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  COCHES & CICLOPES (Y SATURNO)
Posted by: apenao - 2013-08-10, 12:00 AM - Forum: Gallery - Replies (7)

Hello everyone.

I'd like to share the last two "games" I've done with ZxBC.

They are extremely simple because I've done them upon request from my sons and they are 4 years old.

The first one is called Ciclopes (y Saturno). It's a pong/football twist played by two cyclops (well, they are merely balls with one eye but apparently that's how cyclops looks like for a Little boy) and the ball is the planet Saturn. Keys are QAZX and PLNM.

The second one is Coches. It's a simple super sprint twist for two players. Keys are QAZX and PLNM, but to make thing easier the key Y toggle between the manual and the automatic mode. In the automatic mode you just have to accelerate and brake and the car turns by itself when it finds an obstacle.
With the key H you toggle between the different curses and with the key G you change the color of the cars.

I usually make these games (and the crap games for the CSSCGC compo) to try different things to use if I ever make a non crap game. And in this two games there is a thing I'm proud of: My very first assembler routine. It's a symple sprite XORing routine but with a little trick: When moving the sprites, instead of just erasing the full sprite (XORing it) in the previous location and then printing it in the new coordinates, it does this but one byte after other. The result is that I can get rid of the sprite flashing at the cost of a little tearing, and this is a sacrifice I accept happily because before I wasted too much time re-ordering the sprites (to print first the ones that were higher in the screen) or making dumb cycles waiting for the screen retrace.

I hope you like them.

P.S. If anyone is interested in the code, I warn you it's completely rubbish (untidy, un-commented...).



Attached Files
.zip   CICLOPES.zip (Size: 5.28 KB / Downloads: 1,288)
.zip   COCHES.zip (Size: 8.79 KB / Downloads: 1,280)
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  started Philips-VG5000 version
Posted by: nitrofurano - 2013-08-04, 09:07 AM - Forum: Wishlist - No Replies

hi there!
here are some news related to the philips-vg5000 version - the development progress is a bit more complicated than for msx or mattel-aquarius (issues with ix register?)
<!-- m --><a class="postlink" href="http://forum.system-cfg.com/viewtopic.php?f=25&t=4776">http://forum.system-cfg.com/viewtopic.php?f=25&t=4776</a><!-- m -->

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  Souls
Posted by: britlion - 2013-07-31, 12:04 AM - Forum: Gallery - No Replies

Another one. Wow. Boriel, have you any idea how much more speccy software there is thanks to you? Smile

<!-- m --><a class="postlink" href="http://www.worldofspectrum.org/forums/showthread.php?t=43978">http://www.worldofspectrum.org/forums/s ... hp?t=43978</a><!-- m -->

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  ZX Striker
Posted by: britlion - 2013-07-27, 12:43 AM - Forum: Gallery - No Replies

I just found out that Valz's "ZX Striker" is a ZX Basic game Smile

<!-- m --><a class="postlink" href="http://www.worldofspectrum.org/forums/showthread.php?p=713730#post713730">http://www.worldofspectrum.org/forums/s ... post713730</a><!-- m -->



Boriel - you know, a fair proportion of the last year's releases are because of your pet project. (Which is now old enough to go to school). How does that grab you?

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  Knights & Demons DX
Posted by: einar - 2013-07-23, 05:25 AM - Forum: Gallery - Replies (3)

Hi guys,

"Knights & Demons DX" was developed in ZX BASIC and it's now available for download!

[Image: KnightsDemonsDX.jpg]

Announcement: <!-- m --><a class="postlink" href="http://www.worldofspectrum.org/forums/showthread.php?t=44470">http://www.worldofspectrum.org/forums/s ... hp?t=44470</a><!-- m -->

Website: <!-- m --><a class="postlink" href="http://kabutofactory.netne.net/index.php/juegos/10-los-buenos/17-knights-a-demons-dx-spectrum">http://kabutofactory.netne.net/index.ph ... x-spectrum</a><!-- m -->

Have fun!

Regards,

Einar

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  Sadness
Posted by: britlion - 2013-07-18, 11:46 PM - Forum: ZX Basic Compiler - Replies (11)

And the tommygun download website is now gone Sad

Sad.

Also means I can't seem to work with zxb any more. I never could get boride to compile anything useful. With tommygun, it manages projects in a list, they load, I type, I press compile and I have a tzx. Boride, I have perhaps an output file. Somewhere. maybe. I don't know where. It's not a tzx according to the log anyway Sad I know, we get used to these things, but really, it's the only thing I could get to work - everything I've written for zxb was in tommygun, so I'm sort of sad about the whole thing now.

I finally tried the recompiled tommygun.agd from WOS - but it doesn't work. I hit compile and it tells me that zxb is missing. It isn't - I can hand compile.

Sad

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  Escape from Cnossus
Posted by: Felix - 2013-07-11, 06:09 PM - Forum: Gallery - Replies (3)

Hot on the heels of Spectral Dungeons, I give you a new roguelike, this time with graphics and more complex gameplay.

[Image: cnossus-tiles5-480x360.png]

For the gory details, see:


Feedback is of course welcome. Thank you for playing.

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  Option to add a loading screen to the tape file?
Posted by: Felix - 2013-07-11, 10:03 AM - Forum: Wishlist - Replies (1)

This may be a hare-brained idea, but ZXBasic already has options to generate a tape file and put an auto-loader on it. Which makes it incredibly convenient. Why not add a little more convenience in the form of an option to put a loading screen on the same tape file (and of course expand the autoloader to handle it)?

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  Limits in UDG bank switching trick [solved]
Posted by: Felix - 2013-07-09, 07:22 PM - Forum: Help & Support - Replies (5)

In my latest game (which you can download here), I use the UDG bank switching trick described in the How to Write a Pac Man Clone tutorial. Unfortunately, it only allows UDGs from "\A" to "\U", whereas I need to go up to "\W" -- I have only 8 terrain tiles, but 23 different items. I suspect there is a way around the limitation, but my knowledge of ZX Spectrum development is rusty at best. (I'm lucky to have ZXBasic holding my hand so much, heh heh.) Help, please? Thank you.

Edit: never mind, in the mean time the question was answered over at World of Spectrum. I'm leaving this here for reference purposes.

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  Undocumented continuation line syntax?
Posted by: Felix - 2013-07-09, 04:12 PM - Forum: Documentation - Replies (3)

Hello, everyone! First time poster here.

While working on my second ZXBasic game, I accidentally discovered a syntax feature I can't seem to find documented anywhere.

Namely, a backslash at the end of a line causes it to be concatenated with the next one. That also works inside a comment, in which case the next line is "eaten up". That's more or less like in C, if I remember correctly, but in ZXBasic it surprised me because the wiki only mentions the underscore as a continuation line.

Is there anything I missed?

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