Old Tower

People are still making stuff for the Sinclair related machines. Tell us about new games and other software that runs on the Spectrum, ZX80/ZX81, Pentagon and Next.
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MatGubbins
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Re: Old Tower

Post by MatGubbins » Sat Nov 10, 2018 10:14 pm

djnzx48 wrote:
Sat Nov 10, 2018 9:52 am
I experienced a reset after finishing one of the levels in the second section, with one life remaining, but I haven't tried to reproduce it.
I had the 128k version corrupt upon the start of level 11. The outer blue walls (not part of the game) were ok, but the game area was a random pile of flashing attributes. I was using EmuZWin, a quick tap of ALT+left cursor and step back 2 seconds before the corruption, and the game moved to level 11 perfectly.

-Edit- added picture because the crash happened again
Image
- I can also email a z80 of the file -

How about Old Tower 2.... we've found another tower! Scores are based on how quick each level is completed, taking chances with the enemy and thinking fast.

A big thank you for the 48k version, music, sound and colour too.
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djnzx48
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Re: Old Tower

Post by djnzx48 » Sun Nov 11, 2018 3:37 am

The crash I got might have been something different, but I wasn't counting levels. Here's an RZX of it occurring if it helps:
OldTowerCrash.rzx

EDIT: The crash occurs because of a LD (BC), A instruction at $FBD4 that takes out the interrupt handler when BC == $BFBF. I think the LD (BC), A is put there by some other code, but I have not found out what yet.
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Re: Old Tower

Post by DenisGrachev » Sun Nov 11, 2018 4:46 am

djnzx48 wrote:
Sun Nov 11, 2018 3:37 am
The crash I got might have been something different, but I wasn't counting levels. Here's an RZX of it occurring if it helps:
OldTowerCrash.rzx

EDIT: The crash occurs because of a LD (BC), A instruction at $FBD4 that takes out the interrupt handler when BC == $BFBF. I think the LD (BC), A is put there by some other code, but I have not found out what yet.
Thanks for rzx,quick looks like i found a problem with a switch music for new world proc, quick poke ret to 62AD and it works ok. Upload new version by the same links, need to test
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R-Tape
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Re: Old Tower

Post by R-Tape » Sun Nov 11, 2018 3:39 pm

Great work Denis! A nice puzzler in your distinctive style.
SpoilerShow
Infy lives:
48K version POKE 25054,0
128K version POKE 25060,0
Pentagon POKE 25250,0
A multicolour vertical shmup is inevitable surely.
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djnzx48
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Re: Old Tower

Post by djnzx48 » Mon Nov 12, 2018 6:24 am

If you turn the TV/monitor sideways you could get a nice horizontal scroller.
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MatGubbins
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Re: Old Tower

Post by MatGubbins » Wed Nov 21, 2018 12:54 pm

Loaded Old Tower onto my +2 Grey last night via tape. 10 minutes later, loaded!
Pure fun, colourful and exciting on a LCD TV with RGB lead. 10 minutes later, completed with 1 life lost on pesky level 13.
Played again to admire the scrolling graphics and colours.

If this game was released back in 1988 would the magazine reviewers notice the scrolling colours and graphics or would they moan about the small graphics and small game play area?
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Bomb Munchies Ver1930 17th Nov 2017 (look for the blue download box ) If you get a time-out message and live in the UK then try after 9pm-3am.
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Ast A. Moore
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Re: Old Tower

Post by Ast A. Moore » Wed Nov 21, 2018 9:45 pm

MatGubbins wrote:
Wed Nov 21, 2018 12:54 pm
Loaded Old Tower onto my +2 Grey last night via tape. 10 minutes later, loaded!
That’s a shame. Not to worry, though, @MatGubbins (and the rest of us, who want to use the original hardware but do not own—or fancy—a DivIDE/DivMMC or similar interface). I equipped both versions with my turbo loader, so the 128K one loads in under three minutes, and the 48K one in less than a minute and a half.

Old Tower (Turbo Loader)

(Needs thorough testing, since I couldn’t be bothered to play the entire game through. :D )
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Every man should plant a tree, build a house, and write a ZX Spectrum game.

Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.

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MatGubbins
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Re: Old Tower

Post by MatGubbins » Thu Nov 22, 2018 11:00 pm

Thanks for the WAV files, I've had trouble with them though.

