New ZX Spectrum game - "Dingo" :-)

Sokurah · 19615

Offline Sokurah

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on: August 03, 2011, 11:59:49 am
Hi all,

Flash already knows this, but a couple of weeks ago I took up z80 assembly to work on a remake/demake/port (I will hereby coin the term 'sidemake' for it :)) of Dingo, and I was going to wait a little before announcing it here, but progress has been really fast and I almost have a complete game already.

I just posted on World Of Spectrum about it two days ago, so I thought I'd tell you here as well. I will be making my progress reports over there too.

Here's a picture. Like I said - it's not done yet, but it should be finished real soon.   8)

Oh, and Mark R. Jones, a graphics artist who used to work for Imagine and Ocean back in the 80's will be doing my graphics, so most of what you see in the picture will look different in the final version. How cool is that?.  8)  :)

...I can't remember when I last had such fun programming anything.  :-*




Offline sverx

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Reply #1 on: August 03, 2011, 12:24:09 pm
Very colorful! Good work man :)




Offline flash

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Reply #2 on: August 03, 2011, 04:05:05 pm
"Mark R. Jones" - that is very cool... he is a great pixel artist..

Looking good mate, and believe me, I know how much fun ASM is... (oh, them wonderful day  :) )

Coding for the love of it!


Offline spacefractal

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Reply #3 on: August 03, 2011, 08:29:53 pm
So you not have unfinished games? Hehe, just for fun.

It's look quite nice, and hope those placeholder graphics, turn into a nice original touch.

Here I can't help with music, and yes the original is annoying, but removing those "rell" notes as well slowdown of the tune might do the job.

Could been fun to try using the Sid emulator vst plugin I have (even it's not emulate the spectrum one).

The Musician for the RetroBytes Portal Projects.


Offline Zzaped!

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Reply #4 on: August 05, 2011, 12:43:09 pm
My God! A couple of weeks?   :)

With some background in assembler (university projects, demos, and SID audio only, mainly 6809/6510), that is impressive. :-*

Sokkie, what were your main references for it?



Offline Sokurah

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Reply #5 on: August 05, 2011, 01:08:39 pm
My God! A couple of weeks?   :)

With some background in assembler (university projects, demos, and SID audio only, mainly 6809/6510), that is impressive. :-*

Sokkie, what were your main references for it?

What do you mean by 'references'?
...my experience with z80, or the idea of the game?


Edit: I accidentally put my question inside the quote. D'oh.
« Last Edit: August 05, 2011, 02:13:54 pm by Sokurah »



Offline Zzaped!

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Reply #6 on: August 05, 2011, 01:54:07 pm
I haven't played Dingo, but saw it back then and think I've played games like it (the Tasmanian prequel to New Zealand story?), so no complex physics or similar. Working out how to arrange the tiles, movement routines and implementing rules, frame sync are not trivial in assembler, so by 'reference' I mean sources for code or hints. Vague thought of doing something on Z80 for GBC or SuperGB (well, the processor's pretty much a Z80).

You know I've played a lot of your Basic-coded games (and a very cool collection), still haven't bought a new computer, so not all, anyway, given the distance between basic and asm, seeing a speccie game in ML is impressive.

Used to clip all of the few informative coding articles from Zzap! and C= power, from those worked out how to write code for *all* of the Vic tricks on the 64 (colour blending, sprites in margins, sprite overlays, etc.) in turboasm + action replay or final cartridge. 






Offline Sokurah

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Reply #7 on: August 05, 2011, 02:30:27 pm
You know I've played a lot of your Basic-coded games (and a very cool collection), anyway, given the distance between basic and asm, seeing a speccie game in ML is impressive.

It's not that uncommon though - many people make Spectrum games over at World of Spectrum so it's not like I'm the only one.

But yes, it's way more difficult than doing a game in Basic for Windows, but given how far I've come in that little amount of time it can't be that difficult either. :)

I was not a complete "z80 virgin" when I started this project though. I used to dabble a bit in z80 "back then" - not making games but mostly making small utilities to help me hack into, or crack, Spectrum games. I tried, but didn't know how to make games and I haven't touched z80 for 20 years, but for some reason - once I started I made really fast progress.

...I guess the really big difference between then and now, is that since then I've learned how to make games and how to structure them, so when I started working with z80 it was really just a matter of doing the same as I'd done before...just in another language. :)



Offline spacefractal

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Reply #8 on: August 05, 2011, 02:45:49 pm
hehe, how about contact the authors behind the spectrum emulator for iOS?

We need somewhere a "homebrew" collections for that emulator to been downloaded for free me think.

The same could the Horace Spectrum do, if possible.

That would been fun.

The Musician for the RetroBytes Portal Projects.


Offline flash

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Reply #9 on: August 05, 2011, 04:38:00 pm
Did someone mention 'Horace' LOL  :)

Coding for the love of it!


