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zx-spectrum various sources

Lots of my various ZX-Spectrum assembler sources. Some of them written in the end of 90s, so I can't remember them all. Here is some my handmade tools and converters, which nowadays usually making on python etc. Others are loaders, screen output routines and patches, so you can find a 'game poke' or another tips. Unfinished sources also.

TLDR

These sources are for Zilog Z80 Assembler in Alasm format. You should import and compile this source in Alasm ZX-Spectrum assembler (I have used v5.08) to compile. Or convert this source manually for SjASMPlus which is cross-platform.

Preamble

Since a school days in 90s I was totally passioned by 8-bit demoscene culture. A specially crack releases where all these wonderful effects first time came from. In the begging I was too lazy. So I watched and debug some stuff to see a code tricks using hardware shadow monitor on my Scorpion ZS-256, a Sergery Zonov's ZX-Spectrum Russian clone. Later I moved to a Russian demoscene classic ZX-Spectrum clone, Pentagon 128 and these all started.

In the end of 90s I was inspired to made not also a crack intro, just would love to fix firm bugs, performance, add TR-DOS save/load, exam some history of game making and all these stuff. In those days cracking games on ZX-Spectrum mostly went to the past, but still here was some revers-research. And yes, Russian users had their specific disk systems, so you need to adapt them from time to time. If you look on ZX-Spectrum archive you'll find a various TR-DOS versions of the same game from different crack teams. The reason is only in making this better than another guys, as the scene tradition.

So until the middle 2005 more than 50 crack releases came. Some of them was with an intros, some of them just with sign, but fixed, packed, etc.

Folder contents in short

  • tools: file compare tools, RLE packing (Run-length encoding) for huge code blocks, DCpack (delta packing tool), various converters, tr-dos and tape save/load routines. Especially Data Glue Utility which allows you to decrease end-of-sector spaces on the disk and move data after loading.

Data Glue

Also nfo viewer, a text info viewer with two-bitplan colours (25fps colour mixing like gigascreen, a ZX-Spectrum software screen mode). nfo viewer was done, but wasn't ever released.

Nfo Viewer

  • unfinished: unfinished cracktros: first one with two-bitplan colours (again my fav 25fps colour mixing), another is sunshine cracktro which was almost done, but never released.

Sunshine cracktro

  • loaders, patches, screen output routines, etc: mini cracktros, tittle screen and logos output routines (liquid alike, plasm-style, with ZX-Spectrum border interaction), tittle screen fadeout routines, trainer modes (some exclusive 'game pokes' are placed in init patches found by me), methods how to initialize tr-dos variables when #5b00...#6000 memory was used by data (check save/load patches), etc. Also Lamergy #0, Lamergy X-Mas and Lamergy Kids (a humor scene-magazine): routines, intros, etc...

Detailed folder contents

Browse folders for README(s) or read traditional files.bbs.

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