Dev compo διαγωνισμός για τα 30χρονα των Enterprise home computers

Nemo

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O σχετικός διαγωνισμός Enterprise DevCompo 2015/16 στα πλαίσια των 30χρονων των Enterprise υπολογιστων (64KB /128KB) είναι η αλήθεια ότι μου είχε διαφύγει .

Οπως φαντάζομαι δεν γνωρίζει και η πλεοψηφια τον Enterprise (64KB / 128KB) έναν από τους τoυς αξιολογότερους και καλύτερους Ζ80 based 8 bit υπολογιστές με εντυπωσιακά χαρακτηριστικά δυνατότητες / custom chips ,ο οποίος πλήρωσε την αδυναμία/αργοπορία του να περάσει από τον σχεδιασμό (1982) στην μαζική παραγωγή (1985) με αποτέλεσμα να παραχθούν τελικά συνολικά μόλις 80000 κομμάτια περίπου , με ένα μεγάλο μέρος 20000 να καταλήγει στην Ουγγαρία ,όπου εδρεύει το ποιο δραστήριο και φανατικό κομμάτι της κοινότητας μέχρι σήμερα.

Ως υπολογιστής ήταν πολύ κοντά στις προδιαγραφές/αρχιτεκτονική -αν και φανερά ανώτερος λόγω των Custom chips σε Video/ήχο (256 χρώματα/στερεοφωνικός ήχος)- των Amstrad CPC κάτι που κάνει την μεταφορά των τίτλων για Amstrad σχετικά εύκολη ,ενώ υπήρχε Spectrum Emulator σε μορφή Cartridge .

Αρχίζουμε από την κατηγορία

 


Enterprise programs /πρωτότυπων προγραμμάτων (και παιχνιδιών)(

Team Hat Trick /Six Men One Puck





(Το youtube video είναι από την Cpc version)

το οποίο αρχικά ήταν στην κατηγορία Wild - όπου υπήρξε μια και μόνη συμμετοχή -

και συμπεριλήφθηκε τελικά διαγωνιστικά στα Enterprise programs/πρωτότυπα προγραμμάτα)

Η μεταφορά του 1Κ Demo Flora του g0blinish που το είχε γράψει ο ίδιος g0blinish για Amstrad CPC

(και το οποίο με την σειρά του ήταν μεταφορά ενός μέρος του lHeart Megademo από τον Trefi/Debris ο οποίος διέθεσε τον

source code )

D/load Flora demo (Enterprise)
 
Τελευταία επεξεργασία από έναν συντονιστή:
Συνεχίζουμε με την κατηγορία Conversions

LIRUS



Control: Q/A/O/P/SPACE, Internal and Ext-1 joy. HOLD=Pause game, Left SHIFT+STOP=game over, Reset=exit game and save high score.At the end game screen the Enter exit back to menu.

Little cheat added: during game play pres F1+F8 will finish level. This not make better score just you can try it later levels, or see the game end.

All three versions of game converted.

Added extra START program which contain epimgconv converted screen, at there you can select which version will be loaded. But the .COM also can be started directly.

All version also run on EP64, but if not enough memory then only one AY music used, and if not enough free space in the system segment then AY music disable only AY effects used. On 64K machine the game run slower, practice mode :)

LIRUS.COM the 48K version, added extra the second version loading screen

LIRUS128.COM the 128K version, this is the all in one version. Have the both version loading screen, and also the Mr. Beep music from the 48K version. It is have 3 AY music instead two. Use the original and the CSP version of the menu song (alternately). The end game music replaced to another which are better sound on Dave, and I more like it :) But it also from same man.

LIRUSCSP.COM This is a special party version, with one level: let's see who can make better score during limited time.

