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Spider

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  • Birthday 07/02/1974

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  1. Slightly late but Welcome @Cheez26
  2. Thanks for the diagnosis and solution. Before I read the topic, and just saw the title my first thought was "try to run it in compatibility mode, W7 ideal probably" but I see its more involved than that.
  3. I'd need to see but I suspect it means its in the leader plastic of the tape, some manufacturers did do that. I suspect the cost was a reason it was not that common.
  4. I do not appear to have the EDOS version "to hand" at the moment, I think it may be a TRDOS image. I'd have to verify that later.
  5. Upon further investigation the later one seems to be 768 , the earlier 256... In regard to a thought I had as there's two BB versions: Original (BB) Later (BB) Software Projects (as MS "took the game with him", iirc) , some changes codewise and graphics there's a separate topic on that: Mastertronic (apart from loader, byte identical to the SP version except it is missing the final byte) resulting in a slightly wonky Final Barrier floor guardian: Ventamatic (Spanish Release) status unknown aka official sanctioned or not. It is byte identical to the SP version for the codeblock but has a different loader: EDOS (Having seen the phyical tape) I would think this is not an official release: In regards to inlays , as far as I am aware inlay 2 is the most common , followed by 3 and then 1 and then 4. 5 and 6 are more likely found outside the UK. 🙂
  6. Sorry I missed your initial reply somehow. I do subscribe to topics I start but I guess (given the age of the start date) it fell off the radar as such, its fine. 🙂 So its the full attribute file ? I'm not aware of the other variations unless it changed with the BB 'cover' as there's two type of inlay , I had always assumed they were otherwise identical and it was an artwork change only. It is the BB version ? As confirmed by the (c) message on the scrolly ? There's other ways to check but that's the 'easy no action needed' way
  7. Frank N Stein - Bugfix.tzx Zero modifications other than the patch applied. Note there's very very little room in the Basic to insert any cheats (there's no space to insert the patch this way as pokes) due to ramtop location. Are ways around it such as sticking them into the screen and calling it but that's a 'mod' I suppose. NB: May need loading in 48K mode only. I could 'fix' this but that would be a modification lol.
  8. Frankenstein is an interesting platform game. Get the bug fixed version as otherwise it will falter at about level 8 or so (had this back then when it was new) Surprisingly good perhaps one of the best compiled Basic games actually. Although one post long ago along with others on the WOS forum helped spur the author into an updated version , I still sometimes prefer the original for its simplicity. https://spectrumcomputing.co.uk/entry/1849/ZX-Spectrum/Frank_N_Stein
  9. I wonder if the NCB had any words with Gremlin Graphics about this , thinking about it: https://spectrumcomputing.co.uk/entry/5617/ZX-Spectrum/Wanted_Monty_Mole Actually saw a bit of an old TV clip of a mini interview with the author, for some reason I'd assumed (even then) he was much older. He was about the same age as me back then...
  10. Thank you as always for these extra details
  11. Congratulations on the anniversary and thank you for both the hard work and the future plans! 🙂
  12. I'm not -that- clear on what/where you want. The screen is easily thought of as (I do anyway) four parts: Pixels top third , 2048 bytes Pixels middle , 2048 bytes Pixels lower , 2048 bytes Attributes , 768 bytes Its very easy to 'copy' pixel data to one third or two thirds or all of it and/or copy attribute data as needed too. Although I tend to think of the attributes as 'one lump' there's no reason why you can't simply copy the middle or lower third along with the accompanying pixels etc. You could experiment with either Basic (FOR/NEXT to copy, works but extremely slow) or LDIR which is not the fastest assembly way but hugely faster than Basic and very easy to use too. Note it is 'copy' not 'move' so the original source data stays there until you erase it. Very crude examples (untested) for Basic / Z80 10 LET S=xxx (source address) 20 LET D=xxx (destination address) 30 LET L=xxx (bytes to copy) 40 FOR A=0 TO L 50 POKE D, PEEK S 60 NEXT A ^^^ About 85 to 90 bytes, could get it to 40 or 50 maybe LD HL , (source address) LD DE , (destination address) LD BC , (bytes to copy) LDIR RET (otherwise it will carry on) ^^^ About 14 bytes , put somewhere sensible and USR it from Basic or CALL it from already within assembly. Hard to give specific examples without knowing what you wanted.
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