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#amstradcpc — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #amstradcpc, aggregated by home.social.

  1. A #BASIC #oneliner from Rajiv Gatha for #AmstradCPC (published in "Amstrad Action", June 1987, p. 24:

    10 MODE 0:s=306:WHILE(TEST(s+8,18))=0:TAG:MOVE s,14:PRINT CHR$(239);:MOVE RND(1)*620,399:PRINT CHR$(46);:TAGOFF:LOCATE 1,1:PRINT CHR$(11);CHR$(11);:s=s-((INKEY(71)+1) AND s>=0)*4:s=s+((INKEY(63)+1) AND s<=612)*4:WEND:PRINT"WHOOPS":FOR t=0 TO 1000:NEXT:RUN

  2. A #BASIC #oneliner from Rajiv Gatha for #AmstradCPC (published in "Amstrad Action", June 1987, p. 24:

    10 MODE 0:s=306:WHILE(TEST(s+8,18))=0:TAG:MOVE s,14:PRINT CHR$(239);:MOVE RND(1)*620,399:PRINT CHR$(46);:TAGOFF:LOCATE 1,1:PRINT CHR$(11);CHR$(11);:s=s-((INKEY(71)+1) AND s>=0)*4:s=s+((INKEY(63)+1) AND s<=612)*4:WEND:PRINT"WHOOPS":FOR t=0 TO 1000:NEXT:RUN

  3. A #BASIC #oneliner from Rajiv Gatha for #AmstradCPC (published in "Amstrad Action", June 1987, p. 24:

    10 MODE 0:s=306:WHILE(TEST(s+8,18))=0:TAG:MOVE s,14:PRINT CHR$(239);:MOVE RND(1)*620,399:PRINT CHR$(46);:TAGOFF:LOCATE 1,1:PRINT CHR$(11);CHR$(11);:s=s-((INKEY(71)+1) AND s>=0)*4:s=s+((INKEY(63)+1) AND s<=612)*4:WEND:PRINT"WHOOPS":FOR t=0 TO 1000:NEXT:RUN

  4. A #BASIC #oneliner from Rajiv Gatha for #AmstradCPC (published in "Amstrad Action", June 1987, p. 24:

    10 MODE 0:s=306:WHILE(TEST(s+8,18))=0:TAG:MOVE s,14:PRINT CHR$(239);:MOVE RND(1)*620,399:PRINT CHR$(46);:TAGOFF:LOCATE 1,1:PRINT CHR$(11);CHR$(11);:s=s-((INKEY(71)+1) AND s>=0)*4:s=s+((INKEY(63)+1) AND s<=612)*4:WEND:PRINT"WHOOPS":FOR t=0 TO 1000:NEXT:RUN

  5. Scott Winder Reporter (1987) - Crack: Nul Part System (NPS) - #AmstradCPC
    Super Squash 88 (1988) - Crack: ECA - #Commodore64
    The Three Stooges (1987) - Crack: MAAD - #Amiga
    Bump 'em (19xx) - Crack: Gods - #Commodore64

  6. Enigma Force (1986) - Crack: STA - Trainer: +2 - #Commodore64
    Jim Power in Mutant Planet (1992) - Crack: Guilde des Pirates Associés (GPA) - #AmstradCPC
    Battletoads (1992) - Crack: Global OverDose (GOD) - #Amiga
    Torvak the Warrior (1990) - Crack: Horizon (HZ) - #Amiga

  7. Space Racer (1988) - Crack: Ackerlight - #Amiga
    Bubble Dizzy (1991) - Crack and Trainer: Guilde des Pirates Associés (GPA) - #AmstradCPC
    Terra Cresta (1986) - Crack: Sharks - #Commodore64
    Oops! (1988) - Crack: Bros - #Commodore64

