ZAD Adventure System - Progress

Show us what you're working on, (preferably with screenshots).
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PROSM
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Re: ZAD Adventure System - Tape functions

Post by PROSM » Tue Jun 19, 2018 6:28 pm

Ast A. Moore wrote:
Tue Jun 19, 2018 6:04 pm
In that case, you don’t need to deselect all the tape loading options in Fuse. I you lead them active, it’ll save your data almost instantaneously, and will create a standard TAP/TZX file. (Note, that you’ll need to close it and open a new one, or Fuse will keep appending data blocks to the same file.)
I don't usually disable them, I just turned them off on the video for demonstration purposes, in order to make the saving and loading operations more obvious.
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Ast A. Moore
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Re: ZAD Adventure System - Tape functions

Post by Ast A. Moore » Tue Jun 19, 2018 6:44 pm

PROSM wrote:
Tue Jun 19, 2018 6:28 pm
Ast A. Moore wrote:
Tue Jun 19, 2018 6:04 pm
In that case, you don’t need to deselect all the tape loading options in Fuse. I you lead them active, it’ll save your data almost instantaneously, and will create a standard TAP/TZX file. (Note, that you’ll need to close it and open a new one, or Fuse will keep appending data blocks to the same file.)
I don't usually disable them, I just turned them off on the video for demonstration purposes, in order to make the saving and loading operations more obvious.
Got it. Fair enough. No problem, then. ;)
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Every man should plant a tree, build a house, and write a ZX Spectrum game.

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and zasm Z80 Assembler syntax highlighter.

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ZAD Adventure System - Byte-shaving

Post by PROSM » Tue Jun 26, 2018 7:35 pm

Whilst working on the editor program, I decided to rewrite part of the display code used by ZAD, specifically the region drawing code. This can draw any arbitrary region of the work-space buffer to its corresponding place onscreen. It was my original intention to have only the altered regions of the screen redrawn in order to save on the processing time required to update the screen. However, to test the system functionality quickly, I used a full-screen draw instead, intending to write the selective drawing code later.

To my surprise, the full-screen draw itself was sufficiently fast for the purposes of my game engine, so I decided to redraw the entire display on every game cycle to simplify the code. The region drawing code was still handling this full-screen draw as an arbitrary region, however, which slowed it down somewhat, as it was having to add a line offset of zero to the work-space pointer and the screen pointers at the end of each line.

I have now rewritten the region drawing code to instead do only a full-screen draw, without any of the offset adding or start address calculation. This has sped it up somewhat, since it no longer needs to check as many conditions or perform offset calculations for different sized regions.

This rewritten routine has also opened up 32 variable slots in the register map, which were previously used for storing the old positions for objects (which would have been used for the selective drawing code). This means that an extra 32 variable slots are available for use in your game's logic scripts, giving a grand total of 128 variable slots available for use (the other 128 are reserved for internal ZAD use).

I do enjoy rewriting old routines; I find that planning them on paper is the best way to accomplish this, since I can clarify my register allocation and the algorithm itself before I begin to write the code.

I hope to write another progress update soon. See you later! :D
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"Postie's Peril" - Demo

Post by PROSM » Sun Dec 09, 2018 9:09 pm

This project is not dead. Quite the contrary in fact, as I would like to show you a demo of the first game being written with the engine, "Postie's Peril":



It's all well and good seeing the game, but why not trying it as well? The video above only shows a bit of the demo, so to get the full demo as a TAP file, click on the link below.

https://www.dropbox.com/s/8kc69arkjyhco ... o.tap?dl=0

The controls are as follows:
  • 6 - left
  • 7 - right
  • 8 - down
  • 9 - up
  • Enter - select
  • To access verbs, simply push the key for the letter highlighted in white (e.g. A for Apply to, E for Examine. Then you can position the cursor over an object and press Enter to perform the action.
Please do let me know what you think of this demo with a reply, I'd be very grateful if you did.
Last edited by PROSM on Sun Dec 09, 2018 10:09 pm, edited 1 time in total.
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Re: ZAD Adventure System - Progress

Post by R-Tape » Sun Dec 09, 2018 9:45 pm

Love it—this is something special. The control mechanism takes a bit of getting used to, but the instructions are all very clear. Please finish it!
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Re: ZAD Adventure System - Progress

Post by Ivanzx » Sun Dec 09, 2018 10:05 pm

Looking excellent! One of the very few things the Spectrum did not achieve so far, and it looks like you will do it :)
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Re: ZAD Adventure System - Progress

Post by Ralf » Mon Dec 10, 2018 9:43 am

Looks nice!
And feels a bit similar to early Lucas games like Maniac Mansion or Zak McKraken. Spectrum never had this kind of games, unlike let's say C64. So at last this is going to change, I guess :)
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Re: ZAD Adventure System - Progress

Post by druellan » Mon Dec 10, 2018 4:47 pm

Love it!

Testing it quickly, one small suggestion I can make is to leave the inventory item position when you close the list. This way, when you can't use an item because you are not close enough or any other reason, you don't need to search the inventory again for the item.
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Un buen día me puse a probar juegos de ZX Spectrum a ciegas en Youtube, terminó siendo:
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Re: ZAD Adventure System - Progress

Post by PROSM » Mon Dec 10, 2018 8:26 pm

R-Tape wrote:
Sun Dec 09, 2018 9:45 pm
Love it—this is something special. The control mechanism takes a bit of getting used to, but the instructions are all very clear. Please finish it!
Thanks, R-Tape! The controls are a bit fiddly at first, but they do get easier to handle with time. An inlay will be included with the full game, with all the instructions, but I'm glad you found my post had enough info to get you going.
Ivanzx wrote:
Sun Dec 09, 2018 10:05 pm
Looking excellent! One of the very few things the Spectrum did not achieve so far, and it looks like you will do it :)
Thanks, Ivan! I've always felt the Spectrum was missing a point-and-click adventure; the main sticking point seemed to be how to do the graphics in the small memory (this was a major theme of the "Monkey Island on Spectrum" thread at WoS).
Ralf wrote:
Mon Dec 10, 2018 9:43 am
Looks nice!
And feels a bit similar to early Lucas games like Maniac Mansion or Zak McKraken. Spectrum never had this kind of games, unlike let's say C64. So at last this is going to change, I guess :)
Many thanks, Ralf! :D
druellan wrote:
Mon Dec 10, 2018 4:47 pm
Love it!

Testing it quickly, one small suggestion I can make is to leave the inventory item position when you close the list. This way, when you can't use an item because you are not close enough or any other reason, you don't need to search the inventory again for the item.
Thanks for the suggestion, druellan! I've implemented this functionality now (however, the list position resets when items are transferred in or out of the inventory).
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Re: ZAD Adventure System - Progress

Post by oblo » Mon Dec 10, 2018 10:28 pm

This is awesome! Just tried the PostedPeril Demo and with something like this, a lot of dreamed-games can come true :D
BTW, did you considered to use a mouse driver like this or this?
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