Search found 1416 matches
- Tue Feb 20, 2024 1:22 pm
- Forum: Website
- Topic: "Sorry but you cannot use search at this time..."
- Replies: 16
- Views: 862
Re: "Sorry but you cannot use search at this time..."
i that case can you have a LONGER RSULT PAGE ??? since else its a WASTE of exact that searchTIME you protect so much with 10 PAGES off results the results MUST be found and thus the search already SUCCEEDED !! Not necessarily, if the underlying search is using OFFSET/FETCH (although MySQL is janky ...
- Tue Feb 20, 2024 10:36 am
- Forum: Other Retro Stuff
- Topic: Did actual game code get bigger as game machines evolved? (Excluding graphics and audio)
- Replies: 19
- Views: 1169
Re: Did actual game code get bigger as game machines evolved? (Excluding graphics and audio)
This reminds me of an argument in the letters page of an early Edge magazine back in 1994/95 between Jon Ritman and Glenn Corpes (Bullfrog - Populous, Magic Carpet etc). It was really interesting and sums up what Ralf has posted. Jon Ritman sent a letter in about how he'd developed Quintessential A...
- Mon Feb 19, 2024 12:17 pm
- Forum: Games/Software
- Topic: Devfinitive Edition (David Jones): discussion
- Replies: 13
- Views: 429
Re: Devfinitive Edition (David Jones): discussion
This logic isn't consistently applied to the 128k versions of any other games though. Feels like it would be more logical to split things based on what you'd have to buy. E.g. if you'd have to purchase separate versions to have both 48K and 128K versions, they should be separate entities. If they'r...
- Mon Feb 19, 2024 11:20 am
- Forum: Graphics
- Topic: Iconic Character Sprites
- Replies: 80
- Views: 5039
Re: Iconic Character Sprites
FLASHing Lego blocks sounds like a cool idea. How would you sync them up though so they all invert at the same "frame" so to speak? Soon: colour-clashing Lego blocks where an area of 8x8 blocks can't have a third colour inserted, it will just violently get ejected by some kind of force wh...
- Mon Feb 19, 2024 10:27 am
- Forum: Games/Software
- Topic: Devfinitive Edition (Paul Owens): vote
- Replies: 11
- Views: 371
Re: Devfinitive Edition (Paul Owens): vote
1) Dragon Ninja, loved this in the arcade and the conversion is pretty solid 2) Gryzor, another classic but not quite as good. It's one where I'd go to the CPC version over the Speccy one. 3) DT Decathlon, another stone cold classic. If I were more of a sporty person this might have ranked higher. D...
- Fri Feb 16, 2024 3:38 pm
- Forum: Games/Software
- Topic: How big should new Speccy games be? 48k? Bigger? Release 2 versions?
- Replies: 67
- Views: 2391
Re: How big should new Speccy games be? 48k? Bigger? Release 2 versions?
As much as I'd love to have a full 80k for music, it would add 10 minutes to loading time, which makes it seem like an "emulator only" deal. But then again, this is how the 128k was designed to work, isn't it? Not really, it isn't like the extra memory would only be used for music. Most 4...
- Fri Feb 16, 2024 3:21 pm
- Forum: Other Retro Stuff
- Topic: Did actual game code get bigger as game machines evolved? (Excluding graphics and audio)
- Replies: 19
- Views: 1169
Re: Did actual game code get bigger as game machines evolved? (Excluding graphics and audio)
Interesting if there's really much difference between snes and nes Mario except graphics, level data, and the snes version had lots of text . The code governing Mario's movement and collision detection is probably very similar and all you do is run to the right. Except you don't just "run to t...
- Fri Feb 16, 2024 2:57 pm
- Forum: Games/Software
- Topic: How big should new Speccy games be? 48k? Bigger? Release 2 versions?
- Replies: 67
- Views: 2391
Re: How big should new Speccy games be? 48k? Bigger? Release 2 versions?
Picture ( picture number , x coordinate , y coordinate , optional code for what to do if machine is 48k ) Leaving aside the notion of whether arbitrarily limiting the banked memory to pictures/music, that's a very modern way of trying to define an API. You'd really need to spec it out in native Z8...
- Thu Feb 15, 2024 11:54 pm
- Forum: Games/Software
- Topic: How big should new Speccy games be? 48k? Bigger? Release 2 versions?
- Replies: 67
- Views: 2391
Re: How big should new Speccy games be? 48k? Bigger? Release 2 versions?
That was the second post in this thread, pointing out how 128K games tend to be made with AGD and only add AY music . That's not how I read that post. It's saying a lot of 128K only AGD games are being made where the only reason for requiring a 128 is some unnecessary AY music. Which is probably tr...
- Thu Feb 15, 2024 8:19 am
- Forum: Games/Software
- Topic: How big should new Speccy games be? 48k? Bigger? Release 2 versions?
- Replies: 67
- Views: 2391
Re: How big should new Speccy games be? 48k? Bigger? Release 2 versions?
If you have graphics or sound and want something done, you need to start coding yourself. It's almost like an unwritten rule. The opposite seems to work out much more often. It's a lot easier the other way around, that's why. A coder can get something achieved with crappy placeholder graphics and s...
- Thu Feb 15, 2024 8:12 am
- Forum: Games/Software
- Topic: How big should new Speccy games be? 48k? Bigger? Release 2 versions?
- Replies: 67
- Views: 2391
Re: How big should new Speccy games be? 48k? Bigger? Release 2 versions?
Monkey Island on the spectrum is pretty much a no go simply because of the lack of a standard disk interface. It would be worse than Street Fighter 2 levels of frustration trying to multiloads from tape. And that's long before you even start thinking about the problems graphics scaling and attribute...