  8. Atom Ant to Up and Atom (1990) - Crack: Paramount (PAR) - #Commodore64
    Rise of the Robots (1994) - Crack: Prestige (PSG) - #Amiga
    Los Angeles SWAT (1987) - Crack: Section Jaguar - #AmstradCPC
    Mopper (1992) - Crack: Image - #Commodore64

  9. Maltese Joe Plays 3-D Pool (1989) - Crack: Transcom - #Commodore64
    Muncher (1990) - Crack: Wicked (WKD) - #Commodore64
    Vroom Data Disk (1992) - Crack and Trainer (+1): The Thrill Kill Kult (TKK) - #Amiga
    Crack Down (1990) - Crack: Crackponx - #AmstradCPC

  10. En Armor Alley para #AmstradCPC controlas un helicóptero y tu base se encuentra en la parte izquierda y la base enemiga en la derecha. Tu misión es decidir qué unidades militares salen de tu base hacia la del rival.
    👉 pulsayjuega.blog/2026/05/09/ar 🕹️ #retrogaming #videojuegos

  11. PDS – the Programmers Development System – Part 3

    This series of posts looks at the Programmers Development System (PDS).

    • Part 1 – Introduction, background and some initial reverse engineering.
    • Part 2 – A closer look at the PC ISA Interface card.
    • Part 3 – Remaking the target interfaces

    ZX Spectrum Interface

    Here are the remade schematic and PCB for the ZX Spectrum target interface.

    This is simply reproducing the schematic found on the CPC wiki, but now in KiCAD. There are a few extras, such as capacitors for the ICs and a pull-up resistor for the unused inverter. The equivalent PCB is shown below.

    The PCB uses the ZX Spectrum Edge connector symbol and footprint from https://github.com/alvaroalea/8bits_kicad_libraries.

    The jumpers in the top centre of the board use a custom footprint that mirrors the original PCB, but they can easily be replaced with standard pin-headers or even just a simple wire link.

    Bill of Materials

    • PDS Remake ZX Spectrum PCB
    • Z8420 Z80 PIO (NMOS is currently assumed given it has to work with a Z80A at 3.5MHz)
    • 74LS245 octal bus transciever
    • 74LS04 hex inverter
    • Resistors: 1K, 4K7, 10K
    • Capacitors: 3x 100nF
    • 6x6x6mm tactile button switch
    • SPDT slider switch 2.54mm pitch OR 2.54mm header pins and jumper
    • 16-way 2×8 shrouded pin header socket
    • ZX Spectrum edge connector (straight)

    I’m using a standard/common 56-pin edge connector socket which will have to be “doctored” to turn it into a ZX Spectrum compatible socket. There are notes on how to do this online, but I’ve not experimented yet.

    Amstrad CPC Interface

    This is very similar to the ZX Spectrum, but the address decoding gives it a different address (see part 1 for details).

    The PCB is using a custom 2×25-way edge connector taken from the ZX Spectrum one used previously. It also uses the same custom jumpers as the ZX Spectrum version.

    Bill of Materials

    • Z8420 Z80 PIO (NMOS is currently assumed given it has to work with a Z80A at 3.5MHz)
    • 74LS245 octal bus transciever
    • 74LS04 hex inverter
    • 74LS032 quad 2-input OR gate
    • Resistors: 1K, 4x 4K7, 10K, 1M
    • Capacitors: 4x 100nF
    • 6x6x6mm tactile button switch
    • SPDT slider switch 2.54mm pitch OR 2.54mm header pins and jumper
    • 16-way 2×8 shrouded pin header socket
    • 50-pin (2×25) edge connector (straight)

    I think the edge connector will be a standard 2×25 way, 2.54mm pitch, edge connector socket that will look something like this:

    But someone who knows about the Amstrad CPC will have to confirm this is the right one!

    Conclusion

    These boards come with a HUGE CAVEAT: they are completely untested and in the case of the Amstrad CPC version, a whole pile of ignorance, as I know effectively nothing about the machines.

    I think I’ve got the edge connector in the correct orientation for both, but that is still to be verified.

