Old Design Design games sources and stuff... (Last update - 02:15:06 11/10/2024) |
Software |
New files - many thanks to Graham Stafford for providing the complete source to many of his games, I will be adding these to the site as separate games shortly. For the moment they're all in one zip file, have a look in the Graham Stafford section below for it...
Note that lots of formatting information has been lost, some of these files have been recovered using a dissassembler, or pieced together from fragments in slack space on discs, and so on. Basically, what I'm saying is don't assume the text you see here is formatted the way we'd have seen it then, especially for some of the earlier files. The white space may well be completely different, etc, etc. We designed our own in-house development machines, and our editor/assembler packages for these compressed the source files both for speed and in order to save space. The files published here cover several generations of these machines, and I've had to deduce the file formats for the early ones, so I expect that there may well be some glitches here and there. In particular, all the syntax highlight information has been removed. The original spacing is often lost, comments are stripped from some files, line time/date stamps and source markers deleted. (Looking at the history of it I think we actually invented syntax highlighting, certainly had it in our tools before any other mention I can find) Back in 1983 (Halls) the machine I used was called Lurch. I think there's a picture of me holding Lurch on t'web. By 1985 (Dark Star onwards) my machine was called Basil, I'll upload some photos of Basil later; in some respects it was nicer to write code on Basil than on the PC I'm using to write this - Basil had hardware window support so it could soft-scroll text windows in the editor. Hell, I still miss that.. The Z80 sources generate accurate binary (if assembled with zeus). The 68000 sources should be OK, but the NS32000 sources are corrupt - I've expanded them from the tokenised source using the Z80 tokens. Too much trouble to work out the NS32000 ones; the NS32000 was a dog anyway, wish I hadn't wasted time on it. About a decade ago someone took a box full of Design Design floppies from my factory in Wrexham (MDS). These had nearly all my games sources - it's insanely unlikely, but if anyone reading this knows where they are I'd love to have them back. Because they're gone I have lost nearly all the Amstrad games and some of the Spectrum ones. It doesn't in any real sense matter but I do wonder what comments and observations those sources contained, which are now lost. We had fun writing this lot; I hope it provides amusement still. To me, much of it seems painfully naive and childish, and if I was to go back and be there again I'd do things differently, but such is life; we wrote games to amuse ourselves, it was fortunate that we were able to make a living selling some of them. I don't suppose there'll be a time like the early daze of the home computer revolution again in a hurry...
Well, I suppose they at least had the sense to steal from the best, or from others who had even if they didn't realise it. It has also been amusing to hear from people in the games industry telling tales about various in-house assemblers they used back in the 80s that were rip-offs of Zeus, and by rip-off I mean just changing the name and (often) altering the output routine to direct the output through some custom ParaSys-like interface. Some of which we were aware of, others we weren't, and none of which were actually endorsed. As always kudos to those developers who credit their sources - most do - and perdition to those who don't... sadly, and laughably, as I write this one of the open-sore assemblers that has been stealing ideas hand over fist from Zeus for years is now snidely denying it, with a sarcastic comment crediting me for inventing the DG/DH pseudo-ops only... how sad is that? Perhaps as sad as grumbling about sociopathic behavior in the retro-computing world... I should tell the plagiarising tossers to get a life, but they'd have to steal one from someone else ;) It's a pity the only part of Zeus that's never ripped-off is the reliability, but in principle writing reliable code requires competence and thieves never work to acquire that; it can't be stolen.
