Unpublished spectrum game

edited October 2010 in Games
Hi there
I have a Spectrum PDS development environment and before I get rid of my old PC which has an ISA slot I thought I should ask this question in case I need to change something - see below.
In 1989/90 I wrote a budget game which was never published and somewhere in my archives have the game image. The code's from 16384 to 65535 and a binary file. I wondered how I could get it into a Spectrum emulator and then offer it on a web site I'm constructing as a free download.
I would be most grateful for any advice you can give and am sorry if this is the wrong part of the forum to post this message.
Greg Holmes
Post edited by gregory.holmes on
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Comments

  • edited March 2006
    Hi Gregory,

    You can load it in most emulators, just importing the binary file. In Spectaculator, for example, if the file has a .raw or .bin extension, it will ask for the starting loading address (16384) and it will place it there.

    However, Spectaculator is far from good when debugging, since you cannot load or save memory while in debug mode (that's why I use other emulators when doing serious ASM testing).

    Being 16384 the start of screen RAM, I suppose that this 48 KB file will overwrite everything in BASIC area, and it *might* crash even before you're able to jump into the executing address. However, you can always split that binary in the exact pieces where the code/data is, and load them in their respective position.

    Afterwards, a loading scheme could be generated with all those pieces, and put together in a TZX file with a program like ZX Block Editor. Lately I have developed the loaders for some of the spanish games released in 2005/2006.

    Maybe this thread fits better in the "Development" section of the forum.

    Hope it helps. Sorry for my english ... ;)

    [ This Message was edited by: Black Hole on 2006-03-09 22:10 ]
  • edited March 2006
    Not a completely unknown name, I'd dare to say.
  • edited March 2006
    On 2006-03-09 20:34, gregory.holmes wrote:

    That's a very familiar name ;)
    In 1989/90 I wrote a budget game which was never published and somewhere in my archives have the game image. The code's from 16384 to 65535 and a binary file. I wondered how I could get it into a Spectrum emulator and then offer it on a web site I'm constructing as a free download.

    We like to see some of the original programmers turn up and we like even more to see some old code turn up with them :)

    As mentioned, Spectaculator will load it into memory with drag+drop if the filename has a '.bin' extension. Spin has a load binary option under the file menu and many other emulators can do this as well.

    Also mentioned is that you'll have a problem in that your memory dump is the full RAM space -- this will certainly crash the emulated Spectrum on loading since the rest of the machine state (stack pointer, pc, etc) won't be right...

    Two things you can do (other than splitting the file into pieces and loading the pieces into memory as mentioned above):

    1. change the memory dump to a .sna snapshot -- this is a snapshot format with a full 48k ram dump, uncompressed, with about 20 or so bytes prepended that includes z80 state info (location of stack, pc, register contentsm, etc). If you know what the state should be you can stick the info on the front, call the file an .sna and this will load fine on just about any emulator. You can also put this file on the web as it's one of the earliest formats supported by almost all Spectrum emulators. Don't know about the Java emulators - they might want a .z80, but then it's easy to convert from .sna to .z80. Info on the sna snapshot format can be found at http://www.worldofspectrum.org/faq/reference/formats.htm

    2. dig up some info on the PDS system -- maybe the state info is buried in the memory dump somehow and is restored when the PDS transferred to a real machine? There was a thread on here about the PDS, maybe someone else dug a little deeper into the subject? Anyone?

    EDIT: once the program is in memory you can use the emulator to write it out as a standard format (save as...)


    [ This Message was edited by: Alcoholics Anonymous on 2006-03-09 22:53 ]
  • JmkJmk
    edited March 2006
    For a SNA file, you'll have to put 27 zero bytes onto the start of your file.

    Then you'll have to point the SP register (offsets 23 & 24, little endian) somewhere safe and place the PC in memory at the SP so that a RET will get it and the game will start.

    That assumes that the game sets up all the other registers and IM modes (etc) in its initialisation routine.

    Failing that, I'm an old hand at converting games to disk and will help you out, should you require it. ;)

  • edited March 2006
    Simplest way that I would suggest - if you know to what address you need to jump to and just want to see it running as a .Z80 snapshot it to use SPIN emulator. Make sure you have 48k spectrum selected. Go into debugger and select load memory block - load the memory block to 16384. Then just edit the registers in the debug window so the PC points to your start address, also place SP to point to somewhere where Stack Pointer can be and disable the interrupts (DI) and choose Save Snapshot. This should give you a working snap of the game. To make a Tape out of it you would need to hack around somewhat to find the space for the loader in multiple parts...

