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Posts
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Joined
Everything posted by SymbolShift
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I'm sure many of you are aware of the "Spectrum Next" kickstarters by Henrique Olifiers (KS3 is currently running). I do not own one, but I am often tempted. Many ZX games have been re-done with 256 colours, AY sound, and 2MB memory. A new Head over Heels was created, Clive Townsend created a new Saboteur, and even Sandy White is supposed to be working on a new Ant Attack. This got me wondering, has anyone got plans to develop new MM/JSW games for the Spectrum Next, that would exceed hardware limitations of original Spectrum? Would this even be a good idea? Thoughts please...
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Let's not forget HervΓ© AST's eaglerly awaited "Welcome to Willy's Amusement Park" landing in July 2025! Looking forward to playing this one.
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How to compile Vortex Tracker II .pt3?
SymbolShift replied to Jet Set Willie's topic in Editors and Tools
I wish I could help you more, unfortunately I don't have any experience with Spectrum trackers. My experience is with Amiga trackers, that's why I was aware of the software that handled those formats. Hopefully someone else here can give you more guidance regarding the ZX side of things. -
How to compile Vortex Tracker II .pt3?
SymbolShift replied to Jet Set Willie's topic in Editors and Tools
Your welcome! While your at it, give this one a look: https://zxtune.bitbucket.io/ -
How to compile Vortex Tracker II .pt3?
SymbolShift replied to Jet Set Willie's topic in Editors and Tools
Done! -
How to compile Vortex Tracker II .pt3?
SymbolShift replied to Jet Set Willie's topic in Editors and Tools
I know that XMPlay supports .pt3 using the ZXTune input plugin. Once loaded, you may be able to use one of the output plugins to get what you need. BZR Player also supports a ton of formats, maybe worth a shot also. -
No, I got as far as "Leave yourself an escape route", which I think is close to the end. Unfortunately I hit the stop button at the top of the game thinking it would pause, but it restarted, totally my fault. I burnt through most of my lives in the "timing" room, which is something I clearly don't have!
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I just gave 101 a try! I love the concept and it's originality. It's basically MM training, that helps you practice and familiarize yourself with certain principles of the game. If you have never played MM before, I can see how this could be very useful (before being thrown in the deep end with the actual game!).
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Works great for me! Very playable. Considering this is your first game AND it's done with a drag-and-drop language, this is a fantastic achievement. Give yourself a pat on the back π
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Yes, I was referring to "lives left" area at the bottom, I apologize for not being more specific. I have seen that area become corrupt before (finishing MM multiple times is a good example). Since it's intentional then I'm all for adding a splash of colour to the sprites which are often monochromatic π I look forward to exploring more, since I only survived several screens on my first few attempts π By the way, great job on the game!!
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Is anyone else experiencing sprite corruption with this game? I've tried 3 different emulators and loaded both TAP and TZX with the same result.
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Red-zed! that's a good one. I used to spend hours on end typing in those magazine listings, only to come across a printing smudge near the end and attempt to decipher it.
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Welcome manic986! Using a visual (drag and drop) language like Scratch for a MM remake is not ideal, but it looks like you have managed to navigate around any limitations very well. Fantastic job! Looking forward to seeing the final project, and what comes next... π
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and welcome Dickie! It's good to see another Amiga JSW author on here. I also wrote my version between Uni and Job, just like you. I was very young at the time so it's certainly not my finest work π
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I remember this well on the Amiga. It was a bit on the "weird" side as the name suggested, but still highly enjoyable!
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Thanks DD. I would say my experience falls into your #2 category. I'm no stranger to coding, but assembly has very specific knowledge (such as bit-shifting and CPU architecture) that I rarely use. I'm sure assembly shares many similar principles as modern languages, but it always seemed so different that many people (me included) have avoided learning it in the past.
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I've noticed many users of this forum talk "Z80" assembly. What is the best resource out there for learning Z80 in 2024? It could be a series of modern YT tutorials, or a gem of a book that was written in the 70's/80's. I'm curious if these was a single resource that made it "click" for anyone. Thanks.
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An exceptional year indeed! It's possible the lack of feedback is due to such a busy release year? I know that I have a backlog of games to check out, I've just not got around to playing yet. Either way, top-hats off to a great 2023 with some amazing games released. Congrats and thank you to all involved.
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[File] JeT SeT JnR aNd ThE CuRsE oF ThE PhArAoH
SymbolShift replied to jetsetdanny's topic in Download Discussions
No, It's not just you! Had the same problem here. Nothing wrong with the level design, but my "jump over the guardians" timing is just plain bad. Every attempt I would say "okay, this time I'll get it"... then fail repeatedly π€£ (usually at floor level heading right, trying to find a gap to jump between the guardians) -
Thanks Gyro, I had 1.02 already, but was missing the original port and game builder π
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Great job Sendy, excellent work! Love it, the levels are very well thought out. I totally agree with jetsetdanny, the "human version" is challenging enough, at least for me π
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Was not aware of this! A very interesting and clever use of the JSW engine. I was able to answer many of the questions, but clearly still no expert yet π
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Quite possibly the only forum in the world where you can post photo's of your Willy with a tape measure. However... I totally want one! π
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Funky stuff, thanks for sharing!