoloring project

Training a DeepMind instance to recognise sprites in a Speccy snapshot would be very, very doable. In fact, it would be an excellent solution to the problem where actually using your eyes to find them is just too hard for everyone. You could probably combine the two, so ML recognises the sprites in...
by obo
Mon Jun 10, 2019 11:01 am
Forum: Emulators
Topic: Augmentinel
Replies: 10
Views: 3414

Re: Augmentinel

I've just uploaded version 1.1 of Augmentinel. Here's the what's new: - added VR support for OpenVR-compatible headsets. - added launcher to select play mode and various options. - added sky view from PC/ST/Amiga versions. - added BBC Micro and Sinclair Spectrum sound effect packs. - added music fro...
by obo
Tue Apr 02, 2019 5:03 pm
Forum: Emulators
Topic: Augmentinel
Replies: 10
Views: 3414

Re: Augmentinel

Stefan wrote: Mon Apr 01, 2019 11:35 pm Cool! Although today is a dangerous day to release this ;-)
All part of the fun :D
Feature request: inverted Y-axis for mouse look please.
Sure thing. I've got the feeling I'm going to need an options dialog for a few things.
by obo
Mon Apr 01, 2019 5:05 pm
Forum: Emulators
Topic: Augmentinel
Replies: 10
Views: 3414

Re: Augmentinel

Pity that although being based on the Spectrum version I cannot reuse the codes I obtained in the RZX recording run. Actually, you can! It's hidden from the front-end, but it still uses the original Spectrum secret codes behind the scenes. If you open up %APPDATA%\Augmentinel.ini you can add valid ...
by obo
Mon Apr 01, 2019 2:50 pm
Forum: Emulators
Topic: Augmentinel
Replies: 10
Views: 3414

Re: Augmentinel

Nice job! I finally figured out how this game is supposed to be played, and managed to complete the first level. Playing through 10,000 levels does seem like a bit much though. Would it be possible to get RZX playback working in this? I had wondered about RZX playback myself, so you could view the ...
by obo
Mon Apr 01, 2019 7:43 am
Forum: Emulators
Topic: Augmentinel
Replies: 10
Views: 3414

Augmentinel

Enhanced Spectrum emulation isn't a new concept. Spec256 adds 8bpp graphics to some Spectrum titles. TileMap uses code hooks to synchronise game state across a maps, and add other game-specific enhancements. With sufficient reverse-engineering you can enhance almost any aspect of an existing game, w...
by obo
Fri Nov 09, 2018 7:07 pm
Forum: Emulators
Topic: TileMap v1.0
Replies: 25
Views: 5520

Re: TileMap v1.0

[mention]djnzx48[/mention]: I've pushed a code update to GitHub that includes a partial Sabre Wulf implementation. That game has all the state data in a single block, which is broken into 12-byte units for different entity types. It's stored in the game object, and updated when the active room reach...
by obo
Tue Nov 06, 2018 10:15 pm
Forum: Emulators
Topic: TileMap v1.0
Replies: 25
Views: 5520

Re: TileMap v1.0

I'll look at getting some SW code up after work tomorrow, as it's getting a bit late here now. It's also not frame synced, and even worse it runs the player at intervals that depend on when the ROM frame counter advances. For that reason I used a single hook to either store the data (active room) or...
by obo
Tue Nov 06, 2018 8:21 pm
Forum: Emulators
Topic: TileMap v1.0
Replies: 25
Views: 5520

Re: TileMap v1.0

It wasn't just you, non-bright colours were broken. It's been like that since the start and I'd never noticed. I've just pushed a fix for it -- thanks! It's great to see your progress so far! I've generally found most games have a single call to the routine that adds and manages the enemies, which c...
by obo
Sun Nov 04, 2018 1:45 am
Forum: Emulators
Topic: TileMap v1.0
Replies: 25
Views: 5520

Re: TileMap v1.0

In case it's useful, I've written up some details on how TileMap works: https://simonowen.com/articles/tilemap/
by obo
Fri Nov 02, 2018 9:49 am
Forum: Emulators
Topic: TileMap v1.0
Replies: 25
Views: 5520

Re: TileMap v1.0

If you're at the stage of building TileMap itself, make sure you've pulled the latest code. I simplified the code hooking yesterday, so existing hook handlers will need adjusting. There are still some build issues with the Z library it uses as a sub-module, which doesn't yet play nice with recent Vi...