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#1
avatar_Brundij
Games / Re: Adapting loading screens t...
Last post by Brundij - Today at 23:16
Done


#2
Quote from: Galatronic on 19:17, 28 April 24Hi everybody, any chance to run it with the USIFAC first version + esp8266 module? I have been tried the attached software used to connect the board to the lan to share files with a PC, I have connected an ESP8266 module with the Juno firmware and I'm able to initialized the modem, connect it to my wireless network, and connect a bbs @ 2400 bps  but unluckily the software is not a real terminal so I can receive the pages in ascii mode only. I'm looking for a graphic terminal to connect the USIFAC 1 + esp8266 to the wifi network and browse the bbs' . many thanks
Hi @Galatronic,

There is a version that runs on the USIFAC in the bundle that ikonsgr published here
(connect_to_bbs.zip): https://www.dropbox.com/scl/fo/4snbw50stbl3e0x7rav03/AM7dlZwgOM3s2secpPRZx5Q?rlkey=w7luj7x1d4j3c9g0ebk2dva9x&e=1&dl=0

It's a bit tricky though. It requires flashing the esp8266 with the ESP-link firmware which sets up a serial tcp link. Then you use a linux instance (I used a raspberry pi or a mac)  to bridge telnet over the serial tcp link like this:
stty -icanon && ncat  192.168.1.124 23 -e "/usr/local/bin/telnet amstrad.simulant.uk 464".



#3
T
Games / Re: WIP Transversion
Last post by Typhon - Today at 22:17
Quote from: ervin on 03:57, 06 May 24Wow that's a big difference!
What were the main optimisations that led to the speed-up?

To belatedly answer your question:

  • instead of scanning the whole playfield (25 x 17 grid) for tiles that have been marked dirty to redraw, each bolt/enemy etc now just keeps two tiles to redraw directly.
  • Precalculate the sprite for each possible cell on the grid (there's only 12 possible variations)
  • Remove in/out parameters where possible and replace with globals
  • Precalculate as much as possible into static arrays
  • Adjust what gets done each game loop, and control that by a frame-counter set in the interrupt.
  • Get rid of any divisions, and replace structs inside structs so that a struct never contains anything other than normal types.
The long and the short, I stopped programming like I could refresh the entire screen at 50fps :-)
#4
avatar_dodogildo
Games / Re: Amstrad Nightmares?
Last post by dodogildo - Today at 21:41
Renegade III
Saint Dragon
Super Soccer
Super Gran
Marsport
aand... I quit
Because, thinking again, those games are so bad, it won't be fun to read them over a book at all. 

This book may not be a good idea at all  :picard:
#5
A
Games / Re: Amstrad Nightmares?
Last post by Anthony Flack - Today at 21:08
Count Duckula 2 is the obvious one, and Bridge-It, the game everybody loves to hate. But I have a more personal dislike for Amsoft's 3D Space Invaders. Or the "educational" Animal Vegetable Mineral, which really should have been an example type-in in the BASIC manual, instead masquerading as a full-priced game. What else? Beach Head II was particularly dire. Roland on the Run was also awful. 

#6
I have uploaded the keyboard design to GitHub and created a new thread for discussions related to the keyboard.

Quote from: McArti0 on Yesterday at 22:54@Benedikt
and will it be possible to display something like this?

https://www.cpcwiki.eu/forum/index.php?msg=215472
The best answer I can give is that if the KC compact can do it, the KCC plus will be able to do it.

Quote from: Bread80 on Today at 12:49Using SRAM in an Amstrad is non-straightforward due to timing issues, but it's not hard to fix. I haven't had a chance yet to publish any details of how I did it, but feel free to ask.
Hopefully the absence of Amstrad's gate array makes this one aspect slightly easier. We will see. But thank you for pointing it out.

Quote from: Bread80 on Today at 12:49Also, if there's anything in my projects that's of use you're welcome to them. https://github.com/Bread80 

The CPC Modular repository is not up to date but may well be useful. I created the project to break out the CPC into parts which I could work on separately. I now have a functioning backplane which breaks out almost all the standard Amstrad signal lines (or they could be repurposed). I'm planning a new version which fixes some layout issues.
Sounds interesting. A bunch of them will definitely end up in my bookmarks.
#7
This is a spin-off topic for the KCC plus' keyboard assembly. See also the main thread for the KCC plus.

What is it?

A mechanical keyboard design with MX switches, diodes for n-key rollover and a form factor that is (largely) CPC6128 compatible.
It is meant to be used with modern XDA keycaps.

What is it for?

It is primarily intended for the (still hypothetical) KCC plus, but also fits in a CPC6128 and (presumably) a 6128 Plus.

Shortcomings for CPC users

If you want to use it in a CPC, you either have to solder wires to the system board or use tiny adapter PCBs.
The PCB also has to be 1.6 mm thick for stability reasons, while the CPC6128's keyboard's sheet metal frame is only 1.0 mm thick.
You therefore have to either live with a 0.6 mm gap or remove 0.6 mm of material either from the two mounting posts in the lower case shell or from matching areas on the back side of the keyboard PCB.

Pictures or it didn't happen! / How do I get one?

All design files are on GitHub. Pictures of the complete keyboard assembly can be found in the relevant section of the README document.
#8
M
Games / Re: Amstrad Nightmares?
Last post by merman - Today at 19:55
Good point on the Spectrum ports - it would be easy for them to dominate such a book.

For C64 Nightmares, I used the worst-rated games in ZZAP! plus some of the worst games generally.
Obviously Amtix and Amstrad Action ratings would play a part in deciding what makes the final list.
#9
avatar_Gryzor
Games / Re: Amstrad Nightmares?
Last post by Gryzor - Today at 19:12
Yes, but some, probably the most egregious and disappointing cases could/should be showcased.
#10
T
Games / Re: WIP Transversion
Last post by Typhon - Today at 19:10
Think I just need to adjust the timing of the game code a bit. Player movement and bolt movement are updated on different frame-counters for speed reasons. :-)

I'll change things so you can redefine to cursor keys too, as well, as enabling of cancelling of the redefine screen without having to go through all the list of controls!
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