Hi John - re: your previous comment (0x5e26: ld ix, 0x5e38 must be 0x5e26: ld ix, 0x5e50) - is that still an issue? Its working ok for me on ZXSpin & Fuse, although my speccy is in the attic so I've not tested yet on real hardware
This is actually a very good surprise! Very interesting concepts like escorting the survivors, different type of zombies, freedom to move in different levels on the screen, breakable stuff, and also 128K music, well done! I have rescued 2 in my first go, will try later
I just have a question, looks like there is a little incompatibility with the +2A models, right? As in the menu the main title appears corrupt and with weird colors.
Nice to have options, readily available at any momment, during play. It also works as pause feature
I personaly would prefer the person to follow us a little bit closer. Sometimes the person gets stuck on sharp corners, apparently because it follows us from too far (my own guess).
After some more play, the horizontal follow distance seems fine, it's the vertical follow distance, that could be one position shorter. Sometimes it looks like we are stearing a big rig truck, by having to do large radius curves, to pass ome corners.
I'm not sure I got exactly how levers work. There seems to be a count down, but "action", does not always trigger it, or I'm not sure exactly how to do it. We just need to be standing there and pressing "action" ? Or do we need to move while pressing "action" ?
TIP:It would nice if the lever had a couple of intermediate frames.
Cool game, with nice Graphics and SFX. Congrats!
NOTE: I got a crash on the third lever, the one on the bottom of a screen, with 2 RED explosive barrels, and some horizontal yellow sand bag walls.
EDIT: Standing and waiting, seems to always work, but takes ages. Hard to stand still for so much time, when the pace is crowling with zombies, and you are out of amunition
But some levers, don't seem to work. I'm probably missing something.
One of the reasons I didn't want to make the buddy survivor follow any closer, is because I'm XOR'ing the sprites to the screen - and as soon as we get an overlap with 2 sprites things start to look messy.. When the baddies overlap the player this is ok, since that's usually pretty brief. but I did experiment with closer survivor following, and it didn't look very good with him overlapping the player much of the time.
Regarding the fake perspective.. yeah I totally agree, and I remember Robin of the Wood well - one of my favourite 128k-enhanced games. That game did it really well, but I don't think it would work too great with the attributes & graphics of this game. It would add quite a lot of extra complexity to the sprite routines too, as your feet would also need to pass behind the roofs of buildings in the opposite situation - so the code would have to detect and clip the sprites here. I think the forced perspective is just a quirk of the game! Also, the mismatch in size between the sprites and the buildings.. a bit of artistic license is being applied, lol!
I've not managed to reproduce the crash bug which somebody reported, it must be extremely rare. But I'm currently trying to track down a glitch with the explosions which causes some attribute blocks to sometimes be left behind. Its a tricky one, but doesn't impact gameplay.
I am completely stumped as regards the +2A/+3 paging issue, which causes the 'ZXOMBIES' logo to become corrupted in the front-end and in-game pause screen. It must be some +2A/+3 incompatibility since it works ok on the (emulated) toast-rack. I have ensured that the paging mode remains in Normal mode instead of Special, and it's especially odd since the paging of the 128k music in bank 4 works fine. I will continue to investigate, but if anybody has any clues I'd be glad to hear (might open up a thread on WOS about it). Again, it doesn't impact gameplay thankfully
Updated again to v1.3 - this fixes a nasty bug where AF' was getting corrupted under interrupt, and causing glitches in gamecode which used the shadow AF reg. Most usually resulting in glitchy explosions, or sometimes a crash when exploding barrels. Glad to have solved that one