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.
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.
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.
- 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. EspeciallyData Glue Utility
which allows you to decrease end-of-sector spaces on the disk and move data after loading.
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.
- 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.
- 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. AlsoLamergy #0
,Lamergy X-Mas
andLamergy Kids
(a humor scene-magazine): routines, intros, etc...
Browse folders for README(s) or read traditional files.bbs
.