This is for the 128K version (I've not tried the 48K version)
I added an extra 3 seconds to the tone to the BASIC header program so that a real Spectrum can grasp the idea of something loading.

Then added an extra 1 second gap between the end of the BASIC data and the turbo loader tone so that it had enough time to get the machine code up and running.

Then added an extra 1 second gap after the screen picture data and the rest of the turbo data.

Before doing the modifications it was a hit and miss on getting the BASIC header into the Spectrum. When it did work I had to rewind the media player to the start of the turbo loader and play again.

Image

They do work, just needed a bit of tweeking.

As to the game itself, the levels, music and code seem to work fine, completed and messed around with a few levels doing a speed run.
That is a fast turbo loader!!
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Ast A. Moore
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Re: Old Tower

Post by Ast A. Moore » Thu Nov 22, 2018 11:41 pm

MatGubbins wrote:
Thu Nov 22, 2018 11:00 pm
They do work, just needed a bit of tweeking.

As to the game itself, the levels, music and code seem to work fine, completed and messed around with a few levels doing a speed run.
That is a fast turbo loader!!
Thanks, Mat!

This is interesting, as they work perfectly on both my Toastrack and my +2A. How do you load WAV files into your machine? Also, have you tried converting the TZX files (the way you’d normally do it)? I use Tapir to play them back, but WAV files work fine as well. I tried it hundreds of times back when I was developing the loader with the computer and the phone as the source, varying the volume, etc.

P.S. The loader is self-recovering, by the way. If a particular block fails to load, you can just rewind to its beginning a reload. You can even rewind to the beginning of the tape, as it won’t load the wrong block.

P.P.S. Your picture suggests that you only added extra gaps between the loader and the loading screen, and the loader and the rest of the data. I assume you didn’t have to add gaps to the remaining blocks (there are quite a few).

P.P.P.S. A though occurs. You have a +2, right, not a +2A? In that case, how do you feed audio into it—via a cassette adaptor or an input jack mod? If it’s the latter, and the mod is a simple jumper to the ULA’s input, it might present two problems. One is that the +2 circuitry lacks a diode to ground that cuts off negative signals and a series capacitor to remove any DC offset before it. The ULA generally doesn’t take kindly to negative voltages on its EAR input; it may even get damaged. The other problem is that the signal may not always be strong enough (it’s effectively halved). Try editing my original WAV file and introducing a positive DC bias so that the signal doesn’t go below zero (well, occasional peaks are fine), and see if that makes a difference.

What I find strange is that your +2 didn’t like the slightly shorter pilot of the BASIC loader. There are a few commercial Spectrum games that use even shorter pilots, so that technically should not present a problem.
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Every man should plant a tree, build a house, and write a ZX Spectrum game.

Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.

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MatGubbins
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Re: Old Tower

Post by MatGubbins » Fri Nov 23, 2018 12:52 am

I'm using a +2 Grey with a cassette adaptor connected to my laptop to the sound out port. This has been the usual way of loading all the homebrew games for the last few years and it's rare to have a loading problem.

The (powered from the wall) laptop is using XP and I have both the Master volume and WAV output controls to just under max to get games to load. I can mess around with the WAV output if things go a little strange. I use windows media player to play the WAV file. No screen savers, no messing around with the computer when a game is loading, just like old times to sit back and do some school homework)

I didn't add gaps between the extra blocks of code, but after a few more attempts at loading the game after the last posting it did fail when loading one of the later blocks of code - so it might need a slightly longer gap between each block than is already there, not as much as 1 second but something to give the Spectrum a breather between loading and thinking again.

The header tone was hit and miss, as soon as an extra few seconds were added (cut and past the correct 3 tones in) then the Spectrum would grab it 100%

I use SoundForge to edit the WAV files, this is my main weapon of choice for many many years for music and it's great for close-up editing.


Sorry to Denis for hijacking the turbo loading of the game in this thread, but it's also promoting the game for those that didn't see it the first time around. If you've already played the game, give it another go and enjoy the experience, the scrolling, colours and music... Yay!
0 x
Bomb Munchies Ver1930 17th Nov 2017 (look for the blue download box ) If you get a time-out message and live in the UK then try after 9pm-3am.
Send me a PM and I can email it to you too. Kent, UK

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