Showing posts with label Software. Show all posts
Showing posts with label Software. Show all posts

Saturday, August 22, 2026

Cronosoft Releases: Zevious 7 on Cassette

Leave a Comment

 

Zevious 7 Cassette Inlay

Out Now on Cassette: Zevious 7 Gets the Physical Cronosoft Treatment

The classic cassette format is getting another essential addition to its 16K library. Retro publishing house Cronosoft have officially released the physical tape edition of Zevious 7, bringing the impossible vertical shoot-'em-up to physical media.

Launch a Copy of Zevious

ZX81 Versions



Read More

Sunday, June 28, 2026

Zevious Seven: Getting a Bit More From the ZX81 Display

Leave a Comment

In the launch post, I briefly went over the making of Zevious Seven. In this follow-up, we'll take a slightly deeper look at how I put together a ZX81 shoot-'em-up, focusing on the acrobatics required to handle graphics, shadow files, and display file manipulation on a machine never built for action.


From "Box a Drop"to Writing a ZX81 Xevious-Like

There have been quite a number of modern and classic ZX81 games that push the expected boundaries of Sinclair's diminutive computer, but as far as I know (opinions and undiscovered facts may vary), there hadn't really been a true vertical SHMUP; one with a continuously scrolling background and uninterrupted game play. 

I'd been mucking around with the ZX81 DFILE and experimenting with shadow files earlier in 2026, to see how quickly you could update screens and flip between them, with the view to possibly making an at least a playable action game. I ended up with were some boxes scrolling onto the screen, and crashing into some water at the bottom. This happened at quite a respectable frame rate.

That got me wondering, wondering about Xevious. Why? Because. 

The Box Drop demo was basic, but combined with some experiences in writing ZX81 games, it did clue me in to exactly what was going to be required to make a scrolling game look fluid:

  • Compact Level Storage: A Optimised layout to compress vertical maps.
  • Graphics: Efficient handling of tile sets.
  • Speedy Display Updates: Rendering routines fast enough to handle ZX81 slowness. Like damn speedy.

Compact Level Storage: A level in a byte (a bit more that really)

Task one was to get a map, or at least the working idea for a map, up and running. For this, I wanted to be able to store a single line of map data into one byte. Or rather, a single byte should be able to store the minimum required to build a line of map data.

To achieve this, we'll be relying on two key things:
  1. The ZX81's screen dimensions.
  2. Run-Length Encoding (RLE).
The text-mode screen of the ZX81 is 32 characters wide. Storing a standard map linearly, where every single character on every single row gets its own byte, means a modest map of 256 rows would instantly devour 8KB of RAM. All rather expensive on a 16KB system.

However, a tile with a defined width of 4 characters combined with RLE, well, that's going to give us some possibilities.

The Maths of the 4-Character Tile

By making each background tile exactly 4 characters wide, a single horizontal screen row of 32 characters is comprised of exactly 8 tile slots (32 / 4 = 8). When we pair this with a 5/3 byte split, we can fit 32 unique tile types alongside a repeat counter of up to 8 total.

Bit:  7     6     5     4     3     2     1     0
   +-----+-----+-----+-----+-----+-----+-----+-----+
   |  V  |  V  |  V  |  V  |  V  |  V  |  V  |  V  |
   +-----+-----+-----+-----+-----+-----+-----+-----+
   \___________ 5 Bits __________/\____ 3 Bits ____/
                  |                       |
           High: 0–31 Tile          Low: 0–7 Repeat

That covers the background perfectly. But if we shrink the active play area by 4 characters to add a nice border around the playfield, it leaves an active play area 28 characters wide which only requires a maximum of 7 tiles to span a row.

As a background tile now never needs to repeat 8 times, we can completely repurpose that eighth repeat state (where the lower 3 bits equal 7) to act as an inline enemy spawn indicator. This frees up the top 5 bits to select from 31 distinct enemy types, spawning them at that exact position in the level map.

That now gets us down to a minimum of 1 byte per line.


Graphics: Tile Sets and Such

There are two tiles sets, one for the background an one for sprites. Background sprites are 4x3 with the Character / Enemy sprites set at 3x3.

The Background: Writing to the Shadow File

As the background tiles are 3 characters high, a new row of terrain data only needs to be processed once every 3 vertical scrolls, meaning we only read a single line from the map data.

Instead of writing directly to the active display, the game updates a shadow file area (33x23) reserved entirely for background data. The rest of the time, the engine simply shifts the existing buffer down within this shadow file, serving as a clean terrain master template. Each scroll cycle, we copy the bottom 19 rows from this shadow area to one of two D-FILEs.

