If you like your submarine simulations fast, arcadey,...
Posted: Tue Dec 19, 2017 11:39 pm
...with UDG graphics, sound, and a rock-hard difficulty curve then have I got the game for you!
I am proud to present ZEDRAGON, an homage to one of my favourite games of all time. This is the result of ~4 months of intense development with invaluable input from two very fine members of this board: Mr. Rea - custom display routine & music player (not to mention UDG hardware!), and Mr. Moggy - title music.
Its target audience is, I have to admit, quite small. At least if you intend to experience the game running on actual hardware. It was written as an exercise in pushing what could be done with a UDG board and 32K of RAM, and optionally AY sound and a joystick interface. That said It runs well in EO, this being the primary tool of development, so everyone can have a taste.
It is old-school. Utterly unforgiving. The sub and missile movement is per pixel, as is the collision detection. A lot of thought and nasty Z80 coding went into making things move the way they do. I hope you give it a go and let me know what you think.
Download the very latest from GitHub
If you're interested in how it works then the code is free to download and examine at https://github.com/charlierobson/zedragon.
To play:
Shoot everything! Avoid everything! But don't forget to keep your air supply topped up. Some of those caves are long.
Controls:
Q/A = up/down
N/M = left/right
Space = fire
Holding fire while moving will slow the sub's movement, for tight spots.
Suggested hardware configuration: ZX81, ZXpand+, UDG-4-ZXpand, Joystick.
EO configuration (V1.6+): ZXpand, AY sound, CHR$16 character generator, RAM at 8K, protect ROM from writes.
I am proud to present ZEDRAGON, an homage to one of my favourite games of all time. This is the result of ~4 months of intense development with invaluable input from two very fine members of this board: Mr. Rea - custom display routine & music player (not to mention UDG hardware!), and Mr. Moggy - title music.
Its target audience is, I have to admit, quite small. At least if you intend to experience the game running on actual hardware. It was written as an exercise in pushing what could be done with a UDG board and 32K of RAM, and optionally AY sound and a joystick interface. That said It runs well in EO, this being the primary tool of development, so everyone can have a taste.
It is old-school. Utterly unforgiving. The sub and missile movement is per pixel, as is the collision detection. A lot of thought and nasty Z80 coding went into making things move the way they do. I hope you give it a go and let me know what you think.
Download the very latest from GitHub
If you're interested in how it works then the code is free to download and examine at https://github.com/charlierobson/zedragon.
To play:
Shoot everything! Avoid everything! But don't forget to keep your air supply topped up. Some of those caves are long.
Controls:
Q/A = up/down
N/M = left/right
Space = fire
Holding fire while moving will slow the sub's movement, for tight spots.
Suggested hardware configuration: ZX81, ZXpand+, UDG-4-ZXpand, Joystick.
EO configuration (V1.6+): ZXpand, AY sound, CHR$16 character generator, RAM at 8K, protect ROM from writes.