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1
Possibly the only time a Codemasters game appeared on a cover tape?

No. Fantasy World Dizzy also appeared on an AA covertape (issue 108). There was also a playable demo of Stryker in the Crypts of Trogan, and the excellent minigame Seymour: Take One.

Like you, I haven't played Dizzy in ages, and even though I can clearly remember the layout of the map, I also struggled to remember the solutions to several of the puzzles.
2
Programming / Re: Basic Efficient Collision Detection Routine
« Last post by SRS on Today at 15:41 »
Just for fun I added a part that deletes old explosion clouds after roundabout 4 seconds:
Code: [Select]
100 ' Setup Inks and Screen Mode
110 INK 0,0
120 INK 1,26
130 INK 2,20
140 INK 3,18
150 BORDER 11
160 PAPER 0
170 PEN 1
180 MODE 1
190 ' Define Characters & Objects
200 DEFINT a-z
210 s$=CHR$(143)
220 a$="@"
230 b$="-"
240 x=1
250 y=1
260 DIM bx(2)
270 DIM by(2)
280 b=1
290 t=0
300 sc=0
310 ay=1+INT(RND*23)
320 ax=37
330 GOSUB 600 ' Print Ship
340 GOSUB 690 ' Print Alien
350 LOCATE 1,25
360 PRINT"Score:"
370 ' Main Loop
380 WHILE 1
390   IF INKEY(1)<>-1 AND x<30 THEN GOSUB 650:x=x+1:GOSUB 600
400   IF INKEY(<>-1 AND x>1 THEN GOSUB 650:x=x-1:GOSUB 600
410   IF INKEY(0)<>-1 AND y>1 THEN GOSUB 650:y=y-1:GOSUB 600
420   IF INKEY(2)<>-1 AND y<24 THEN GOSUB 650:y=y+1:GOSUB 600
430   GOSUB 570
440   GOSUB 820 : GOSUB 690 ' Delete & Reprint Alien
450   GOSUB 500
460   IF INKEY(47)<>-1 AND t<>2 THEN t=t+1:bx(t)=x+1:by(t)=y
470   IF t<>0 THEN GOSUB 860
480 WEND
490 ' Has bullet or alien collided?
500 IF by(1)<>ay THEN IF by(2)<>ay THEN GOSUB 860:RETURN:ELSE GOSUB 510:RETURN
510 FOR n1=1 TO t
520   IF bx(n1)=ax THEN GOSUB 990
530   IF bx(n1)+1=ax THEN LOCATE bx(n1),by(n1):PRINT" ";:bx(n1)=bx(n1)+1:LOCATE bx(n1),by(n1):PRINT b$;:GOSUB 990
540 NEXT n1
550 RETURN
560 ' Has Alien Collided with Ship?
570 IF (x=ax) AND (y=ay) THEN GOSUB 990:LOCATE 15,12:PRINT"You're Dead!":END
580 RETURN
590 ' Display Ship
600 LOCATE x,y
610 PEN 1
620 PRINT s$;
630 RETURN
640 ' Delete Ship
650 LOCATE x,y
660 PRINT" ";
670 RETURN
680 ' Display and Move Alien
690 LOCATE ax,ay
700 PEN 2
710 PRINT a$;
720 ax=ax-1
730 GOSUB 570
740 WHILE ax=0
750   LOCATE 1,ay
760   PRINT" ";
770   ax=37
780   ay=1+INT(RND*23)
790 WEND
800 ' GOSUB 610
810 RETURN
820 LOCATE ax+1,ay
830 PRINT" ";
840 RETURN
850 ' Routine to Move Shots Fired
860 FOR n=b TO t
870   LOCATE bx(n),by(n)
880   PRINT" ";
890   PEN 3
900   bx(n)=bx(n)+1
910   LOCATE bx(n),by(n)
920   PRINT b$;
930   IF bx(n)=38 THEN LOCATE 38,by(n):PRINT" ";:b=b+1
940 NEXT n
950 IF bx(n-1)=38 AND b=3 THEN GOSUB 1180
960 ' GOSUB 610
970 RETURN
980 ' Death Sequence for Alien or Ship should they Collide
990 LOCATE ax,ay
1000 ex=ax:ey=ay:AFTER 200 GOSUB 1210
1010 PRINT" ";CHR$(238);
1020 sc=sc+20
1030 LOCATE 8,25
1040 PRINT sc;
1050 ax=39
1060 ay=1+INT(RND*23)
1070 FOR v=15 TO 0 STEP -1
1080   BORDER 6
1090   SOUND 1,0,3,v,,,31
1100   BORDER 11
1110   SOUND 2,1000,3,v,,,31
1120 NEXT v
1130 FOR c=1 TO t
1140   LOCATE bx(c),by(c)
1150   PRINT" ";
1160   bx(c)=0:by(c)=0
1170 NEXT c
1180 b=1:t=0
1190 RETURN
1200 ' Delete old explosion
1210 LOCATE ex,ey:PRINT "  ";
1220 RETURN
3
I think you should post a YouTube video showing WHM in action, Geoff!


