Thursday, 23 January 2014

Everything now current again.

So, everything has been updated on the right apart from the old data sheets - everything is, I think current.

The main changes is that the Emulator now has a proper latency implementation. The picture on the right (Bowling again) shows the two pixels rather than one, and it doesn't flicker like the optimised one does.

The Space Invaders source has been packaged with a Binary and updated (it does run on MESS) and so has the system library, though I don't think that's been updated since the last time I used it.

Windows, OSX and source versions are available. Linux users should fine it compiles fine from the OSX sources. Windows users who want to compile it, well, good luck !

Space Invaders uses three keys, one from the left row, one from the middle, and one from the right. You move with left and middle, and fire with right.

To get off the static score screen press Left/Right (e.g. Left and Middle on the keyboard) at the same time.

It doesn't matter which row you use .... I've got 1k of code to fix the key routines if anyone really minds.


  1. Have you thought about using the spinner to move the ship? It seems like that would be a lot smoother.

  2. Yes, would've been sensible really. Mind you the original invaders does have left/right controls :)

    1. True, but at least on a real Micro vision, pushing the buttons is harder than holding a joystick.

  3. By the way, I've been trying out the emulator lately. The emulation itself works really well from what I've seen. Are you planning to add more configurability to the controls? Particularly, it's almost impossible to play Blockbuster now because I just can't move the paddle quickly enough. It would be good to have a sensitivity setting for how quickly it moved. And ideally, I think I'd want to control the paddle with a mouse.

  4. That's a great idea, and probably fairly simple to implement as well, I think SDL2 supports the mouse.