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#1
avatar_MacDeath
Games / Re: Which games would you show...
Last post by MacDeath - Today at 02:35
Barbarian, Arkanoid, DonkeyKong... any proper nonspeccyport, most modern homebrew games.
#2
avatar_MacDeath
Demos / Re: CPC Demos, Music and non-C...
Last post by MacDeath - Today at 02:27
Being slowlier, the CPC often have good deep basses, else its stereo is quite interesting compaired to some other AY machines.

PLUS machine can go for some DMA tricks. Esle some plAY-ctY card add 2x extra AY for 9 channels.

AY is quite a basic soundchip but the nostalgia factor can hit hard, and some creators really manage well with this well known chip that was used on many machines.

MSX, Speccy128, CPC, PCW (option card), Atari ST, Oric/ ATMOS... and others... Vectrex ? Many arcade games from early 80s used it actually.
Some other chips were quite similar too, Sega Master system's basic chip wasn't very far from the AY in term of capabilities or sound.
#3
avatar_MacDeath
GFX + Tunes / Re: Need to recolour 1BPP spec...
Last post by MacDeath - Today at 02:22
paint dot net
Reap those sprites into some png, and add colours manually. If in mode1 it is not like you have a lot of colours to add. then use a converting tool such as conimgCPC or GraphixWizard or whatever to get you picture into ome scr than can be used on CPC as tile/sprite source.

then it's up to the limitations from the coder/game's engine.

Masked sprites / transparency ?
Do you sacrifice one ink to be used as the mask, therefore the sprite is 3 inks/colours + Transparency.
Do you add a 1bpp mask separately and therefore can use 4 colours for the sprite but a sprite is actually 5bpp equivalent.
Do you keep the 1bpp speccy graphs but add another 1bpp transparency mask (2bpp in total) but get the sprites to be colour swapped when draw into screenram.

No transparency ?
some "attribute/character thing engine is possible, just as in games like R-Type or AMC...

Get into Mode0 : need to drastically redraw everything.

All those technics were used by different historical games, may  have different CPU or RAM impact.
#4
I don't have any grease to do that, but the problem started after changing the belts and doing nothing else besides a quick cable repair on the power led and switch, so i'm not thinking that's necessary just yet. I want to solve this problem first, and then I can look into further maintenance (and have future knowledge to stop this issue if it manifests again)
#5
L
Programming / Looking for text adventure pla...
Last post by loftcat - Yesterday at 23:12
I've been working on an Amstrad CPC conversion of my first new Quill adventure for many years and it's ready for a few willing volunteers to test. Although most of the text adventures I wrote as a kid were for the Amstrad, I originally wrote Ghostship Delgado earlier this year for the BBC/Electron. The game's written using Gilsoft's The Quill (with all it's charms and limitations) and I fancied the challenge of using the BBC version as I believe it was the only one written by a different programmer.

Anyway, the story as you might have guessed, is set at sea, and on a ghost ship, or at least some of it is. It's a two part game, you need to finish the first to move on to part two. The game runs on any CPC.

Although I've done a straight conversion from the BBC to CPC, I've literally needed to re-key everything as there's no handy conversion tools. So I'm looking for testers using either emulation or a real Arnold for feedback to report bugs and spelling/typo/grammar problems. I'm keeping as a closed beta until release so if you're interested please ask me questions or just drop me a pm and I can send you a copy of the disk image + pdf instructions. I'd be grateful for any contribution, even if you have a limited amount of time for it.

There's a bit more background on the game on my itch.io page https://loftcat.itch.io/ghostship-delgado-amstrad-cpc
You can also find more info on the original BBC Micro release on this page https://loftcat.itch.io/ghostship-delgado
#6
avatar_abalore
News & Events / Re: AMSTEAM: WIP game streamin...
Last post by abalore - Yesterday at 21:44
A few more games added:

Freddy Hardest
Froggy
Frost Byte
Fruity Frank
Future Knight
Game Over II / Phantis
Gauntlet (Defender clone)
Gazza II
Gilligan's Gold
Goody
Gorbaf
Grand Prix Simulator II

#7
Quote from: lightforce6128 on 01:57, 05 October 24Locomotive BASIC is a quite good BASIC, although some more modern features like functions and procedures with parameters, blocks of code for structured programming, as well as scoped variables would help. At least "DEF FN" is a beginning.

Assembler is required for many things that needs to be fast. I'm used to the MAXAM assembler as provided also in WinAPE. Again, something like namespaces would be of help here. I know there are other, more modern assemblers that provide more features.

I would like a Locomotive BASIC like BBCBasic, that is, including fuctions and procedures as you say, but also chunk of assembler code.

https://oldpatientsea.github.io/agon-bbc-basic-manual/0.1/bbc3.html
#8
D
GFX + Tunes / Re: Amstrad music
Last post by dal - Yesterday at 19:27
#9
Quote from: ZorrO on Yesterday at 09:03Yeah, and whole screen editor with scroll listing by roll, and instead copy cursor highlight text to erase/copy/paste, and RSX for sprites/scroll/menus, and build in compiler. Oh yeah! Best Basic ever. :)
So, for editing: Basically a good text editor with Copy and Paste (we got that at least).
#10
T
Programming / Re: Saving data to disc in ass...
Last post by trocoloco - Yesterday at 16:23
of course!  ;D  Before I finished it and then watched the chat at Juanje's channel along with Chema. It trully is meritorious the amount of details that places that takes place behind the scene to develop such game in only 64K. Looking forward to see how it progresses and always hapy to help in whatever is possible :)  
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