Some technical details:

-MEGALZ compression replaced with epcompress -m3, because better compression than the original

-AY emulation from IstvanV, in stereo mode. It is set the 192 port value depending the machine speed

-in the main program stored again the loading screen pixel data for menu background. Duplication removed

-not used areas removed from program file end

-levels put to separate files then possible make level editor

-the Level 14 are different in 48K and 128K version then I kept both

-IM2 mode deleted

-stack moved to Page 0

-after the modifications lot of free space made on Page 1, it is used for LPT, then not needed separate LPT segment

-originaly each AY music have own player code. Now only one common PT3 player used

-originaly separate segments used for AY musics, now only one segment used (if available) and the remain free space on Page 0

-CSP version don1t load the never used second music

-radar drawing have a bug: draw a 12 characters, but it is only are 9 characters. The remain 3 characters overwrite date on Page 0, which make problem in EP version

-the Ship sprite now really transparent: added customized sprite draw routines (for all four directions) which only copy used characters

-in 48K game at the End game screen very boring to wait the scroll text start without the AY music. The wait shortened.

-the loader program on error not just exit, will write the error message to the status line. It is handle the 7Fh code, and at disk error ask the real error code from the EXDOS

-the loader program will throw away some earlier parts for reduce the memory usage, for make possibel run on EP64
LIRUS conversion από την Zozosoft του original για Spectrum από τον Denis Grachev

>>> direct D/load link

Enterpriseforever forum Devcompo Thread

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Chase HQ





Conversion of CPC game Chase HQ, EXOS compatible, it needs at least EP128, recognize Turbo machine. CPC video addressing has been removed, most of drawing routines became faster, loader screen has been changed, and you can hear Speccy music under a 2nd converted screen.
Controls:

F1-F5: set delay in the game( 1-5 frame)

F8: switch off delay

redefinable keyboard (including Int Joy) , EXT1/2 joy

Esc: Exit from game

Chase HQ Conversion του CPC game απο τον geco

>>> direct D/load link

Enterpriseforever forum Devcompo Thread

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Pacman



The program is EXOS compatible, needs at least a 128Kb machine, it recognize Turbo machine, and set sound frequency based on CPU frequency.Original version made by Simon Owen to SAM Coupé, SyX converted to CPC I used the CPC version, thanks both of them for this great work.

Game controls:

Int/Ext joystick

Insert coin:Alt, fire, 3 ,4

1: start 1 player game

2: start 2 player game

Enter,Tab: enter to menu

Menu Controls:

Esc: exit without saving modifications

Tab: exit with saving modifications

SHIFT+left/right: align screen position



Pacman Conversion του αντίστοιχου arcade emulator για CPCαπο τον geco και πάλι

>>> direct D/load link

Enterpriseforever forum Devcompo Thread

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ZenLoops



Restore harmony, rotate pieces by clicking on them.
Control: cursorKeys- move cursor, Enter - rotate tile


ZenLoops conversion από τον g0blinish του original Zen για Spectrum από τον Einar Saukas

>>> direct D/load link

Enterpriseforever forum Devcompo Thread

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Filler





Music changed(cannot decompile obfuscated original tune)

controls are: arrow left/right, Enter - choose color, O/p, space.

A goal is grab more cells. Beware, AI is very greedy


Filler conversion από τον g0blinish του original Filler για Spectrum που είχε γράψει ο ίδιος ο g0blinish (ως Goblin Graphics)

>>> direct D/load link

Enterpriseforever forum Devcompo Thread

Y.Γ. Υπήρχε και 3η διαγωνιστικη ομάδα των others /των σε basic προγραμμάτων αλλά σε αυτά θα αναφερθούμε συνοπτικά μαζί με τα αποτελέσματα σε μελοντικό reply .

4aChasehq.png

3LIRUS.png

4cChasehq.png

4Chasehq.png

5aPacmane.png

5Pacmane.png

6zen2.jpg

7filler.png

7Afiller.png
 
Τελευταία επεξεργασία από έναν συντονιστή:
Θα με βαλεις τωρα να ξεσκονιζω τα Enterprise εμουλατορια που εχω να αναβαθμισω κατι αιωνες.

Καλη φαση :)
 
Mετά πηγαίνουμε στην κατηγορία BASIC(Other)/Προγραμμάτων φτιαγμένων μέσω basic

FlapFlap

esjerm.png


This is a small basic game, called FlapFlap.Instructions: press and hold space to move up.

I will update this small game later.