|
|
Zeus Z80 Assembler. A PC Z80 cross-assembler, disassembler and emulator. Use it to assemble the spectrum sources on this website... | ||
Now emulates 48K/128K ZX Spectrum timing accurately, plus NASCOM-2, a CP/M SBC, an old homebrew of mine and something called the Z80 Membership Card... Includes the Diana disassembler - this can convert Z80 binary to useful source code. | ||
zeus.exe 1790KB | 11/Oct/2024 | (Version 4.14) - windows application v4.14 Various changes, see history text. |
zcl.exe 745KB | 9/Oct/2024 | (Version 4.14) a command line only version. Error messages similar to gcc format. Usage "zcl filename". |
zeus.txt 168KB | 9/Oct/2024 | (Version 4.14) - The about/history file for those who use the command line version. |
zeus.zip 2419KB | 11/Oct/2024 | (Version 4.14) - same again but zipped |
examples.zip 212KB | 30/Jan/2018 | All the Zeus example sources below in one zip file. (Updated - added zeus_ex_noflow and zeus_ex_simple.asm, a basic template for homebrew systems) |
sourceconvert.exe 653KB | 30/Mar/2017 |
v1.01 This is a windows app that can convert old and nasty Z80 sources to bright, shiny new ones... Improved to deal with those strange people who put tabs between mnemonics and operands. Some other improvements in comment addition. Removes octal, removes pointless full-stops before pseudo-ops, converts repulsive 0xxxxH to $xxxx, stuff like that. It's far from perfect, but it can really help when importing old files to Zeus. Now with added colon fiddling! If you like your colon fiddled with, you'll love it... |
cpm_app.zip 1841KB | 22/Jan/2018 | All you need for an example of building/testing a CP/M application to work with Zeus's CP/M emulator. Also contains a virtual cpm drive file full of cp/m software. |
cpm_sources.zip 840KB | 6/Sep/2016 | Grant Searle's CP/M utilities and sources converted to work with Zeus's CP/M emulator. (cpm_app.zip is more recent, use that now) |
nascom.zip 241KB | 13/Dec/2015 |
Everything to get started with NASCOM 2 software. Sources for NAS-SYS3, BASIC, and various games including "The Keys of Kraal" as examples. |
homebrew.zip 4231 bytes | 15/Dec/2015 | A space invader game I wrote in binary back in 1978 or so... it crashes when the game ends; the recovery from reel to reel tape was imperfect. |
membership.zip 2142KB | 23/Dec/2015 | The OS for the "membership card" computer emulator. |
examples.zip 212KB | 30/Jan/2018 | All the Zeus example sources below in one zip file. (Updated - added zeus_ex_noflow and zeus_ex_simple.asm, a basic template for homebrew systems) |
zeus_ex1.asm 3029 bytes | 28/May/2016 | Some documentation for it |
zeus_ex2.asm 13KB | 28/May/2016 | [Revised] Some more documentation for it |
zeus_ex3.asm 5468 bytes | 28/May/2016 | Some more documentation for it |
zeus_ex_if.asm 2359 bytes | 28/May/2016 | Demo source: Conditional assembly - if/elseif/else/endif |
zeus_ex_loop.asm 1621 bytes | 28/May/2016 | Demo source: Conditional assembly - loop/lend |
zeus_ex_repeat.asm 1503 bytes | 28/May/2016 | Demo source: Conditional assembly - repeat/until |
zeus_ex_while.asm 1978 bytes | 28/May/2016 | Demo source: Conditional assembly - while/wend |
zeus_ex_files.asm 3281 bytes | 28/May/2016 | Demo source: Covering multiple source files, output file formats and binary data (updated) |
zeus_ex_struct.asm 4672 bytes | 28/May/2016 | Demo source: Structures (well, -ish) |
zeus_ex_ld16.asm 5499 bytes | 28/May/2016 | Demo source: 16-bit load pseudo-ops |
zeus_ex_macros.asm 15KB | 28/May/2016 | Demo source: Macros |
zeus_ex_procedures.asm 21KB | 28/May/2016 | Demo source: Procedures (local label support) (includes print code example) |
zeus_ex_segments.asm 6856 bytes | 28/May/2016 | Demo source: Segments |
zeus_ex_sym.asm 3218 bytes | 28/May/2016 | Demo source: exporting the symbol table |
zeus_ex_maths.asm 1597 bytes | 28/May/2016 | Demo source: use of the expression evaluator |
zeus_ex_editor.asm 4585 bytes | 28/May/2016 | Some documentation for the editor. |
