[zxspectrum] Fw: New Speccy game (mc) being developed

  • From: "Stefano" <flydream@xxxxxxxx>
  • To: <zxspectrum@xxxxxxxxxxxxx>, "Yerz" <yerzmyey@xxxxxxxxxxxxxx>
  • Date: Thu, 15 Jul 2004 12:55:15 +0200

----- Original Message ----- 
From: "Carl Nordlund" <carl@xxxxxxxxxxx>
Newsgroups: comp.sys.sinclair
Sent: Tuesday, July 13, 2004 1:28 PM
Subject: New Speccy game (mc) being developed


> Hi all,
>
> Just found my way back home to the Spectrum scene and boy am I happy to
note
> all this activity going on!
>
> Although I should be writing on my PhD, I have decided to finish off an
old
> game I worked on for about 15 years ago. It's called Ragnar and is a 3d
> isometric platform Kirel/Alien8-style game. A demo is available here for
> download (no play though, just a moving character) as I just learned how
to
> convert tapes to the pc:
>
> http://www.humecol.lu.se/carl_n/ragnar.html
>
> I am still very proud that I actually wrote this back then, being only
about
> 15-16 years old, and just using the Lerm Assembler and some books in the
> english foreign language!
>
> And now I have a loading screen too - made just the other day!
>
> http://www.humecol.lu.se/carl_n/frontscr.bmp
>
> However, I am actually more or less recoding the whole game - it's so easy
> to do all this with TASM and emulators and stuff instead of Lerm:ing on my
> +2...
>
> However,  as the only book I can find is "Spectrum Machine Language for
the
> Absolute Beginner", as well as an old Zilog Z80 specification book I got,
I
> still miss info on memory handling on the Spectrum.
>
> What I need right now is a structural memory description of the Speccy.
What
> about system variables - if I remember correctly, they are to be found
right
> after scr and attr memory (23296?), correct? But as I won't be using any
ROM
> routines, I could just ignore these could I and placing my code and data
> right smack at 23296 - no?
>
> And I find stuff by default up at the top of the memory - peeking around
at
> 65500 returns data. Are the UDG located here or anything else?
>
> I will probably need some more assistance in the upcoming weeks too, for
> instance on how to write the main game loop where I should be checking the
> vertical raster counter (Sysvar, IN or where/how do I get the value of
this
> one?) Also, I wonder what the best way is to store integers in such as
score
> etc, suitable for displaying (in dec format, not hex or bin that is!). On
> another game I did back then, I wrote my own number handlers, with a byte
> for each "decimal place" (for instance where the number 14340 was stored
in
> 5 cells, holding 1, 4, 3, 4 and 0 respectively). Because how do I make it
> possible to count above 65535 and how do I display ordinary 16-bit numbers
> as decimals (there are bcd-to-dec formulas if I remember correctly but I
> never understood the principles on how to use them - hey, I was only a kid
> then!)
>
> Yours,
> Carl
>
>


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