;)
4
Programming / Re: Noob on 8BP (how to?)
« Last post by tjohnson on Today at 14:35 »
One of my reasons for suggesting using a PC is that in anything other than mode 2 I find it too low resolution to effectively read code, so much easier to scroll around lines of code in notepad and anyone who is now use to a modern keyboard layout will find it slight infuriating that some key symbols are in different locations.  I think it was common even back in the day to code on something else and then transfer across, perhaps something like the PCW was used as it had a lot more memory and a good screen for text and potentially easy compatibility with the disk type and format.
5
Programming / Re: Noob on 8BP (how to?)
« Last post by AMSDOS on Today at 12:30 »
I would suggest developing on the PC then transferring the code to the CPC.  I've been using Notepad++ to create the programs in basic then copying them into Winape, once I've done I'll transfer to the physical hardware for the genuine experience.  I think that is probably more efficient than coding on the CPC itself.


It's a fair point since with perhaps the exception of the early 464 all the other CPCs have Membranes, coding may wear it out.  :o


While the keyboard still works on my 6128, pressing down on the keys has a rough feeling to it, I simply find using Emulator & development program in that is about as close as developing on a real machine. Though I guess each is to their own.  :)
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Programming / Re: Noob on 8BP (how to?)
« Last post by tjohnson on Today at 12:17 »
I would suggest developing on the PC then transferring the code to the CPC.  I've been using Notepad++ to create the programs in basic then copying them into Winape, once I've done I'll transfer to the physical hardware for the genuine experience.  I think that is probably more efficient than coding on the CPC itself.
7
Programming / Re: Noob on 8BP (how to?)
« Last post by AMSDOS on Today at 12:03 »

I would like to programming on real CPC with 8BP, without use any PC.
I've also M4 board to store the entire project in place of drive
Sorry for my poor english :(


Not your fault English is a poor language, one thing may totally mean something else.


Re:8BP. I think it's just a matter of using Winape Edit Disk to copy the files from that DSK image and paste that onto a SD card, then popping that into your M4 board & load onto your real CPC using the software for the M4 board I presume.
8
Despite the flickery sprites, I still rate the Amstrad version higher than the other 8bits that I've played.

Spectrum is horribly ported, on top of that, there's a nasty bug that when you play with the Sinclair port, the controls randomly change around. You can still continue using the keyboard, but fuck that! Kempston is fine though.

C64 I'd rate second behind the Amstrad. It's drab palette doesn't do much and makes the Speccy version look more colourful by comparison. It's title tune is pretty awesome though. Always felt the C64 really dropped the ball with all the Dizzies, in retrospect.

Of course, most C64 owners would disagree, but then, most C64 owners thought their shit didn't stink too.  :laugh:
9
Programming / Re: Noob on 8BP (how to?)
« Last post by Fabrizio Radica on Today at 10:26 »

I'm not quite sure if you're asking how to get it onto your real machine, or how it operates as I'm without the M4 board. :(


I would like to programming on real CPC with 8BP, without use any PC.
I've also M4 board to store the entire project in place of drive
Sorry for my poor english :(
10
Programming / Re: Basic Efficient Collision Detection Routine
« Last post by tjohnson on Today at 10:07 »
Thanks! alot of that code looks similar to my game, i have 6 potential bullets and 4 potential targets which as the number increases the performance falls away.  I'm hoping to work on it again today so will post an update later on what I'm doing.

Sent from my E5823 using Tapatalk

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