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#1
avatar_eto
Games / Re: Vespertino
Last post by eto - Today at 12:33
Quote from: cwpab on Today at 05:44In 2025, some people still want to put cars and girls in the same "things to own, things to win in races" basket when official competitions are moving away from this.

I hope the real(istic) picture gets replaced by a drawn version, same as the car is not a real photo but a drawn representation. Pit babes are a so common part of 80s/90s era that avoiding them might also not be right - but I really hope we don't need real big boobs on a game cover nowadays. 


#2
avatar_scorp6128+
Games / Re: retrosutra compares all AM...
Last post by scorp6128+ - Today at 12:16
Interesting video comparison of a game I really like.
The CPC version shines bright in this comparison.
Perhaps one of the best Dinamic games for the CPC.
I also recommend the fantastic speccy version in 128k.
#3
A
Programming / Re: Newbie assembler CPC quest...
Last post by arnoldemu - Today at 11:20
I wanted to see if my theory worked (using MC SET MODE) to change mode on screen, stopping MC SCREEN CLEAR from doing anything and then using SCR SET MODE to setup firmware to use correct text drawing.

The result is attached.
#4
some gotek weirdness. I use the external gotek as drive B and when there is disk access the light does not flash on it, but it does flash on the internal gotek (drive A). Whereas if I use the drive A the activity light flashes on both. Is this something that has to do with goteks or is it expected as both are connected to the same floppy disk controller?
#5
avatar_Jean-Marie
Games / Re: Turrican (128K)
Last post by Jean-Marie - Today at 10:02
I think the real difficulties will come with the levels where Parallax is used. Daren used animated tiles to create the effect, where background tiles are "slided" in the Tile Map. This is quite ingenious.
Level I (4.1) looks like a real nightmare with a slew of animated tiles (not only for the parallax).
It's quite easy to carry out LDI/LDD instructions on some linear memory, but with Axelay's optimization, the tiles offsets become shuffled, and that makes thing more complex and lengthy :-[

 
;;TURRICAN.LVI

org &1b78
ld ix,&1d07
ld b,&0f
ld a,(&c7f3)
ld c,a
l1b82:
ld l,(ix)
ld h,(ix+1)
ld a,l
cp &20
jp nc,l1ba6
bit 0,c
jp z,l1b94
inc h
l1b94:
bit 1,c
jp z,l1b9a
dec l
l1b9a:
bit 2,c
jp z,l1ba0
dec h
l1ba0:
bit 3,c
jp z,l1ba6
inc l
l1ba6:
ld (ix),l
ld (ix+1),h
inc ixl
inc ixl
djnz l1b82
ld a,(&c7f3)
rra
jp nc,l1bfc
ld de,&1920
ld hl,&6cb0
REPEAT 8:ldi:ENDM
ld de,&6cb0
call @LDIR-24-24
ld hl,&1920
REPEAT 8:ldi:ENDM
ex de,hl
ld e,&20
call @LDIR-8-8
ld de,&6cd0
call @LDIR-24-24
ld hl,&1920
call @LDIR-8-8
l1bfc:
ld a,(&c7f3)
bit 1,a
jp z,l1c28
ld ix,&6cb0
ld b,&10
l1c0a:
ld e,(ix)
ld d,(ix+1)
ld l,(ix+&20)
ld h,(ix+&21)
ld (ix),h
ld (ix+1),e
ld (ix+&20),d
ld (ix+&21),l
inc ixl
inc ixl
djnz l1c0a
l1c28:
ld a,(&c7f3)
bit 2,a
jp z,l1c72
ld de,&1920
ld hl,&6cc8
REPEAT 8:ldi:ENDM
ld de,&6ccf
ld l,&c7
call @LDDR-24-24
ld e,&b0
ld hl,&1920
REPEAT 8:ldi:ENDM
ex de,hl
ld e,&20
ld l,&e8
call @LDIR-8-8
ld de,&6cef
ld l,&e7
call @LDDR-24-24
ld e,&d0
ld hl,&1920
call @LDIR-8-8
l1c72:
ld a,(&c7f3)
bit 3,a
jp z,l1c9e
ld ix,&6cb0
ld b,&10
l1c80:
ld e,(ix)
ld d,(ix+1)
ld l,(ix+&20)
ld h,(ix+&21)
ld (ix),d
ld (ix+1),l
ld (ix+&20),h
ld (ix+&21),e
inc ixl
inc ixl
djnz l1c80
l1c9e:
ld a,(&dea0)
ld hl,&3e15
rra
jp c,l1cac
ld l,&55
l1cac:
ld de,&6c00
call @LDIR-64-64
ld ix,(&6c7e)
ld iy,(&6c7c)
ld e,&7f
ld hl,&6c7b
call @LDDR-60-60
ld (&6c42),iy
ld (&6c40),ix
ld hl,&6be0
ld de,&1920
call @LDIR-16-16
ld a,(&dea0)
rra
ret c
ld de,&6be0
call l1cef
ld hl,&1920
l1cef:
ld b,&08
l1cf1:
ld c,(hl)
inc l
ld a,(hl)
inc l
exx
ld b,&87
ld c,a
ld a,(bc)
exx
ld (de),a
inc e
ld a,c
exx
ld c,a
ld a,(bc)
exx
ld (de),a
inc e
djnz l1cf1
ret
REPEAT 9:rst 0:ENDM

