WE LOVE YOU, ALVIN!Alvin escribió:I will be trying to port splib3 to a couple of other platforms this time. Hopefully this will mean games that can be ported across a few platforms from a larger pool of developers. Then there will be a pleasant surprise I think, before the next sprite engine comes out. I have hope that these things and what cez does will generate some excitement
Phantomas Saga: Infinity (CEZ Team/ESP/Karoshi) - Sp/Ams/MSX
- Anjuel
- 256 bits

- Mensajes: 8771
- Registrado: 23 Dic 2004 16:36
- Ubicación: Torreznolandia
- na_th_an
- 256 bits

- Mensajes: 11874
- Registrado: 22 Abr 2005 13:25
- Contactar:
That's really awesome, man. At last, true multi-platform developing in CAlcoholics Anonymous escribió:I will be trying to port splib3 to a couple of other platforms this time. Hopefully this will mean games that can be ported across a few platforms from a larger pool of developers. Then there will be a pleasant surprise I think, before the next sprite engine comes out. I have hope that these things and what cez does will generate some excitement
- Randomize
- 16 bits

- Mensajes: 158
- Registrado: 11 Feb 2006 13:24
Brilliant! you can when coming out put a date approximate of SPlib3?Anonymous escribió: si usted puede utilizar sprites con splib2 que usted podrá utilizar la versión siguiente sin demasiado apuro.
and a direction Web where announced?
This text has been automatically translated from Spanish by Google.
S2.
- EightBiter
- 128 bits

- Mensajes: 2983
- Registrado: 23 Dic 2004 18:27
- Ubicación: El Foro, Madrid, España
- Contactar:
-
jltursan
- 8 bits

- Mensajes: 32
- Registrado: 14 Mar 2006 18:32
- Ubicación: Madrid
- Contactar:
-
Invitado
EightBiter escribió:Alvin, We would like to know what machines will be supported in the new version. Amstrad CPC, CPC+, MSX ??? We must Know !!!!![]()
The MSX1 will use graphics mode 2 and because splib lives in the pattern plane, you'd still be able to use hardware sprites in addition to splib. Graphics mode 2 is able to support 32x192 colour resolution, but the first version for the MSX1 will carry with it the 32x24 colour resolution baggage of the Spectrum. The bad thing is the lower colour resolution but the good thing is this will make it a bit faster. At some point there will be another version available for the MSX1, Amstrad and Timex machines with this higher colour resolution in mind. (I myself own a Timex machine so I would like to see this come to fruition too).
- EightBiter
- 128 bits

- Mensajes: 2983
- Registrado: 23 Dic 2004 18:27
- Ubicación: El Foro, Madrid, España
- Contactar:
- na_th_an
- 256 bits

- Mensajes: 11874
- Registrado: 22 Abr 2005 13:25
- Contactar:
Eso lo puedes preguntar donde corresponda
http://www.speccy.org
(La verdad es que yo también estoy deseando que salga)
(La verdad es que yo también estoy deseando que salga)
- Anjuel
- 256 bits

- Mensajes: 8771
- Registrado: 23 Dic 2004 16:36
- Ubicación: Torreznolandia
Genial news! We all are hoping that you publish the new one SPLIB3, to be able to do things in CPC and MSX. Thank you very much for everything!Anonymous escribió:I will be doing MSX1, CPC and possibly versions for the TI calculators myself. I will also assist anyone looking to port to other platforms should they volunteer.
The MSX1 will use graphics mode 2 and because splib lives in the pattern plane, you'd still be able to use hardware sprites in addition to splib. Graphics mode 2 is able to support 32x192 colour resolution, but the first version for the MSX1 will carry with it the 32x24 colour resolution baggage of the Spectrum. The bad thing is the lower colour resolution but the good thing is this will make it a bit faster. At some point there will be another version available for the MSX1, Amstrad and Timex machines with this higher colour resolution in mind. (I myself own a Timex machine so I would like to see this come to fruition too).
-
Invitado
- Randomize
- 16 bits

