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SPECTRA Blitz
#1
First ZXBC game supporting SPECTRA Interface was released now:
<!-- m --><a class="postlink" href="http://members.inode.at/838331/zx/SPECTRA-Blitz2014.zip">http://members.inode.at/838331/zx/SPECTRA-Blitz2014.zip</a><!-- m -->
No screenshots as no Windows Emulator supports SPECTRA yet.
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#2
[Image: Screen%20Shot%202014-02-25%20at%2000.48.00.png]
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#3
cheveron Wrote:[Image: Screen%20Shot%202014-02-25%20at%2000.48.00.png]
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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#4
LCD Wrote:
cheveron Wrote:[Image: Screen%20Shot%202014-02-25%20at%2000.48.00.png]
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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#5
boriel Wrote:
LCD Wrote:
cheveron Wrote:[Image: Screen%20Shot%202014-02-25%20at%2000.48.00.png]
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: <!-- m --><a class="postlink" href="http://www.fruitcake.plus.com/Sincla...aInterface.htm">http://www.fruitcake.plus.com/Sincla...aInterface.htm</a><!-- m -->.
I'm always on the chat or facebook.
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#6
LCD Wrote:
cheveron Wrote:[Image: Screen%20Shot%202014-02-25%20at%2000.48.00.png]
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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#7
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: <!-- m --><a class="postlink" href="http://www.fruitcake.plus.com/Sincla...aInterface.htm">http://www.fruitcake.plus.com/Sincla...aInterface.htm</a><!-- m -->.
My bad! :lol:
I know, I know (just I'm busy at the moment).
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#8
Video here: <!-- m --><a class="postlink" href="http://dl.dropboxusercontent.com/u/15659782/blitz.mov">http://dl.dropboxusercontent.com/u/15659782/blitz.mov</a><!-- m -->
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#9
great vid
I'm always on the chat or facebook.
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#10
cheveron Wrote:
LCD Wrote:
cheveron Wrote:[Image: Screen%20Shot%202014-02-25%20at%2000.48.00.png]
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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#11
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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#12
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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#13
LCD Wrote:First ZXBC game supporting SPECTRA Interface was released now:
<!-- m --><a class="postlink" href="http://members.inode.at/838331/zx/SPECTRA-Blitz2014.zip">http://members.inode.at/838331/zx/SPECTRA-Blitz2014.zip</a><!-- m -->
No screenshots as no Windows Emulator supports SPECTRA yet.

where from can we find more information about Spectra?
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#14
nitrofurano Wrote:
LCD Wrote:First ZXBC game supporting SPECTRA Interface was released now:
<!-- m --><a class="postlink" href="http://members.inode.at/838331/zx/SPECTRA-Blitz2014.zip">http://members.inode.at/838331/zx/SPECTRA-Blitz2014.zip</a><!-- m -->
No screenshots as no Windows Emulator supports SPECTRA yet.

where from can we find more information about Spectra?

Here:
<!-- m --><a class="postlink" href="http://www.fruitcake.plus.com/Sinclair/Spectrum/Spectra/SpectraInterface.htm">http://www.fruitcake.plus.com/Sinclair/ ... erface.htm</a><!-- m -->
<!-- m --><a class="postlink" href="http://www.fruitcake.plus.com/Sinclair/Spectrum/Spectra/SpectraInterface_Documentation.htm">http://www.fruitcake.plus.com/Sinclair/ ... tation.htm</a><!-- m -->
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