    I’ll probably build the spectrum version, but there is little reason for me to build the Amstrad one unless I can find a machine to try it on!

    For now, these are just documenting the current state of play with remaking these boards.

    All files are currently in a private GitHub directory as I’m not sure what the licensing issues are going to be. But if you’d like to collaborate with me on getting them built and tested, drop me an email and we can chat.

    Kevin

    #amstradCpc #pds #programmersDevelopmentSystem #z80Pio #zxSpectrum
  12. Oxyd (1992) - Crack: Skid Row (SKR) - #Amiga
    Hot Rubber (1991) - Crack: Skid Row (SKR) - #Amiga
    Super Robin Hood (1986) - Crack and Trainer: Nul Part System (NPS) - #AmstradCPC
    Operation Hanoi (1990) - Crack: Dominators - Trainer: +5 - #Commodore64

  13. El equipo de ESP Soft ya nos sorprendió con la conversión a Amstrad del fabuloso Arquímedes XXI de Dinamic, título al que hacen un homenaje lanzando este «spin off» que es Euclides XXI disponible en espsoft.blogspot.com/2019/06/e ¡No dejes de jugarlo! #amstradcpc #retrogaming #aventuras

  14. En Armor Alley para #AmstradCPC controlas un helicóptero y tu base se encuentra en la parte izquierda y la base enemiga en la derecha. Tu misión es decidir qué unidades militares salen de tu base hacia la del rival.
    👉 fitosoft.itch.io/cpcarmoralley 🕹️ #retrogaming #videojuegos

  15. Corsarios (1988) - Crack: The Spanish Hacker & Steel Mc Kraken - #AmstradCPC
    Phimosis (19xx) - Crack: Rough Trade Inc. (RTI) - #Commodore64
    Voodoo Nightmare (1990) - Trainer (+2): Skid Row (SKR) - #Amiga
    Fred's Back (1993) - Crack: Laxity (LXT) - #Commodore64

  16. Frost Byte (1987) - Crack: The Light Force - Trainer: +1 - #Commodore64
    LA Police Dept. (1991) - Crack: Transcom - Trainer: +5 - #Commodore64
    Zygy (1987) - Crack: Mc Spe - #AmstradCPC
    Poker Mania (1994) - Crack: Hot Tuna - #Amiga

  17. Con un acabado impecable, un argumento sólido y unos gráficos soberbios Doomsday Lost Echoes nos propone una odisea espacial dónde en el papel de Mike tenemos que acudir a una llamada de rescate recibida desde una estación espacial abandonada. 👉 pulsayjuega.blog/2017/01/05/do 🕹️ #AmstradCPC #retrogaming #videojuegos

  18. Xevious (1982) - Crack: AEK Crackware - #Commodore64
    Sabotage (1988) - Crack: Fusion (FS) - #Commodore64
    Savage (1988) - Crack: Nul Part System (NPS) - #AmstradCPC
    Manix (1990) - Intro Hack: Spaikers - #Amiga

  19. Jug (1989) - Crack: The Accumulators (ACC) & The Soft Killer Crew (TSK) - #Amiga
    Brides of Dracula (1992) - Crack: Skid Row (SKR) - #Amiga
    Topografie Europa (19xx) - Crack: 2703 & DNS - #Commodore64
    Operation Hanoi (1990) - Crack and Trainer: Two Mag - #AmstradCPC

  20. RE: mastodon.social/@thalamusdigit

    Forse non tanto noto fuori dal retrogaming per home computers, Head over Heels è stato uno dei platform 3d che è rimasto nella leggenda di questa nicchia grazie a un gameplay diviso tra due personaggi con ruoli diversi.
    Bello vedere un nuovo revival in arrivo.