ORG &9D80
REPEAT 95:ldi:ENDM
@LDIR:
ret

ORG &9E40
REPEAT 95:ldd:ENDM
@LDDR:
ret
#6
A
Games / Re: retrosutra compares all AM...
Last post by andycadley - Today at 09:58
Is the aspect ratio wrong? I mean it looks sort of zoomed in, but it doesn't look particularly distorted. More like the creator of the video has clipped all the borders as much as possible and the CPC version does have a lot of border.

The Speccy version looks impressively colourful. I think it's just the way the Spanish did games, didn't matter if the scrolling was a bit jerky as long as there was a lot going on. If it weren't for the insanely hard difficulty of Spanish games, I think they'd all be very highly rated.

No idea what they were thinking with that C64 port though, it looks shockingly bad. And the Amiga and ST ports seem very weak too.
#7
avatar_Jean-Marie
Games / Re: retrosutra compares all AM...
Last post by Jean-Marie - Today at 09:20
It seems they managed to avoid the infamous colour clash effect on the Spectrum. Interesting.
#8
T
Games / Re: Vespertino
Last post by trocoloco - Today at 09:18
I like the picture a lot, it has that 80s feeling, girls and fast cars, is like paying homage to Out Run and other racing games from the time. I find this issue of political correctness to be a covert dictatorship disguised as do-goodism. 
I'll just keep putting money in the piggy bank until the game gets released
#9
E
Games / Re: Vespertino
Last post by Egg Master - Today at 08:28
Quote from: cwpab on Today at 05:44In 2025, some people still want to put cars and girls in the same "things to own, things to win in races" basket when official competitions are moving away from this.
That's what you're interpreting, and it's actually very backward... :o Which therefore excludes the possibility that they can drive these cars... :picard:

Quote from: cwpab on Today at 05:44Welcome the wrong side of retro, baby! Welcome... to the Retro Grade®.
Like for Babes? Seriously? :-X You are making a moral statement that you don't even apply yourself. By the way, Retro is not what you want the past will be today. :-\
#10
avatar_lightforce6128
Games / Re: Turrican (128K)
Last post by lightforce6128 - Today at 06:54
Quote from: Jean-Marie on Yesterday at 17:05next week I'll try to write the changes in the Level A file, which should be very challenging.

Hopefully it will not be challenging. For compression you can use any language, and modern computers will process the data in any language (also slow scripting languages) more than fast enough.

Whenever you find a sequence of the same byte A of length N, replace it with these four bytes: A,N,#A5,#CC. Only apply this if the sequence is longer than 4 bytes. That's all. This is not the best compression, but a fast one that will work acceptably on sprites and level maps with much background.

Example:

"1,2,3,4,  a,a,a,a,a,a  ,5,6,7,8"  gets  "1,2,3,4,  a,6,#A5,#CC  ,5,6,7,8" (spaces only for better readability)

Hopefully the used escape sequence #A5,#CC is not used anywhere in the data to compress. If it is, either the escape sequence can be changed to something else, or it has to be encoded as sequence of length 1 (what will cost 3 bytes):

Example:
"1,2,3,  #A5,#CC  ,4,5,6"  gets  "1,2,3,  #A5,1,#A5,#CC,  #CC  ,4,5,6" (replace the #A5 with a sequence of length 1)


Two questions remain:
  • Where should the file be loaded? Usually at the begin of the buffer that will contain the uncompressed data later.
  • And which routine says the decompressor where the compressed data is located? Needed are begin and end of the data.
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