- Mensajes: 158
- Registrado: 11 Feb 2006 13:24
Buf! I nothing understand!Anonymous escribió: Sí, la semana pasadaallí es los insectos (insects? good grief.. bugs) fuera de los cuales espero llevaré un par de fines de semana la clase.
Prefiero que escribas en inglés
¿Alguien puede traducirme lo que ha querido decir?
S2.
Última edición por Randomize el 24 Mar 2006 11:05, editado 1 vez en total.
- EightBiter
- 128 bits

- Mensajes: 2983
- Registrado: 23 Dic 2004 18:27
- Ubicación: El Foro, Madrid, España
- Contactar:
- na_th_an
- 256 bits

- Mensajes: 11874
- Registrado: 22 Abr 2005 13:25
- Contactar:
@Alvin, don't forget to log in before posting so your name appears in the post 
And we'd rather read you in English. The automatic translator completely shreds your messages to pieces. It seems that English and Spanish are not very compatible, speaking about automatic translation
I think I understood that the lib will be out next week as soon as you kill the latest bugs, am I right?
Cheers, mate.
PS: I know we look like a bunch of female teenager fans shouting at their idol - lol. But, sincerely, *we can't wait*
And we'd rather read you in English. The automatic translator completely shreds your messages to pieces. It seems that English and Spanish are not very compatible, speaking about automatic translation
I think I understood that the lib will be out next week as soon as you kill the latest bugs, am I right?
Cheers, mate.
PS: I know we look like a bunch of female teenager fans shouting at their idol - lol. But, sincerely, *we can't wait*
-
jltursan
- 8 bits

- Mensajes: 32
- Registrado: 14 Mar 2006 18:32
- Ubicación: Madrid
- Contactar:
That's great news!. About the lack of fine Y color resolution, if you share your code I'll be glad to help to achieve this (although it will slows a bit the routine).The MSX1 will use graphics mode 2 and because splib lives in the pattern plane, you'd still be able to use hardware sprites in addition to splib. Graphics mode 2 is able to support 32x192 colour resolution, but the first version for the MSX1 will carry with it the 32x24 colour resolution baggage of the Spectrum. The bad thing is the lower colour resolution but the good thing is this will make it a bit faster.
Keep on the good work!
Doom dee doom dee doom
-
Alcoholics Anonymous
- 8 bits