The Sprites: Height Alignment and Visual Character

The choice of a 3x3 character grid for active elements provides us with a one-part technical solution and one-part artistic requirement. By making the moving sprites exactly three characters high, they align with the vertical dimension of the 4x3 landscape tiles, keeping map handling and coordinate tracking clean.

Fortuitously, this 3x3 footprint provides just enough definition to afford each element a unique appearance, while remaining small enough to not complicate handling or steal CPU cycles when tracking later.

The underlying sprite assets are actually stored as 3x6 blocks. Either the top three or bottom three lines are drawn depending on which specific D-FILE is being synced to at that moment, providing a brilliant built-in mechanism for generating character animations.

While the initial trigger to build and position a sprite is read directly from the compressed map data, the map itself does not store the full behavioural or visual definition of the entity. Instead, the map byte simply passes a selection index over to the main enemy or character structure. This tracking structure dictates an agent's real-time coordinate variables, firing states, and movement paths, ultimately determining exactly which specific 3x6 character template is extracted from the assets table to manifest that particular threat on screen.

Speedy Display Updates: Double-Buffering the D-FILE

The ZX81’s architecture leaves a painfully small window for game logic while rendering the TV signal. To maintain a fluid frame rate, the game engine abandons drawing and erasing characters within the main system-defined D-FILE.

Instead, a double-buffering strategy utilises two distinct D-FILEs. While one is actively viewed, the rendering loop composites the scrolling landscape from the map shadow file discussed earlier and the active 3x3 sprites into a hidden D-FILE. Once assembled, the engine swaps the active D-FILE pointer, timing the flip with the system variable FRAMES to instantly shift the background to the live display.

By focusing entirely on direct memory layout, custom shadow files, and raw pointer flipping, Zevious Seven achieves a continuous vertical scroll and animated sprites on hardware that was never built for real-time graphics. It's a testament to just how much performance you can squeeze out of a 16KB Sinclair machine when you stop fighting the architecture and start working with it.


Launch a Copy of Zevious

ZX81 Versions




Read More

Saturday, June 13, 2026

ZX81 Game: Zevious Seven

Leave a Comment
Zevious Seven

Bringing a touch of fast paced vertical scrolling arcade action to the ZX81: Not exactly renowned for its high speed action games, it's time to "write" some wrongs, punish some aliens, and prove the hardware doubters wrong by pushing the ZX81 to its 16K limits in the form of 'Zevious Seven'.



Defending Earth with the ZX81

The forces of Zevious have arrived: a sudden appearance of crop circles carved into the grasslands, the reactivation of ancient pyramids, and an overwhelming number of terrifying hostilities.

The United Earth Defence Force has appointed you to enact 'Plan Seven'. Piloting an advanced, uninsured fighter, you are humanity's last line of defence. Your (not at all) suicide mission: navigate occupied territory, outmanoeuvre Zevian forces, and break through to victory.

Zevious Seven in Game Screen
Zevious Seven: How long can you Defend Earth?

Playing the Game

Zevious is a pure SHMUP vertical arcade shooter. You must navigate a continuously scrolling landscape while managing incoming enemy fire and taking down alien targets.

To survive the onslaught, your ship is equipped with dual power cannons and high energy shielding. Taking hits from enemies or crashing into hostile craft will drain your power reserves, though your shields will slowly regenerate if you can manage to stay out of the line of fire long enough.

A word of warning: trigger discipline is essential! Your ship's cannons are prone to overheating. If you hold down the fire button for too long, your blasters will jam. You will need to release the trigger and let the systems cool before you can return fire, leaving you vulnerable to counterattacks.

The Alien Armada

The invaders deploy in complex attack waves, each requiring a different strategy to defeat or evade:
  • Airborne Threats: You will face sweeping Loopies, the heavily armed Loopy Bombers, diving Guppies, and the erratic, high-speed Zippers. You must also navigate through impenetrable flying Walls.
  • Ground Installations: Keep an eye on the terrain below. Destroying Radar stations, Launch Pads, and moving Tanks will significantly boost your score.

Controls

Zevious Seven offers full support for your preferred control method:
  • Keyboard: Default keys are 'Q' (Up), 'A' (Down), 'O' (Left), 'P' (Right), and 'M'' (Fire). If these don't suit your play style, press 'K' on the home screens to redefine your keyboard layout.
  • Joysticks: The game  supports Kempston, ZXpand, Sinclair (redfine your keyboard control) and Boldfield joystick interfaces for authentic, hot, arcade action.

