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#1
avatar_dragon
Games / Re: Converted GX4000 .cpr - Th...
Last post by dragon - Today at 00:27
Quote from: iXien on Yesterday at 07:41Like Hannibal said in the A-Team "I love it when a plan comes together"  :P . So here is a new version for :

TRIAXOS from Ariola Soft

So many thanks to @Urusergi for patching this and to @dragon for fixing a nasty bug that made the Amstrad version unplayable since 40 years  ;)

Controls:
d-pad = Move the character in the desired direction
J1B1 = Fire / Open inventory (long press)
J1B2 = Pause game (J1B1 to resume game)
Pause button = Quit game

Any direction to quit the inventory, d-pad left/right and J1B1 to select an item (grenade or DHE-IV CHARGES)

Modifications for the GX4000 version:
    - Wait for fire on title screens,
    - Remapped keys,
    - Dynamite game corruption fixed (many thanks to dragon),
    - Pokes : Unlimited laser, shield, time.

Triaxos is one of these games on computer in which the publishers seemed to consider that discovering what to do was part of the game itself. Really frustrating, making these games completely cryptic without any reason. I offer you a new instruction manual in the archive to start more easily what is really a hidden gem, mature and more ambitious than many others  ;)

You can discover an impressive longplay of the spectrum version here:

https://www.youtube.com/watch?v=hFV6Mrc_Ci0&t=2180s

The spectrum share code with the amstrad, they have the same Glitch :D
#2
avatar_m_dr_m
Programming / What IFF? (De)Serialization on...
Last post by m_dr_m - Today at 00:24
tl:dr; Do you know a (de)serialization library for Z80?

@Zik 's DMA Soundtracker's modules rely in an IFF-like system with size encoded on one or two bytes (?) rather than 4.
I believe it kind of defeats the purpose of using IFF, because no existing IFF tool will be able to parse those files.

On the other hand, yes, four bytes is frequently too much, on some rare cases too little, and was overall a questionable choice to have an hardware-inspired limitation for a serialization format.
The size only seems useful in order to skip unknown chunks. For mandatory chunks, that's an unnecessary pain in ass(embler), and I think it would be better to have them optional (e.g. 0 = unspecified length).

What I miss most in IFF is the ability to serialize basic types, like array of words (without having to repeat the type for each item), and be able to reference an arbitrary data (or at least chunk) in the whole structure.

IFF or not, I'm looking for existing Z80 code to (de)serialize containers and nested structures. I'm too slow and distracted to program that myself! Plus I needed to rant.
#3
B
Hardware / Expansions Port
Last post by Bongorocker - Yesterday at 23:58
Hallo ihr,

wo bekommt man eine Erweiterungsplatine her mit der man 2 oder mehr Erweiterungen am Expansions Port nutzen kann (M4 Board und Ramerweiterung).

lg. Markus

#4
avatar_m_dr_m
Programming / Re: bits 5 and 3 of F register...
Last post by m_dr_m - Yesterday at 22:51
@Prodatron  Some smart coders whose nicknames start by 'T' have used the OUTI undocumented flag behaviour to great effect!
And in that case it's pretty useful to know that Carry is affected, because the original doc is wrong.

Regarding LDI: fun indeed, protection and maybe one optimisation use case in 20 years.
#5
avatar_m_dr_m
Programming / Re: bits 5 and 3 of F register...
Last post by m_dr_m - Yesterday at 22:40
transfer_notes
; After ldi/ldd/ldir/lddr:
  ; P/V reset if BC reached 0, set otherwise.
  ; Let n := A + (last) copied byte.
     ;  - 5 is a copy of n.1
     ;  - 3 is a copy of n.3 

From https://64nops.wordpress.com/2021/01/13/perfectly-accurate-z80-flags-and-cpc-timing/. Edit: oh! So, what Roudoudou said.

There is also Z80TEST.O which checks a lot of those behaviors.
#6
N
Games / Re: Fighting Fantasy on CPC
Last post by Nich - Yesterday at 21:44
Quote from: zhulien on Yesterday at 21:36I was looking through the Fighting Fantasy wiki and was surprised to see mention of 3 Fighting Fantasy games having been released on CPC.  Is that true?  Has anybody seen them in the wild?

Only two of them were released for the CPC - Seas of Blood and Rebel Planet. I have copies of both of these games, and they're very hard to obtain (and consequently quite expensive to buy when they do appear).

Temple of Terror was advertised but never released for the CPC.

As an aside, I also have a complete collection of Fighting Fantasy books, which I achieved in the mid to late 2000s. You'll be astonished how much some of the later books in the series sell for nowadays! :o
#7
avatar_zhulien
Games / Fighting Fantasy on CPC
Last post by zhulien - Yesterday at 21:36
I was looking through the Fighting Fantasy wiki and was surprised to see mention of 3 Fighting Fantasy games having been released on CPC.  Is that true?  Has anybody seen them in the wild?

https://fightingfantasy.fandom.com/wiki/Fighting_Fantasy_Computer_Games

#8
avatar_XeNoMoRPH
Games / Re: The Key, a A "full" point ...
Last post by XeNoMoRPH - Yesterday at 21:05
Quote from: Maniac on Yesterday at 19:33This looks amazing! Anyone know if there's going to be an English translation?
Yes , english coming soon and french later
#9
S
Games / Re: The Key, a A "full" point ...
Last post by sigh - Yesterday at 20:02
Well done to the team! Looks wonderful.
#10
I
Programming / Re: My 2D platformer in BASIC
Last post by IndyUK - Yesterday at 19:53
Hi Folks,

Hope you're all doing well.

So, it's been quite a while since I last worked on my 2D platformer written entirely in BASIC. I had some time on my hands so thought why not pickup the project again. There is still plenty that's missing from it and so began to ponder over what I could tackle next. As I wanted to make the game a bit more challenging, I thought it might be a good idea to add moving platforms. I knew that if I can add these, then it would open the game up a bit more. So for the last ~2 months I have been working on adding moving platforms and have managed to get something working resonably well. Here's a video of what I managed to put together;


Remember, this is in BASIC running in WinApe using it's Turbo mode so, don't get too excited with the speed.

I have to say that it was quite tricky getting these working as there's so much more that you have to consider. I have begun work on adding platforms moving vertically as the next step, which would really open up the game.

Anyway, hope you like what I've done so far and hope to be back with a demo of vertical ones...oh and may be another screen or two.

See you all later.
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