Recent Posts

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1
Applications / Re: MicroDesign Plus
« Last post by ComSoft6128 on Today at 22:36 »
Deskjet 500 - not a cheap printer at all but marvellous printed output.
In the local government department that I worked in in the early nineties I think we only had two in the entire (large) head office, the rest of the department had to make do with whatever rattling 9 pin (later 24 pin) machines were going cheap that week.

On the subject of printer drivers, I know that Creative Technology wrote drivers for the 500 for Microdesign 2 and MicroDesign 3 on the PCW as did Locomotive software for LocoScript. Arnor may have written one for PCW Protext but I'm not sure. I have what I think is one of the later versions of CPM Protext somewhere so will have a look at it one day.

Cheers.

Peter

2
Classifieds / Re: Scambay corner!
« Last post by tjohnson on Today at 22:19 »
I notice that there are some very high priced 6128+ and 464+ still on the ebay and the seller recently sold a 6128+ for £299 and that didn't appear to include a PSU or scart cable.  At these sorts of prices maybe Amstrad should restart manufacturing them.
3
Applications / Re: Old PD Software
« Last post by ComSoft6128 on Today at 21:59 »
Thanks AMSDOS and Deeko!

It is possible that some of the software hasn't seen the light of day for nearly 25 years, should be interesting.
I will PM you both.

Cheers,

Peter
4
Hardware related / Re: 6128 glitching out (memory issues?)
« Last post by llopis on Today at 21:07 »
I was puzzled with my inability to start the computer with the second RAM bank by hardwiring the PAL chip, so I did some tests.


- I swapped PAL chips with a working CPC. No difference.
- However, the working CPC *without* the PAL chip creates the exact same pattern I'm seeing on screen (see picture earlier in the thread). That's very interesting.
- Just to confirm, I was able to boot the CPC with bank 0 and bank 1 by hardwiring the PAL chip.
- The CAS0/1 signal being sent when I hardwire the PAL chip on the broken CPC is very different than the working one. I suppose it could be because the CPU is doing very different things, so maybe that's OK.


Sooo... I'm not convinced at all I'm going to find a bad RAM chip anymore. I'll continue investigating.
5
I’d pay a small fortune for a decent Outrun effort on the CPC or Plus, in fact a racing game for 2018/19 is definitely needed.


Sent from my iPhone using Tapatalk
6
I'd be up for physical carts of new plus only games, or enhanced remakes. Ghost n goblins physical cart, hell yes please!

Sent from my ONEPLUS 3t using Tapatalk

7
Emulators / Re: easy to deploy JS CPC emulator?
« Last post by pmeier on Today at 18:18 »
thanks!

I'm finding the original code from emuscriptoria a bear to build: the non-standard build scripts written in php, reliance on a local patched version of yui-compressor, no docs at all … may I ask how you managed to generate the 6128s.html and _6128s.rom files? Your version's lovely (and that vvvvvv port is extremely neat), but I don't want to have to advise users about having to hit F2 every time they start.
Well, looks like you found it out already  :laugh: To build 6128s.html and _6128s.rom.deflate, you need to comment out the blocks in compila.php

Then load the file with your webbrowser. The .htaccess is required, otherwise the rom is not uncrunched (inflated  ;) ). My webspace does not allow that. So you could patch the php file or download the rom from your local apache.
I think installing yui is optional. Otherwise download the jar and add it to the classpath. (I did.)

Or you could use the default Roland emulator, which has joystick turned off by default. I patched it, because I didn't want to tell gamers how to turn on joystick. (Where is F2 on mobile devices??  :picard: )
PS: I found it a little bit tricky to get it compiled, too. And I saw so many different makefile ecosystems before.  :o But good software is always a motivation to look deeper...
8
Emulators / Re: easy to deploy JS CPC emulator?
« Last post by scruss on Today at 17:52 »
thanks!

I'm finding the original code from emuscriptoria a bear to build: the non-standard build scripts written in php, reliance on a local patched version of yui-compressor, no docs at all … may I ask how you managed to generate the 6128s.html and _6128s.rom files? Your version's lovely (and that vvvvvv port is extremely neat), but I don't want to have to advise users about having to hit F2 every time they start.
9
Programming / Re: The Dawn of Kernel (Development)
« Last post by reidrac on Today at 16:57 »
No updates for a while, but I'm currently working on the level design and doing some pre-beta testing before the actual beta testing (I like to play-test the screens as I put them together).

Things are looking OK-ish. The map uses more memory that I expected, probably because I've added text events so the AI can talk to the player and provide a bit of story. Not really a lot of it, but I think it looks nice.

Unfortunately that text uses space and the average size of a screen has gone up. Still, I have 14 screens left and the remarkable amount of 4353 bytes free.

After some numbers I think I'll have around 2.5K after the map is done; and I need to fit in that the in-play bg music, the final boss and something for the "end of game".

Good news is that I have already a couple of "hidden" bits as Easter egg, and most of the stuff for the boss is done, so "it should be fine (tm)".

I hope it'll be ready for testing in 1 or 2 weeks (probably before the music is finished), and from that to release should be 1 month tops; which is going to be tight for the physical release if Poly Play wants to make it during the GamesCom in Germany; but there will be free download possibly before that, but it depends a bit on Poly Play's opinion (they may want to do it simultaneously, hoping that it helps pre-orders perhaps).

So that's it. Finishing the game, less updates as we get to the end. All good!
10
Games / Re: Baba's Palace - Charming in dev Amstrad game!
« Last post by Widukind on Today at 16:28 »
Well, better late than never: Congratulations to this excellent game Baba's Palace, Mr. Rafa​ Castillo, and Mr. John​ McKlain​ for the lovely music.

And Mr Castillo even dedicated the game to us in the PDF manual:

Quote
7.​ CREDITS
Dedicated​ to​ all​ those​ who​ in​ their​ childhood​ were​ lucky​ enough​ to​ play​ video​ games​ on​ 8-bit machines,​ and​ could​ daydream​ with​ those​ prodigious​ pixelated​ graphics​ and​ hum​ those wonderful​ chiptune​ melodies.

I'm honoured, and my whole family enjoys this nice game now. So that our children also learn the gems of retro CPC gaming.

By the way, it's a clean and well commented source code. I think, from it we can learn some bits on how to use modern development tools like CPCtelera for retro game programming.

Greetings from Germany to Spain.
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