- Mensajes: 14
- Registrado: 21 Mar 2006 08:07
- Ubicación: Canada
I actually meant it was to be released last week
but there are bugs which I hope to correct in the next week or so. It all depends on free time, as usual...
The MSX1 version will follow very quickly as its display is not too different from the Spectrum. As mentioned, this first version will operate at the lower 32x24 colour resolution with the advantage being this will be a bit faster and it will be 100% source compatible with the Spectrum. In time there will be a second version for the MSX1 and Timex machines (which share the exact same 256x192 pixel 32x192 colour resolution display mode) so that it will be possible to choose between a faster low colour resolution mode and a slower high colour resolution mode. I don't think the lower colour resolution mode is too much of a compromise because the MSX still has those 32 hardware sprites that can be added to spruce up the colour if desired.
splib2 has a 32x192 colour mode already. What it does is use 3 bytes to define each 8 pixels of the sprite (graph, mask, colour) and has a "rotation threshold" parameter that determines how much the sprite needs to be rotated in the x direction before the colours are also rotated. The single colour byte for the 8x8 pixel tile is renamed a "pallette byte" that is used as an index into the pallette table where the eight colour bytes used for the tile can be looked up.
What I would like to do (and haven't thought out completely yet) is to continue with the pallette byte idea (a single byte used to look up eight colours) but also have some bytes reserved to mean a solid colour used for the entire 8x8 pixel tile. I hope this will speed things up. For the sprites I would like to move back to the two-byte definition (mask and graph only) and use pallette bytes for their colours as well. The reason is the next lib has functions to colour the sprite by copying colour bytes into each sprite's 8x8 pixel structs. The colours for these functions can be chosen depending on how much the sprite has been rotated in the x direction, hopefully assisting with the colour clash problem. If I had to copy 8 colour bytes per 8x8 pixel struct, it would slow things too much.
Another thing I am looking at is the possibility of having sprites display on odd pixel rows while being transparent in even pixel rows and have background tiles display on even pixel rows while being black on odd pixel rows. This way sprites and background never clash, but I am not sure how good this would look.
As you can tell, the ideas are still much in the air about how to handle the 32x192 colour mode. If you have suggestions, now is a good time to make them
About the CPC: I don't mean to exclude it from discussion here. The main problem is that I am not sure yet what to do with the CPC version. On the one hand I would like to have a version where games written for the Spectrum and MSX1 can also run on the CPC with minimal fuss (and vice versa), but then the CPC is able to do more colour-wise and I think this should be taken into consideration. I haven't decided on a mode yet, but I suspect there should be multiple versions for different modes. Do you have any preferences for the first attempt?
And thanks for the offers of help, I may take advantage of it in the coming week or two.
The MSX1 version will follow very quickly as its display is not too different from the Spectrum. As mentioned, this first version will operate at the lower 32x24 colour resolution with the advantage being this will be a bit faster and it will be 100% source compatible with the Spectrum. In time there will be a second version for the MSX1 and Timex machines (which share the exact same 256x192 pixel 32x192 colour resolution display mode) so that it will be possible to choose between a faster low colour resolution mode and a slower high colour resolution mode. I don't think the lower colour resolution mode is too much of a compromise because the MSX still has those 32 hardware sprites that can be added to spruce up the colour if desired.
splib2 has a 32x192 colour mode already. What it does is use 3 bytes to define each 8 pixels of the sprite (graph, mask, colour) and has a "rotation threshold" parameter that determines how much the sprite needs to be rotated in the x direction before the colours are also rotated. The single colour byte for the 8x8 pixel tile is renamed a "pallette byte" that is used as an index into the pallette table where the eight colour bytes used for the tile can be looked up.
What I would like to do (and haven't thought out completely yet) is to continue with the pallette byte idea (a single byte used to look up eight colours) but also have some bytes reserved to mean a solid colour used for the entire 8x8 pixel tile. I hope this will speed things up. For the sprites I would like to move back to the two-byte definition (mask and graph only) and use pallette bytes for their colours as well. The reason is the next lib has functions to colour the sprite by copying colour bytes into each sprite's 8x8 pixel structs. The colours for these functions can be chosen depending on how much the sprite has been rotated in the x direction, hopefully assisting with the colour clash problem. If I had to copy 8 colour bytes per 8x8 pixel struct, it would slow things too much.
Another thing I am looking at is the possibility of having sprites display on odd pixel rows while being transparent in even pixel rows and have background tiles display on even pixel rows while being black on odd pixel rows. This way sprites and background never clash, but I am not sure how good this would look.
As you can tell, the ideas are still much in the air about how to handle the 32x192 colour mode. If you have suggestions, now is a good time to make them
About the CPC: I don't mean to exclude it from discussion here. The main problem is that I am not sure yet what to do with the CPC version. On the one hand I would like to have a version where games written for the Spectrum and MSX1 can also run on the CPC with minimal fuss (and vice versa), but then the CPC is able to do more colour-wise and I think this should be taken into consideration. I haven't decided on a mode yet, but I suspect there should be multiple versions for different modes. Do you have any preferences for the first attempt?
And thanks for the offers of help, I may take advantage of it in the coming week or two.
- Anjuel
- 256 bits

