PEEK and POKE in AGD

Tutorial by Luca Bordoni, thanks to David Saphier and Allan Turvey
 
This tutorial requires a bit of assembly basics, it’s at least important to know the meaning of the PEEK and POKE commands in Basic and how the ASM calls work in AGD. It’s suggested to read and understand the tutorials about the ASM calls and Store ASM into AGD character set before continuing here.
 
 
READ/WRITE MEMORY DATA ...

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Store ASM into AGD character set

Tutorial by Luca Bordoni, thanks to David Saphier and Allan Turvey
 
It’s suggested to read and understand the tutorials about the AGD character set and the ASM calls before continuing here.
 
Assembly routines inject “special effects” in our AGD projects. Even without being an assembly expert, there could be the need to include external machine code routines such as sound effects, compressed graphics or any other kind of enhanchement, and ...

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Boriel’s Compiler

Tutorial by Luca Bordoni
 
This tutorial is oriented to ZX Spectrum enthusiasts who have experienced at least a Basic program project. It’s suggested to study the official Basic Programming manual first. Assembly knowledge is not required.
 
 
COMPILER BENEFITS
 
In modern times, many old-school programmers face with emulators and PC tools rather than the original classic machines, for an obvious advantage of time-saving.
Following this principle, Boriel’s ...

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Respawn and invulnerability

Tutorial by Luca Bordoni
 
This tutorial is oriented to AGD programmers who are already involved in a project; it’s suggested to read & learn the AGD official documentation first.
 
A common question while developing AGD games: “if my sprite dies, i’d like to let the respawn in the exact death point, and the player shouldn’t be killed for few seconds after coming back to life”.
 
 
The solution: working ...

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AGD character set

Tutorial by Luca Bordoni
 
This page is oriented to AGD newbies, some arguments could sound obvious to experienced programmers.
 
The first AGD option is about the character set, that is a tool to modify every single character easily. However, many users would like to load an external file, by pressing “L” from the AGD character set menu.
 

 
Memory specifications
 
The ZX Spectrum character-set has 96 characters, 8 bytes each, that is a total ...

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AGD menu for newbies

Tutorial by Luca Bordoni – simple and advanced method
 
INTRODUCTION
 
A frequent request from AGD enthusiasts is the making of a custom menu in order to bring a professional feeling to their project.
 
This tutorial deals with those progressive steps:
 
1 – create a simple menu using directly the AGD commands;
2 – analysis of the AGD auto-generated Basic loader;
3 – create a menu with flashing selections through a custom Basic loader;
4 – ...

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Mire Mare

Excerpts from Wikipedia and Retro Gamer – revision & links by Luca Bordoni
 
Mire Mare, the mythical Sabreman game that never saw the light of day… some believe it exists, talking about a Holy Grail in ZX Spectrum history, others think there isn’t even a partial code of the game, otherwise, in decades it should have been surfaced. For sure, it’s one of the most intruguing retro tales.
 
Many enthusiasts played, and adored, nearly every Ultimate ...

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Knight Lore

Excerpt from Wikipedia – revision & links by Luca Bordoni
 
Knight Lore is an action-adventure game known for popularising isometric graphics in video games. The game was developed and published in 1984 by Ultimate Play the Game and written by company founders Chris and Tim Stamper.
 
In Knight Lore, the player-character Sabreman has forty days to collect objects throughout a castle and brew a cure to his werewolf curse. Each castle room is depicted in monochrome on its ...

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The Filmation Engine

Excerpt from Wikipedia – revision & links by Luca Bordoni
 
Filmation is the trademark name of the isometric graphics engine employed in a series of games developed by Ultimate Play The Game during mid 80’s, primarily on the ZX Spectrum, but various titles also appeared on the BBC Micro, Amstrad CPC, MSX and Commodore 64 platforms.
 
The Filmation engine allowed the creation of 3D flip-screen environments, ideally suited to platform-based arcade adventures. Player characters could move in four ...

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