    @giochi

    #retrogaming #retrocomputing #c64 #zxspectrum #commodore #sinclair #amstradcpc #amstrad

  21. Sirwood (1989) - Crack: Tiger SOft - #AmstradCPC
    Peter Beardsley's International Football (1988) - Crack: Dominators - #Commodore64
    ThunderHawk AH-73M (1991) - Crack: Skid Row (SKR) - #Amiga
    Gem'Z (1992) - Crack: Hoodlum (HLM) - Trainer (+10): Anthrox (ATX) - #Amiga

  22. Spider (1987) - Crack: ASS - #Commodore64
    North Star (1988) - Crack and Trainer: Two Mag - #AmstradCPC
    Hazar (1991) - Crack: Action + NEI - #Commodore64
    Gravity-Force (1989) - Crack: Quartex (QTX) - Trainer (+1): Double Density Crew (DDC) - #Amiga

  23. Dervish (1989) - Crack: ZED the Elf & Caloundra Cracking - #AmstradCPC
    Battlehawks 1942 (1989) - Crack: Trilogy - #Amiga
    Fifth Ball (19xx) - Crack: Chromance - Trainer: +1 - #Commodore64
    Demolition Construction Set (1988) - Crack: The Wanderer Group (TWG) - #Commodore64

  24. Wiz 'n Liz (1993) - Trainer (+10): Zenith (ZNT) - #Amiga
    Aztec Challenge (1983) - Crack: Remember - Trainer: +3 - #Commodore64
    Thing Bounces Back (1987) - Crack: Chon-Chon - #AmstradCPC
    Novaload +1E (2001) - Crack: The New Dimension - #Commodore64

  25. Elidon (1985) - Crack: Mediator + SCS - #Commodore64
    Pipe Mania (1989) - Crack: ZZ Top - #Amiga
    Rockford (1988) - Crack: ACS - #AmstradCPC
    Diabolik 03 - La Fuga (1993) - Crack and Trainer (+1): Comax - #Amiga

  26. Nightshade es un peldaño notable en la evolución de los juegos isométricos en 8 bits y demostró que incluso máquinas modestas como el #ZXSpectrum podían ofrecer mundos relativamente grandes e interactivos
    👉 pulsayjuega.blog/2026/04/17/14 🕹️ #MSX #AmstradCPC #Commodore64 #retrogaming

  27. Fish-Metic (1984) - Crack: Wizard - #Commodore64
    Jim Power - Mutant Planet (1992) - Crack: FairLight - Trainer (+1): Traitor - #Amiga
    Defcom 1 (1989) - Crack: Steel McKracken - #AmstradCPC
    Diamond (1988) - Crack: Ikari - #Commodore64

  28. Nightshade

    Nightshade es un action-adventure isométrico: te mueves por un mundo dibujado en perspectiva tridimensional, con desplazamiento suave en pantalla gracias al motor Filmation II (una evolución técnica de lo que ya vimos en Knight Lore y Alien 8).

    La historia te sitúa en el pueblo de Nightshade, envuelto en oscuridad y plagado por fuerzas malignas. Encarnas a un caballero que debe dar caza a cuatro demonios que han sumido al lugar en una pestilencia sobrenatural. Cada demonio no puede ser derrotado con cualquier cosa: necesitas encontrar el objeto especial que lo hace vulnerable (como un martillo, una Biblia, un crucifijo o un reloj de arena) y usarlo en el enfrentamiento correcto.
    Mientras tanto, por el mapa rondan enemigos menores como vampiros, esqueletos y monstruos varios, que te atacan y para los que puedes recolectar anticuerpos en casas, que lanzas para defenderte.

    La clave en Nightshade es explorar el pueblo. No hay niveles secuenciales como en otros arcades, sino un gran mapa continuo que recorres buscando objetos, diablos y atajos. Entrar en casas y edificios hace que las paredes desaparezcan para poder ver y recoger cosas, un truco visual del motor Filmation II para sortear las limitaciones de color y memoria de las máquinas de entonces.

