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Re: DarkStar 2

Posted: Wed Mar 28, 2012 12:18 pm
by yerzmyey
Haaaaaaaa, it works perfectly well!!!! ;) :)

Re: DarkStar 2

Posted: Wed Oct 24, 2012 8:14 pm
by kmurta
sirmorris wrote:Of course! Is MrX's AY board readable? ZXpand-AY is. I write to its registers and read back, expecting the value I just wrote.

I think Andy's right though - just assume it's there :)

I'll update tomorrow.

C
The game was updated?

I test with 1.4 and 2.0 versions but I have "NO ZXPAND-AY FOUND" on start screen and no sound in the game :(

Re: DarkStar 2

Posted: Wed Oct 24, 2012 9:13 pm
by sirmorris
Unfortunately the C compiler has been causing me many problems and I haven't re-visited the code in a while :( I shall look into it...

... and it appears the latest build has fixed the issues I was seeing :D

C

Re: DarkStar 2

Posted: Thu Oct 25, 2012 2:54 pm
by kmurta
sirmorris wrote: ... and it appears the latest build has fixed the issues I was seeing :D
C
Now I read "AY CHIP FOUND" on screen :P

I'm gathering some programs to take to a vintage meeting to be held next Saturday and I'm sure that the SDS will make a very good impression ;)

Thank you very much!!!

Re: DarkStar 2

Posted: Thu Oct 25, 2012 4:59 pm
by sirmorris
Glad to help :D

Re: DarkStar 2

Posted: Wed Nov 07, 2012 8:53 pm
by Zac
Sir Morris !

Game found !

Wait for my ZXPand card to test hi-res ! ;)

Thanks.

Re: DarkStar 2

Posted: Tue Nov 13, 2012 2:03 am
by RetroTechie
Any chance of releasing a version that doesn't require the ZXpand? Like: requiring a RAM extension, perhaps with ZXpand-style joystick and AY support, but also loadable on a real ZX81 (from tape, if need be) without ZXpand attached? :?:

Btw: current EO .zip is named 3.7, but Help -> About box says version 3.6 ... :oops:

Re: DarkStar 2

Posted: Tue Nov 13, 2012 9:23 am
by sirmorris
I specifically hacked darkstar to be a zxpand demo but a zxpand-free version should be possible. I could run-length compress the title screen, ditch the high-score loading and this should be enough to get it down to a single load.

Thanks for pointing out my boo-boo with the version number - :oops: - I'll correct it in the next release :D

Re: DarkStar 2

Posted: Tue Dec 11, 2012 12:19 pm
by stefano
Errm, the original source code should be capable of running on quite a few different configurations (I build also a ZX Spectrum IF2 ROM version, not counting the Jupiter ACE and the Sorcerer Exidy UDG mode versions).

Some possible options with the ZX81:
- standard text mode
- redefinable characters (several different hardware mods supported)
- DK'Tronics extra ROM character sets
- ARX or WRX HR graphics modes, various board sizes, minimum 8KB RAM needed.
- Memotech HRG

I'm quite sure a lot of people could squeeze his old ZX81 on the software side and get something he could not belive before, just think at the "ARX" graphics trick.

Oh, I forgot to mention it is not the only HRG game available in z88dk. Have you tried Othello (Reversi) ?

Then, If you are a lucky owner of an expanded ZX81 you might like to port the "Adventure 'A'" in graphics mode ( just added a -DPICS option).. it is just a matter of space: a 24K block is a bit huge for normal zeddies ! Perhaps the "turbo tape" libraries could help in getting the graphics data at a higher memory location only after the main game block has been loaded..

Re: DarkStar 2

Posted: Wed Oct 29, 2014 11:25 am
by stefano
The legacy DSTAR game, G007, Memotech HRG, ARX and WRX flavours.
dstar-hrg.zip
DStar Legacy, in all the known full-HRG modes
(10.51 KiB) Downloaded 313 times