Hardware Compatibility

  • System Requirements: A ZX81 with 16K of RAM or more is required.
  • Sound Support: Audio is supported via ZON-X and compatible interfaces.
  • Display Standards: This game is optimised for PAL systems. NTSC systems are fully supported, but please note that the action will run at a slower pace due to the refresh rate differences.
  • Expansion Hardware: Full support is included for the Tynemouth Software Minstrel 4th in ZX81 mode.
  • Emulation: For the best experience, the 'EightyOne' emulator is highly recommended.
Zevious Seven in Game Screen
Zevious Seven: Must knock out those pyramids.

A Little bit on the Making of Zevious Seven

Zevious is the kind of game I always thought should have been possible on a ZX81, yet somehow never got. After all, if the Apple II could have an official Xevious port, then the much more capable ZX81 really should have had its own clone. Well, now it does. Of course, creating a smooth, vertical scroller that fits into a mere 16K was a gruelling and slightly sanity-loosening experience.

A decent SHMUP demands a serious turn of speed. To hit those targets, the game employs double-buffering into multiple shadow DFILEs. This allowed for the loading of tiles directly into a pre-calculated shadow buffer, which is then alternated between DFILEs and layered with sprite data before being swapped into the active display. To prevent screen tearing, refreshes are strictly locked to the vertical frame rate. This is where we start noticing the difference between PAL and NTSC refresh rates; due to its unique architectural quirks, the PAL ZX81 is one of the few machines that actually operates faster in its native PAL mode.

There are two distinct tile sets: one for sprites and one for landscape elements. Landscapes are held in a 4x3 set; these are loaded every three cycles and scrolled down the screen every cycle. The sprites are managed in 3x6 sets, with half of each sprite being processed per cycle to handle the animations.

The fight between memory management and speed was a constant, uphill battle. Originally, all sprites and tiles were stored in a compressed format to save space, but this required too much processing power to keep the game running at an acceptable rate. While the concept tested well in isolation, once the surrounding game logic was implemented, the speed penalty became too much of an overhead. In the end, I opted to keep compression for the level data only.

The AY music and sound effects are functional, though admittedly on the basic side; space and timing constraints forced me to work within fairly tight limits. Sound effects are pre-configured, using a single-bit change for each effect, plus a further bit to re-trigger the AY chip on demand. The playback routine is similarly lean, we're not going to win any awards for sound design on this one!

Between these behind-the-scenes tricks and some tight collision detection, Zevious turned out surprisingly fast, at least by ZX81 standards.

Much thanks goes to Tynemouth Software, The Loud Scots Bloke and George Beckett for providing feedback, testing and ideas.

I’m very happy with how responsive it feels, and I hope you have as much fun defending the skies as I had building them!

Launch a Copy of Zevious

ZX81 Versions







Read More

Saturday, May 25, 2024

Cronosoft Releases: Minoss Knossoss for the ZX81 on Tape

Leave a Comment

Cronosoft has announced the release of Minoss Knossoss for the ZX81 on Tape. You can now dive deep into the legendary labyrinth and embark on an unforgettable adventure that brings the rich mythology of ancient Minoan Crete to life on your ZX81.


ZX81 Game: Minoss Knossoss Tape Cover Art
Minoss Knossoss the ZX81 game Released on Tape by Cronosoft 

For any great release you need exceptional cover art: I produced the base artwork for the cover of the physical release, featuring a menacing Minotaur alluding to the horrors that await the adventurous archaeologist. With Simon of Cronosoft completing the stunning package design and putting the game through rigorous testing on real hardware, ensuring smooth loading from the tapes.


So now there's no excuse not to experience the thrill of the labyrinth and the beauty of retro gaming with Minoss Knossoss on your ZX81. Stay tuned for the official release date and prepare for an epic journey! 



Uncover a Copy of Minoss Knossoss


ZX81 Version







Read More

Monday, April 08, 2024

ZX81 Game: Minoss Knossoss

Leave a Comment

ZX81 Game Minoss Knossoss, Screen shot  of Minoss Knossoss Title / attract screen

Having had Tut-Tut successfully ported to numerous 8-bit systems, it feels fitting to elevate the gaming experience by launching a sequel to the original tomb-raiding puzzle adventure in the form of 'Minoss Knossoss'.


Minoan Archaeology with the ZX81

Life on the ancient history speaking circuit had grown dull. Tired of recounting your successes at the tombs of Tut-Tut, you yearned for the exciting life of a practical archaeologist. Now, in 1924, after a month's journey by tramp steamers, you arrived in Crete at the Palace of Knossos.