The emulators snapshot is the playable zzzipped program. (Zzzip: the basic compiler for EP.)
FlapFlap , ένας Flappy Bird κλώνος από τον Endi

>>> direct D/load link

Επίσης σε μορφή basic

Enterpriseforever forum Devcompo Thread

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Bomber 3in1

2vxlj0i.png


Three different bomber games in one. The three programs work stand-alone too but there is a separate menu program which loads the chosen game.
The menu:

Key 1: Bomber Plus: A usual bomber game

Key 2: Bomber Mind: Two buildings of the same colour have to be bombed after each other. When dropping a bomb on a building it won't pull down until its pair is also bombed.

Key 3: Bomber Memo: Similar to Bomber Mind but the colours of the houses can be seen only when starting the level. When a bomb hits a building, its and the pair's colour will be seen. Until no bomb is dropped on a building the pairs cannot be seen.

The original game is on the demonstration cassette. Several forum members gave ideas about how to develop the game. One building-top and one plane was created by Lacika.

The game runs with basic configuration as well as exdos1.3, other configs haven't been tested. Because of loading and saving the best scores and because of the menu file it is suggested to use an Enterprise with exdos (floppy) however tape config works too. I don't know what happens when trying to load the best scores from tape without a best scores file.

As the game consists of 4 different files including the menu file (start) it was a bit complicated to create a fully working snapshot file. I solved this by copying all the 4 files into ramdisk so it can be used by EP128Emu. It is not because of the memory requirements of the game but because of the ramdisk that I set a more than 128Kb snapshot in order to get a working copy of the entire game. I had been trying edit and chain commands for this purpose but the ramdisk solution has remained.

Additional information: By pressing ESC you can enter the pause mode - or better to say, cheat mode.
Bomber 3in1 από τον szipucsu

>>> direct D/load link

(256Kb memory and ramdisk to run)

Enterpriseforever forum Devcompo Thread

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Jumprise

ojdyer.png



Jumprise ένα παιχνιδάκι σε basic από τον endi

>>> direct D/load link

Επίσης σε μορφή basic

Enterpriseforever forum Devcompo Thread

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Wall Defender

2u7q9v4.png


Ηere's a final. I actually wanted to work on it more, maybe other backgrounds, just went to the mood of it.
Wall Defender ενα game σε basic από τον endi

>>> direct D/load link

Επίσης σε μορφή basic

Enterpriseforever forum Devcompo Thread

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Snaki

2q87h1h.png


Snaki ενα game σε basic από τον endi

>>> direct D/load link

Επίσης σε μορφή basic

Enterpriseforever forum Devcompo Thread

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Enterprise program:
Bricky Prise: 8,894736842

Team Hat Trick aka Six Men One Puck: 8,631578947

Flora: 6,526315789

Conversion:

LIRUS: 8,526315789

Filler: 8,368421053

Pacman: 7,75

Chase HQ: 7,631578947

ZenLoops: 7,473684211

Basic:

Wall Defender 7,789473684

Bomber 3in1: 7,1

FlapFlap 6,263157895

Jumprise 6,210526316

Snaki: 6,105263158



Και τα τελικά αποτελέσματα
 
Το Σαββατοκυριακο θα ασχοληθω. Με τρωει και η περιεργεια να δω συγκριτικα το Lirus!!!
 
Τελευταία επεξεργασία από έναν συντονιστή:
Όπως φαίνεται θα υπάρξει συνέχεια

We at EnterpriseForever are organizing 2nd DevCompo for Enterprise and would like to invite everybody who would like to join :)

Now there are no categories, all entries will compete in one category, there is one special rule, best games which have blocky graphics will get extra award.

The bests will be awarded (the prize poll is "crowdfunded" so it is not yet known).

Welcome every participant :)

If you have any question please join us at EnterpriseForever or you can ask here, I will try to answer.

The link points to Q&A topic of DevCompo #1, but soon it will be available under DevCompo #2

start: 01.12.2016

end: 16.05.2017
>>> http://www.pouet.net/topic.php?which=10909
 
Περασε μισος χρονος και δεν εχω ακομα ασχοληθει με τα παιχνιδια αυτα. AmiCamp και οικογενειακων βαρων επιτρεποντος, θα τα τσεκαρω αυτο το ΣουΚου.

Το Lirus, το Lirus :)
 
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