Difference between revisions of "ZACK"
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* [http://winape.net/download/zack.zip ZACK preview] (Note: use |CPM to run. ParaDOS is required for second disk image.) | * [http://winape.net/download/zack.zip ZACK preview] (Note: use |CPM to run. ParaDOS is required for second disk image.) | ||
− | * [http://winape.net/download/zackdev.zip The complete source code for ZACK] | + | * [http://winape.net/download/zackdev.zip The complete source code for ZACK] (ParaDOS is required due to 800k disk image.) |
=== Previews === | === Previews === |
Revision as of 16:46, 21 February 2012
ZACK is the ZAp-em-up Construction Kit, an unfinished game creator software for the CPC. A unique and very promising package for people who wanted to create professional quality games easily. Written by Richard Wilson (Executioner) in 1993. According to the author himself: Everything got finished except the sound/FX and completed game loader/multi-load code.
Download
You can download the unfinished version and sources of ZACK from author's WINAPE site:
- ZACK preview (Note: use |CPM to run. ParaDOS is required for second disk image.)
- The complete source code for ZACK (ParaDOS is required due to 800k disk image.)
Previews
ZACK Programming Language
Commands
BACKGROUND (x,y) = value Set a background tile BACKGROUND COLLISION from[ .. to] Test for background collision BORDER ink Set Border BYTE var{ ,var} Define Byte variable(s) CLEAR SCREEN byte Clear the screen CONSOLE Output on Console CONST var = value{ ,var = value} Define constant(s) COPY LAYOUT x,y,width,height TO x,y Copy a section of the Layout COPY SPRITE n TO n Copy a Sprite DEC var Decrement a variable DEFINE var = value{ ,var = value} Define constant(s) (Same as CONST) DEFINE KEY key Define a key DEFINE MAIN TASK number Define a Main Task DEFINE MARKER TASK number Define a Marker Task DEFINE MOVE TASK number Define a Move Task DEFINE DRAW TASK number Define a Draw Task DRAW x,y[,pen] Not implemented (Draw a line) DRAW TASK number Execute DRAW Task ELSE ELSE statement ELSE IF expr ELSE IF statement ENDIF End of IF statement FLASH OBJECT Flash the current Object FOR var = start TO end[ STEP step] For loop statement GOTO line GOTO statement GOTO MARKER marker Go to Layout Marker HIDDEN SCREEN Output on Hidden Screen IF expr[ GOTO line] IF or IF .. GOTO statement INC var Increment a variable INK pen, ink Set the given pen to palette colour INPUT var[:width] Assign user input to variable INSERT HIGH position Insert a High Score in the table KILL number Kill given Object KILL ALL Kill all Objects LOCATE x,y Position text cursor MAIN TASK number Execute MAIN Task MOVE x,y Move graphics position MOVE OBJECT dx,dy[ SCROLL] Move current Object (include scroll) MOVE OBJECTS Execute MOVE Tasks for all Objects MOVE TASK number Execute given MOVE Task NEW OBJECT obj,part,x,y,mt[,dt[,v1..]] Create a new Object (mt = Move Task, dt=Draw Task) NEXT Continue FOR loop OBJECT COLLISION from[ .. to] Check for collision with another Object ORIGIN x,y Change the output Origin PAUSE delay[ KEY key] Pause for given time (or until key pressed) PLAY FX number Not implemented (Play given Sound Effect) PLAY TUNE number Not implemented (Play given Tune) PLOT x,y[,pen] Not implemented (Plot a point) PRINT [@x,y,]expr[:width] Print value (at position, with given width) REPEAT Repeat loop statement RESET var{ ,var} Reset variable(s) to zero RESET INKS Reset palette to default??? RETURN Return from a Task SCORE var{, var} Define a Score variable SCREEN TYPE number Set the screen format SCROLL Scroll the layout (if scrolling on) SCROLL OFF Turn automatic scrolling off SCROLL ON Turn automatic scrolling on SHOW BACKGROUND Show the background SHOW KEY key Show the label for the given key SHOW MINI number Show given Mini-Sprite at current position SHOW OBJECT obj,part Show an Object at current position SHOW OBJECTS Show all Objects SHOW SCREEN Show the hidden screen SHOW SHOT number Show Shot-Sprite at current position SHOW SPRITE number Draw a Sprite at the current position STOP FX Not implemented (Stop Sound Effect) STOP TUNE Not implemented (Stop Tune playing) STRING var{ ,var} Define a String variable SWAP SPRITE number,number Swap two sprites UNTIL expr End of REPEAT..UNTIL loop VISIBLE SCREEN Output on the Visible Screen WEND End of WHILE loop WHILE expr WHILE loop statement WINDOW x,y,width,height Define a window for output WORD var{ ,var} Define a Word variable
Some of these commands may not be fully implemented.
