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  1. Time for some more #AgonLight development for the #z80 #Pascal compiler #Pasta80. This time it was adding some standard Turbo Pascal 4 features to select graphics plotting colour, and also playing with the advanced palette controls available. The result is the attached video. PR submitted so hopefully the features and demo will be part of the main branch soon! #retrocomputing #8bit
    Download Pasta80 here github.com/pleumann/pasta80/

  2. I've rewritten my #Console8 logo player -also works on #AgonLight - and updated the video file for 2 reasons. 1. it was a bit long playing the whole thing, and 2. I wanted to play a higher resolution video, covering as much of the screen as possible. With a bit of video editing (cutting and cropping to make the most of the logo at the end), plus taking advantage of the VDP code for both decompression and bitmap expansion, this is what my boot sequence looks like. I've left the logo to linger a little, but that's optional and a quick change to the script.
    Source code, binary and assets are available here: github.com/sijnstra/agon-proje
    #ez80 #z80 #assemblyLanguage #8bit #retrocomputing #console

  3. Retroparty war wieder genial ❤️
    Da wir an die Kapazitätsgrenze geraten, wird die nächste wohl an einer anderen Location stattfinden. Dieses mal stand die Party unter dem Motto Atari. Ich hoffe ein paar Amiganer konnten Vorurteile abbauen, ich schon 😉

    retrocomputer-dresden.de/retro

    #retrocomputing #atari #agonlight #z80 #dresden #retro #party

  4. Der AgonLight ist kein Raspberry Pi, sondern ein echter 8-Bit-Computer mit „Bare-Metal“-Design. Er kombiniert eine 50 MHz eZ80-CPU von Zilog mit einem ESP32 als Grafik- und Sound-Co-Prozessor.
    Bootet in Millisekunden direkt in BBC BASIC. Wer Technik ohne Abstraktions-Layer verstehen will, bekommt hier direkten Zugriff auf CPU, Speicher und Register.

    retrocomputer-dresden.de/agonl

    #agonlight #z80 #retrocomputing #bbcbasic #dresden #retrocomputerdresden

  5. Time for another image viewer for #AgonLight #Console8 - this time, PCX format. There are a number of reasons why I chose to display this format on the Agon/Console8.
    * It is an already existing format
    * The format is supported by modern tools, including #GIMP
    * It uses a very simple form of compression ideal for 8 bit CPUs
    * The specific choice of 16 colours has additional benefits:
    * The 16 colours are chosen from within the available 64 colour palette
    * The 16 colours allows the image to be sent to the VDP with 2 pixels per byte, speeding up the transfer
    I've attached a sample here to show just the quality of the resolution and colour depth. #z80 source code and binary is at:
    github.com/sijnstra/agon-proje
    #retrocomputing #image #viewer #ez80

  6. I recently took advantage of some temporary discounts and acquired the #Console8 by Heber. It's a #retrogame focused package of the #AgonLight, complete with some great joypads that they also make. As part of the induction into the house, I converted the logo into something a little more 8-bit, and updated my logo software. #z80 #ez80 #retrocomputing
    You can buy a Console8 here : heber.co.uk/agon-cosole8/
    You can download the updated logo software & source here: github.com/sijnstra/agon-proje

  7. Time for another programming option for the #AgonLight family... #Pascal! I've re-targeted PASTA/80, an open source Turbo Pascal 3 compatible cross-compiler that targets #z80 machines. It's still early days, so expect a lot of weirdness and issues, and things that can be improved. It has a dependency on sjasm+, so there are a few quirks in how I've had to pull together the Agon libraries. You also need a Pascal compiler to compile the compiler. All the instructions, source and some examples are on the github repo: github.com/sijnstra/pasta80/tr #retrocomputing

  8. If you're into 8-bit programming and/or graphics you can get a whole range of Retro Jotters on Amazon. The most popular one is the ZX Spectrum one which I've linked here... amazon.co.uk/dp/B0C47JD15H Good luck with finding the others as the site search engine is absolutely useless. #zxspectrum #retrojotter #c64 #agonlight #amstradcpc #gamingbooks #gamedev #art #pixelart #puttycad

  9. Creating an Entity Component System for My Retro Video Game Engine
    Welcome to the next edition of Gamedev The Hard Way, my attempt at #programming a game from scratch for the #AgonLight, using nothing but C. This time I throw away a ton of code and replace it with a shiny new Entity Component System.
    ncot.uk/videos/creating-an-ent

  10. I wanted to use more graphics on my #AgonLight and the best project that came to mind was to display #Amstrad #CPC .pal/.scr images. Took a while to get there, and now it works including the same "wipe" effect that the original hardware had due to the unusual RAM layout. Planning to use this for landing pages to create the mood for any game you might load. You can see the source code + binary at github.com/sijnstra/agon-proje #z80 #ez80 #retrocomputing #retrogaming video shows loader image from Stefan Vogt's Ghosts of Blackwood Manor.

