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put small ASM programs li...
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ZXodus][Engine
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Mimex |
Posted by: rbiondi - 12-31-2023, 11:08 PM - Forum: Gallery
- No Replies
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Hi,
I hope you and your families had a Merry Christmas.
I'm publishing this post before the end of this year (2023) to announce a new game in development for the ZX Spectrum Computers (ZX Spectrum 128 and ZX Spectrum Next).
BOVESPA (B3) is the Brazilian Stock Exchange. It was formerly called "Bolsa de Valores de São Paulo" before changing its name to B3 (Brasil, Bolsa, Balcão), founded on August 23, 1890.
If you want to know more about B3, follow this link.
MIMEX is a game inspired by the Magnavox Odyssey 2 game "The Great Wall Street Treasure Hunt" from the Strategy Series.
Odyssey 2 was marketed here in Brazil by Philips and this was my first videogame. I received it from my parents as a Christmas Gift, in 1983, with the large Wall Street box, that was the first game I played on this system. It was a deception because I was only 8 years old and could barely pass the Level 1 game (buy and sell stocks). But 40 years passed since then and now I'm older, stronger, smarter and faster , and I'm finishing my MBA in Capital Markets and Investments, so I just wanted to recreate a much improved version of the childwood game with the following features:
- Buy and Sell Stocks (Level 1);
- Buy and Sell Treasure Bills (Improved Level2);
- Buying on Margin (Improved Level 3);
- Buy and Sell PUT or CALL Options (Improved Level 4);
- IR (Investor Relations Events) - 1:2 splits, 2:1 grouping, dividend payments, judicial recoveries and bankruptcies;
- Much Improved Market Engine, written from scratch;
- Updated tickers (Brazilian B3);
- Updated news headlines;
Other improvements in consideration:
- 4 Players (instead of the original 2 players);
- Game length selection (1 - 5 years) ;
- Other secret improvements to be disclosed in the future;
![[Image: dI%2BeNV.png]](https://img.itch.zone/aW1nLzE0NTE3MzMwLnBuZw==/original/dI%2BeNV.png)
Best regards and a happy new year to all!
Rogerio Biondi
More info:
https://rbiondi.itch.io/mimex
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From Forum |
Posted by: zarsoft - 12-07-2023, 02:54 PM - Forum: Wishlist
- Replies (1)
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Email notifications from the Forum come from "Forum".
WICH FORUM?!
Can you change
Forum <forum@boriel.com>
To
Boriel Forum <forum@boriel.com>
or
ZX BASIC Forum <forum@boriel.com>
or something like that?
Thanks.
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include |
Posted by: zarsoft - 12-07-2023, 02:47 PM - Forum: Help & Support
- No Replies
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I want to include the file "utils.h" on all my programs.
Is there a way I can do this automatically
without writing inside my program
and without writing on the compiler command line?
Can I put this line
#include <utils.h>
inside some compiler file from src\arch\zx48k\library ?
I want this behave like it was on the first line of my program.
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Array FLOAT only works if global (solved) |
Posted by: zarsoft - 11-14-2023, 12:45 AM - Forum: Bug Reports
- Replies (4)
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This program only works if the array is global.
Is this supose to work like this?
Code: SUB Test
DIM T(3) AS FLOAT => {0.5,1.5,2.5,3.5}
PRINT
FOR i = 0 TO 3
PRINT "T(";i;")= ";T(i)
NEXT i
T(0) = 0.5
T(1) = 1.5
T(2) = 2.5
T(3) = 3.5
PRINT
FOR i = 1 TO 3
PRINT "T(";i;")= ";T(i)
NEXT i
PAUSE 0
END SUB
Test
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NextBuild sprites |
Posted by: Crivens999 - 11-13-2023, 10:08 AM - Forum: Help & Support
- Replies (2)
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Been using NextBuild for a little while, mucking around with my own editor for creating maps/sprs etc, got my scrolling tilemap working, but have hit a bit of a wall with sprites.
Ok so as far as I can gather the Next can handle 64 hardware sprites with 256 colours, or 128 hardware sprites with 16 colours (4bit).
When I use the InitSprites command I think this loads in upto 64 (or 128 for 4bit) sprites into the video memory (max is 16k). Then when I use UpdateSprite I can assign one of those sprite images (patterns in code) to a sprite ID. So I can use the same sprite image many times for my 64 onscreen sprites.
All good, except my main player is 4 sprites (32x32). It can move in 8 directions, and there are 5 animation frames. So in total 160 sprites just for the player.
So I'm running out of sprites. Now before I go mucking around reducing graphics to single sprite sizes, or using flipping/mirroring etc, then is it possible to use InitSprites, or some other command, to force load new images over the loaded ones? I was thinking of keeping the first 4 sprites just for the player and then just initialising those 4 sprites as the animation or direction changes. A quick test of using InitSprites (for the full 64 sprites) every frame shows this doesn't slow things down badly, so hopefully is possible. I don't really know ASM well enough to alter the InitSprites, but basically would be the same but with a starting point (so can init just the first 4 sprite, then the next 4 sprites (eg. for enemy)).
Also is it possible to use 8bit graphics (256 colour) for the layer 2 tilemap, and 4bit graphics (16 colour) for the sprites?
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