    Eso le da al juego una mezcla peculiar de acción, exploración y ligero uso de estrategia: no solo golpeas enemigos, también planificas qué armas usar contra quién y cómo evitar que los bichos pequeños te acorralen.

    Cuando salió, la prensa lo recibió bastante bien por su gráfica técnica avanzada y ambiente: los gráficos detallados y la capacidad de desplazamiento suave se destacaron frente a muchos títulos de 8 bits. Sin embargo, no faltaron voces críticas que señalaban que, tras la impresionante fachada visual, Nightshade podía sentirse repetitivo y un poco vacío en su diseño ya que te pasabas mucho tiempo buscando cosas sin un ritmo de juego tan fuerte como en otros títulos de acción pura.

    Hoy muchos lo ven como un título interesante y representativo de su época: no el mejor juego de Ultimate, pero sí un experimento ambicioso con su propio encanto isométrico y estética de pueblo oscuro lleno de criaturas.

    Nightshade es un peldaño notable en la evolución de los juegos isométricos en 8 bits. Su uso del motor Filmation II influyó en otros lanzamientos de Ultimate como Gunfright, que reutilizó esa tecnología poco después.
    Además, demostró que incluso máquinas modestas como el Spectrum podían ofrecer mundos relativamente grandes e interactivos con ambición narrativa básica, algo que abrió la puerta a exploraciones más profundas de diseño dentro de ese género en sistemas domésticos.

    Nightshade es un clásico de culto: un juego isométrico con bastante libertad, enemigos, objetos únicos para cada jefe y una atmósfera de pueblo maldito. Técnicamente llamativo para su tiempo, narrativamente modesto, pero con ideas que funcionaban bien en el contexto de los 8 bits.

    #AmstradCPC #Commodore64 #homebrew #imprescindible #MSX #Retrogaming #Spectrum #TheC64 #videojuegos
  29. Tested various micros running this FLOATING POINT program. It derives Pi to 20 decimal places. Interesting stats.

    1 N=20: L=INT(10*N/3): DIM A(255): Z$="000000":T$="999999"
    2 FOR I=1 TO L: A(I)=2: NEXT I: M=0: P=0: FOR J=1 TO N: Q=0: K=2*L+1
    3 FOR I=L TO 1 STEP -1: K=K-2: X=10*A(I)+Q*I: Q=INT(X/K): A(I)=X-Q*K: NEXT I
    4 Y =INT(Q/10): A(1)=Q-10*Y: Q=Y: IF Q=9 THEN LET M=M+1: GOTO 7
    5 IF Q=10 THEN PRINT STR$(P+1);LEFT$(Z$,M);: P=0: M=0: GOTO 7
    6 PRINT STR$(P);LEFT$(T$,M);: P=Q: M=0
    7 NEXT J:PRINT STR$(P)

    #RC2014 : 14 (thank you JonV)
    #BBCMicro : 19
    #AmstradCPC : 22 (thank you Devlin)
    #AmstradPCW : 23 (thank you Pete)
    #AcornElectron : 25
    #C128 : 27 (fast mode - thank you Jonas H)
    #LuxorABC80 : 29 (thank you Erik)
    #SharpMZ700 : 32 (thank you Tim Holyoake)
    #VIC20 : 36
    #AcornAtom : 37
    #AppleII : 38 (thank you Jeroen)
    #TRS80CoCo : 42 (thank you Chip)
    #Atari800 : 42 (thank you Mark Elliott)
    #CBMPET : 43
    #C64 : 43
    #Dragon32 : 44
    #SharpMZ80K : 45 (thank you Tim Holyoake)
    #C16 : 46
    #Altair8800 : 52
    #MSX : 53 (thank you Pixel Purrito)
    #C128 : 56 (default "mode")
    #ZX80 : 57
    #ZXSpectrum : 68 (thank you Adam)
    #SharpPC1500A : 167 (thank you Karttu)
    #ZX81 : 213 (native slow mode)
    #SharpPC1245 : 405 (thank you Karttu)

