Great job! Just out of interest what tools / framework(s) etc. did you use to build the ZX Spectrum version? Thanks PS: well done for keeping a Development log - I keep meaning to do this but never do…!!
A downloadable game
Melkhior's Mansion, for Windows PC, Spectrum Next and ZX Spectrum 128k.
A fast paced, action packed throwback to the classic games of the 80's, in 15 glorious colours, hand picked from the infamous ZX Spectrum colour palette (we left out bright black!)
Guide Sir Stamperlot the knight around Melkhior the Wizard's house of horrors, or choose to play as one of his trusted companions, Lester the clumsy Serf, Zouch the green haired Witch or perhaps the elegant Princess Ashby.
Your task is to find the pieces of the key that will unlock the main entrance to the mansion, thus granting our hero, whoever that may be, their freedom from Melkhior's evil clutches.
- Week 10628 days ago
- Weeks 103-10535 days ago
- Week 10256 days ago
- Weeks 100-10162 days ago
- Week 9977 days ago
- Week 9885 days ago
- Week 9791 days ago
- Week 9698 days ago
Log in with itch.io to leave a comment.
The code is written using Microsoft’s VS.Code editor, along with a couple of plug-ins for syntax colouring and counting the t-states of a selected block of code. Everything is then compiled using the Pasmo assembler, which has been updated to support compiling to the memory bank pages required for a 128K game such as this.
The graphics are done in an old version of Photoshop elements (from when it was still pretty close to Photoshop instead of the photo-retouching service it is now). These are output as required for the game code using some basic scripts in Unity. That gives me the flexibility to write whatever I need the output format to be, and use just about any input image format.
Everything is then tested in the Spin emulator.
incredible job Bob. Just wondering what sort of size the data is for the frame on the title screen? A while back I studied the data for the frame on the Alien8 screen and managed to compress it to about 550 bytes. Obviously totally different data, but just wondered how you store and print it?
Only one quarter of the surrounding frame is stored, as it’s then mirrored and flipped to fill the other three quarters. Because of that it only uses 52 characters, so is technically stored in 52 x 8 = 416 bytes, there’s the supporting code for that as well, and also the table used to mirror that data. The current frame might not be the final design though...
Wow this looks A Maze ing.
looking forward to this 😊