- Mensajes: 8771
- Registrado: 23 Dic 2004 16:36
- Ubicación: Torreznolandia
Hola Alvin, with regard to the version CPC, I will say to you that if you want, you can make a first version of SPLIB3 in MODE1, with resolution like SPECTRUM and MSX (4 colors), later be able to recapture the version of 16 colors in MODE0.
It would be a way of starting being employed with SPLIB at CPC, since nowadays I believe that there is no developed game.
Thank you very much for everything!
It would be a way of starting being employed with SPLIB at CPC, since nowadays I believe that there is no developed game.
Thank you very much for everything!
- WYZ
- Site Admin

- Mensajes: 2356
- Registrado: 29 Dic 2004 21:17
- Ubicación: Cartagena (CT)
As an Info note and regarding MSX mode 1 Spectrum alike. There is not a MSX equivalent mode. It requires some previuos VDP colour table mode/size/location setup in order to reach 1800h bytes mask table and 300h colour table. Almost all MSX computers and emulators alow this "hibrid" mode but it's not 100% compatible.
- Ivanzx
- 256 bits

- Mensajes: 4316
- Registrado: 20 Nov 2005 00:50
- Ubicación: Frankfurt, Germany
- Contactar:
-
Alx
- 256 bits

- Mensajes: 5895
- Registrado: 25 Dic 2005 19:42
- Ubicación: Barcelona
NATHAN!!!
Oye mira que no se si será mucho pedir pero me he comprado una GP32 por Ebay y cuando iba a jugar entusiasmado al Infini en mi consolita no me he acordado de que no hay opciones en el juego. o si?...
En fin, que para jugarlo con el emulador de Spectrum en GP32 me hace falta que tenga un menú donde pulsando al 1 o 2 o 3 o lo que sea se pueda elegir KEMPSTON para poderlo jugar.
Bueno, hay lo dejo por si hay suerte...
Oye mira que no se si será mucho pedir pero me he comprado una GP32 por Ebay y cuando iba a jugar entusiasmado al Infini en mi consolita no me he acordado de que no hay opciones en el juego. o si?...
En fin, que para jugarlo con el emulador de Spectrum en GP32 me hace falta que tenga un menú donde pulsando al 1 o 2 o 3 o lo que sea se pueda elegir KEMPSTON para poderlo jugar.
Bueno, hay lo dejo por si hay suerte...
1:1 Amarás al Spectrum por encima de todas las cosas
- Karnevi
- CEZ Member

- Mensajes: 7916
- Registrado: 20 Nov 2004 00:11
- Ubicación: España
- Contactar:
Bufff... Cuando tengamos un poquillo de tiempo para montar la tienda virtual, y cuando decidamos cómo nos repartimos el trabajo... No te puedo dar ni una fecha aproximada, lo siento.Ivanzx escribió:Por cierto, que se me olvidaba preguntaros esto, cuando estaran las copias fisicas disponibles para aquellos q no estuvimos en Madrisx?
Saludos
- Anjuel
- 256 bits