Initially finding little, concrete leads began emerging from your excavations, presenting opportunities too good to pass up. Ancient tales of curses and the fabled Minotaur, along with the legendary workshops of Daedalus, beckon to the grand adventurer.


Here in Crete, where the labyrinth of the Minotaur lies, with mysteries and dangers aplenty, you'll cement your reputation as the greatest archaeologist of all time, or die trying.


ZX81 Game Minoss Knossoss, Screen shot of level 1 "kephala Naos"
Can you find your way into the labyrinths beneath Knossos?

Playing the Game

Minoss Knossoss is one part puzzle, two parts arcade action. The game comprises 20 levels, with the final level being the hidden workshops of the mythical craftsman Daedalus; accessible only to those who have mastered the labyrinths (accumulated 2500 points).


Collect gems, amulets, bracelets, keys, and hourglasses to earn points. Amulets freeze the player, while bracelets halt creatures. Hourglasses award you extra time to complete a level. Completing a level requires the player to collect keys, open doors, and move blocks before finding exits to lower labyrinthine levels, all while keeping an eye out for King Minos's mythical guardians.


Labyrinth Guardians

Strategically utilise hidden crevices to evade enemies, capitalising on the predatory instincts of Harpies and Minotaurs to distract them while you unravel the puzzles.

  • Serpents: Massive snakes roam the levels. They are timid, and while they won't actively hunt you down, be cautious—cornering them may provoke a strike.
  • Harpies: With the body of a bird and the visage of a human, these winged creatures embody an avian ferocity and supernatural penchant for vengeance.
  • Minotaurs: Renowned as the ultimate terror within the labyrinth, these formidable creatures relentlessly pursue their prey, turning the maze into a deadly game of survival.

Controls

  • Keys: ‘O’ left, ‘P’ right, ‘Q’ up, ‘A’ down, 'F' to pause and ‘R’ to reset the level (at a cost).
  • Joystick / Gamepad: A Kempston standard Joystick addaptor is supported.

Sound

  • AY Sound is supported via ZON-X sound cards and compatibles such as the ZXPand+



The Making of Minoss Knossoss

Minoss Knossoss stands as the direct sequel to Tut-Tut, a game I originally crafted for Paleotronic Magazine and the Sinclair ZX Spectrum. Following its initial release, Tut-Tut underwent widespread porting to various 8-bit platforms by a diverse array of developers. Notable among them are Dave Curran for the PET, myself and Dave for the Vic20, Sheila Dixon's adaptations for the RC2014 and MSX machines, and George Beckett's rendition for the Jupiter Ace.


Having played a role in each iteration of Tut-Tut's porting process, we seized the opportunity to introduce numerous enhancements with each development cycle. However, there inevitably comes a point where further improvements reach a natural limit, paving the way for a full-fledged sequel.


ZX81 Game Minoss Knossoss,  Screen shot of level  "Teucers Bow"
Deeper into the Labyrinth, Level Teucers Bow

In essence, the gameplay of Minoss Knossoss will feel familiar to fans of its predecessor. However, the sequel introduces additional monster types, including Serpents, Harpies (with movement similar to the mummies from Tut-Tut), and, of course, Minotaurs, each contributing an extra layer of challenge. And what would be the point of new monster types without the ability to have more of them on screen at one time? Furthermore, players will encounter a new item type in the form of hourglasses, which provide valuable extra time to navigate through certain levels.


Among the less conspicuous enhancements are newfound abilities to strategically trap monsters, sparing players from potentially frustrating level restarts. Also note that, players can now enjoy the long-awaited feature of pausing the game, particularly notable feature for ZX81 users. Additionally, the playing area has been expanded, offering a more immersive gaming experience.


Behind the scenes, I've implemented enhancements to optimize how levels are stored, Refined game timing to synchronize directly with the clock cycles of the ZX81/Z80, resulting in smoother gameplay. And, of course, I've finally integrated joystick support and rudimentary sound for those fortunate enough to be using ZON-X sound cards and Kempston Joystick adapters (or emulators).


Regrettably, the one feature omitted is the level code input option, allowing players to skip completed levels. Unfortunately, due to space constraints, this feature couldn't be included. However, rest assured that it will make a comeback in future ports for other 8-bit machines—just a hint of things to come.


With all of these features and more, I hope you enjoy Minoss Knossoss.



Uncover a Copy of Minoss Knossoss


ZX81 Version








Read More

Wednesday, December 06, 2023

Tut-Tut: Egyptomania the RC2014 Way

Leave a Comment

Sheila Dixon unwraps a spooktacular new version of Tut-Tut, the modern Retro classic, playfully bringing 'Egyptomania' to the premier home-built computer of the modern Retro era, the RC2014.