zeus_ex_options.asm 5989 bytes | 28/May/2016 | [New in v2.10] Some documentation for the new assembler options. |
zeus_ex_graphics.asm 3437 bytes | 28/May/2016 | [New in v2.10] Some documentation for the DG pseudo-op - eases graphical character definition. |
zeus_ex_v222.asm 50KB | 28/May/2016 | [New in v2.22] Example documentation and source for features added in v2.20..v2.22 of Zeus (encryption, checksumming, random numbers, etc). |
zeus_ex_v250.zip 6119 bytes | 28/May/2016 | [New in v2.50] Example documentation and source code for features added in v2.32..v2.50 of Zeus (binary file comparison, etc). |
zeus_ex_v264.asm 54KB | 28/May/2016 | [New in v2.64] Example documentation and source code for features added in v2.64 of Zeus (single-step and breakpoints, etc). |
zeus_ex_v280.asm 43KB | 28/May/2016 | [New in v2.80] Example documentation and source code for features added in v2.80 of Zeus (profiling, etc). |
zeus_ex_v352.asm 40KB | 30/Mar/2017 | [New in v3.52] Example documentation and source code for features added in v3.52 of Zeus (scatterloaded tzx files, 128K loading, etc). |
zeus_ex_linkedlists.asm 33KB | 28/May/2016 | Demo source for some macros that produce linked-list pointers. Amusement really. |
zeus_ex_pages.asm 35KB | 30/Mar/2017 | Example documentation and source code for generating 128K files. |
zeus_ex_simple.asm 5375 bytes | 30/Jan/2018 | A basic example for a simple Z80 homebrew machine with just a serial port, also demonstrates writing various file formats. |
zeus_ex_noflow.asm 4776 bytes | 30/Jan/2018 | Examples of Zeus "noflow" and "zeusdatafollows" and flow warnings in general. |
zeus_ex_sprites.asm 23KB | 14/Jul/2017 | Example code to test the Next sprite support. (Changed sprite port from $xx55 to $xx5B to reflect current hardware changes) |
zeus_ex_tape.zip 156KB | 11/Feb/2020 | Example code demonstrating the "output_tzx" options. |
sprites.scr 6912 bytes | 14/Jul/2017 | A loading screen for the above. |
spritetest.tap 9350 bytes | 14/Jul/2017 | A pre-built tap file for the above. |
spritetesta.tap 2779 bytes | 14/Jul/2017 | A pre-built tap file for the above, saved with mode 2 because ZEsarUX doesn't seem able to load any other kind of tape file. The author didn't like me saying this and wanted me to point out that "In case of custom loaders, it must be loaded as real tape, not as standard tape"... so now you know. |
z80test.asm 105KB | 30/Mar/2017 | An old CP/M Z80 test app converted to run on the Spectrum. Useful proportional print routine, too, and an example of multipass. |
tony.asm 23KB | 10/Jun/2016 | [Needs v3.00 or later] Example of border timing graphics - draws Tony and animates him. |
hott2015src.zip 78KB | 30/May/2016 | [Needs v3.00 or later] 2015 version of Halls, demonstrates many things including "tzx" file generation. |
tb.zip 51KB | 30/Mar/2017 | A working reconstruction of the original Amstrad CPC game. Requireds Zeus v3.50 or later. |
fp.def 31KB | 12/Oct/2008 | Diana definition file - an example file for the Diana disassembler, it disassembles Forbidden Plant (binary below) reasonably accurately. |
fp.bin 64KB | 1/Oct/2008 | Forbidden Planet binary (see above) |
rr.def 7042 bytes | 22/Oct/2008 | Diana definition file - an example file for the Diana disassembler, early start of a definition file for Rommel's Revenge. |
rr.bin 64KB | 14/Oct/2008 | Rommel's Revenge binary (see above) |
fp_zeus.zip 90KB | 29/May/2016 | A large application - Forbidden Planet as a multi-source file. (slightly revised for Zeus v1.7) |
on_the_run_zeus.zip 49KB | 29/May/2016 | Another complete game - On The Run (Spectrum) |
nos_zeus.zip 150KB | 8/Jul/2016 | Another complete game - Nosferatu The Vampire (Spectrum) |
kat_trap_zeus.zip 160KB | 29/May/2016 | Another complete game - Kat Trap (Spectrum) |
tony.asm 23KB | 10/Jun/2016 | The source for a demo showing Tony Thing (the very first Spectrum border graphic) in the border. |