    Edit: now ordered (seconds)

  30. Tested various micros running this FLOATING POINT program. It derives Pi to 20 decimal places. Interesting stats.

    1 N=20: L=INT(10*N/3): DIM A(255): Z$="000000":T$="999999"
    2 FOR I=1 TO L: A(I)=2: NEXT I: M=0: P=0: FOR J=1 TO N: Q=0: K=2*L+1
    3 FOR I=L TO 1 STEP -1: K=K-2: X=10*A(I)+Q*I: Q=INT(X/K): A(I)=X-Q*K: NEXT I
    4 Y =INT(Q/10): A(1)=Q-10*Y: Q=Y: IF Q=9 THEN LET M=M+1: GOTO 7
    5 IF Q=10 THEN PRINT STR$(P+1);LEFT$(Z$,M);: P=0: M=0: GOTO 7
    6 PRINT STR$(P);LEFT$(T$,M);: P=Q: M=0
    7 NEXT J:PRINT STR$(P)

    #RC2014 : 14 (thank you JonV)
    #BBCMicro : 19
    #AmstradCPC : 22 (thank you Devlin)
    #AmstradPCW : 23 (thank you Pete)
    #AcornElectron : 25
    #C128 : 27 (fast mode - thank you Jonas H)
    #LuxorABC80 : 29 (thank you Erik)
    #SharpMZ700 : 32 (thank you Tim Holyoake)
    #VIC20 : 36
    #AcornAtom : 37
    #AppleII : 38 (thank you Jeroen)
    #TRS80CoCo : 42 (thank you Chip)
    #Atari800 : 42 (thank you Mark Elliott)
    #CBMPET : 43
    #C64 : 43
    #Dragon32 : 44
    #SharpMZ80K : 45 (thank you Tim Holyoake)
    #C16 : 46
    #Altair8800 : 52
    #MSX : 53 (thank you Pixel Purrito)
    #C128 : 56 (default "mode")
    #ZX80 : 57
    #ZXSpectrum : 68 (thank you Adam)
    #SharpPC1500A : 167 (thank you Karttu)
    #ZX81 : 213 (native slow mode)
    #SharpPC1245 : 405 (thank you Karttu)

    Edit: now ordered (seconds)

  31. Tested various micros running this FLOATING POINT program. It derives Pi to 20 decimal places. Interesting stats.

    1 N=20: L=INT(10*N/3): DIM A(255): Z$="000000":T$="999999"
    2 FOR I=1 TO L: A(I)=2: NEXT I: M=0: P=0: FOR J=1 TO N: Q=0: K=2*L+1
    3 FOR I=L TO 1 STEP -1: K=K-2: X=10*A(I)+Q*I: Q=INT(X/K): A(I)=X-Q*K: NEXT I
    4 Y =INT(Q/10): A(1)=Q-10*Y: Q=Y: IF Q=9 THEN LET M=M+1: GOTO 7
    5 IF Q=10 THEN PRINT STR$(P+1);LEFT$(Z$,M);: P=0: M=0: GOTO 7
    6 PRINT STR$(P);LEFT$(T$,M);: P=Q: M=0
    7 NEXT J:PRINT STR$(P)

    #RC2014 : 14 (thank you JonV)
    #BBCMicro : 19
    #AmstradCPC : 22 (thank you Devlin)
    #AmstradPCW : 23 (thank you Pete)
    #AcornElectron : 25
    #C128 : 27 (fast mode - thank you Jonas H)
    #LuxorABC80 : 29 (thank you Erik)
    #SharpMZ700 : 32 (thank you Tim Holyoake)
    #VIC20 : 36
    #AcornAtom : 37
    #AppleII : 38 (thank you Jeroen)
    #TRS80CoCo : 42 (thank you Chip)
    #Atari800 : 42 (thank you Mark Elliott)
    #CBMPET : 43
    #C64 : 43
    #Dragon32 : 44
    #SharpMZ80K : 45 (thank you Tim Holyoake)
    #C16 : 46
    #Altair8800 : 52
    #MSX : 53 (thank you Pixel Purrito)
    #C128 : 56 (default "mode")
    #ZX80 : 57
    #ZXSpectrum : 68 (thank you Adam)
    #SharpPC1500A : 167 (thank you Karttu)
    #ZX81 : 213 (native slow mode)
    #SharpPC1245 : 405 (thank you Karttu)

