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SPECTRA Blitz

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LCD

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Post Tue Feb 25, 2014 12:39 am

SPECTRA Blitz

First ZXBC game supporting SPECTRA Interface was released now:
http://members.inode.at/838331/zx/SPECTRA-Blitz2014.zip
No screenshots as no Windows Emulator supports SPECTRA yet.
Last edited by LCD on Tue Feb 25, 2014 12:18 pm, edited 1 time in total.
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cheveron

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Post Tue Feb 25, 2014 12:49 am

Re: SPECTRA Blitz

Image
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LCD

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Location: Vienna, Austria

Post Tue Feb 25, 2014 12:17 pm

Re: SPECTRA Blitz

cheveron wrote:Image

Thanks...
By the way, it is compiled with ZXBC 1.4. The only change I did, was to move one function up, in a place before it was called by another procedure.
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boriel

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Location: Santa Cruz de Tenerife, Spain

Post Tue Feb 25, 2014 12:38 pm

Re: SPECTRA Blitz

LCD wrote:
cheveron wrote:Image

Thanks...

Awesome work. I'll give it a try in the emulator (I don't still own a spectranet).
LCD wrote:By the way, it is compiled with ZXBC 1.4. The only change I did, was to move one function up, in a place before it was called by another procedure.

I'm still addressing this bug and others... :oops:
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ardentcrest

Posts: 93

Joined: Fri Oct 11, 2013 5:19 pm

Post Tue Feb 25, 2014 1:08 pm

Re: SPECTRA Blitz

boriel wrote:
LCD wrote:
cheveron wrote:Image

Thanks...

Awesome work. I'll give it a try in the emulator (I don't still own a spectranet).
LCD wrote:By the way, it is compiled with ZXBC 1.4. The only change I did, was to move one function up, in a place before it was called by another procedure.

I'm still addressing this bug and others... :oops:



Not Spectranet but SPECTRA. SPECTRA is a scart interface which supports new graphics modes. Check this: http://www.fruitcake.plus.com/Sincla...aInterface.htm.
I'm always on the chat or facebook.
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cheveron

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Post Tue Feb 25, 2014 1:35 pm

Re: SPECTRA Blitz

LCD wrote:
cheveron wrote:Image

Thanks...
By the way, it is compiled with ZXBC 1.4. The only change I did, was to move one function up, in a place before it was called by another procedure.


I'll post a video later when I get a chance. Given that you're using the 8x2 mode, have you considered doing a NIRVANA engine version?
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boriel

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Posts: 1319

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Location: Santa Cruz de Tenerife, Spain

Post Tue Feb 25, 2014 2:24 pm

Re: SPECTRA Blitz

ardentcrest wrote:
boriel wrote:Awesome work. I'll give it a try in the emulator (I don't still own a spectranet).
LCD wrote:By the way, it is compiled with ZXBC 1.4. The only change I did, was to move one function up, in a place before it was called by another procedure.

I'm still addressing this bug and others... :oops:

Not Spectranet but SPECTRA. SPECTRA is a scart interface which supports new graphics modes. Check this: http://www.fruitcake.plus.com/Sincla...aInterface.htm.

My bad! :lol:
I know, I know (just I'm busy at the moment).
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cheveron

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Post Wed Feb 26, 2014 10:38 am

Re: SPECTRA Blitz

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ardentcrest

Posts: 93

Joined: Fri Oct 11, 2013 5:19 pm

Post Wed Feb 26, 2014 10:44 am

Re: SPECTRA Blitz

great vid
I'm always on the chat or facebook.
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LCD

Posts: 572

Joined: Fri Feb 13, 2009 3:11 pm

Location: Vienna, Austria

Post Wed Feb 26, 2014 1:51 pm

Re: SPECTRA Blitz

cheveron wrote:
LCD wrote:
cheveron wrote:Image

Thanks...
By the way, it is compiled with ZXBC 1.4. The only change I did, was to move one function up, in a place before it was called by another procedure.


I'll post a video later when I get a chance. Given that you're using the 8x2 mode, have you considered doing a NIRVANA engine version?