ruler.scr 6912 bytes | 28/May/2016 | The ruler screen for the Tony Thing demo. |
zeus1.zip 60KB | 30/Jan/2020 | Reconstructed source-code for the "original" Spectrum release of Zeus. |
Various examples of ZX Spectrum tape loader files generated by Zeus's loader | ||
These are examples of playing with the options available with Zeus's tape loader. It generates tape files with a single statement, with options for the loading screen (shown here) including 128K files with data scattered across any or all of the pages. You just tell it which parts of which page you want the tape file to include and it does everything for you... | ||
h0.tzx 25KB | 31/Mar/2017 | Halls with option 0 (Normal Design-Design neat loading) |
h1.tzx 25KB | 31/Mar/2017 | Halls with option 1 |
h2.tzx 25KB | 31/Mar/2017 | Halls with option 2 |
h3.tzx 25KB | 31/Mar/2017 | Halls with option 3 |
h4.tzx 25KB | 31/Mar/2017 | Halls with option 4 |
h5.tzx 25KB | 31/Mar/2017 | Halls with option 5 |
h6.tzx 25KB | 31/Mar/2017 | Halls with option 6 |
Halls of the Things executables (c) Simon Brattel, Martin Horsley and Neil Mottershead. | ||
halls.zip 962KB | 7/Apr/2022 | An experimental IBM PC version, in active development. |
hott.nex 64KB | 11/Feb/2020 | A pre-release test candidate for the Spectrum Next. Comments, please... NOTE: At present the Next emulators can't emulate tiles accurately enough to run this, or run it very jerkily. It runs very nicely indeed on the actual hardware, and scrolls smoothly. Source code is provided below. |
hottvega.szx 48KB | 19/Mar/2015 | The release candidate for the Spectrum Vega. |
hott2011rc.szx 48KB | 31/May/2011 | The release candidate of a new emulator-friendly ZX Spectrum release of Halls of the Things. |
hott2011_7r_1k.rzx 471KB | 31/May/2011 | An action-replay file for emulators of me playing the new Halls on the most aggressive settings... |
halls.tzx.zip 17KB | 1983 | The ZX Spectrum release of Halls of the Things. |
hallsremix.z80.zip 13KB | 1986 | A ZX Spectrum remixed version (more interesting mazes) of Halls of the Things. |
halls - how she is played.rzx 524KB | 1983 & 2007 | A walk-through of halls - it can be done... |
halls_easy.szx 12KB | 1983 | Pre-release version of Halls of the Things - ZX Spectrum. This had a strength bargraph, we did away with strength later. Game difficulty set low. |
halls_hard.szx 12KB | 1983 | Pre-release version of Halls of the Things - ZX Spectrum. This had a strength bargraph, we did away with strength later. Game difficulty set high. |
halls86.zip 62KB | 1991?? | An IBM PC version. Unfinished and far, far, far too fast on modern hardware... |
halls.zip 962KB | 2022 | An IBM PC version, in development. |
Halls of the Things sources (c) Simon Brattel, Martin Horsley and Neil Mottershead. | ||
hottnext.zip 82KB | 11/Feb/2020 | Source code for the Next test release of Halls. Also an example of using ParaSys for remote development, but still test code. Nag me (PM) for instructions. |
hott2015src.zip 78KB | 30/May/2016 | [Needs v3.00 or later of Zeus] 2015 version of Halls, has user definable keys |
hottvega_src.zip 64KB | 14/May/2018 | The sources for the Spectrum Vega version of the game |
hott2012src.zip 66KB | 30/May/2016 | The sources for a new emulator-friendly ZX Spectrum release of Halls of the Things. |
hott2011rc_src.zip 59KB | 30/May/2016 | The sources for a release candidate of a new emulator-friendly ZX Spectrum release of Halls of the Things. |
halls.asm 242KB | 30/May/2016 | The complete halls source as one file. Use the zeus.exe assembler (above) to assemble this... |
halls83_chars.rtf 77KB | 10:10pm 3/Mar/1983 | Spectrum (Original 1983 released version) The character set |
halls83_front.rtf 20KB | 10:10pm 3/Mar/1983 | Spectrum (Original 1983 released version) The front end source code |
halls83_main.rtf 124KB | 10:10pm 3/Mar/1983 | Spectrum (Original 1983 released version) The main source code |
halls_chars.rtf 79KB | 26/Feb/2007 | Spectrum The character set |
