Jul 222017
 

After the great success of the last CPCRetroDev last year it is time for a new game competition in 2017 again, isn’t it? This year, you can win around 1100 EUR in all different categories. As usual the competition is organised by the University of Alicante (UA) / Spain and aims to award the best and creative game developers, who create a game for an unmodified Amstrad CPC 464. The deadline for this years competition is the 31st October 2017, 23:59h (CEST), so don’t waste any time and start the development of your awesome game (you will find a countdown on the top right of this page :)).
If you are not familiar with development for the Amstrad CPC, you can have a look at the CPCtelera game development kit, the great programming tutorials on CPCMania, the CPCrslib programming library or cpcitor’s development toolchain. As always you can find help in the CPCWiki forums.

You can achieve the following awards (all in all about 1.100 EUR!!!):

  • Official Awards (1.100 €)
    • Special Mentions
      • 100 € – Gominolas to the best music
      • 100 € – Carlos Abril to the funniest game
      • 100 € – Pablo Ariza to the best Artificial Intelligence
    • PRO Category
      • 300 € – Best game
      • 175 € – Second best game
      • 100 € – Third best game
      • 50 € – Fourth best game
      • 25 € – Fifth best game
    • UA Category

      • 100 € – Best game made by UA students
      • 50 € – Second best game made by UA students
  • Additional Awards
    • RetroSpiel Award
      • German enterprise RetroSpiel will award with a physical publication, distribution and selling of an extended version of games presented by two selected teams.

You can get more information about the competition rules and about the competition itself on the CPCRetroDev 2016 homepage. Be sure to participate and bring your creative game ideas to the Amstrad CPC.

Jul 192017
 

A new version of CPCtelera, the Amstrad CPC game framework for C developers, was just released in version 1.4.2. CPCtelera offers a huge C library for the SDCC C cross-compiler, which makes it easier to create games and applications for the Amstrad CPC. This version mainly contains a new version of the SDCC compiler (v3.6.8), which is more efficient, creates better code and contains several bugfixes, but there are also some nice little features, which were added, too (see the ChangeLog for more details). It is available for Windows, Linux and OS-X. You can get the latest version from GitHub and discuss it in the CPCWiki forums.

Changes in v1.4.2:

  • Updated SDCC compiler from version 3.5.5 to newest version 3.6.8 (revision 9946). New version is much more efficient, generates better code and solves some bugs from previous one.
  • Added automatic Arkos Traker 1 AKS music conversion. It is done through the makefile macro AKS2C, which is easily added in config file cfg/music_conversion.mk
  • Added project support for Visual Studio Code IDE. All CPCtelera projects can now be opened and compiled in VS Code. Moreover, intellisense and keyboard shortcuts for automaticly running games are easily added.
  • Documented VS Code integration, with plenty of information for users on how to set up projects.
  • Documented Automatic Conversion Tools for Music, Graphics and Tilemaps. This will greatly help users on fastly and comfortably integrating asset production in their projects without having to bother to convert them when they change.
  • Added support for drawing tiles using gray code order and making use of the stack. Really fast method for advanced users.
  • Added troubleshooting section to the documentation in order to help users with common issues.
  • Fixed issue in iDSK: it was overwritting files with same name but different extension.
  • Added Support for Paged Memory and use of memory beyond 64K.
  • Added z88dk speculative optimization peepholes for advanced users wanting to experiment with advanced optimization.
  • Added new asm examples with animations, music and data structures: greetcardmusic/ and structs/.
  • Updated RGAS to latest 1.2.2 version.
  • Added bitarray support for tiled Tilemap TMX-CSV conversion to C.
  • Fixed getRandom to output predictable random sequences

 

 

Jun 162017
 

Chipnsfx is a music software suite with focus on a lightweight code and data written by CNGSoft. The player routine is under 950 bytes long and can be as small as 550 bytes. Like all newer software the softwore focus more than one system, so you can produce music for the Amstrad CPC, Sinclair Spectrum 128 and the MSX1. Other platforms can be supported by minor changes on the player routine (e.g. the Sega Master System). The tracker was already used in several CNGSoft productions like Bubble Bobble for CPC, Hire Hare, Frogalot, etc.

You can download the latest version from CNGSofts Chipnsfx website.

May 262017
 

Kevin Thacker released a new work in progress version of his Amstrad CPC emulator called Arnold. For this release he did a huge amount of testing, especially for the FDC routines, and wrote a lot of tests to ensure that the emulator behaves just like the real machine.

You can get a precompiled version here: http://www.cpctech.org.uk/setup.zip

And for the Linux and Mac users (and Windows users :-)) – you can get the source code here: http://www.cpctech.org.uk/arnoldsrc.zip

Here is the changelog for this version (be prepared… it is huuuuuuge):

Continue reading »

May 232017
 

SAMdisk is a tool to convert floppy disks into various disk images which can be used in emulators. It works with almost all PC floppy controllers and supports also some copy-protected formats. It requires that you have fdrawcmd.sys, a low-level floppy disk driver, installed on your system.

You can download the latest version from the SAMdisk website.

Version 3.8.10 (2017-05-14)

  • added read and write support .qdos (QL) disk images
  • added –irregular option for blind output image if first track isn’t regular
  • added –fill to set filler byte for regular formats
  • fixed setting perpendicular mode for 1Mbps data rate
  • fixed reading directly to single-sided formats from a:/b:
  • fixed short data indicator showing on no-data sectors
  • fixed raw output not using source format fill byte for missing sectors
  • changed raw output to allow blank head 1 to mirror head 0 format

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