- Wed Feb 14, 2024 10:32 pm
- Forum: Games/Software
- Topic: How big should new Speccy games be? 48k? Bigger? Release 2 versions?
- Replies: 67
- Views: 2391
Re: How big should new Speccy games be? 48k? Bigger? Release 2 versions?
More memory doesn't necessarily have to mean more content. Some things can be faster by unrolling loops or using large lookup tables etc And C code is rarely the tightest on an 8-bit, so memory might be a fair trade for making development easier - it's not like people are earning a wage off it. But ...
- Wed Feb 14, 2024 10:22 am
- Forum: Games/Software
- Topic: Unnecessary inclusions in games
- Replies: 49
- Views: 2007
- Mon Feb 12, 2024 10:55 pm
- Forum: Programming
- Topic: That thing with the bottom two lines
- Replies: 19
- Views: 1072
Re: That thing with the bottom two lines
Yeah, line editors were reasonably common. It's more the weird quirk where running programs can't easily use the full screen for PRINT or PLOT that I find particularly odd. Though it never bothered me that much back in the day I guess.
- Mon Feb 12, 2024 10:50 pm
- Forum: Showcase your work!
- Topic: New beeper engines: Ulasyn and PhaserF
- Replies: 15
- Views: 972
Re: New beeper engines: Ulasyn and PhaserF
Theoretically the beeper is supposed to be the same volume as all three AY channels playing at the same time at full volume. Is that not the case (ignore+3 machines with borked AY wiring)?
If not, is it better to just avoid using both beeper and AY?
If not, is it better to just avoid using both beeper and AY?
- Mon Feb 12, 2024 10:14 pm
- Forum: Programming
- Topic: That thing with the bottom two lines
- Replies: 19
- Views: 1072
Re: That thing with the bottom two lines
Not really. I can see why they did it to make BASIC line entry easier, but it's just very messy as an implementation. They really would've been better off with a full screen editor experience like the 128 had, it certainly would have made coding easier IMO. Or made more use of the streams functional...
- Mon Feb 12, 2024 9:02 pm
- Forum: Programming
- Topic: 128K beyond the 'Introduction' pamphlet
- Replies: 13
- Views: 493
Re: 128K beyond the 'Introduction' pamphlet
The original 48 manual, the grey +2 one and the +2A/+3 manuals are all great references.
The 48K+ and 128+ manual, by contrast, is barely more than a flimsy pamphlet and not much use at all.
The 48K+ and 128+ manual, by contrast, is barely more than a flimsy pamphlet and not much use at all.
- Sun Feb 11, 2024 2:27 pm
- Forum: Programming
- Topic: 128K beyond the 'Introduction' pamphlet
- Replies: 13
- Views: 493
Re: 128K beyond the 'Introduction' pamphlet
To be honest though, very little of the 128K machines is much use in BASIC. You can access the extra memory via the RAMdisk commands, but they're inconsistent between the original 128/+2 and the later +2A/+3. They AY chip is accessible via PLAY, although that's not really a great implementation.
- Tue Feb 06, 2024 10:15 am
- Forum: Programming
- Topic: Another ATTRibute scroller, But At Pixel Speeds
- Replies: 11
- Views: 850
Re: Another ATTRibute scroller, But At Pixel Speeds
Excuse my ignorance, but what is the beam? I only ask because I am midway through building a routine that scrolls attributes both left and right but also up and down. The exact point on the screen that is actually being drawn by the CRT at any given moment. The picture is generated on the fly by th...
- Fri Feb 02, 2024 11:32 pm
- Forum: Games/Software
- Topic: R-type question
- Replies: 54
- Views: 2184
Re: R-type question
Good luck. It's a great game but absolutely rock hard. I think I made it to level 5 without any cheats, but I'd struggle to replicate that these days
- Fri Feb 02, 2024 5:28 pm
- Forum: Programming
- Topic: Machine code comment syntax recommendations
- Replies: 40
- Views: 1261
Re: Machine code comment syntax recommendations
Interesting I’ve been writing what each line does but actually the block is much better. Do you have any rules around the size of a block? Lots of people start out by commenting what literally every line does. And it's the worst thing ever. The code very quickly becomes swamped by comments and, bec...
- Fri Feb 02, 2024 10:43 am
- Forum: Graphics
- Topic: Why yellow?
- Replies: 26
- Views: 1999
- Thu Feb 01, 2024 5:24 pm
- Forum: Graphics
- Topic: Why yellow?
- Replies: 26
- Views: 1999
Re: Why yellow?
Yeah, I think it's because it offers good contrast if the secondary colour is black, without feeling entirely colourless in the way a pure black/white version often does.
- Thu Feb 01, 2024 1:40 pm
- Forum: Games/Software
- Topic: What, in your eyes, is the worst games software house?
- Replies: 40
- Views: 1992
Re: What, in your eyes, is the worst games software house?
Ant Attack came out first and that had the benefit of actually good gameplay so I think the genre was already up and running. Both had crap controls though! Sure, but Ant Attack's shaded graphics looked primitive in comparison and all the rest of the presentation was a bit BASIC-esque. I'd played (...
- Thu Feb 01, 2024 12:22 pm
- Forum: Games/Software
- Topic: What, in your eyes, is the worst games software house?
- Replies: 40
- Views: 1992
Re: What, in your eyes, is the worst games software house?
I really don't like Atic Atac, too much 'fly swatting' for me. And yeah, now Knight Lore is like all the isometric 3D games I ever played, but hey, it was the first (um, Sandy White would like a word - Ed) and I've read recollections about it being seen as pure science fiction come to life. In the ...