halls_front.rtf 24KB | 26/Feb/2007 | Spectrum The front end source code |
halls_main.rtf 200KB | 26/Feb/2007 | Spectrum The main source code |
halls8256.zip 168KB | ?? | All the files for the Amstrad 8256 version, plus others? Modified mazes... |
halls68k_a.txt 37KB | 1988?? | 68K version for Warp board. Main code part A |
halls68k_b.txt 85KB | 1988?? | 68K version for Warp board. Main code part B |
halls86.zip 62KB | 1991?? | An IBM PC version. Unfinished and far, far, far too fast on modern hardware... |
Return of the Things sources (c) Neil Mottershead. | ||
The sources for Return of the Things are long-lost, but here's a barely working diassembly (work in progress). | ||
rott.zip 68KB | 7/Apr/2022 | Source code for Return of the Things, a Diana file, and the binary of the original. |
Invasion of the Body Snatchers sources (Spectrum) (c) Simon Brattel and Neil Mottershead. | ||
If you liked this, have a look below and at Return of the Body Snatchers for the PC | ||
iotbs.asm 383KB | 19/Jul/2018 | A working source for the original version. |
iotbs.bin 48KB | 19/Jul/2018 | The original binary, as if just loaded. |
iotbs.scr 6912 bytes | 10/Nov/2015 | A screen file for it. |
Inv 15_7_83.txt 46KB | 15/Jul/1983 | (Original 1983 release version) Part of the source. |
Inv Ai 2_46 AM 6_9_83.txt 40KB | 2:46am 6/Sep/1983 | (Original 1983 release version) Another part of the source. |
Inv Bi 2_46 AM 6_9_83.txt 42KB | 2:46am 6/Sep/1983 | (Original 1983 release version) Yet another part of the source. |
Invasion of the Body Snatchers - revised more colourful version! Now with shields! Ooo! | ||
Spent a few minutes playing about with the source to make it more colourful, Should have done this in 1983... | ||
iotbs2.asm 388KB | 19/Jul/2018 | The source code for this version, (This is subject to change as I play about). |
iotbs2.tzx 19KB | 19/Jul/2018 | A tzx file for it. |
iotbs2.tap 19KB | 19/Jul/2018 | A tap file for it. |
iotbs2.z80 19KB | 19/Jul/2018 | Guess what! An elephant... oh, no, sorry - just a z80 file for it... |
Warlock of Firetop Mountain sources (Spectrum) (c) Simon Brattel and Neil Mottershead. (And Martin Horsley, of course. Lots of Halls in there). | ||
They looked at Halls and asked us to write something like it, but without the magic. They got something without the magic... | ||
woftm.asm 526KB | 19/Jul/2018 | A single complete source for the orignal version. Assemble this with Zeus and you can play it in the internal emulator. |
woftm.scr 6912 bytes | 19/Jul/2018 | A very simple loading screen for it if you want to generate tape files |
woftm.bin 48KB | 19/Jul/2018 | The binary code of the original game, required if you want to compare the generated code in Zeus. |
Puffin FE.txt 19KB | 1984 | (Original released version) The front end source code |
Puffin Source 0,10.txt 29KB | 1984 | (Original released version) Part of the game. |
Puffin Source 1a,10.txt 47KB | 1984 | (Original released version) Another part of the game. |
Puffin Source 1b,9.txt 26KB | 1984 | (Original released version) Yet another part of the game. |
Rommel's Revenge sources (Spectrum) (c) Martin Horsley | ||
This was written by Martin Horsley on a Spectrum using Zeus, which is why the source was broken into small sections and the files are so compressed. It amazed me at the time that he could write such an impressive game just on the machine itself, I certainly couldn't have done that... These are all the files I now have, so it looks like I've lost one or more files. I presume they're intended to be assembled in order and then run, but these files don't contain any of the data or front-end stuff... |
||
RR_Source1.txt 10KB | 1983 | One of the Zeus (spectrum) source files. |
RR_Source2.txt 12KB | 1983 | Another... |
RR_Source3.txt 3708 bytes | 1983 | Another... |
RR_Source4.txt 10KB | 1983 | Another... |
RR_Source5.txt 266 bytes | 1983 | Another... |
RR_SourceX.asm 114KB | 28/May/2016 | A Diana disassembly of Rommel's, combined with Martin's sources. Doesn't assemble yet, a work in progress... |