    Edit: now ordered (seconds)

  32. Tested various micros running this FLOATING POINT program. It derives Pi to 20 decimal places. Interesting stats.

    1 N=20: L=INT(10*N/3): DIM A(255): Z$="000000":T$="999999"
    2 FOR I=1 TO L: A(I)=2: NEXT I: M=0: P=0: FOR J=1 TO N: Q=0: K=2*L+1
    3 FOR I=L TO 1 STEP -1: K=K-2: X=10*A(I)+Q*I: Q=INT(X/K): A(I)=X-Q*K: NEXT I
    4 Y =INT(Q/10): A(1)=Q-10*Y: Q=Y: IF Q=9 THEN LET M=M+1: GOTO 7
    5 IF Q=10 THEN PRINT STR$(P+1);LEFT$(Z$,M);: P=0: M=0: GOTO 7
    6 PRINT STR$(P);LEFT$(T$,M);: P=Q: M=0
    7 NEXT J:PRINT STR$(P)

    #RC2014 : 14 (thank you JonV)
    #BBCMicro : 19
    #AmstradCPC : 22 (thank you Devlin)
    #AmstradPCW : 23 (thank you Pete)
    #AcornElectron : 25
    #C128 : 27 (fast mode - thank you Jonas H)
    #LuxorABC80 : 29 (thank you Erik)
    #SharpMZ700 : 32 (thank you Tim Holyoake)
    #VIC20 : 36
    #AcornAtom : 37
    #AppleII : 38 (thank you Jeroen)
    #TRS80CoCo : 42 (thank you Chip)
    #Atari800 : 42 (thank you Mark Elliott)
    #CBMPET : 43
    #C64 : 43
    #Dragon32 : 44
    #SharpMZ80K : 45 (thank you Tim Holyoake)
    #C16 : 46
    #Altair8800 : 52
    #MSX : 53 (thank you Pixel Purrito)
    #C128 : 56 (default "mode")
    #ZX80 : 57
    #ZXSpectrum : 68 (thank you Adam)
    #SharpPC1500A : 167 (thank you Karttu)
    #ZX81 : 213 (native slow mode)
    #SharpPC1245 : 405 (thank you Karttu)

    Edit: now ordered (seconds)

  33. Tested various micros running this FLOATING POINT program. It derives Pi to 20 decimal places. Interesting stats.

    1 N=20: L=INT(10*N/3): DIM A(255): Z$="000000":T$="999999"
    2 FOR I=1 TO L: A(I)=2: NEXT I: M=0: P=0: FOR J=1 TO N: Q=0: K=2*L+1
    3 FOR I=L TO 1 STEP -1: K=K-2: X=10*A(I)+Q*I: Q=INT(X/K): A(I)=X-Q*K: NEXT I
    4 Y =INT(Q/10): A(1)=Q-10*Y: Q=Y: IF Q=9 THEN LET M=M+1: GOTO 7
    5 IF Q=10 THEN PRINT STR$(P+1);LEFT$(Z$,M);: P=0: M=0: GOTO 7
    6 PRINT STR$(P);LEFT$(T$,M);: P=Q: M=0
    7 NEXT J:PRINT STR$(P)

