ZX ULAX emulator

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Lethargeek
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double update

Post by Lethargeek »

public beta 19 fixes and improves some things overlooked in the earlier versions. The most important change is dux loader now using the active address mapper to place some recolored pixel data into the "screen memory" area (instead of sending everything straight to the "pixel memory" as before). It does matter for some 128k games using only one screen buffer as a screen, treating the other one just as an ordinary memory page to store code/variables/buffers/gfx data. One such example is 128k extended version of Renegade. As i found, it has some glitchy sprites (masks mostly) - hard to see on the standard ZX screen, but immediately obvious if recolored; and some of these sprites were kept in the beginning of page7. While it was possible to put the pixels directly in the screen area for the old version, with the new one it's much more convenient, and was done for it. So download both the new emulator and the game pack for the fix to work properly.
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Lethargeek
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game pack update

Post by Lethargeek »

Never was a big fan of Batty - found it too hard, too fast and too unfair with bonuses for my liking (the best of all ZX Breakout clones is Impact IMO). But some people think Batty is a great game and requested it repeatedly. So here it is, looking even better than ever (the one undeniable thing about Batty is it looking better than any other ZX Breakout clone).
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MonkZy
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Re: ZX ULAX emulator

Post by MonkZy »

Batty looks great! Just enough colour to lift the sprites/score off of the background.
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Lethargeek
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Re: ZX ULAX emulator

Post by Lethargeek »

MonkZy wrote:
Sat Aug 01, 2020 3:36 am
Batty looks great! Just enough colour to lift the sprites/score off of the background.
TBH i felt a bit lazy (again) and just assigned same colors for almost everything :)
while metallic bluish seemed right for the most objects, maybe bonuses might look better different
so if someone feels like adding more paint, it is easy, just append some magic numbers to the dux file:

Code: Select all

80xxxx FFFC yyyy zzzz
where xxxx = hex address of the 1st byte of any sprite line (not necessarily the top one)
yyyy = ink (lighter color in this game) and zzzz = paper (darker color) in GRB555 hex format
(will be active starting from this line till the end of the sprite or till the next color assignment)
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