Search found 729 matches
- Sun Nov 17, 2019 4:03 am
- Forum: Programming
- Topic: Easiest way to change AY I/O ports in a game?
- Replies: 7
- Views: 1508
Re: Easiest way to change AY I/O ports in a game?
Not solely those ports, but they're likely used more often than others. Different ports allow the use of instructions such as out ($fd), a which can be useful for saving T-states.
- Fri Nov 15, 2019 6:27 am
- Forum: Games/Software
- Topic: What are the "lost" Ultimate arcade games?
- Replies: 25
- Views: 5113
Re: What are the "lost" Ultimate arcade games?
Apparently they also made something called 'Zog', which I can't find any references to other than one from Leigh Loveday. (Note, btw, at 3m in that video, some short bursts of some music you may have heard in another arcade game. Buggered if I can put my finger on it at this exact moment.) Sounds li...
- Wed Nov 13, 2019 9:00 am
- Forum: Programming
- Topic: Windows toolkit for Spectrum Assembly?
- Replies: 13
- Views: 2951
Re: Windows toolkit for Spectrum Assembly?
Try one of these maybe.
http://hype.retroscene.org/blog/dev/946.html
https://dotneteer.github.io/spectnetide/
Or use a standard text editor + batch file and assembler.
http://hype.retroscene.org/blog/dev/946.html
https://dotneteer.github.io/spectnetide/
Or use a standard text editor + batch file and assembler.
- Thu Nov 07, 2019 9:38 pm
- Forum: Emulators
- Topic: ZEsarUX 8.1 BETA
- Replies: 9
- Views: 2454
Re: ZEsarUX 8.1 BETA
Nice work! But did you forget to include a DLL for the Windows version? It seems to require pthreadGC-3.dll to run.
- Thu Nov 07, 2019 7:28 am
- Forum: Games/Software
- Topic: Microhobby Cassette #2 (april 1985)
- Replies: 24
- Views: 2457
Re: Microhobby Cassette #2 (april 1985)
I recognise that game - it's UFO Attack, written by Anthony Sherwood and featured in the February 1985 issue of Sinclair Programs.
- Thu Nov 07, 2019 1:31 am
- Forum: Brand new software!
- Topic: Nixy 2
- Replies: 8
- Views: 1393
Re: Nixy 2
Very nice graphics indeed!
- Thu Nov 07, 2019 12:14 am
- Forum: Design/Ideas
- Topic: Game Engine Ideas
- Replies: 24
- Views: 22506
Re: Game Engine Ideas
I agree that we shouldn't try to remake existing Dizzy editors. The Magic Knight games are along similar lines, so Dizzy possibly has that covered already. (Btw, does anyone know what became of the Finders Keepers+ thing that David Jones was working on?) Looking at the Arcade Dream preview, it menti...
- Wed Nov 06, 2019 10:01 pm
- Forum: Programming
- Topic: Short beeper routines in assembly
- Replies: 55
- Views: 32331
Re: Short beeper routines in assembly
No idea. All I did was replace the table I was using previously with dynamically calculated values.
- Wed Nov 06, 2019 9:40 pm
- Forum: Brand new software!
- Topic: New Super Mario Bros (demo)
- Replies: 68
- Views: 11761
Re: New Super Mario Bros (demo)
The author posted some more comments here . I attempted to translate: For anyone who's interested: 1. About gigascreen and attributes: - Initially I planned to flicker with attributes using gigascreen to get intermediate colours. And that is exactly how it worked. There are videos of this working fr...
- Wed Nov 06, 2019 8:52 pm
- Forum: Programming
- Topic: Short beeper routines in assembly
- Replies: 55
- Views: 32331
Re: Short beeper routines in assembly
Any better? org 32768 main: di ld hl, 0 ld (volume+1), hl ld hl, 0 ld (time+1), hl ld hl, 0xC0DE ld de, 0 ld b, 16 xor a ld c, a ld ixl, %00101101 jp mainloop_init ; --------------------- ; runtime = 10 * 56 + 51 = 611 pwm_loop: ; / 37 xor d ; 4 / 41 [/ 97] add a, e ; 4 / 45 [/ 101] ld d, a ; 4 / 49...
- Wed Nov 06, 2019 5:44 am
- Forum: Design/Ideas
- Topic: Game Engine Ideas
- Replies: 24
- Views: 22506
Re: Game Engine Ideas
I'm in favour of starting a community project, as there are too few of those for the Spectrum nowadays. And I would try to contribute to the project myself. The key difficulty seems to be reconciling peoples' ideas on the overall project design.
- Tue Nov 05, 2019 2:10 am
- Forum: Brand new software!
- Topic: New Super Mario Bros (demo)
- Replies: 68
- Views: 11761
- Tue Nov 05, 2019 2:09 am
- Forum: Design/Ideas
- Topic: Game Engine Ideas
- Replies: 24
- Views: 22506
Re: Game Engine Ideas
That idea could work. I haven't used the tool myself, but what you're describing sounds something along the lines of Dizzy Scripting Engine. (EDIT: I didn't see your edit about having a combat system) My personal vision for a game engine is something a little more complex, closer to a traditional RP...
- Mon Nov 04, 2019 10:42 pm
- Forum: Games/Software
- Topic: The gigascreen thread!