Tut-Tut Level Ruby Rhod playing on the RC2014
Tut-Tut Level Ruby Rhod playing on the RC2014

What's New is Old when Tomb Raiding

Why let the ancient microcomputers of the Pharaohs have all the fun when there are splendidly modern Z80 machines ready to embark on the Tut-Tut adventure. With the RC2014 debut, Sheila has seamlessly amalgamated elements from diverse game versions, infusing captivating sonic enhancements that add an extra layer of discovery.


Part of the discovery may entail constructing your own RC2014 and then crafting a suitable video card for this petite computer, either a TMS9918A video module designed for RC2014 or a TMSEMU graphics card designed for RC2014, required as notably a base RC2014 kit only provides serial out.


The TMS9918A video IC was a fixture in numerous 80s home computers, including MSX1, so fittingly a touch of ancient technology is required to play the new RC2014 version of Tut. The TMS9918A brings a very vibrant palette to the game, remenicant of the ZX Spectrum, yet with it's own unique touches and a level of colour variety that puts the Sinclair to shame, delivering a new visulal experiance to the all the levels.


Screen Shot of a Screen of a Level of Tut-Tut RC2014
Screen Shot of a Screen of a Level of Tut-Tut RC2014

Talking about levels, this edition incorporates both the freshest additions and timeless classics from the Vic20 release. What might not be immediately apparent is that, for the most part, they are constructed using the ZX81 level definitions. This peels back a layer of the game, restoring a slightly more claustrophobic ambience and an oddly menacing urgency to escape each tomb. Just like in the Vic20 release, level codes are provided, so you need not remained encased in a failed level forever however. 


One of the most exciting additions to the RC2014 version is the audio overhaul. Sheila has added a new score and sound effects thanks to an optional requirement of an AY sound module. (Another fun addition to the RC2014 to build). Perhaps the best way to judge is to hear and see the game in action in a short clip taken during the games deveopment.




In short, the RC2014 proves to be an outstanding addition to the Tut-Tut lineup, coupled with the added bonus of running the game on a system you've constructed yourself.


You can dig up a copy of Tut-Tut RC2014 over at Itch IO, and don't forget to check out all the other versions of the games listed below.



Raid the Pyramids for a Copy of TuT-TuT


RC2014 CPM Version for the TMS9918A Video Card

Commodore Vic-20

Commodore PET

ZX81 Versions

ZX Spectrum Versions

Jupiter Ace

TRS80 MC-10

Read More

Sunday, July 16, 2023

Tut-Tut: Tomb Raiding on the Vic-20

1 comment

Tut-Tut Concept Art

A New Version of a Modern Retro Classic

Given the resounding success of my little game of Tut-Tut on platforms such as ZX Spectrum, ZX81, Jupiter ACE, and the commendable port by Tynemouth Software's Dave Curran to the Commodore PET, it was an inevitable progression to broaden the game's horizons and introduce it to the illustrious Vic-20, the "Wonder Computer of the 1980s."


New to Tut-Tut? What's this Game About?

As the digging season of 1921 draws to a close in Egypt's Valley of the Kings, it becomes evident that your excavations have yielded disappointing results. Despite your ardent efforts, no traces of the fabled and elusive Pharaohs' tombs have been uncovered. However, as the final weeks approach, intriguing rumours begin to circulate, recounting chilling accounts of vengeful mummies exacting retribution upon local would-be tomb raiders.


These wild stories, though tinged with the supernatural and curses, cannot be ignored. As an Egyptologist and daring adventurer, you find yourself presented with concrete leads and irresistible opportunities. The allure of uncovering long-lost secrets and ancient treasures proves too tempting to resist, even in the face of ominous tales of wrathful spirits.


Tut-Tut Vic20 Screen Shots
Screen Shots from the Vic-20 version of TuT-TuT

Now, on the cusp of a new expedition, you stand poised to delve into the unknown depths of the Valley of the Kings, ready to face the mysteries and potential dangers that lie ahead. Will you emerge unscathed from the clutches of ancient curses, or will the vengeful spirits lurking in the shadows prove to be more than mere legends? The answers await, as you embark on a daring quest that will test your courage, knowledge, and perhaps even your beliefs.

Prepare to embark on a journey like no other as Tut-Tut takes you on an adventure through the treacherous Egyptian tombs, with its visually stunning colour scheme and a myriad of intricately woven graphic tile sets that bring the ancient world to life before your very eyes.