Offline spacefractal

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Reply #10 on: August 05, 2011, 05:11:52 pm
damn, you got me  :)

Its was the Spectrum remake I was talk about it, hehe.

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Offline Sokurah

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Reply #11 on: August 09, 2011, 10:09:26 pm
hehe, how about contact the authors behind the spectrum emulator for iOS?

We need somewhere a "homebrew" collections for that emulator to been downloaded for free me think.

The same could the Horace Spectrum do, if possible.

On one hand it's a good idea. Some free advertising for my site and just more exposure in general would be a good thing, I guess. I'm not very good at getting myself noticed.

On the other hand I don't like Elite Software...at all. I'm not sure why - I think it's this endless recycling of products they're releasing and making a profit from. Yes, so apparently Matthew Smith is finally getting some money from his work - which is good, and they've apparently licensed all these titles in a way that the originally authors get something out of it, but I just don't like Elite Software...despite the good they're doing. And I hate the constant updates to their emulator packages (I have one of the free ones).

I think it's because my thinking goes a bit like this "I basically have all Spectrum games on my harddrive, and I love Spectrum games, as that was the computer I had back in the 80's, but I don't really care about playing Kokotoni Wilf or R-Type while I'm on the go - if I want that I can do it more comfortably while I'm home, so why the **** would I want to pay for it?".

If a homebrew pack is announced - and I'm invited to be included - I may consider getting included...but that being said I'm positive my game can't be compare to the Horace game. ;) ...Bob Smith did a really good job on that one and it stands imho as one of the absolutely very best homebrew projects for the Spectrum.

...of course I've played - and completed - the original Psion game, and nothing beats that.  :-* ;)



Offline Sokurah

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Reply #12 on: August 09, 2011, 10:10:05 pm
Yes, McFlashy...someone did mention Horace. ;) :) :) :)



Offline Sokurah

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Reply #13 on: August 26, 2011, 11:09:01 pm
Here a small update on Dingo - and a picture from the latest version of the game.

The game is basically feature-complete now. It can be played through and everything works. It only took me little over a month. ;)
...this picture also has the all new graphics by Mark R. Jones.

But "feature-complete" isn't finished - there's still a lot of tweaking needed. The speed goes a bit up and down depending on how much is on the screen at the time, which is because the sprite routine takes a lot of processing power, so it's sensitive as to how many objects are moving around at once. Another thing is that I didn't worry much about optimization - only speed of development, and I hoped that the flicker of the sprites wouldn't be too bad...but it was anyway. I should have wished harder...or made a better effort. :)

As it is, all the sprites are being shifted into place as needed, but I just wrote a routine that pre-shifts them before the game starts, so now I need to rewrite the sprite routine to use the preshifted sprites instead of shifting them on the fly, and I also need to do it differently than before to eliminate as much flicker as I can. Hopefully that will free up so many cpu-cycles that I can also get a more steady framerate in the game.

After that I'll also need music and better sound effects. But I'm making progress and will hopefully figure it out. ;)

...all in all, it's coming along nicely.  8)




Offline flash

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Reply #14 on: August 26, 2011, 11:13:09 pm
And it is looking great.

Very impressed Sokky ol' bean

Coding for the love of it!


Offline spacefractal

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Reply #15 on: August 27, 2011, 11:16:19 pm
The new graphics look very nice (and follow your thread at WOS, even I'm are not member there), and look like a cool little game.

Since I'm not known about Spectrum, not sure I can do anything about music and how it works.


The Musician for the RetroBytes Portal Projects.


Offline Sokurah

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Reply #16 on: August 27, 2011, 11:21:08 pm
Since I'm not known about Spectrum, not sure I can do anything about music and how it works.
Don't worry about that (I don't :)) - there are several people over there, that are good that that sort of thing, so I'm sure I can find one with experience to help out.



Offline Zzaped!

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Reply #17 on: August 30, 2011, 01:06:35 pm
Hmmm, not familiar with the Speccy sound system either,  but it was one of the demerits for buyers at the time (don't throw rocks for that!). Speccy also doesn't really have sprites, the term has changed over time but really should only be used for hardware that handles the bytewise (or word- and block-sized) EXORing and ORing of moving objects to simplify software control (like it does on the C64).  All software on the Speccy I think? Did it have frame synchronizing interrupts or just rely on a polling system (if frame_complete draw next_frame)? Never programmed teh speccie, so don't know. Just curious. Studied the specs like crazy at the time before going for the C64.

Game looks sweet, probably need a better speccy emu. (than the DS one) now :-*



Offline spacefractal

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Reply #18 on: August 30, 2011, 03:58:31 pm
no 8 bit computer beat the sid chip C64 had.

Speeky did only just have a PC beep sound, but the 128kb spectrum do have a really nice sound chip. Could been nice to utility that sound chip. :-D.

IF the game is a 48kb, not sure there would been music on it, but instead just have nice Sound FX instead (but of course some simple jingles). If the game run on the 128kb spectrum, music could then been heard.