- Replies: 29
- Views: 4874
Re: The gigascreen thread!
So when I run the TAP of Super Mario on my original +2 plugged into a new flatscreen TV will I not get the desired gigascreen effect? Reason I ask is that all i see are reds, greens and cyans and nothing I wouldn't expect from a normal speccy game. You'll get the effect if you run it on real hardwa...
- Mon Nov 04, 2019 9:30 pm
- Forum: Design/Ideas
- Topic: Game Engine Ideas
- Replies: 24
- Views: 22506
Re: Game Engine Ideas
Sounds like a good idea. If I ever got my RPG project off the ground, I was intending to create some sort of PC-based editor program to use for editing the game data. I think if a generic game engine were to be created, all the specifications would need to be decided on and set in stone beforehand. ...
- Mon Nov 04, 2019 9:13 pm
- Forum: Games/Software
- Topic: The gigascreen thread!
- Replies: 29
- Views: 4874
Re: The gigascreen thread!
Gyron (1985) is the earliest game I know of to utilise gigascreen, for the map in the corner and the rotating polyhedron. Vradark's Sphere used a similar effect for its map. Just checked Gyron. The effect is evident on the map, but truly awful -- very, very flickery (on my DS, anyway). Don't see it...
- Mon Nov 04, 2019 9:07 pm
- Forum: Brand new software!
- Topic: New Super Mario Bros (demo)
- Replies: 68
- Views: 11761
Re: New Super Mario Bros (demo)
I never considered the attribute flickering in Chuckie Egg to be an intentional use of the effect. I always thought that was an artifact of the way attributes were updated - you'd see flickering if the attributes of the player were drawn and then quickly reverted to the old value (to 'undraw' them).
- Mon Nov 04, 2019 1:05 pm
- Forum: Games/Software
- Topic: The gigascreen thread!
- Replies: 29
- Views: 4874
Re: The gigascreen thread!
Gyron (1985) is the earliest game I know of to utilise gigascreen, for the map in the corner and the rotating polyhedron. Vradark's Sphere used a similar effect for its map.
As for demos, there are many that use gigascreen; Mescaline Synesthesia is one notable example.
As for demos, there are many that use gigascreen; Mescaline Synesthesia is one notable example.
- Mon Nov 04, 2019 12:27 pm
- Forum: Programming
- Topic: Short beeper routines in assembly
- Replies: 55
- Views: 32331
Re: Short beeper routines in assembly
Interesting that reducing the delays helped. I tried to keep the time between OUTs a constant 56 T-states to ensure regular output - 56 is also a multiple of 8 to avoid IO contention. I assume that more irregular delays would reduce the harmonics but in turn raise the noise floor. I think the proble...
- Mon Nov 04, 2019 10:35 am
- Forum: Programming
- Topic: Short beeper routines in assembly
- Replies: 55
- Views: 32331
Re: Short beeper routines in assembly
Here's my attempt. I don't really understand how PWM works so I ended up with some annoying high-pitched tones. Maybe I'm not toggling the speaker bit fast enough. org 32768 main: di ld hl, pwm_table + 240 ld (pwm_ptr+1), hl ld hl, 0 ld (time+1), hl ld hl, 0xC0DE ld de, 0 ld a, 1 ; pitch ld (pitch+1...
- Mon Nov 04, 2019 10:34 am
- Forum: Showcase your work!
- Topic: What are your current ZX Spectrum projects/games that you are working on?
- Replies: 46
- Views: 9972
Re: What are your current ZX Spectrum projects/games that you are working on?
Thanks for showing those graphics examples, they're really quite inspiring.
- Sun Nov 03, 2019 9:10 pm
- Forum: Games/Software
- Topic: Famous beeper sounds
- Replies: 40
- Views: 6553
Re: Famous beeper sounds
Maybe it's a little more obscure, but the sound when you die in Earth Shaker is very cool.
- Sun Nov 03, 2019 8:58 pm
- Forum: Games/Software
- Topic: Microhobby Cassette #2 (april 1985)
- Replies: 24
- Views: 2457
Re: Microhobby Cassette #2 (april 1985)
Hmm, probably a good idea to avoid that disassembler. It's showing the wrong instructions! 175 should be XOR A, not XOR L.
That Manic Miner clone looks interesting though.
That Manic Miner clone looks interesting though.
- Sun Nov 03, 2019 1:10 pm
- Forum: ZXDB Fixes
- Topic: Little bugs in the database 2
- Replies: 543
- Views: 114013
Re: Little bugs in the database 2
Some (minor) bugs from the last update.
Super Mario Bros 128K contains five worlds, not three.
The files marked as 'source code' from Time Blaster are not source code, but listing and symbol output files from SjASMPlus.
Super Mario Bros 128K contains five worlds, not three.
The files marked as 'source code' from Time Blaster are not source code, but listing and symbol output files from SjASMPlus.
✓ Reviewed
- Sat Nov 02, 2019 9:48 am
- Forum: Brand new software!
- Topic: New Super Mario Bros (demo)
- Replies: 68
- Views: 11761
Re: New Super Mario Bros (demo)
When Mario is walking the background scrolls at 2 pixels, and when running it scrolls at 4. So there's no need for the game to 'select' the right pattern it can simply keep alternating between the two and they'll blend just fine. The stipple problem does affect the sprites though, which move at odd...