rr.def 7042 bytes | 22/Oct/2008 | Diana definition file - an example file for the Diana disassembler, early start of a definition file for Rommel's Revenge. |
rr.bin 64KB | 14/Oct/2008 | Rommel's Revenge binary (see above) |
Dark Star sources (Spectrum) (c) Simon Brattel. | ||
New - I've added a reconstructed source for the Spectrum version. | ||
ds2012src.zip 68KB | 27/Mar/2012 | The sources for a new emulator-friendly ZX Spectrum release of Dark Star. Reconstructed using Diana and fragments of old sources |
ds_dev.zip 75KB | 13/Mar/2012 | NEW - working recreation of the Dark Star sources - a work in progress. Added analogue joystick support... |
Surface spekki most of towers 5_00pm 1_4_84.asm 36KB | 5:00pm 1/Apr/1984 | An early version. Source compatible with zeus.exe, see above. |
dsu_1.szx 3820 bytes | 5:00pm 1/Apr/1984 | The above file assembled and running. Controls are Q/A fast/slow Z/X left/right N/M up/down and H/J/K for fire. Try flying slowly forward and shooting... |
Dark Star + coloured thingys 2_35am 14_6_84.asm 381KB | 2:35am 14/Jun/1984 | Most of it. Source compatible with zeus.exe, see above. |
dsu_2.szx 16KB | 2:35am 14/Jun/1984 | The above file assembled and running (grafted onto the released front-end code, which provides the key-scan routines for it). |
Loader v2 Wednesday 05_36_49 am 21_08_85.txt 4508 bytes | 5:36:49am 21/Aug/1985 | Tape loader for it? |
Forbidden Planet (Spectrum) (c) Simon Brattel | ||
New - revised the sources | ||
fp2012src.zip 69KB | 27/Mar/2012 | The sources for Forbidden Planet. Updated for emulators but can (optionally) generate the original code. |
fp.asm 558KB | 28/May/2016 |
The complete source code for the Spectrum version of Forbidden Planet, for use with the Zeus assembler provided on this site. This has the whole project as a single file. See above... |
fp_zeus.zip 90KB | 29/May/2016 |
The complete source code for the Spectrum version of Forbidden Planet, for use with the Zeus assembler provided on this site. This is a multiple-source version. See above... |
fp_zeus_2_10.zip 84KB | 8/Dec/2008 |
The complete source code for the Spectrum version of Forbidden Planet, for use with the Zeus assembler provided on this site. This is slightly changed to take advantage of features available in Zeus v2.10 onwards. |
fp_spin.asm 530KB | 3/Oct/2008 | The complete source code for the Spectrum version of Forbidden Planet. Various ugly changes to work round bugs in the zx-spin assembler. [muffled noises] |
Tank Busters sources (Various: Amstrad CPC, Lurch/Basil, Amiga) (c) Simon Brattel... | ||
These need organising. Mixed targets in here... | ||
tb.zip 51KB | 30/Mar/2017 | A working reconstruction of the original Amstrad CPC game. Requireds Zeus v3.50 or later. |
tbnew.sna 64KB | 30/Mar/2017 | A CPC snapshot built using the reconstructed source |
tb.sna 64KB | 21/Apr/1995 | A CPC snapshot from 1985 |
TB 4b Friday 05_28_29 am 29_03_85.txt 60KB | 5:28:29am 29/Mar/1985 | A front end source |
TB Sunday 04_33_39 pm 30_12_84.txt 37KB | 4:33:39pm 30/Dec/1984 | A version of the main source? |
TB Sunday 05_25_13 pm 30_12_84.txt 37KB | 5:25:13pm 30/Dec/1984 | A version of the main source? |
TB Sunday 06_02_33 pm 30_12_84.txt 39KB | 6:02:33pm 30/Dec/1984 | A version of the main source? |
TB Main Friday 08_03_00 pm 15_02_85.txt 46KB | 8:03:00pm 15/Feb/1985 | A version of the main source? |
TB Main Monday 02_06_48 am 18_02_85.txt 50KB | 2:06:48am 18/Feb/1985 | A version of the main source? |
TB Main Thursday 03_36_31 pm 21_02_85.txt 49KB | 3:36:31pm 21/Feb/1985 | A version of the main source? |
TB Main (Half-size) Thursday 04_13_17 pm 21_02_85.txt 49KB | 4:13:17pm 21/Feb/1985 | A version of the main source? |
TB Main 4b Friday 04_23_48 am 29_03_85.txt 71KB | 4:23:48am 29/Mar/1985 | A main source? |
TB Subs + N 7a Friday 01_53_02 pm 29_03_85.txt 75KB | 1:53:02pm 29/Mar/1985 | A version of some common subroutines source? |
