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Message: 767

Author: john_elliott_uk

Date: 13/09/2000

Subject: Re: Voyager Title!

 

<< Ta. I will attempt to figure out hoe to
'shape' the blocks, and to put normal text'n'stuff next
(if you can...) >>

Of course you can.
But you don't want to use a hex editor, you don't
want to use SGE, and you don't even want to use JSWED.
What you need is a Spectrum or emulation thereof; I'll
give this example for Z80.EXE.

Design your
screen (either write a BASIC program to draw it, or use
a Spectrum-hosted paint package - or even start
with a GIF and convert it to SCREEN$). Anyway, you
should have your title screen displayed on the Spectrum
screen. Remember you can only use the top 16 lines.

Now hit F10, Extra functions, Save Memory
Block;
and save from #4000, length #1000. If your emulator
can't do this, SAVE "bitmap.bin" CODE 16384, 4096.

Then you save the attributes - with Z80, this is from
#5800, length #200. Otherwise,
SAVE "attr1.bin" CODE
22528, 512.
For colour cycling, change the
attributes and save a second set, and a third. If you don't
want colour cycling, just repeat the attribute save a
couple of times.

If you used Z80, you should end
up with four files: bitmap.bin, attr1.bin, attr2.bin
and attr3.bin. If you used something that saves as
.TAPs, you'll need to use TAPSPLIT or specsasie to
recover the files from within the .TAPs.

Now
combine the four files. In DOS, this is:

COPY /B
BITMAP.BIN+ATTR1.BIN+ATTR2.BIN+ATTR3.BIN SCREEN.BIN

And in Unix, it's

cat
bitmap.bin attr[1-3].bin >screen.bin

Now you can
start using your hex editor. Paste
the resulting
file in, 128 bytes after the start of TITLE.JS7; and
it'll work just fine.

The whole thing's easier
on a +3, because you just LOAD "TITLE.JS7" CODE, and
then write little FOR/NEXT loops to copy the new
screen data in.

 

 

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