    #RC2014 : 14 (thank you JonV)
    #BBCMicro : 19
    #AmstradCPC : 22 (thank you Devlin)
    #AmstradPCW : 23 (thank you Pete)
    #AcornElectron : 25
    #C128 : 27 (fast mode - thank you Jonas H)
    #LuxorABC80 : 29 (thank you Erik)
    #SharpMZ700 : 32 (thank you Tim Holyoake)
    #VIC20 : 36
    #AcornAtom : 37
    #AppleII : 38 (thank you Jeroen)
    #TRS80CoCo : 42 (thank you Chip)
    #Atari800 : 42 (thank you Mark Elliott)
    #CBMPET : 43
    #C64 : 43
    #Dragon32 : 44
    #SharpMZ80K : 45 (thank you Tim Holyoake)
    #C16 : 46
    #Altair8800 : 52
    #MSX : 53 (thank you Pixel Purrito)
    #C128 : 56 (default "mode")
    #ZX80 : 57
    #ZXSpectrum : 68 (thank you Adam)
    #SharpPC1500A : 167 (thank you Karttu)
    #ZX81 : 213 (native slow mode)
    #SharpPC1245 : 405 (thank you Karttu)

    Edit: now ordered (seconds)

  34. I think I'm going to eventually invest in a nice mechanical keyboard for my CPC6128 - mine has had 40+ years of use and I think it's mechanically worn out so the action isn't fantastic.
    #AmstradCPC #Amstrad #CPC6128

  35. Relaxing time now. I've been typing up a listing from one of my amstrad books, "Sixty Programs for the Amstrad CPC 464" - it's called Tanx and I find myself enjoying it quite a bit.
    #AmstradCPC #CPC464 #CPC6128 #retro #programming

  36. #!/bin/sh
    #amstradcpc #math #moon #earth #crescent
    { cat <<'EOF'
    mode 1:ink 0,0:ink 1,13:border 0
    a=12:b=25:r=b*b
    for y=72 to 128:for x=219 to 245
    tx=x-220:ty=y-100
    if (tx*tx+ty*ty<=r) and (tx*tx/(a*a)+ty*ty/(b*b)>1) then plot x*2,y*2,2
    next:next
    for y=0 to 199:for x=0 to 160
    tx=x+190:ty=y+140
    if (tx*tx+ty*ty<=136900) then plot x*2,y*2,1
    next:next
    call &bb18 :rem press any key
    EOF
    }|nl -w1|unix2dos>h.bas
    iDSK test.dsk -n -i h.bas -t 0
    mame cpc664 -flop1 test.dsk -skip_gameinfo -ab '\n\nrun "h\n'

  37. #!/bin/sh
    #amstradcpc #math #moon #crescent
    { cat <<'EOF'
    mode 1
    a=40:b=99:r=b*b
    for y=0 to 199
    for x=159 to 319
    tx=x-159:ty=y-100
    if (tx*tx+ty*ty<=r) and (tx*tx/(a*a)+ty*ty/(b*b)>1) then plot x*2,y*2,1
    next
    next
    call &bb18 :rem press any key
    EOF
    }|nl -w1|unix2dos>h.bas
    iDSK test.dsk -n -i h.bas -t 0
    mame cpc664 -flop1 test.dsk -skip_gameinfo -ab '\n\nrun "h\n'

  38. New blog post time!

    This week's game is Whopper Chase, a Spain-exclusive Burger King tie-in game that envisioned a 2025 in which burgers had sentience and could walk. It's completely absurd, delightfully ridiculous, not very fun to play at all, but extremely interesting nonetheless:

    ephemeralenigmascom.wordpress.

    #blog #writing #videogames #retrogaming #burgerking #amstradcpc

  39. @gmc For my #amstradcpc I had the #epson lx-86 #dotmatrix printer with 9 needles.
    Had much fun with trying out many of the ESC-p codes
    ```
    print chr$(27) + "W"
    ```
    to turn double width printing on or off.

  40. @gmc Wow!
    It was the printer which was part of the #amstrad #joyce system?
    I remember, that there was also a black version of it for the #amstradcpc (DMP2000?)