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Offline Sokurah

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Reply #19 on: August 30, 2011, 09:01:58 pm
There will be music in it - I have found a musician.

The game will be for the 48K Spectrum so music and sound effects will utilize the beeper only, but if I can be bothered I may do a version later with 128K sound.

For now the plan is to show the game at the upcoming retro-event in Blackpool, in November.



Offline spacefractal

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Reply #20 on: August 30, 2011, 10:54:47 pm
cool :)

the only changes required if you ask me between 48kb and 128kb is music only. rest could been pretty much just been the same. No need change that, if you ask me.

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Offline Sokurah

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Reply #21 on: October 21, 2011, 09:39:49 am
I've just finished Dingo and sent the final version to Mark who will be doing the copying to tape, to be used at REPLAY.
Coincidentally, because it hasn't been planned, it's the 21st which also makes it exactly 3 months since I started it. :)

The game itself won't be made available in physical copies before REPLAY, and on World of Spectrum just after.

Here's a couple of screens.











Offline spacefractal

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Reply #22 on: October 21, 2011, 02:13:29 pm
that loading screen is awesome and is pretty cool used of the limited spectrum colors :-D. Its might take some time to load that one (but no different than all others me think).

I hope to see a Graphics by Mark to somewhere on the title screen, hehe (as well eventuelly sound).

I gonaa to test and play this game when I have possible to do that in the emulator (Sokky, which Spectrum do you use here?)

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Offline Sokurah

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Reply #23 on: October 21, 2011, 03:10:44 pm
that loading screen is awesome and is pretty cool used of the limited spectrum colors :-D. Its might take some time to load that one (but no different than all others me think).

I hope to see a Graphics by Mark to somewhere on the title screen, hehe (as well eventuelly sound).

I gonaa to test and play this game when I have possible to do that in the emulator (Sokky, which Spectrum do you use here?)

The full game is 42kb including the screen, so it doesn't take any longer to load than other games. :)

I use Spin and Spectaculator. These pictures are from Spectaculator because I like that scanline effect.

...and Mark has his signature on the screen - above the D it says "M. R. Jones".
There's even some more stuff hidden under the attributes.

He also has his credit inside the game, during the attractmode.



« Last Edit: October 21, 2011, 03:11:31 pm by Sokurah »



Offline sverx

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Reply #24 on: October 25, 2011, 09:36:27 am
I've just finished Dingo and sent the final version to Mark who will be doing the copying to tape, to be used at REPLAY.

Amazing work, Sokurah! :)




Offline Sokurah

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Reply #25 on: October 27, 2011, 08:44:25 pm
Amazing work, Sokurah! :)

Thanks, I've had a lot of fun doing it.

I can't wait until the next time I'll make something in assembler...but I have no games planned right now.



Offline Sokurah

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Reply #26 on: October 27, 2011, 08:59:36 pm
hehe, how about contact the authors behind the spectrum emulator for iOS?

I don't like Elite Software...at all. I'm not sure why - I think it's this endless recycling of products they're releasing and making a profit from. Yes, so apparently they've apparently licensed all these titles in a way that the originally authors get something out of it, but I just don't like Elite Software...despite the good they're doing. And I hate the constant updates to their emulator packages (I have one of the free ones).

I've contacted the author of the Spectaculator emulator and Dingo will be available as a standalone title on iOS using that emulator. ;)

It'll be free naturally.  8)



Offline flash

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Reply #27 on: October 27, 2011, 09:14:52 pm
Me WANT!

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Offline spacefractal

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Reply #28 on: October 27, 2011, 10:36:13 pm
:-D. Cool job to doing a iPhone release that way :-D

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Offline Sokurah

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Reply #29 on: November 08, 2011, 10:23:15 am
Here's a couple of pictures from the Replay Expo event.

Mark and me. Mark did the graphics. I've been away from work for 5 weeks so I hadn't bothered shaving for a while. I'll go smooth again, soon. :)
...oh, and the mark I have in my forehead because I was talking to Darran Jones - editor of Retro Gamer Magainze - and I had to get the crutches out of the way and I hit myself in the face with one of them. Klutz. :)


The first thing I had to do when I got there was to sign all the tapes. Mark had already done his and by the time I arrived at 1pm there was already a row of people waiting to get my signature as well. How cool is that. :)


The corner of the Attic Bug/Ocean stand where Dingo was being demoed.


The display case where the Dingo copies for sale was. It was full to begin with


Random person playing Dingo


We had a preview copy of the magazine showing the Making Of article


Oli Frey and Roger Kean giving a talk about Crash/Zzap64 and the Newsfield days. They were also on the Attic Bug/Ocean stand and I had a nice chat with Oli. He was a really nice guy.


Me and Ben Daglish.




The rest are the same thumbnails as above. Click them to see larger versions of the pictures.
« Last Edit: November 08, 2011, 10:40:12 am by Sokurah »