Functions
ABS expr Absolute value BACKGROUND (x, y) Background tile (x and y in bytes) DIR obj Direction of another object (0..7) INKEY key Test a key MAX (value1{, valuen}) Maximum of values MIN (value1{, valuen}) Minimum of values NOT expr Logical NOT RND Random Word
System variables
marker Byte Current layout marker number scroll_type Byte Current scroll type (automatic?) x_scrl Byte Current horizontal scroll direction y_scrl Byte Current vertical scroll direction mk_task Byte Task for current marker m1 .. m8 Byte Marker variables lay_x Word Layout X position lay_y Word Layout Y position par_x Word Parallax X position par_y Word Parallax Y position object Byte Object number of current object part Byte Part of current object (0 .. 11) mv_task Byte Task to move object dr_task Byte Task to draw object x Word X position of object y Word Y position of object v1 .. v8 Byte Object variables priority Byte Priority of object y_pos Byte Y co-ordinate from LOCATE x_pos Byte X co-ordinate from LOCATE case Byte CAPS LOCK state ctrl_shift Byte Shift and CONTROL state text_mode Byte Text output mode intno Byte Current interrupt in frame (0 .. 5) screen_type Byte Current screen type flash_mask Byte Mask for flashing objects win_y Byte Window Y of top left win_x Byte Window X of top left win_h Byte Height of window win_w Byte Width of window org_y Byte Window Y origin org_x Byte Window X origin current Byte Current object reference parent Byte Current parent object reference main_pty Byte Priority of objects from tasks back_pty Byte Priority of objects from layout new_pty Byte Priority of next object num_obj Byte Number of objects hit Byte Collision object reference escape Byte Disable/Enable the Escape key high 10 Score Array of high scores name 10 String Array of names for high scores high_pos Byte Position from INSERT HIGH command mask 16 Byte Array of byte masks for each ink sequence ? Byte Background sequence array .object Byte Parent object number .part Byte Parent part .mv_task Byte Parent Move Task .dr_task Byte Parent Draw Task .x Word Parent X location .y Word Parent Y location .v1 .. .v8 Byte Parent object variables
Below is an example ZACK program:
WORD mky,dots,w1,w2 BYTE pills,stage,m,power PAUSE 10 SCREEN TYPE 1 MAIN TASK 1 DEFINE MAIN TASK 1 0 stage = 1 m = 0 1 KILL ALL NEW OBJECT 1,28,48,0,0,-2 INC m GOTO MARKER m mky = lay_y-184 COPY LAYOUT 256,mky,32,14 TO 0,mky x = 24 y = 0 FOR v1 = 0 TO m2 NEW OBJECT 4,x+24,-16,y,1,2,0,0,1,0,0,0,lay_x+x,lay_y-16 x = x+2 y = y+4 IF y=12 y = 0 ENDIF NEXT MAIN TASK 2 MAIN TASK 3 WHILE dots HIDDEN SCREEN SHOW BACKGROUND SHOW OBJECTS SHOW SCREEN CONSOLE MOVE OBJECTS COPY SPRITE 15 TO 35 COPY SPRITE 34 TO 15 COPY SPRITE 33 TO 34 COPY SPRITE 32 TO 33 COPY SPRITE 35 TO 32 IF INKEY 38 MAIN TASK 2 ENDIF WEND INC stage IF m1 GOTO 1 GOTO 0 DEFINE MAIN TASK 2 HIDDEN SCREEN CLEAR