Hi!
I've made this post from derekfountain recommendation at z88dk development forums.
I started learning splib during the ZXDev, and Alvin (and a lot of people) helped me A LOT.
My promise was then to create a crash course for splib trying to cover every corner a newbie could find hard to know.
And that's the development:
https://github.com/jsmolina/z88dk-tutorial-sp1
There's already a .TAP (0.0.5 version) at Releases page:
https://github.com/jsmolina/z88dk-tutor ... nampac.tap
I would like that any of my projects receive code changes from the community, so I've made all of them open source (MISIFU and this MS NAMPAC)!
The most important thing I'm willing to improve are sounds. I'm having trouble with compiling existing libraries, so I opened today this post at z88dk:
https://www.z88dk.org/forum/viewtopic.php?id=11166
Splib tutorial and MS Pacman demake
Re: Splib tutorial and MS Pacman demake
Jordi's written a decent Pacman:
It's a complete, open source game, written in C with SP1, with a good coding tutorial on the Github page. I asked him to plug it here because there aren't enough C/SP1 examples out there, and this would be very useful to anyone interested in learning.
It's a complete, open source game, written in C with SP1, with a good coding tutorial on the Github page. I asked him to plug it here because there aren't enough C/SP1 examples out there, and this would be very useful to anyone interested in learning.
Derek Fountain, author of the ZX Spectrum C Programmer's Getting Started Guide and various open source games, hardware and other projects, including an IF1 and ZX Microdrive emulator.
Re: Splib tutorial and MS Pacman demake
He certainly has. Plays really well, if a little too hard. It's already way better than most Speccy Pacman clones, and it's not even finished yet.
Re: Splib tutorial and MS Pacman demake
Nice maze layout too. It's always a tough one, adapting Pac-Man's vertical maze(s) to a horizontal format, if you want to leave two-character wide passageways.
Pac-Man gives a nice difference between the blocky top of the maze and the more varied pathways at the bottom. On a wide screen you still want left/right symmetry just because it looks good, but there's less scope for vertical variety in design. It makes it harder to keep the 'house' in the centre too - you really either have to put it above or below the centre.
Pac-Man gives a nice difference between the blocky top of the maze and the more varied pathways at the bottom. On a wide screen you still want left/right symmetry just because it looks good, but there's less scope for vertical variety in design. It makes it harder to keep the 'house' in the centre too - you really either have to put it above or below the centre.
Re: Splib tutorial and MS Pacman demake
Jarlaxe was the great maze and sprites designer. I just added the glue adding the code .Joefish wrote: ↑Thu Jan 23, 2020 2:33 pm Nice maze layout too. It's always a tough one, adapting Pac-Man's vertical maze(s) to a horizontal format.
Pac-Man gives a nice difference between the blocky top of the maze and the more varied pathways at the bottom. On a wide screen you still want left/right symmetry just because it looks good, but there's less scope for vertical variety in design.
Re: Splib tutorial and MS Pacman demake
If someone knows an AY FX engine that compiles with newer z88dk versions, please let me know!
I'm willing to finish this game
I'm willing to finish this game
Re: Splib tutorial and MS Pacman demake
I have no clue about AY, but if you find an answer take some notes and I'll write it up in another getting started article.
You should probably ask in the z88dk forum.
Derek Fountain, author of the ZX Spectrum C Programmer's Getting Started Guide and various open source games, hardware and other projects, including an IF1 and ZX Microdrive emulator.
Re: Splib tutorial and MS Pacman demake
yep, it was later supported. I contributed a bit with the help of "Sergio thEPoPE"
https://github.com/z88dk/z88dk/pull/1430