20180923

Savage (Firebird Software, 1988)

Part One

  • Most of the graphics engine rewritten for speed
  • [Critical] Fixed calling init-time, inexistent code after a Game Over
  • Fixed keyboard polling logic in menu and intermission screens
  • Player character's direction and thrown weapons are reset after starting a new game
  • Fixed the incorrect Part Two password displayed at game completion

 Known bugs

  1. Respawning far from where the player died, attribute artefacts might be left onscreen.
  2. Falling offscreen while in possession of the orbiting bonus weapon leaves it nearby.
  3. Crouching on platforms in the sea of fire leaves the player character unable to move.

Part Two

  • [Unnoticeable] Improved scroller code with correct synchronization
  • Changed the '000' score font after loading to that used in the game
  • Player shots are reset after starting a new game

Part Three

  • Most of the graphics engine rewritten for speed
  • [Critical] Fixed memory corruption problems in the object processing code
  • Lifted the restriction on player's fire rate for balance
  • Player character's direction and shooting FX are reset upon starting a new game
  • Enabled the score routine to display the score
  • The score display is moved to the top of the status panel, shown without flickering

 Known bugs

  1. Bad collision detection due to the fixed oversized hitbox of the player character.
20181102
  • Added tape versions

20180922

Teenage Mutant Hero Turtles (Image Works, 1990)

  • Enabled diagonal movement outdoors, attacking while running
  • Removed restrictions related to jump handling and air control
  • Added vertical background parallax indoors
  • Extra keys listed in the Redefine Keys menu
  • Fixed the character selection cursor when using Kempston
  • Map occlusion and teleport fixes
  • Other minor fixes

Known bugs

  1. In overworld maps, it is possible to get stuck in a wall when moving forward diagonally.
20181102
  • Added .TAP version

20170922

Aline: Colors in sync

Summary

Traditional challenges associated with using multicolor in ZX Spectrum programs include:
  1. Writing precisely timed display code.
  2. Adjusting the synchronization timings by hand to execute it at the right moment.
  3. Keeping the rest of your program from influencing the overall timing.
Aline, the technique presented in this article, aims to get rid of problems 2 and 3 altogether.

20170725

Presto: AY music loader

A ZX Spectrum, Sinclair BASIC compatible tape loader with the ability to play Vortex Tracker II AY music while loading. Supports 128K loading and Pletter-compressed data.

Watch demonstration

20170607

Comando Tracer (Dinamic Software, 1989)

  • Fixed occassional sprite flicker and border effect timings for the Pentagon, .TRD only
  • Fixed IM2 handling in the 128K version
  • All-in-one .TRD version
20170607
  • Added the extended 128K version from the +3 disk image
Download archive (.TAP, .TRD)

20170605

Steel Eagle (Players Premier, 1990)

  • Player-background collision test method changed
  • Player and enemy bullet hitboxes adjusted
  • Lifted the restriction to moving right
  • [Arcade] Bonus life each 100,000 points
  • Custom beeper sound module, used on machines lacking an AY chip
  • Fixed AY music channels playing out of sync under certain conditions
  • Fixed the AY effect routine replaying an old sound effect after respawn
  • 48K+AY effects support 
  • Fixed shimmering background artefacts on levels 3, 4
  • Added Pentagon timings option, .TRD version only
  • Other minor fixes
20170616
  • Changed Sinclair 12345 to Sinclair 67890 (via Slider)
20170622
  • Fixed hanging when firing the lasers close to the right edge of the screen (via AER)