  11. Writing a Roguelike in C Part 1
    Let’s try to write a Roguelike game in C for the #AgonLight. This is the first video. I explore how the original Rogue and similar games like Nethack generate their own dungeons, then adapt code that draws mazes so my dungeons are a bit more interesting to explore.
    ncot.uk/videos/writing-a-rogue

  12. A Retro Game Made With 21st Century Thinking Gamedev the Hard Way
    In this abridged video, I walk you through the process of building a text adventure game from scratch on the #AgonLight. Rather than a deep dive into every line of code, this video focuses on explaining the overall structure and design choices behind the project.
    ncot.uk/videos/a-retro-game-ma

  13. The Mini #CommonLISP I have been working on now runs on CP/M with 2416 free cons cells. Enough to load Ken Kahn's tiny PROLOG and run a few simple queries.
    The #AgonLight (18MHz eZ80) loads the LISP part of the code (236 lines) in 11 seconds. Simple programs run at acceptable speed, but slightly more complex PROLOG queries take *minutes*. :)
    #LISP #CPM #PROLOG #Z80

  14. youtu.be/R0S8e3oWSas

    The latest installment of my attempts at #programming a retro computer game for the #agonlight is out. This time I show my game's design and explain how I implemented a large multi-screen tilemap to roam about in.

  15. Pleased to have contributed to the new #ZealOS-8-bit release, version 0.5.0. For this one I will make a pre-built image for ease of use of #AgonLight so people can more easily try it out and contribute. In the meantime (or if you're using Zeal 8bit hardware!) you can grab the latest sources and build your own from github.com/Zeal8bit/Zeal-8-bit

  16. Working on making my telnet for #AgonLight more sane, it's a little better than it was but still has a lot of problems. It's hard to test something when the results depend on the network traffic flow at the time, and many components out of my control. Anyway, for a first time I did manage to get some almost readable data from @Wintermute_BBS RC BBS - thanks for having this running! It feels awesome having an #ez80 talking to a #z80 on the other side of the world!

  17. You can now install #T3X on your Agon Light 2 computer by just copying a disk image:
    t3x.org/t3x/0/t3x0agon.zip

    T3X is a simple and easy procedural programming language for #DOS, #CPM, and #Unix.
    t3x.org/t3x/0/
    You can try it online here:
    t3x.org/t3x/demo/

    #retrocomputing, #compilers, #programming, #z80, #AgonLight

  18. 🧑‍💻Tilemap Game Engine Development – Agon Light C Programming💾
    In this video, I’ll show you how I built a tilemap system from scratch in C for the Agon Light, and integrated it into my existing game engine. Getting the physics engine to handle collisions with the tilemap was no easy task, but I’ll walk you through how I made it work. On to
    Read More 👉ncot.uk/tilemap-game-engine-de
    #AgonLight #CProgramming #GameDesign #Programming

  19. Tilemap Game Engine Development – Agon Light C Programming

    In this video, I’ll show you how I built a tilemap system from scratch in C for the Agon Light, and integrated it into my existing game engine. Getting the physics engine to handle collisions with the tilemap was no easy task, but I’ll walk you through how I made it work. On top of that, I explore some game design, sketching out ideas for where the game is heading.

    https://youtu.be/qKVcIFhsZY0

    Last time I made a basic physics engine that could cope with collisions against different physics bodies. This time I’ve been adding the ability to have a level that is made from tiles, some of which are solid.

    Making a tilemap for a game is a traditional way to represent the game’s background and scenery. Testing for collisions with tiles is quite an easy thing to do, but does require more care when a physics library is involved. Normally the sprites simply look up their position in the tilemap and if there’s a solid tile under them, the sprite system moves the sprite to the closest edge before drawing it.

    With a physics engine the physics system also needs to know about the tilemap. However what I didn’t want to do was tightly couple the sprite system, physics system and tilemap system together. What I chose to do was make the sprite system in control of everything, and it works out when to call the physics code, or when to move the sprites out of collision with the tilemap.

    After a few false starts that did have some amusing bugs I managed to make it work.

    This is one of those programming challenges that seems impossible to achieve, and for a while I did wonder whether I’d created a mess that I couldn’t solve. However with some careful redesigning of the code I made it all work in a very satisfying manner.

    To save a lot of time and effort I used the tile editing tool Tiled which exports its data as easy to read XML files

    By reading this in with some custom Python code, I was able to create my own map data file format for reading into the game

    The remaining task was to test it on the hardware. Unfortunately this is where I encountered several showstopping bugs to do with loading graphics which needed solving

    and then a severe performance issue which lead me down the path of dirty rectangle optimisation.

    By the end I had a robust and reasonably performant sprite system that had physics and a tilemap.

    Now I have the majority of the basic game engine working, I can focus on designing an actual game, and then starting to make parts of it. It’s still a complete work in progress and I am sure things will continue to evolve over time.

    #AgonLight #CProgramming #GameDesign #Programming

    ncot.uk/?p=2237