Автор: Poxoft
Год: 2012
Издатели: Uzeroniq,Poxoft
Производитель: Poxoft
Языки:
Английский
Формат:
TAP лента
Требования:
ZX Spectrum 48K
Ссылки:
Страница на ZXArt
Страница на Pouet.net
Страница на Spectrum Computing
Скриншоты:
Описание:
classic old game
Platform: ZX Spectrum - 48k/128k mode
Files: start basic + 512 bytes main code (100% assembler)
Author: POXOFT/uZeroNiq 2012
Tested on Didaktik Gama model 1989, ZX Spectrum 48k, ZX Spectrum +2,
code not crunched, don´t use ROM memory.
Runable on all (?) ZX Spectrum emulators - set 48k or 128k
Control keys: "O" - left, "P" - right, "E" - fire
Bonus points: No
Features:
1, easy game, two variations, no lives
2, 512 bytes of code, gfx & 48k sfx
3, extracting bytes to other memory
4, short code, but relatively fast
5, main loop as 3 timing frames with one "halt" for start (fire)
6, only for ZX Spectrum
7, one known very sometimes bug in redrawing (collision checking)
How to:
1, Insert TAP file
2, Type LOAD "" and press ENTER (ZXS command line - LOAD is keyword on "J" key)
3, Press any key ...
4, Shoot, shoot, shoot ...
5, Enjoy
Presented at the demoscene party ... None
Год: 2012
Издатели: Uzeroniq,Poxoft
Производитель: Poxoft
Языки:
Формат:
Требования:
Ссылки:
Скриншоты:
Описание:
classic old game
Platform: ZX Spectrum - 48k/128k mode
Files: start basic + 512 bytes main code (100% assembler)
Author: POXOFT/uZeroNiq 2012
Tested on Didaktik Gama model 1989, ZX Spectrum 48k, ZX Spectrum +2,
code not crunched, don´t use ROM memory.
Runable on all (?) ZX Spectrum emulators - set 48k or 128k
Control keys: "O" - left, "P" - right, "E" - fire
Bonus points: No
Features:
1, easy game, two variations, no lives
2, 512 bytes of code, gfx & 48k sfx
3, extracting bytes to other memory
4, short code, but relatively fast
5, main loop as 3 timing frames with one "halt" for start (fire)
6, only for ZX Spectrum
7, one known very sometimes bug in redrawing (collision checking)
How to:
1, Insert TAP file
2, Type LOAD "" and press ENTER (ZXS command line - LOAD is keyword on "J" key)
3, Press any key ...
4, Shoot, shoot, shoot ...
5, Enjoy
Presented at the demoscene party ... None
Short: SPACE INVADERS Variations in 512 bytes
Description: classic old game
Platform: ZX Spectrum - 48k/128k mode
Files: start basic + 512 bytes main code (100% assembler)
Author: POXOFT/uZeroNiq 2012
Tested on Didaktik Gama model 1989, ZX Spectrum 48k, ZX Spectrum +2,
code not crunched, don´t use ROM memory.
Runable on all (?) ZX Spectrum emulators - set 48k or 128k
Control keys: "O" - left, "P" - right, "E" - fire
Bonus points: No
Features:
1, easy game, two variations, no lives
2, 512 bytes of code, gfx & 48k sfx
3, extracting bytes to other memory
4, short code, but relatively fast
5, main loop as 3 timing frames with one "halt" for start (fire)
6, only for ZX Spectrum
7, one known very sometimes bug in redrawing (collision checking)
How to:
1, Insert TAP file
2, Type LOAD "" and press ENTER (ZXS command line - LOAD is keyword on "J" key)
3, Press any key ...
4, Shoot, shoot, shoot ...
5, Enjoy
Presented at the demoscene party ... None
Description: classic old game
Platform: ZX Spectrum - 48k/128k mode
Files: start basic + 512 bytes main code (100% assembler)
Author: POXOFT/uZeroNiq 2012
Tested on Didaktik Gama model 1989, ZX Spectrum 48k, ZX Spectrum +2,
code not crunched, don´t use ROM memory.
Runable on all (?) ZX Spectrum emulators - set 48k or 128k
Control keys: "O" - left, "P" - right, "E" - fire
Bonus points: No
Features:
1, easy game, two variations, no lives
2, 512 bytes of code, gfx & 48k sfx
3, extracting bytes to other memory
4, short code, but relatively fast
5, main loop as 3 timing frames with one "halt" for start (fire)
6, only for ZX Spectrum
7, one known very sometimes bug in redrawing (collision checking)
How to:
1, Insert TAP file
2, Type LOAD "" and press ENTER (ZXS command line - LOAD is keyword on "J" key)
3, Press any key ...
4, Shoot, shoot, shoot ...
5, Enjoy
Presented at the demoscene party ... None