The Making of the Vic-20 Version  

Tut-Tut initially originated as a BASIC type-in game, designed specifically for the ZX Spectrum and published in Paleotronic Magazine. Further versions of the game for the ZX81, Enhanced 2020 Spectrum Edition and Jupiter Ace, the latest version was one ported to the Commodore PET by Dave Curran. All varieties have all kept the core structure and mechanics as outlined there.

After witnessing the success of Dave's PET version, I couldn't help but ponder the possibility of bringing Tut-Tut to the Vic-20. While considering the similarities between the two machines, I became aware of the numerous disparities that needed to be addressed, particularly in terms of screen real-estate and the Vic-20's unconventional memory management scheme. Luckily i raised the conversion idea with Dave, and he was up to a joint challenge, as I'm in no way sure I'd have got there without our joint efforts.

Screen Real-Estate and Luck by Design

Due to Tut-Tut's origin as a ZX BASIC game, one that need to run quickly, lead to the adoption of a 26x17 character grid for the game board layout (excluding score bars etc). The ZX Spectrum's character resolution is 32x24, constraining the board size to a smaller grid made for more time efficient code in the very orriginal ZX BASIC version. These dimensions sunsiquently stuck for all future conversions.

However, while the grid size was suitable for the ZX line, it posed a challenge when porting Tut-Tut to the Vic-20. Those familiar with the Vic-20 immediately noticed the issue: the Vic-20's screen width is only 22 characters wide (and 23 high). This presented a hurdle that needed to be addressed in order to adapt the game for the Vic-20.

A possible solution could have been to reconfigure the game's levels to fit within the Vic-20's 22x23 screen limitations. This would have been easily achievable code wise, but level design wise it would come at a cost to the overall feel and immersion. A particular issue, as the existing levels are heavily constructed around the games mechanics and already small(ish) screen size.

Tut-Tut Vic20 Screen Shots / PAL vs NTSC Geometry
PAL vs NTSC Geometry Comparison

As luck would have it, the Vic-20's screen sizes can be redefined to an extent. Values in memory location 36864 to 36867 can be POKED to set screen geometry and centring. The results of doing so yielded just the right amount screen width to fit the existing level structure.

Yet another obstacle presented itself: the disparities in screen geometry between PAL and NTSC standards. NTSC, in particular, occupies a wider physical width on a display (not pixels) compared to PAL. However, by a stroke of luck, the constraints imposed by the level width inadvertently resulted in an image that delicately brushes the very edge of an NTSC display. This serendipitous alignment allowed Tut-Tut to make the most of the available screen space on both PAL and NTSC systems.

Graphics Updates

The Vic-20 is perhaps renowned for its vibrant and colourful display, you'd think this would be directly comparable to the ZX Spectrum in terms of its rich palette. However, an intriguing aspect arises when considering the variation in colour appearance based on factors such as the age, make, and region (PAL/NTSC) of the Vic Chip utilised on any given machine. Then there is the screen fuzziness / blurriness, which again varies. 

The diversity in colour appearance on different Vic-20 machines prompted us to reevaluate tile design and colour choices for Tut-Tut. In the Spectrum version, the game employed various palettes that cycled based on the level number, creating a dynamic and ever-changing visual experience. However, for the Vic-20 version, we've opted for a different approach. Instead of cycling palettes, we focused on expanding the selection of available thematic tiles while exercising tighter control over the colour schemes. (A good approach, and If I hadn't mentioned it, would probably gone unnoticed.)

We're pretty confident we reached the required level of ancient Egyptian cinematic charm / ham.

Memory for Mummies?

Another challenge we faced was determining how much memory we could allocate to the game on the Vic-20. By default, the Vic-20 only had a modest 3k of onboard memory, which was insufficient to accommodate even the most streamlined versions of Tut. The issue was further compounded by the lack of a standardised expansion memory layout and location of that memory on a Vic-20. This variability made it difficult to rely on expanded memory for larger games, often leading to the reliance on cartridges for larger game titles.

Ultimately, we proceeded with the assumption that modern enthusiasts would likely possess a contemporary memory solution, such as the Penultimate+, offering a generous 32k of memory. This assumption gave us the confidence that the game could be released on cassette. Little did we know at the time of developing the game that Tut-Tut would eventually become a pack-in title on the Penultimate+2 Cart from TFW8b.com.

Pharaohs' (Pen)Ultimate Enhancements

The Vic-20 version of Tut-Tut comes packed with all 36 levels from the ZX Spectrum 2020 Edition. In addition, we have incorporated 6 exciting new levels (bringing the total to 40) that are carefully integrated throughout the game, providing fresh challenges and surprises.

