SMSQzine #9
SMSQzine #9
It's been a few years since the last issue, but Issue #9 is now available:
http://swensont.epizy.com/smsqzine09.pdf
and the accompanying zip file:
http://swensont.epizy.com/smsqzine09.zip
Tim
http://swensont.epizy.com/smsqzine09.pdf
and the accompanying zip file:
http://swensont.epizy.com/smsqzine09.zip
Tim
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Re: SMSQzine #9
Thanks Tim.
Cheers,
Norm.
Cheers,
Norm.
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Author of Arduino Interrupts
No longer on Twitter, find me on https://mastodon.scot/@NormanDunbar.
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Re: SMSQzine #9
I was wondering about that:
------- snip -------
Andrei Tenu has written three games, all that looked
to be based on the same SuperBasic code. All three
of the games do not like the Pointer Environment, so
you need a QDOS emulator to run them. I did my
testing with sQLux and Minerva. All the games use
Mode 8 graphics.
------- snip -------
Andrei Tenu has written three games, all that looked
to be based on the same SuperBasic code. All three
of the games do not like the Pointer Environment, so
you need a QDOS emulator to run them. I did my
testing with sQLux and Minerva. All the games use
Mode 8 graphics.
7000 4E75
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Re: SMSQzine #9
Hi,
Qstar1, Qstar2, PItman all run on the Q68 in DISP_MODE 1 (512x256), which uses SMSQ/E 3.41.
Qstar1, Qstar2, PItman all run on the Q68 in DISP_MODE 1 (512x256), which uses SMSQ/E 3.41.
Regards,
Derek
Derek
Re: SMSQzine #9
Yes, this is not correct.RalfR wrote: Wed Dec 18, 2024 6:10 am I was wondering about that:
------- snip -------
Andrei Tenu has written three games, all that looked
to be based on the same SuperBasic code. All three
of the games do not like the Pointer Environment, so
you need a QDOS emulator to run them.
All games can run both in QDOS in Mode8 and SMSQ/E (512x256, QL colours, screen base at 131072 - DISP_MODE 1 on Q68 and QIMSI Gold)
Pitman also runs on SMSQ/E in all colour modes: Aurora 256 colours Mode 16 and High Colour modes Mode32 and Mode33, and resolutions (recommended 512x384 DISP_MODE 6 on Q68 and QIMSI Gold) using different sprite sets that takes advantage of the available colours.
Last edited by Andrew on Wed Dec 18, 2024 4:11 pm, edited 3 times in total.
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Re: SMSQzine #9
Thanks, I've uploaded all issues to my tablet to read over the festive season. 
they certainly seem to be very professionally designed with and great content, from what I've peeked at so far.

they certainly seem to be very professionally designed with and great content, from what I've peeked at so far.
a.k.a. Jean-Yves
Re: SMSQzine #9
I do not have a Q68 to test on. I was testing on SMSQmulator. I can re-run my tests to see.
Tim
Tim
Re: SMSQzine #9
.... which is quite a challenge to achieve. Congrats and thanks again, Andrew!Andrew wrote: Wed Dec 18, 2024 9:03 am All games can run both in QDOS in Mode8 and SMSQ/E (512x256, QL colours, screen base at 131072 - DISP_MODE 1 on Q68 and QIMSI Gold)
Pitman also runs on SMSQ/E in all colour modes: Aurora 256 colours Mode 16 and High Colour modes Mode32 and Mode33, and resolutions (recommended 512x384 DISP_MODE 6 on Q68 and QIMSI Gold) using different sprite sets that taks advantage of the available colours.
ʎɐqǝ ɯoɹɟ ǝq oʇ ƃuᴉoƃ ʇou sᴉ pɹɐoqʎǝʞ ʇxǝu ʎɯ 'ɹɐǝp ɥO