tank_amiga.txt 111KB | 1988?? | 68K battlezone demo for Commodore Amiga. |
ta_data.bin 2048 bytes | 1988?? | 68K battlezone data file, sin lookup? Part of demo for Commodore Amiga. |
ta_mountains.bin 24KB | 1988?? | 68K battlezone data file, mountain data lookup? Part of demo for Commodore Amiga. |
Return of the Body Snatchers (PC) (c) Simon Brattel... | ||
This ran smoothly at frame rate on a 20MHz '286, if you run it under XP or Vista on a modern PC it jerks badly - but you can get around this by running it under DOSBox, a DOS emulator that I highly recommend. | ||
ROTBS.exe 69KB | 1992 | Return of the Body Snatchers - a PC follow up to IOTBS. |
ROTBS.ZIP 606KB | 1992 | All of the source code for Return of the Body Snatchers... Assembles under MASM or TASM. |
ROTBS.ICO 766 bytes | 1992 | An icon for it |
rotbs_avi.zip 3557KB | 18/Sep/2008 | A zipped avi file showing me entirely failing to survive on the easy setting. (Some unusual extra options set)... |
Doctor Strangefruit (PC) (c) Simon Brattel and Dave De-Leuw... | ||
An unfinished platform game. Would have been nice, I suspect. This ran smoothly at frame rate on a 30MHz '486, if you run it under XP or Vista on a modern PC it jerks badly - but you can get round this by running it under DOSBox, a DOS emulator that I highly recommend. If you use DOSBox, make sure you give the game enough CPU cycles. These are shown in the caption line. While it's playing hit Ctrl-F12 until the game runs very smoothly. It needs about 12,000... [snip]
|
||
STRANGE1.ZIP 212KB | 1993-ish | Half the sources and executables. Put in ("C:\whatever") |
STRANGE2.ZIP 147KB | 1993-ish | Other half of 'em. Put these in a subdirectory "GAMECODE" under the gameroot ("C:\whatever\GAMECODE")... Run G.BAT |
Graham Stafford's files | ||
on_the_run_zeus.zip 49KB | 29/May/2016 | Graham's "On The Run" for the Spectrum in Zeus-compatible source format. Revised (27 Aug 2010) so it uses $NNNN hex numbers. |
kat_trap_zeus.zip 160KB | 29/May/2016 | Graham's "Kat Trap" for the Spectrum in Zeus-compatible source format. |
nos_zeus.zip 150KB | 8/Jul/2016 | Another complete game - Nosferatu The Vampire (Spectrum) (updated slightly 11/2018) |
graham_games_src.zip 880KB | 26/Aug/2010 | Most of Graham Stafford's games as M80 (CP/M) Z80 sources. 2112, Kat Trap, Nexor, Nosferatu and On The Run... Tidier sources than mine, the utter bastard! (updated slightly 11/2018) |
hexconv.exe 170KB | 27/Aug/2010 | A windows tool that reads source files containing leading-zero hex numbers and converts them all to $format, so 01234 => $1234, for example. Also strips the strange characters (0x8A) out of Grahams sources. |
Various sources/bits and pieces | ||
galactic.zip 457KB | 1984? | The unfinished source for Galactic Patrol in a form that zeus can assemble. (aka. Martin's spinning around game.) (c) Martin Horsley. |
emu_hb.zip 195KB | 1979 | One of my first programmes and a PC emulator to run it - a space invaders game (of course). Written in 1979 or so... Unzip the files into a directory and run EmuHB.exe |
sp_inv.asm 35KB | 1984 | Ye Olde space invaders. Spectrum. This was hidden in Dark Star (hold I down during load)... Compatible with the Zeus assembler provided on this site. See above... |
invad.txt 35KB | 9/Dec/1989 | Another Z80 space invaders, nicer source. This was written for Virgin, part of some airline games console... |
tetris.txt 17KB | 1/Apr/1991 | A version of tetris for the PC. Complete source for the game, but without some other files it can't be linked. |
AVR_Invaders.rtf 96KB | 16/May/2005 | Same again, written in AVR assembler (Zeus format - converted from the Z80 source). |
si_emu.zip 204KB | 16/May/2005 | A PC emulator for the AVR space invaders - i.e. an AVR emulator written in Delphi. |
MartinSource.zip 13KB | 1984? | The unfinished source for Martin's spinning around game. (c) Martin Horsley. |
Morse thingy + mess Tuesday 05_38_30 pm 26_02_85.txt 6188 bytes | 5:38:30pm 26/Feb/1985 | A morse code transmitter that pissed wookie off... |