We have also included the convenient pause option from the PET version, allowing intrepid Archaeologists to take much needed meal and rest breaks. Furthermore, one of the most highly requested features we have implemented is the inclusion of level codes: Enter specific codes to access the harder levels previously reached.

All very good reasons to call this Vic-20 version, the Ultimate Tut-Tut.
 

Playing Vic20 Tut-Tut with the Peultimate+2 Cartridge
Playing Tut-Tut Vic-20 as included on the Penultimate+2 Cart

Special Thanks

I Can't end this post without thanking Dave Curran for sharing in the creation of the Vic-20 conversion, he'd paved much of the ground work during his PET efforts.

Additionally, thanks very much to Rob Hull for including the game in the Penultimate+2 games lineup. Very happy indeed to have it listed alongside the other TFW8b titles.


Fancey Delving Deeper into the Vic-20 Conversion?

Further Readings  unraveling the mysteries of Tut-Tut Tomb's and the Vic-20 conversion are now available on the Illustrious Tynemouth Software Blog.


Raid the Pyramids for a Copy of TuT-TuT


Commodore Vic-20

Commodore PET

ZX81 Versions

ZX Spectrum Versions

Jupiter Ace

TRS80 MC-10


Read More

Sunday, August 15, 2021

Tut-Tut on the Commodore PET

Leave a Comment

For a game that started out as type-in program for Paleotronic Magazine, Tut-Tut has received a load of love. I'm constantly surprised at Tuts success throughout all the versions I and others have released. 


The various Spectrum versions feature in YouTube videos, the ZX81 version made the review pages of Retro Gamer, George Becketts' Jupiter Ace port has become quite the hit in Forth Circles and the original type in version even made it to the TRS-80 MC-10 courtesy of Jim Gerrie. Yes for a game that I wrote initially to prove Sinclair BASIC games didn't have to be a slow boring mess, Tut-Tut found it's mummified legs and ran with them.


All of which brings us around to the latest port, Dave Currans' 2021 Commodore PET release of Tut-Tut.  


Pharaohs' 6502 Tomb of PETs

Ostensibly the PET port is based on the source code from the ZX81 version of the game. Considering the graphical limitations of Commodores first line of computers, the ZX81 version provides the perfect starting point.  Of course the source code is only the beginning, there are many challenges in transposing  games from system to system. 


Dave has done a brilliant job of porting and preserving the overall feeling of the game. Game play is smooth and crisp, and you certainly don't ever feel cheated when caught out by Pharaohs' treasure guardians.


Tut-Tut on the Commodore Pet


In the PETs favour, the limited music and sound effects from the Spectrum and Ace versions have been incorporated, along with the ability to pause the game. All features that lend to your immersion into the game world. (Why I forgot to include 'pause' in the ZX81 release I've been meaning to ask myself for ages.)


I'm not going to dive any deeper into reviewing the game, I feel that's best left to others, after all I've got quite a stake in this title in general. What I will say however is that PET Tut-Tut is every bit Tut-Tut, and if you've enjoyed the other varieties then you're sure to love this one as well.


The game is now available from The Future was 8bit on Cassette as part of their £4.99 range or digitally at Itch.io. I strongly recommend loading up ASAP, Pharaohs' treasures await.


One again, great Job Dave!





Raid the Pyramids for a Copy of TuT-TuT


ZX81 Versions

ZX Spectrum Versions

Jupiter Ace

Commodore PET

TRS80 MC-10

Love the Game?









Read More

Wednesday, April 22, 2020

ZX Spectrum Game: TuT-TuT 2020 Ed

Leave a Comment


After the success of the ZX81 version of Tut-Tut it was suggested to me by several people that it should be ported to the ZX Spectrum. But didn't the game start on the Spectrum you say? Indeed, back in October 2019 the very first version of Tut-Tut was released as a good old fashioned type in game for Paleotronic Magazine. 

Brining Tomb Raiding Back to the Speccy

The initial version of Tut-Tut was a sizeable challenge to get working in pure Sinclair BASIC. The ZX81 version proved a nice little conversion project in C. This time around I've taken both versions, squashed them together and used ZXbasic as the modern development tool of choice.

Keeping it Early 8bit

Despite constantly changing implementation languages, TuT's core game mechanics and functionality are all based around the algorithms and techniques outlined in the Paleotronic article.

Staying true to the BASIC version of the game became a key style choice for new Spectrum edition of Tut-Tut. In particular the decision not to introduce fluid animation into the game was something that I'd much internally debated about.

In the end I felt retaining character square based movement lead heavily to an early 80s home micro aesthetic, one that most retro games (understandably) shy away from. That's not to say the game feels old, it's just meant after a fashion to feel like a kick arse earlier tittle.