SCREEN 0 PRINT @11,0,"PAC ATTACK" PRINT @12,2,"Stage" PRINT @18,2,stage:2 v2 = 32 RESET dots,pills FOR w2 = mky TO mky+448 STEP 32 FOR w1 = 32 TO 280 STEP 8 v1 = BACKGROUND (w1,w2) MOVE w1/8+12,v2 IF v1=0 v3 = 1 ELSE IF v1<15 v3 = 2 ELSE IF v1<18 v3 = v1-12 ELSE v3 = 0 ENDIF SHOW SHOT v3 IF v1=16 INC dots ELSE IF v1=17 INC pills ENDIF NEXT v2 = v2+4 NEXT PRINT @10,13,"Dots :" PRINT @17,13,dots:4 PRINT @10,15,"Pills :" PRINT @17,15,pills:4 SHOW SCREEN REPEAT UNTIL INKEY 47 DEFINE MAIN TASK 3 BYTE c1,c2,i1[5],i2[5] DEFINE i1[1]=3,i1[2]=2,i1[4]=6,i1[5]=13 DEFINE i2[1]=3,i2[2]=2,i2[3]=4,i2[4]=0,i2[5]=13 CONSOLE v2 = 1 FOR w2 = mky TO mky+448 STEP 32 v4 = 1 FOR w1 = 32 TO 280 STEP 8 v1 = BACKGROUND (w1,w2) IF v1=0 v3 = 1 ELSE IF v1<15 v3 = 2 ELSE IF v1<18 v3 = v1-12 ELSE v3 = 0 ENDIF c1 = i1[v3] c2 = i2[v3] PLOT v4,v2,mask[c1] PLOT v4,v2+1,mask[c2] i1[4] = i1[4] XOR 3 INC v4 NEXT v2 = v2+2 NEXT DEFINE MOVE TASK 0 power = 0 w1 = lay_x+28 w2 = lay_y+48 IF NOT ((w1 AND 7) OR (w2 AND 31)) v6 = BACKGROUND (w1+v1*4,w2+v2*4) IF v6<16 v1 = 0 v2 = 0 ENDIF ENDIF IF (lay_y AND 31)=16 IF v1<2 AND INKEY 63 v6 = BACKGROUND (w1+8,w2) IF v6>15 v1 = 2 v2 = 0 object = 0 GOTO 1 ENDIF ELSE IF v1>-2 AND INKEY 71 v6 = BACKGROUND (w1-1,w2) IF v6>15 v1 = -2 v2 = 0 object = 1 GOTO 1 ENDIF ENDIF ENDIF IF (lay_x AND 7)=4 IF v2<8 AND INKEY 22 v6 = BACKGROUND (w1,w2+32) IF v6>15 v1 = 0 v2 = 8 object = 3 ENDIF ELSE IF v2>-8 AND INKEY 19 v6 = BACKGROUND (w1,w2-32) IF v6>15 v1 = 0 v2 = -8 object = 2 ENDIF ENDIF ENDIF 1 lay_x = (lay_x+v1) AND 255 lay_y = lay_y+v2 IF NOT ((w1 AND 7) OR (w2 AND 31)) v6 = BACKGROUND (w1,w2) IF v6=16 OR v6=17 IF v6=16 DEC dots ELSE power = 1 ENDIF BACKGROUND (w1,w2) = 63 v4 = w1/8-3 v5 = ((w2-mky+32) AND &FFE0)/16+1 PLOT v4,v5,0 PLOT v4,v5+1,0 ENDIF ENDIF IF v1 OR v2 part = (part+1) MOD 6 ENDIF OBJECT COLLISION 4 IF hit BORDER 26 ENDIF DEFINE MOVE TASK 1 BYTE a,b,d[4],adx[3],ady[3] DEFINE adx[1]=8,adx[3]=-8 DEFINE ady[0]=-32,ady[2]=32 IF power v3 = 255 IF object=4 object = 5 v1 = -v1 v2 = -v2 ENDIF ENDIF IF v3 DEC v3 ELSE object = 4 ENDIF IF NOT ((w1 AND 7) OR (w2 AND 31)) v6 = BACKGROUND (w1+v1*4,w2+v2*4) IF v1<>0 a = BACKGROUND (w1,w2-32) b = BACKGROUND (w1,w2+32) ELSE a = BACKGROUND (w1-8,w2) b = BACKGROUND (w1+8,w2) ENDIF IF v6<16 OR (a>15) OR (b>15) a = DIR (1)/2 IF v3 a = a XOR 2 ENDIF IF a=(v4 XOR 2) d[3] = a b = 0 ELSE d[0] = a b = 1 ENDIF a = RND AND 3 IF a=(v4 XOR 2) a = (a+1) AND 3 ENDIF FOR v4 = b TO b+2 d[v4] = a a = (a+1) AND 3 NEXT d[4] = a a = 0 GOTO 2 1 INC a IF a>4 PAUSE 100 ENDIF 2 v4 = d[a] v6 = BACKGROUND (w1+adx[v4],w2+ady[v4]) IF v6<15 OR (v6=15 AND ((v4<>0) OR (RND AND 7))) GOTO 1 v1 = adx[v4]/4 v2 = ady[v4]/4 ENDIF ENDIF w1 = w1+v1 w2 = w2+v2 x = MAX (MIN (w1-lay_x,72),-16) y = MAX (MIN (w2-lay_y,160),-64) part = (part AND 12)+((part+1) AND 3)
Executioner 09:48, 5 September 2006 (CEST)