Discuss and discover all the great games of yesteryear!
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Eric
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by Eric » Tue Aug 18, 2015 3:56 pm

RoboCop Classic - Amstrad CPC and ZX Spectrum graphic types.
Finally released this remake after finding the unfinished code from 2009! Adds two player co-op play and HD.
v1.1 update fixes speed and adds three graphic modes for ZX Spectrum. ZX and CPC sprites and backgrounds can also be mixed.
Spectrum music and sound effects also added.
Windows PC Download v1.1:-
http://www.parkproductions.co.uk
ZX Graphics modes (v1.1)
https://youtu.be/DzkbOh3BH-w
1 Player Video (v1.0):-
https://youtu.be/f6NJYMXMLnU
2 Player Video (v1.0):-
https://youtu.be/n0eC6klKKCI
In-game settings.
F1 = CPC/ZX
F2 = Backgrounds
F3 = Sprites
F4 = HUD
F5 = Zoom Out
F6 = Zoom In
F7 = Music Select
F8 = Audio Select
F9 = Defeated Enemy
F10 = FPS
F11 = Vsync On/Off
F12 = Filter Colour
Last edited by
Eric on Sat Sep 12, 2015 7:09 am, edited 6 times in total.
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Mancman
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by Mancman » Tue Aug 18, 2015 6:37 pm
Looks just like the best version, the CPC, with an extra Robocop.
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markopoloman
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by markopoloman » Tue Aug 18, 2015 8:00 pm
Mancman wrote:Looks just like the best version, the CPC, with an extra Robocop.
Will download and see what the scrolling is like

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Scratch_Porkings
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by Scratch_Porkings » Wed Aug 19, 2015 4:12 am
I liked the atari st version, at the intro was a sound sample by some teenage English programmer talking into a bucket. It was hilarious.
I like the park productions website, Retro Gamer roundup.
Awesome
Scott me up beamie!
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joefish
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by joefish » Wed Aug 19, 2015 8:49 am
Why not grab the higher-res Speccy sprites, then re-colour them based on the Amstrad ones?
No-one wants to see blocky pixels in a remake.
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Swainy
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by Swainy » Wed Aug 19, 2015 10:55 am
joefish wrote:Why not grab the higher-res Speccy sprites, then re-colour them based on the Amstrad ones?
No-one wants to see blocky pixels in a remake.
Yeah I'd go for that idea too. A coloured Speccy version would have looked lovely. The Park brothers are Amstrad owners though.
Looks a bit too fast to me.
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Eric
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by Eric » Wed Aug 19, 2015 11:27 am
Swainy wrote:joefish wrote:Why not grab the higher-res Speccy sprites, then re-colour them based on the Amstrad ones?
No-one wants to see blocky pixels in a remake.
Yeah I'd go for that idea too. A coloured Speccy version would have looked lovely. The Park brothers are Amstrad owners though.
Looks a bit too fast to me.
I originally planned for the game to have a gfx select option where you could select zx or cpc. It turned out too tricky as enemies need to be a certain pixel height and floors/lifts/stairs were a nightmare to code. The game also currently upscales the Amstrad gfx from 1:1 ratio to CPC wide 2:1.
The best method would be to do a seperate Speccy edition.
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joefish
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by joefish » Wed Aug 19, 2015 11:47 am
I was assuming the Speccy and Amstrad versions both used sprites of the same dimensions, just with doubled-up pixels on the Amstrad. I certainly wouldn't be surprised if they had identical Z80 game code behind them as a lot of conversions were done that way. Is it not so?
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Eric
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by Eric » Wed Aug 19, 2015 12:01 pm
ZX and CPC looks to share the same code but the window size is different which would require a lot of my code to be changed as this is what the enemies use to spawn and turn. The zx game window is 216x128 with CPC at 128x128 (viewed at 256x128). This throws off the bullet code too as bullets are turned off at screen edge. A Speccy edition using the current CPC remake code is doable but would be a bigger challenge than it looks as the remake is currently only set to run with the CPC 128x128 window in mind.
It's got me thinking though! I would also use the zx music and sfx to keep it authentic. For gfx I would like to keep the monochrome as I mocked up a quick colour zx screen but I think I didn't look to work and took the classic zx look away, perhaps colour pickups or different 1 colour enemies would lift them out from the monochrome background.
Is there any differences between Robocop zx version from the tape, disc or 128k version?
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crusto
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by crusto » Wed Aug 19, 2015 1:31 pm
I'd buy that for a dollar!
Eat your nans pants
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Eric
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by Eric » Wed Aug 19, 2015 2:05 pm
Had a look through the upscaling/drawing code (wrote it 2009, it seems to work by magic!) and a lot easierpossible at be possible. This method would basically stick the zx graphics on top of the cpc gfx after the cpc gfx have been stretched horizontally. All ai/bullet etc code would run as is without needing changed. If the zx gfx are approx the same size as the cpc then collision detection will look fine.
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Scratch_Porkings
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by Scratch_Porkings » Wed Aug 19, 2015 5:05 pm
crusto wrote:I'd buy that for a dollar!
Lol
I couldn't play it with the keys I was having a nightmare, so I bound qaop lshift and space to my ipega. It's playable now but a bit fast.
Scott me up beamie!
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Katzkatz
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by Katzkatz » Wed Aug 19, 2015 5:12 pm
crusto wrote:I'd buy that for a dollar!
Thank you for your co-operation.
I'll check out the PC version. I loved the arcade version. I played a little bit of the Amiga version, it seemed okay - apart, from having to use the spacebar for jump.
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coevin
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by coevin » Wed Aug 19, 2015 6:19 pm
You never needed to use spacebar to jump on the Amiga version, was just another method. As for this version keyboard controls are not great, and it plays way too fast unfortunately.
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Eric
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by Eric » Thu Aug 20, 2015 5:20 am
The keyboard can be tricker with the added punch button, joypad is recommended. Press 5 to select controls and any windows controllers should be detected.
The speed is making the difficulty way to hard. I'm working on an update for that.
Playing the spectrum game I just noticed that it gives points for picking up ammo as well as an extra life at 20000 points so these will be added to the update too. Does the spectrum guys know if extra life's are awarded after 20000 points as Ive reached 60000 points on the zx?
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