- Mensajes: 8771
- Registrado: 23 Dic 2004 16:36
- Ubicación: Torreznolandia
Ostia Alx! hace dos semanas me trajeron la que me compré yo en ebay!!!!Alx escribió:NATHAN!!!
Oye mira que no se si será mucho pedir pero me he comprado una GP32 por Ebay y cuando iba a jugar entusiasmado al Infini en mi consolita no me he acordado de que no hay opciones en el juego. o si?...
En fin, que para jugarlo con el emulador de Spectrum en GP32 me hace falta que tenga un menú donde pulsando al 1 o 2 o 3 o lo que sea se pueda elegir KEMPSTON para poderlo jugar.
Bueno, hay lo dejo por si hay suerte...
y lo primero que hice fue meter infinity y g2h.
Se puede jugar al infinity sin problemas. Bájate el fzx32, luego carga el infinity y le das en las opciones del emulador a que el joystic sea opqamspc y hala! ese pedazo de infinity!
-
Alessandro
Hello! I'm the developer of a zx-spectrum clone: http://www.zxbada.bbk.org/
and I'd like to run your game (Infinity) on this machine. Unfortunately, it crashes immediately after loading (like a NEW command, goes to 48K basic).
I disassembled part of the code and found that the main game is NOT plain loaded from tape: it is instead modified and build in memory by some kind of decrypter or decompressor algorithm.
Loading the game on a zx-spectrum emulator shows a short delay before the game actually starts: this is the time taken to build the main game code. My machine crashes immediately after load, so the problem is not in the game, but in the decrypter (or decompressor).
Since the machine uses a Zilog's Z84C0020VEC processor instead of a Z80A, is it possible that your loader (written by black hole) uses some undocumented instructions that are not supported by this processor?
May you help me solving this problem? I'm reachable at the e-mail address for "Contacts" in the clone's web page.
Thanks a lot and Best Regards
Alessandro Poppi, Italy
and I'd like to run your game (Infinity) on this machine. Unfortunately, it crashes immediately after loading (like a NEW command, goes to 48K basic).
I disassembled part of the code and found that the main game is NOT plain loaded from tape: it is instead modified and build in memory by some kind of decrypter or decompressor algorithm.
Loading the game on a zx-spectrum emulator shows a short delay before the game actually starts: this is the time taken to build the main game code. My machine crashes immediately after load, so the problem is not in the game, but in the decrypter (or decompressor).
Since the machine uses a Zilog's Z84C0020VEC processor instead of a Z80A, is it possible that your loader (written by black hole) uses some undocumented instructions that are not supported by this processor?
May you help me solving this problem? I'm reachable at the e-mail address for "Contacts" in the clone's web page.
Thanks a lot and Best Regards
Alessandro Poppi, Italy
-
Invitado
>May you help me solving this problem? I'm reachable at the e-mail >address for "Contacts" in the clone's web page.
OK, I found it. I disassembled the loader and removed an RST_0 instruction, then recalculated the checksum and sent the result to the clone. The game is running now on my hardware.
I didn't read the code responsible of the execution of the RST_0 so I don't know what is it's purpose, but I suppose it was some kind of protection.
If someone could tell me in advance if that subroutine makes use of undocumented Z80A instructions I would appreciate it. Also, if this is the case, I suggest you modify that in order to gain compatibility with Z84C0020, which is a genuine Zilog Z80 CPU.
Bye!
Alessandro
OK, I found it. I disassembled the loader and removed an RST_0 instruction, then recalculated the checksum and sent the result to the clone. The game is running now on my hardware.
I didn't read the code responsible of the execution of the RST_0 so I don't know what is it's purpose, but I suppose it was some kind of protection.
If someone could tell me in advance if that subroutine makes use of undocumented Z80A instructions I would appreciate it. Also, if this is the case, I suggest you modify that in order to gain compatibility with Z84C0020, which is a genuine Zilog Z80 CPU.
Bye!
Alessandro
- Konamito
- 256 bits

- Mensajes: 6395
- Registrado: 01 Jun 2005 17:26
- Ubicación: Santa Cruz de Tenerife
- Contactar:
- na_th_an
- 256 bits

- Mensajes: 11874
- Registrado: 22 Abr 2005 13:25
- Contactar:
Indeed very interesting. I learned about it some time ago, and it got me trapped
I'd really like to get one of those machines. The webpage is in my bookmarks - I wanna be the first when the kit goes for sale 
Sorry I can't help you with the issue - As you said, the loader was written by Black Hole. I'm sure he'll drop by here sooner or later and will reply you correctly. Good thing that you have sorted it out, anyway.
Thank you for playing. Now we want a picture of your clone running the game

Sorry I can't help you with the issue - As you said, the loader was written by Black Hole. I'm sure he'll drop by here sooner or later and will reply you correctly. Good thing that you have sorted it out, anyway.
Thank you for playing. Now we want a picture of your clone running the game