Yes I’m running late with the workprint post again (or perhaps I should say “as usual”) but, now that I’ve settled back into playing with game code, there’s been some time over the last couple of weeks spent dabbling with Z80 and quite a bit of head scratching about how to do software sprites; I’ve got a sort of working routine on the Spectrum which lacks proper X movement right now, but a lot more thought is required because it can only deal with three or at a push four objects per frame that are ten by ten pixels. That’s crappy and I know the problem is down to my Z80 “skills” being tragically weak, although another project that shall remain nameless for the moment has recently taught me a few things that might help.
On the 6502 front, I’ve been doing a few tweaks to Hammer Down that have been pending for ages so that’s slowly creeping forwards. There’s also the option of doing a small, reasonably well documented C64 game perhaps under the Backward Engineering label (since it hasn’t seen action for a while) to release via C64CD but I haven’t decided what exactly. My “default setting” is a scrolling shooter of course and part of me is tempted to write something with a simplified attack wave engine similar to the one in Ash & Dave’s Pirates In Hyperspace where the enemies have speed values for X and Y which all get changed when a timer expires. C64CD releases are meant to be simple so should I boil the design down to the bare minimum like that or do something a little more involved I wonder? Again, further mental gymnastics are needed…
Wow, I somehow seem to have missed the workprint post for a couple of months without either realising or knowing how it even happened! Since I’m currently blaming everything on the result of the EU referendum, so that can be the scapegoat for this situation as well even if it’s demonstrably not the case. In truth, free time has been more scarce than usual so releasing a demo at Sundown has, along with plans to actually show up in Budleigh Salterton for once, sadly fallen by the wayside. It might still be possible to get a monthly demo release together to contribute, although the ideas pile is a little sparse and I doubt a multi-platform audience would “get” what .
So instead I’ll be focusing on a Plus/4 part to contribute for the Cracker’s Demo 5 deadline; it’ll be started from scratch – I can’t test the code being written previously – and my current mantra of “if in doubt, DYCP” is almost certain to apply, that’s doable. I mean, it’s not as though I have problems with meeting deadlines is it… oh.
Here’s some news that isn’t mine though, Sokurah has just released his ZX Spectrum conversion of my C64 game Vallation! It can be downloaded from the relevant page of his website and features some lovely graphics from Craig Stevenson as well.
Sundown 2014 took place this weekend and I sent along three bits of code to be released under the newly-resurrected Slipstream banner. One was just a pretty music player for a tune by Bex on the Atari 8-bit…
…which ended up in the demo competition, whilst the other was How Does This Work Again?, a small single-part Spectrum demo again with music from Bex. It’s incredibly simple stuff and the most complicated bit was getting the Arkos Tracker music playing (I’d never worked with it before and tunes have to be assembled with the driver rather than just compiled from the program) but it was only my second or third attempt at Z80 code, so go easy on me okay?
Who knows, at some point I might feel brave enough to try writing a Spectrum, MSX or Amstrad CPC game!