Spectacle Editor am 12_54 11_9_84.txt 33KB | 12:54:00pm 11/Sep/1984 | The text editor used for editing Spectacle pages |
Ass11.txt 83KB | 11:47:32pm 4/Aug/1986 | Part of the development tools, a Z80 cross assembler. |
Ass68.txt 187KB | 4:21:00am 10/Sep/1990 | Part of the development tools, a 68000 cross assembler. |
Editor20.txt 96KB | 1985? | Part of the development tools, a text editor. |
ns32000.zip 90KB | various 1988 | Some NS32000 development files. Assembler, editor, mandelbrot and hopalong demos. Basic OS. |
msx.zip 76KB | 1986 | Various MSX files. A memory manager written for Abdul - the code that got me kicked out of my own company... [grin] |
da_z80.asm 96KB | 10:14:02am 22/May/1989 | Some typical Design Design commercial code. Part of an air traffic control console. (slight mods for zeus-ish) |
rel_4.asm 117KB | 01:48:31pm 25/Jun/1991 | Some typical Design Design commercial code. A solder reflow oven controller. (slight mods for zeus-ish) |
vibe.rtf 207KB | 2007 | Source code for an AVR based vibrator. Replacement for the PIC in an Ann Summers toy - who'd want their friends having sex with a PIC? |
acal.asm 235KB | 1991 .. 1995 | Source code for a VT100/VT914 terminal, used industrially (including various locomotive diagnostic displays) |
Games-related files provided by "Friends of Design Design"... | ||
Contributions from third-parties - received with thanks :) | ||
desdes_loader.asm 10KB | 29/Oct/2008 |
[revised] Robert Crawford has kindly used Diana to disassemble the tape loader we used to use on the Spectrum. This is the reconstructed source... Rather better commented than the original, by the look of it... |
invade_load_v1.0.def 2567 bytes | 29/Oct/2008 | [revised] His Diana definition file |
inv_load.bin 63KB | 21/Oct/2008 | The binary he was working from. |
Utilities, various... | ||
tzx_display.exe 666KB | 19/Feb/2019 | v1.42 Quick And Dirty windows app I hacked together for displaying the contents of tzx files. Now with batch mode and laser assembler file decoding, see the "help" menu. |
zeus68k.exe 1052KB | 27/Sep/2017 | A 68K version of Zeus that might be useful to assemble the 68K files above. See the about/history. |
zeus6x09.zip 1209KB | 22/Jan/2018 | A 6809 and 6309 version of Zeus. Rather more competent than the usual simplistic two pass Motorola assemblers. See the about/history. |
zeusscmp.exe 4000KB | 27/Sep/2023 | An SC/MP version of Zeus. Hard to imagine Zeus handling something as nasty as the SC/MP, but there you go... |
Various pictures | ||
Basil.jpg 1043KB | Basil, still running perfectly after more than 23 years... Bet the machine the monitor's standing on won't... | |
B_Side.jpg 891KB | Basil from the side. CPU, Misc, VDU, FDC, SCSI and flying winchester boards. | |
B_CPU_T1.jpg 1042KB | This is Basil's main CPU board, component side. | |
B_CPU_B1.jpg 1088KB | This is Basil's main CPU board, wiring side. Wiring this took a couple of days... | |
B_Detail.jpg 935KB | Closeup of the wiring. | |
zeuspara.jpg 205KB | 23/Oct/2008 | A picture of zcl.exe running as a backend assembler in my ParaSys IDE. |
Videos | ||
Tank Busters (Bare-metal ARM Cortex) | Starting from nothing, the first code on a homebrew ARM Cortex board, this shows how much of Tank Busters can be written in a single day (afternoon and evening sessions). | |
Dark Star mode (Bare-metal ARM Cortex) | Same code as above, but with a change to Z to move the viewpoint above the plain. | |
Dark Star mode (Bare-metal ARM Cortex) | About an hour's more playing - nicer explosions (changing fragment colour dynamically). | |
Third party tools and utilities: | ||
Adobe Acrobat
Reader (necessary to read the PDF files on this site) |
||
DOSBox | The DOSBox PC emulator - this will allow the PC files to be run perfectly, even under windoze XP and Vista. Thanks Bill :( |
Home |
Author: crem@cix.co.uk Copyright 2008, Design Design. All rights reserved. |