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RAGE1: New Adventure Game Engine for ZX Spectrum

Posted: Sat Dec 12, 2020 11:14 pm
by jorgegv
Good night,

during the last weeks I have been developing an Adventure Game Engine for ZX Spectrum based on Alvin Albrecht's great SP1 sprite engine. My main motivation was to create a ZX Spectrum game for my kids, but as I was writing it I thought it would be better to refactor most of it in the form of a game engine. This way, similar games could be easily made with it. Heavy inspiration was taken from MK1 La Churrera, by Mojon Twins.

My personal game is still quite in its early infancy, but I'd like to share with you RAGE1: Retro Adventure Game Engine, release 1.

The public repo is at You can find a README on the main page, and some usage and development documentation. This is a work in progress (and will be for a long time!) so please accept my apologies in advance for lacking documentation or functionality.

I'd very much appreciate any feedback and comments about it.

Have fun, and long live the ZX Spectrum! :-)

Re: RAGE1: New Adventure Game Engine for ZX Spectrum

Posted: Mon Dec 14, 2020 9:24 pm
by amateus
This seems really interesting. I'll be watching it. Nice work.

Re: RAGE1: New Adventure Game Engine for ZX Spectrum

Posted: Wed Feb 03, 2021 4:09 pm
by Timmy
I am reading at the requirements right now, and other than z88dk and perl (that I don't know how to use) and fuse, I have no idea what the rest are.

I've also read most of the files in the doc directory, and I still have not much idea how to use it.

I think I've seen some really old Churrera before, I think there, Churrera needs many inputs:

* map data from mappy,
* sprites and wall tiles from an image(?),
* scripts for the scripting engine,
* a background for main screen.

What does your engine need for inputs?

I see that you have a scripting engine too.

For me, it seems to be harder to learn than C.

I like what you have done, but I think you need some better examples and documentation if you want other people to use it.

Re: RAGE1: New Adventure Game Engine for ZX Spectrum

Posted: Wed Feb 03, 2021 5:35 pm
by jorgegv
Hi Timmy, thanks for your time reviewing.

The requirements are for Linux, since that's where I do all my development. I should specify that in the docs.

The engine inputs you are asking for are in the game_data directory (you'll find sprites, game definitions, maps and scripts), which gets translated by the tools in the tools directory to files in generated directory. These files are automatically included in the compilation.

There are no graphic tools for generating the data files, other than the sprite data being extracted from PNG files. Probably it would be good that RAGE could use Mappy outputs or something, but I'be had some trouble compiling the tools for Linux (I don't do WIndows, sorry). May be I can use WINE to use the WIndows tools.

I'll do my duty and enhance the documentation with a starter guide.

Thanks again

Re: RAGE1: New Adventure Game Engine for ZX Spectrum

Posted: Fri Feb 05, 2021 10:58 pm
by jorgegv
Well, I added a warning to the main README so that people know that for the moment it's been only tested under Linux. And also, the development branch for the Flowgen tool (the scripting engine) has been finally bug-fixed and merged into master.

I have opened myself a couple of issues for this documentation and also for making a Windows-compatibe build script.

Re: RAGE1: New Adventure Game Engine for ZX Spectrum

Posted: Wed Feb 10, 2021 9:43 pm
by jorgegv
Hi again @Timmy,

I have added detailed instructions for building under Windows, and I also have added links and reorganized the READMEs for better guidance about how or where to start reading/developing with RAGE1.

I think most of what you wanted to know about the engine (inputs, outputs, etc.) is included in the doc/ document.

I hope you can give it a second look with this info. I warn you that the demo game is not polished at all, but instead is intended to exercise and demonstrate all the engine modules. I'm also working on a couple of games using this engine, which I'll share when they are ready.

Thanks again