TuT-TuT for the ZX Spectrum Screen Shots
Screen Shots from ZX Spectrum TuT-TuT 2020 Edition

New Elements for the Ancient  

Of course nothing stands still, the new edition includes all the enhanced game play elements introduced in the ZX81 version, including bracelets and amulets. All 29 ZX81 levels have been updated for the Spectrum; plus 6 new levels to discover if you've previously played the ZX81 game.

Being that this game is for the ZX Spectrum I've really tried to give the Tut-Tut a great Ancient Egyptian tomb raiding colour vibe. All the graphics have had a good makeover from those in the original BASIC version. In addition the game now contains several minor graphic tile sets that weave together throughout the tombs.

For ease of play-ability, the 2020 Spectrum edition adds joystick support and a much converted ability to pause the game; having to play the ZX81 version in one sitting without coffee became a little taxing.

Download Excavate a Copy of the Game

ZX Spectrum TuT-TuT 2020 Cassette Cover Art

Thanks for Helping it Happen

I'd really like to thank a number of people in particular for helping out and generally supporting the Tut-Tut project from the beginning till the present:

  • Melody Ayres-Griffiths for suggesting something Halloween inspired for the Paleotronic Article.
  • Rod (Villordsutch) Bell and his support for the game, plus suggesting the ZX81 version really ought to be on a real tape.
  • Simon Ullyatt of Cronosoft fame for publishing the game and being generally enthusiastic and awesome.
  • Jim (Magenta) Blimey gets much thanks for play testing a lot of demo versions and providing some really useful dev tools. 


Read More

Sunday, November 17, 2019

ZX81 Game: TuT-TuT - Editions

Leave a Comment

What news of the ZX81 version of the TuT-TuT since the initial release you ask? Well there are some exciting developments that need some sharing.

Physical Tape Release of TuT-TuT

I'd mentioned in the previous post that a physical tape release was in the works. Simon Ullyatt and his brilliant retro publishing label Cronosoft will be releasing the game in the not to distant future.

Simon is busy putting the game through some additional testing on real hardware, checking the loading from real tapes and the like. Then of course there is the small matter of cassette production, once all is confirmed the release date will be announced, so stay tuned for exact dates.

Of course what's a physical tape release without some good cover art? After an intense drawing session on my part and some quality layout work on Simon's side of things we have a tape inlay cover ready to go. Those mummies really look menacing, would you dare enter this tomb? (Of course you will)


Coming to a Tape Player near you, the Soon to be released Tape version of TuT-TuT  

UDG 4 ZXpand Edition 

For those fortunate enough to own both a ZXpand and a UDG 4 ZXpand expansion cards for their ZX81s, Moggy from over on the Sinclair ZX World forums created a User Defined Graphics set for TuT-TuT. Don't have the expansion or a ZX81, no need to worry the enhancements can be used with the excellent EightyOne Sinclair Emulator.

All instructions on how to use the UDG version in an Emulator or with a real ZX81, along with the required files are all now included in the TuT-TuT tape file download.

Original ZX81 version and the enhanced UDG 4 ZXpand graphics set.

Get TuTing on an iPhone

In need of a mobile on the go fix of some TuT-TuT action? Kevin Palser has your desires covered if you're an iPhone / IOS user. TuT-TuT is to be included in the next release of the his ZX81 for IOS emulator. The latest version of the emulator should be appearing later this week (Late Nov 20119).




The ZX Spectrum Version

The ZX Spectrum version of TuT-TuT has been a huge success all off it's own. A big thanks for the overwhelmingly positive reviews circulating out there in the wild.

A special shoutout to Ewan Spence for his play through of the game on his Retro Spectrum YouTube channel. It's been great to see so many great reactions to the game. Who would have thought a game written in Spectrum BASIC could be such a hit in 2019.



The Spectrum version of the game was all about challenging the idea that Sinclair BASIC couldn't be used effectively in games creation, I think I've managed to help in some way to bust that myth. If you haven't yet, go grab yourself a copy from Paleotroic Magazine and get playing, remember to check out some of the other articles while there.

The ZX81 Version is more than a Conversion

If you've had fun playing TuT-TuT on the ZX Spectrum be sure to give the ZX81 version a play through.

Unlike the Spectrum TuT-TuT, the ZX81 game is not written in BASIC, this left the door open for some enhancements of gameplay and features. While some of the levels will be familiar, many have been subtly changed and many more added, in fact there are almost twice the amount on the ZX81.





Getting a Copy of TuT-TuT


ZX81 Versions


ZX Spectrum Versions


Love the Game?


Read More