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README - Gandalf v1.2


This games was build using the Pietro Engine, with the help of z88dk compiler and using NIRVANA+ for the multicolour graphic engine.


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HISTORY

Long after the destruction of the Ring, Gandalf comebacks for a revenge with the four last demons of Middle earth. Help him to free the world of the remaining evil of Melkor.

Game

An arcade / rpg mix with four rounds of 16 screens each.

Each Round have a an unique boss that have to be defeated to move to the next Round.

Control can be by either 1 button (two modes) or 2 button control.

Mode 1BA: Joystick Fire + Up Shoot, Up Jumps.

Mode 1BB (Default) Joystick Fire Shoot, Up  Jump, Jump + Up Jumps over stairs.

Mode 2B: Joystick Fire Jumps, Space Shoot (Default).

Gandalf can gain experience, this will increase your fire range, levels are upgraded based your points.

You can also pick items that will increase your maximum health and mana. You can have a maximum of 200 of health or mana.

Damage Table:
Deadly damage -50 STR
Enemy damage  -20 STR
Bullet damage -10 STR
Boss Bullet   -10 points
Boss Hit      Instant dead.

Score Table:
Enemy 0-50
Money 10
Mushroms 10
Chests 100

Level table:
LVL 1     500
LVL 2    1000
LVL 3    1500
LVL 4    2000
LVL 5    3000
LVL 6    5000
LVL 7    6500
LVL 8    8000
LVL 9    9500
LVL MAX 10000


Compatible with the ZX Spectrum  models with a minimum of 128 Kb.

This games was build using the Pietro Engine.


Coded on C using the powerfull z88dk compiler , the fabulous Nirvana Plus, and the genial Vortex II Player for AY music.

Source code:
https://bitbucket.org/CmGonzalez/gandalf/

Code: Cristián González / Alvin Albrecht
Music: BeykerSoft / S9
Testing:Abu Simbel



BUILD INSTRUCTIONS:

* Install or update to the current Z88DK

https://github.com/z88dk/z88dk#installation

Compile z88dk
cd z88dk
chmod 777 build.sh
chmod 777 config.sh
./build.sh

Git clone if you will regularly update z88dk.
Nightly build if you just want to unzip the current build.

Gandalf uses zsdcc so linux users should make sure they also build zsdcc.
zsdcc is included among the pre-built Windows and OSX binaries already.

* Configure the nirvana+ library

Edit file "z88dk/libsrc/_DEVELOPMENT/target/zx/config_nirvanap.m4"
Change "define(`__NIRVANAP_TOTAL_ROWS', 23)" to "define(`__NIRVANAP_TOTAL_ROWS', 18)”

You can also disable wide tiles from Nirvana by changing, to save 300 bytes aprox.

define(`__NIRVANAP_OPTIONS_WIDE_DRAW',    0x00)
define(`__NIRVANAP_OPTIONS_WIDE_SPRITES', 0x00)

To build the Pentagon version instead of the regular Spectrum version:

Edit file "z88dk/libsrc/_DEVELOPMENT/target/zx/config_target.m4"
Change "define(`__SPECTRUM', 1)" to "define(`__SPECTRUM', 32)"

* Rebuild the zx library so that nirvana+ changes take effect

Open a shell and go to directory "z88dk/libsrc/_DEVELOPMENT"
Run "Winmake zx" (windows) or "make TARGET=zx" (anything else)

* Build

Open a shell in the game home directory
Run "make" to build taps.
Run "make zx7" (twice) to build zx7 compressed taps.
Run "make sna" to build 128k snapshot.

Windows users can build by running "zcompile" instead.

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RUNTIME MEMORY MAP:

23296 - 23583     Stack (288 bytes)
23584 - 56113ish  Game
56323 - 65378     Nirvana+ Engine (nirvana hole contains program variables)

128K ONLY:

BANK 3
49152 - ?

BANK 4
49152 - 65488     AY Music, Sound Effects and Players

BANK 6
49152 - 61895     AY Music, Sound Effects and Players, Map Data

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What's NEW

Version 1.03
  -Fix on Mushroom's not showing after brick hit.

Version 1.02
  -Player Jump Fix, now it won't stop at platforms

Version 1.01
  -Player Shoot Animation.
  -Performance improved
  -2 buttons alternative mode 1BB (up jumps, fire shoots, up+fire jumps on stairs)
  -Brick Hit picks items, a la SMB1
  -Level table updated (10 Level Max)
  -Player Shoot Sound fix.
  -Remove Red Dot on loading screen
  -Repaint menu choice after a game
  -Mushroom remove block by stopper tiles
  -Mushroom fix popup on screen
  -Game key repaint on screen after Round UP
  -Map fixes
  -Boss fire left range fixed
  -Speed up animations
  -Background paint fixes, strict function.
  -SPR_P1 / enemies different paint functions for performance
  -game_audio.c - audio abstract
  -game_menu.c - menu abstract
  -Tiles fixes
  -Corrected btiles paper restore after game end.
  -Game clear screen better routine
  -Code clean