Oct 172015
 

A new version of CPCtelera, the Amstrad CPC game engine for C developers, was just released in version 1.3. 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 features SDCC patches and bugfixes, some speed optimisations, new methods and a big toolset improvement. It is available for Windows, Linux and OS-X. You can get the latest version from GitHub and discuss it in the CPCWiki.

Changes in v1.3:

  • API change on cpct_getXBits functions. Changed order of parameters to further optimize operations.
  • Optimized functions: bitarray functions, cpct_count2VSYNC, cpct_px2byteM0, cpct_enable/disablefirmware, cpct_getHWColour, cpct_setPalette, cpct_fw2hw
  • Added example on getting hardware values with cpct_getHWColour
  • Automatic inclusion of binary files in DSK: Users can now specify a path for the makefile to retrieve binary files and insert them on the DSK on compilation.
  • iDSK: Fixed historic data corruption problem on adding new files.
  • Added cpct_winape script that automatically downloads, installs and lauches winape from command line to speed up development process. It works multiplatform, transparently using wine where required.
  • Added cpct_setInterruptHandler and cpct_removeInterruptHandler functions to let the user easily hook any function to system interrupts.
  • Added example on hooking a function to system interrupts.
  • Added cpct_img2tileset support for generating sprites with interlaced masks.
  • Added new script cpct_tmx2csv to convert tmx files from tiled into CSVs ready for inclusion in user code.
  • Added Augusto Ruiz’s dskgen tool for generating and managing DSKs low level.
  • Updated SDCC with latest patches and bugfixes.
  • Modified SDCC building: SDCC now builds with maximum optimizations activated and all unnecessary parts are removed from compilation (it compiles faster)
  • Improved Makefile functions for CDT Creation.
  • Added examples about automatic assets inclusion/conversion and CDT generation with multiple files.
  • Improved compatibility and functionality of Augusto Ruiz’s img2cpc
  • Improved examples and explanations
  • Added GCC/CLang version checking on installation (checks required C++11 features are present)
  • Added splitted C/ASM bindings for most of CPCtelera’s functions, along with __z88dk_callee and __z88dk_fastcall calling convention use.
Aug 062015
 

After two months of intense development a new version of CPCtelera, the Amstrad CPC game engine for C developers, was just released. 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. It is available for Windows, Linux and OS-X. You can get the latest version from GitHub and discuss it in the CPCWiki.

UPDATE: Version 1.2.1 was released some bugs including a OSX problem during installation. See below for more information.

New features included in v1.2:

  • Added new modules: cpct_random & cpct_easytilemaps
  • 3 new fast functions for very easy management of Tilemaps and Tilesets directly.
  • New cpct_img2tileset utility for converting images containing complete tilesets or sprites groups into C data for including directly in projects code.
  • 2 new fast functions for generating pseudo-random byte numbers uniformly distributed.
  • 2 faster memset functions, up to 3 times faster than original cpct_memset (cpct_memset_f8, cpct_memset_f64)
  • New function to set the location of the program stack at will (cpct_setStackLocation)
  • New function for drawing Masked Aligned Sprites using Transparency Tables(cpct_drawSpritesMaskedAlignedTable)
  • Added a transparency_tables header file for easing inclusion.
  • Added a C-script for generating mask lookup tables.
  • Added new examples: Text Software Scrolling, fastmemset, Easytilemaps demo, drawSpritesMaskedAligned demo, ProgramStack demo.
  • Added Img2CPC image conversion tool by Augusto Ruiz.
  • Added new version of RGAS: 1.0
  • Updated SDCC to 3.5.0
  • Movable project folders: they can be moved to different locations on a same hard-disk or even on a different machine without any change (provided CPCtelera 1.2 is installed). They now use an environment variable for linking with framework.

List of improvements and bug-fixes:

  • Added a bug-fix for SDCC __z88dk_callee function binding on tail jumping optimizations.
  • Improved performance for C calls to functions using __z88dk_callee and __z88dk_fastcall new calling conventions included with SDCC 3.5.0.
  • Fixed mixed up definitions for Joy1_Fire1 and Joy1_Fire2
  • Optimized several library functions.
  • Documented functions that use self-modifying code (and will not work from ROM, logically)
  • Split C and ASM bindings for most functions: calls from both languages include their own code without overheads
  • Recalculated timings of most functions with respect to Amstrad’s microsecond-rounded scheme.
  • cpct_mkproject checks for valid AMSDOS characters on project names.
  • Fixed a subtle calculation bug in cpct_getScreenPtr
  • Added library cleanup to setup.sh
  • Improved OSX compatibility for the cpct_mkproject and setup.sh scripts

 Changes in v1.2.1:

  • Fixed setup.sh failing under OSX
  • Fixed cpct_img2tileset not accepting full paths
  • Better information display and progressbar for cpct_img2tileset
  • Added offline documentation that was being ignored by git
  • Added new advanced example: Smooth 1-pixel movement in mode 0 (advanced/move1pixel)
Jun 272015
 

A new version of the SDCC C compiler is available. You can use SDCC to develop for the Amstrad CPC, e.g. with using the SDCC Code::Blocks template or the programming tutorials by Mochilote or with the new CPCtelera framework. The new version contains also some features for the Z80 port, so be sure to update it. You can download it from http://sdcc.sourceforge.net.

Changes:

  • –disable-non-free configure option
  • Changed default language dialect from –std-sdcc89 to –std-sdcc99
  • Reorganized and updated manual
  • Reduced memory consumption (most noticeable for high –max-allocs-per-node)
  • Faster compilation for stm8 (most noticeable for high –max-allocs-per-node)
  • atoll() function for conversion of strings to long long
  • __z88dk_fastcall and __z88dk_callee calling conventions for more efficient function calls and better compability with z88dk
  • –lospre-unsafe-read renamed to –allow-unsafe-read
  • other numerous feature requests and bug fixes
Jun 232015
 

Do you want to develop a game for the Amstrad CPC? Yes? Then this is maybe the optimal time to start with it, because the CPCRetroDev 2015 contest has just started and it offers about 900 EURs in prices. It is organised by the University of Alicante / Spain and aims to award the best and creative game developers who developed a game for the Amstrad CPC 464. The deadline is friday, 23rd October 2015 – so you still have enough time to get into Amstrad CPC development either with the CPCtelera game development kit, the great programming tutorials on CPCMania, the CPCrslib programming library or cpcitor’s development toolchain.

The following awards can be achieved:

PRO Category

  • 300 € Best game
  • 150 € 2nd best game
  • 75 € 3rd best game

BASIC Category

  • 100 € Best game
  • 50 € 2nd best game

Special mentions from the jury

  • 125 € Special mention for best technical achievement
  • 100 € Special Devilish Games mention to the most original game

You can get more information about the competition rules and about the competition itself on the CPCGameDev 2015 homepage. Be sure to participate and bring your creative game ideas to the Amstrad CPC.

Jun 092015
 

A new version of CPCtelera, the Amstrad CPC game engine for C developers, was just released. 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. It is available for Windows, Linux and OS-X. You can get the latest version from GitHub and discuss it in the CPCWiki.

Changes:

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