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Author Topic: Latest developments for Enterprise (Read 374077 times)

Offline geco

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Re: Latest developments for Enterprise
« Reply #255 on: 2020.September.05. 15:15:12 »
EPtelera mod for CPCtelera, it should be copied to original CPCtelera, and perform a build, and you can use it to write programs to EP in C.
The HW can be set to CPC or to EP in CPCteleraHW.SRC, if you change the HW, a new build should be performed, the best solution is to create separate folders for EP and CPC if you want programming on both machine.

Offline geco

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Re: Latest developments for Enterprise
« Reply #256 on: 2020.September.05. 15:27:08 »
SF3 boot ROM, some new command has been added, list of commands and usage of commands can be listed by :SF3.

Offline geco

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Re: Latest developments for Enterprise
« Reply #257 on: 2021.January.09. 18:58:39 »
Conversion of CPC game Aticatac by John Ward, the game is EXOS compatible, and needs at least 128KB RAM, it recognizes turbo machines.
Changes:
Menu screen got more colours
XOR sprite drawing has been changed to normal
Player start position has been changed, because it could not move after die on the 2 table room.

Controls:
move: Int/ext 1/ext 2 joy
fire: Ext1 fire1/ Ext2 fire1/space
pick up: Ext1 fire2/ Ext2 fire2/enter
pause: Hold
Exit: Stop

Cheat:
F7: infinite lives
F8: own all keys
« Last Edit: 2021.January.12. 20:58:18 by geco »

Offline gflorez

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Re: Latest developments for Enterprise
« Reply #258 on: 2021.January.10. 16:57:26 »
I need to say, as a witness of the conversion, that this game was totally converted on a little more than 48 hours.

Shared on Retrowiki, Spain.

Offline SlashNet

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Re: Latest developments for Enterprise
« Reply #259 on: 2021.January.10. 17:39:57 »
@gflorez, I've understand it when saw news about Amstrad version. :) I'ts very cool!
« Last Edit: 2021.January.10. 17:43:11 by SlashNet »

Offline gflorez

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Re: Latest developments for Enterprise
« Reply #260 on: 2021.January.10. 18:04:31 »
Yes, on January 1 I notified him that the sources of the game were available, and on January 3 he sent me a final version.

Impressive. I don't know if he stopped to eat, go to WC or sleep on that time....

Offline geco

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Re: Latest developments for Enterprise
« Reply #261 on: 2021.January.10. 20:38:21 »
Thanks to SlashNet some bugs appeared, i could solve them, so this version is the corrected version:

Atic Atac
Link below has been update also to the corrected version.

- game has been frozen after a tunnel: it caused that the maximum of food items were set to 5, and the program did not checked if we are over the max, I set to 6 and if it reach the maximum, stops further checking, the room where Slashnet would arrive contained originally 4 mushroom, and a food, but he died there earlier, so a cross was placed there additionally, this is 6 "food item" the 6th food item overwritten food count variable, therefore draw item loop got an 0e6h as loop counter :D (it was very hard to find, I thought that the problem caused by interrupt)
- % was not correct at the end, because the game checks how much room were visited, and if it is 142 them it gives 100%, below the % comes from a table, but Slashnet visited 143-150 Rooms :D It was changed if this number >=142 it gives 100%
- door display problem after falling down at 17:47, this is my mistake, i changed the sprite drawing, therefore if a door opens, it is updated in 2 frames on the screen, when Slashnet fallen down it's counter was not 0, now falling down procedure set this counter to 0.
- and finally a problem what i found, if you press space during loading, the game will freeze, because it skips menu phase, and player variables are not set.

Yes, on January 1 I notified him that the sources of the game were available, and on January 3 he sent me a final version.

Impressive. I don't know if he stopped to eat, go to WC or sleep on that time....
I did all mentioned things, and i had smoke breaks also :D :D
I spent about 28-30 hours on those days with the conversion with breaks, if i remember well i started at 19h on 1st of jan, and i performed some corrective actions, because some door parts left on the screen if player was there, created BIAS selection, and packed version yesterday.
« Last Edit: 2021.January.12. 20:58:00 by geco »

Offline geco

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Re: Latest developments for Enterprise
« Reply #262 on: 2021.January.12. 20:57:22 »
Atic Atac
Sprite drawing routine now is faster, despite of this, sometimes it slows down when Wizard is selected, and there are 4 enemies on the screen, and shot also.
Links below have been updated also

Offline geco

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Re: Latest developments for Enterprise
« Reply #263 on: 2021.January.20. 16:27:41 »
Puckman
Doberdo Brothers created this cool Pacman version to Videoton TVC originally, this is the EP conversion of the TVC game.

Controls:
INT/EXT1/EXT2 joy

others:
F1: sound off/on
F2: wait 1 frame (speed increase is nearly invisible on normal EP, but on turbo ... :D )
F3: wait 2 frames (default)
F4: wait 3 frames
F7: infinite lives
F8: invulnerability
« Last Edit: 2021.January.24. 10:45:43 by geco »

Offline Povi

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Re: Latest developments for Enterprise
« Reply #264 on: 2021.January.23. 20:18:19 »
Zx Tribute To Mona

The ZX Spectrum version of the legendary Mona Lisa demo (originally released on Atari) is now converted to Enterprise.

https://youtu.be/MslmJl1YrKk
« Last Edit: 2021.January.24. 11:48:39 by Povi »
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Offline geco

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Re: Latest developments for Enterprise
« Reply #265 on: 2021.January.24. 10:45:20 »
2 bugs have been corrected in Puckman
Link below has been changed also.

Offline Povi

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Re: Latest developments for Enterprise
« Reply #266 on: 2021.February.01. 09:24:13 »
Flappy Bird conversion from ZX Spectrum
Yanga+ puzzle game conversion from ZX Spectrum
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Offline geco

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Re: Latest developments for Enterprise
« Reply #267 on: 2021.February.10. 14:47:04 »
Renegade+
Renegade with extra content:
Scroll fixed, it stops at end of map
Extra movements were added which were not included into CPC version, because of memory shortage:
2x right ,or 2x left - run (stop running: opposite direction, or fire button)
Run+Kick - stop, and kick backward
Run+punch - punch during running and stop
Run+jump - jumping kick and stop (if wall is reached player is bounced back with juming kick)
If wall is reached during running, player falls down.
« Last Edit: 2021.July.07. 16:30:50 by geco »

Offline Povi

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Re: Latest developments for Enterprise
« Reply #268 on: 2021.February.19. 08:28:28 »
SPECCIES

Puzzle game converted from ZX Spectrum

Control: QAOP, Space
Pause: H
« Last Edit: 2021.February.20. 09:02:54 by Povi »
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Offline Povi

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Re: Latest developments for Enterprise
« Reply #269 on: 2021.February.20. 09:02:13 »
Speccies sound fixed:
link to download

originally only right audio channel was used.
now both is used
« Last Edit: 2021.February.20. 09:06:08 by Povi »
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