Search found 325 matches

by bobs
Sun Dec 19, 2021 10:16 pm
Forum: GAMES
Topic: New ZX81 Games
Replies: 363
Views: 682488

Re: New ZX81 Games

Joystick will be read first, and then keyboard as a fallback, so both can be used.
by bobs
Sun Dec 19, 2021 10:11 pm
Forum: GAMES
Topic: New ZX81 Games
Replies: 363
Views: 682488

Re: New ZX81 Games

dr beep wrote: Sun Dec 19, 2021 10:01 pm Well done Bob.

My games with ZXPAND allow both during input.
Why do you skip keyboard when joystick is detected?
Or is keyboard also allowed but skipped when joystick is used? That is how I work.
I just do - always have done. Nobody has mentioned any problem with the method before.
by bobs
Sun Dec 19, 2021 9:27 pm
Forum: GAMES
Topic: New ZX81 Games
Replies: 363
Views: 682488

Re: New ZX81 Games

Name of Software: Shrooms Author: Bob Smith, after Dona Bailey & Ed Logg Release Date: 19/12/2021 Requirements (eg. 1K, 16K, AY Card, Hi-Res Scheme): 16K Description: A conversion to the ZX81 of the arcade game Centipede Screenshots: https://img.itch.zone/aW1hZ2UvMTMxOTEwNy83Njc3MzE5LnBuZw==/origina...
by bobs
Sun Dec 19, 2021 9:22 pm
Forum: GAMES
Topic: SHROOMS - New 16K ZX81 game
Replies: 12
Views: 4855

SHROOMS - New 16K ZX81 game

New game for the 16K ZX81 - SHROOMS - a conversions of the arcade game Centipede.

Image

Download from my itch.io page - https://bobs-stuff.itch.io/shrooms
by bobs
Wed Dec 08, 2021 12:15 pm
Forum: Development
Topic: ZX81 emulators with built-in assembler... or...?
Replies: 26
Views: 5952

Re: ZX81 emulators with built-in assembler... or...?

END 16514 would usually mark the end of code and the start address for running it, which isn’t the same as using ORG to specify the start address of the code, but it all depends on which compiler you are using. Personally I have a system where I use PASMO to compile my source asm directly into a .P ...
by bobs
Fri Oct 29, 2021 5:21 pm
Forum: Development
Topic: Doom 3D ZX81 style
Replies: 9
Views: 3342

Re: Doom 3D ZX81 style

I don't supposed you published the source code. I'm very impressed with the speed of it and the way it draws the walls. I wouldn't have thought a ray traced system would have been much good at all, so I went with a wire frame program. Perhaps I should look into ray tracing more and see if I can wor...
by bobs
Wed Oct 20, 2021 1:33 pm
Forum: Development
Topic: Doom 3D ZX81 style
Replies: 9
Views: 3342

Re: Doom 3D ZX81 style

I do have a version of that demo which has fully textured walls, which sample correctly according to distance / angle. However, getting it to handle moving & scaling enemies (ala Wolfenstein) was getting difficult and slow, and I felt that a simple ‘find the key to escape’ game wasn’t much fun. Was ...
by bobs
Tue Oct 19, 2021 6:16 pm
Forum: Development
Topic: Doom 3D ZX81 style
Replies: 9
Views: 3342

Re: Doom 3D ZX81 style

Some time ago I coded a ray-casting engine in the style of Wolfenstein 3D. It is probably too slow in its ‘textured’ form, but like yours, could work in wireframe…

https://twitter.com/bobsstuffgames/sta ... 85127?s=21
by bobs
Wed Sep 15, 2021 2:42 pm
Forum: SALES
Topic: What price a boxed Memotech keyboard
Replies: 3
Views: 2307

Re: What price a boxed Memotech keyboard

Thanks both! I’ve got a lot of retro stuff just sitting around gathering dust, so getting anything near a ‘reasonable’ price will be nice 8-)