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I agree and think replacing the slow down with something else would improve the fun factor in DW.
Programming / Re: CPCTelera 1.5.0 - File compression problem
« Last post by ronaldo on Yesterday at 23:49 »
Hi Arnaud,
   Whenever you use any new feature, you should first read the documentation  ;)

   I have reviewed your code and you are erroneously using cpct_zx7b_decrunch_s. This function requires pointers to the end of the memory arrays. You are passing pointers to the start of each array (sprite, compress). You need to pass pointers to the last byte of each (sprite + sizeof(sprite) - 1, compress_end). compress_end is a #define automatically generated in sprites/compress.h for this usage. With these parameters fixed, your example works flawlessly. zx7b means zx7 - backwards and is an optimization over zx7 algorithm that profits from working from end to start. That's why it needs pointers to the end.

   Your second problem does not happen at all. CPCtelera 1.5. does not convert binaries generated using any makefile utility. It includes these binaries in a list of generated items to explictly exclude them from automatic conversion. In fact, you don't need to generate the binary outside src/ folder as you did. You may create a subfolder called src/compressed_sprites (or whatever you like) and place generated binaries there. Take into account that this generated binaries are considered by the build system wherever you place them.

   I have tested your project, and binaries are not converted to C, as expected. If they were being converted to C in your system, that might be due to a bad update from CPCtelera 1.4.2 to CPCtelera 1.5 (i'm guessing here). However, I think this is not the case and you are being confused by the header files generated along with the binaries. You may also get confused by the compilation files (.lst .rel .rst. sym) that have been generated in your compress_gfx/ folder because you have placed it outside src/ folder. These files are generated for any CPCtelera intermediate object, but they do not include any definition, nor your binary data. As these files are from .h and .h.s files, which contain only declarations, they do not generate code.

   For your specific purpose, you also have now many examples in the games submitted to the contest. Many of them use CPCtelera 1.5. and compression. They compress complete screen images and decompress them directly to video memory, they compress complete level data and decompress into buffers, etc. Most of them are in assembler, but they should be very easy to follow and convert to C if that's what you need/want.

   Until I have enough time to complete the documentation, to include more examples and deeper explanations, please feel free to ask whatever you need to perfectly understand these features. Your doubts also help me write better documentation :) .

Technical Support / 464Plus membrane
« Last post by Beaps on Yesterday at 23:40 »
Hi All

I checked continuity on my 464plus membrane and it's not good :-(

Are they easy to fix or should I just replace, if so where can I get one as I ant see em on eBay

@cngsoft I have played the latest version of TmmyGun. Congrats for your effort! It is much better I guess. The pace is less hectic. Yet, this time (you're going to think I hate you!!) there were not enough enemies (!!!), so not enough bonus, and the sniper kept on killing me, and there was nothing I could do about it as it is almost impossible to escape from it. So I admit I couldn't past beyond the first level, whereas I reached level 4 with the CPCRetroDev version!

On a side note, for some strange reason, the DSK could not be converted to HFE (HxCFloppyEmulator would crash when converting your DSK), so I had to play it on emulator, sorry.
Games / Re: Anyone know more about Lady Phoenix
« Last post by ukmarkh on Yesterday at 22:06 »
This needs to be released, please put us out of our misery, with a snippit of an update... Please  :(
Make keys redefinable. Problem solved.
Sounds about right :D
The good old days!  :)
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