    Oh, if the binary file is on spectrum tape somewhere then what you are asking is probably how to get that over to the PC ? Sample the file into a WAV format and use MakeTZX (check utilities section of WOS here) to convert the wav to .TZX format. Use TZX2TAP to convert it to .TAP and then just strip off first 3 bytes and the last byte to get a pure binary that should be on 16384...

    [ This Message was edited by: tom-cat on 2006-03-10 13:09 ]
  • edited March 2006
    Not THE Greg Holmes who wrote the ultra-cute Jack the Nipper games??!

    Who said retro is dead (er..nobody? - Ed)!?
  • edited March 2006
    This might work as well.

    When the code was still in BASIC you can
    give a load command in an emulator which will load from soundcard or real tape.

    Import your binary file and return to emulator. Then press break.
  • edited March 2006
    Thanks for the help guys. I will post the game once I have it running.
  • edited March 2006
    "Now, what do I do with the chocolate in JtN II?".
  • edited March 2006
    Good God it was nearly 20 years ago! If I remember you tempt the elephant at the top of the map onto the bridge to destroy the bridge?
  • edited March 2006
    When's JTN III coming out?
    My test signature
  • edited August 2006
    What happened to this unreleased game by Gregory Holmes?

    Did it come out finally?
  • edited August 2006
    Ivanzx wrote:
    What happened to this unreleased game by Gregory Holmes?

    Did it come out finally?

    I've never seen this thread before. I hope the game does get released.
  • zx1zx1
    edited August 2006
    I loved those Jack the Nipper games! Still among my faves today! Still very playable (and hard!).
    Is that elephant in JTN 2 wearing sunglasses?
    The trouble with tribbles is.......
  • edited August 2006
    EVERYTHING in JTN2 wears sunglasses :)
  • edited September 2006
    fogartylee wrote:
    When's JTN III coming out?

    He hasn't posted again since this thread... Maybe he's working on the above game ;)
  • zx1zx1
    edited September 2006
    I wonder where is old mates are - Pete Harrap and Shaun Hollingsworth (I think that's their names!)
    The trouble with tribbles is.......
  • edited September 2006
    I was flicking thru the latest issue of RetroGamer today in WH Smiths and was quick-reading a bit on the Tomb Raider development and I'm sure the name Greg Holmes cropped up in there.

    Something about him getting some developers moving to Derby from ??? (Sheffield maybe, isn't that where Gremlin were based?) to work on it. Could be this the same Greg Holmes? If so, I wonder who those developers were, maybe the elusive Mr Harrap and Hollingworth?
  • edited June 2009
    Sorry to bump up such an old thread, but did this game ever materialise?
  • edited June 2009
    Vampyre wrote: »
    Something about him getting some developers moving to Derby from ??? (Sheffield maybe, isn't that where Gremlin were based?) to work on it.

    yup carver street, sheffield
    just above this shop, just micro :P
    remember plenty of days playing on speccy and later atari st games on the machines in the shop on saturdays and while wagging it :P

    just_micro.png

    anybody fancy ringing it see what happens??
    lol
    Professional Mel-the-Bell Simulator................"So realistic, I found myself reaching for the Kleenex King-Size!" - Richard Darling
  • edited June 2009
    Vampyre wrote: »
    I was flicking thru the latest issue of RetroGamer today in WH Smiths and was quick-reading a bit on the Tomb Raider development and I'm sure the name Greg Holmes cropped up in there.

    Something about him getting some developers moving to Derby from ??? (Sheffield maybe, isn't that where Gremlin were based?) to work on it. Could be this the same Greg Holmes? If so, I wonder who those developers were, maybe the elusive Mr Harrap and Hollingworth?
    I had the pleasure of playing some early speccy prototype code games from Gremlin, I used to have a mate who lived 4 doors up my street who was a play tester. happy days!!
  • edited September 2009
    fogartylee wrote: »
    When's JTN III coming out?

    :-o lol
  • edited September 2009
    Anyone found where the game went?
  • edited September 2009
    what happened to gregory holmes? has he been parachuted over some jungle?
  • edited September 2009
    No, I think he lost his clock.
  • edited September 2009
    redballoon wrote: »
    No, I think he lost his clock.

    He had a sex change?

    ahhhhhh "clock"
  • edited September 2009
    It's don priestley that lost his clock!
  • edited September 2009
    perhaps gregory lost his code :(
  • edited September 2009
    Damn that Don Priestley!
  • edited October 2010
    *BUMP* (saw this here)

    Any news yet on this game?
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