A port to nirvana should be possible, but I'm using the Spectrum Attribute memory for collision detection and it was a test of ZXBC using SPECTRA. Nirvana also has less colours and my game is just a simple Blitz clone. When doing something other than demonstration games, I can make standard version, one with Nirvana/ZXodus and one with SPECTRA & ULA+ Support.
You know. I wanted to demonstrate something on SPECTRA on the Forever demo party. It revealed that X128 emulator will emulate SPECTRA.
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cheveron

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Post Wed Feb 26, 2014 4:09 pm

Re: SPECTRA Blitz

LCD wrote:
cheveron wrote:I'll post a video later when I get a chance. Given that you're using the 8x2 mode, have you considered doing a NIRVANA engine version?

A port to nirvana should be possible, but I'm using the Spectrum Attribute memory for collision detection and it was a test of ZXBC using SPECTRA. Nirvana also has less colours and my game is just a simple Blitz clone. When doing something other than demonstration games, I can make standard version, one with Nirvana/ZXodus and one with SPECTRA & ULA+ Support.
You know. I wanted to demonstrate something on SPECTRA on the Forever demo party. It revealed that X128 emulator will emulate SPECTRA.


Does ZXBC have PAPER 8 support? If you're doing a ULAplus version I'd suggest using a 24 color backdrop and 8 foreground colors. With PAPER 8 you don't have to care about what CLUT is in use if you make sure all four CLUTs have the same INK values. That gets you 32 colors on screen and you can still use attributes to detect collision. It's been a while since I tried ZXSP and I was surprised by how far it's come. I must drop kio a line and ask him to put Spectrum SE and ULAplus support in, given that he's got full Timex support in there now.
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LCD

Posts: 572

Joined: Fri Feb 13, 2009 3:11 pm

Location: Vienna, Austria

Post Wed Feb 26, 2014 10:27 pm

Re: SPECTRA Blitz

cheveron wrote:
LCD wrote:
cheveron wrote:I'll post a video later when I get a chance. Given that you're using the 8x2 mode, have you considered doing a NIRVANA engine version?

A port to nirvana should be possible, but I'm using the Spectrum Attribute memory for collision detection and it was a test of ZXBC using SPECTRA. Nirvana also has less colours and my game is just a simple Blitz clone. When doing something other than demonstration games, I can make standard version, one with Nirvana/ZXodus and one with SPECTRA & ULA+ Support.
You know. I wanted to demonstrate something on SPECTRA on the Forever demo party. It revealed that X128 emulator will emulate SPECTRA.


Does ZXBC have PAPER 8 support? If you're doing a ULAplus version I'd suggest using a 24 color backdrop and 8 foreground colors. With PAPER 8 you don't have to care about what CLUT is in use if you make sure all four CLUTs have the same INK values. That gets you 32 colors on screen and you can still use attributes to detect collision. It's been a while since I tried ZXSP and I was surprised by how far it's come. I must drop kio a line and ask him to put Spectrum SE and ULAplus support in, given that he's got full Timex support in there now.

Yes. ZXBC supports PAPER 8, but I prefer to manipulate the memory directly in some cases. Anyway I will need some time to play with ULA+ a bit and rewrite SPECTRA routines (er expand them) to support ULA+.
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nitrofurano

Posts: 262

Joined: Thu Sep 29, 2011 12:44 pm

Location: Porto, Portugal

Post Thu Aug 21, 2014 1:50 pm

Re: SPECTRA Blitz

LCD wrote:First ZXBC game supporting SPECTRA Interface was released now:
http://members.inode.at/838331/zx/SPECTRA-Blitz2014.zip
No screenshots as no Windows Emulator supports SPECTRA yet.


where from can we find more information about Spectra?
<<

LCD

Posts: 572

Joined: Fri Feb 13, 2009 3:11 pm

Location: Vienna, Austria

Post Tue Sep 09, 2014 9:51 pm

Re: SPECTRA Blitz

nitrofurano wrote:
LCD wrote:First ZXBC game supporting SPECTRA Interface was released now:
http://members.inode.at/838331/zx/SPECTRA-Blitz2014.zip
No screenshots as no Windows Emulator supports SPECTRA yet.


where from can we find more information about Spectra?


Here:
http://www.fruitcake.plus.com/Sinclair/ ... erface.htm
http://www.fruitcake.plus.com/Sinclair/ ... tation.htm
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