Of course not! You boot up your DOS machine—one of the biggest operating systems of the time. This retro PC was first released in It served as the precursor to the development of the Windows OS line. DOS programs can be emulated using RetroPie. The DOSBox emulator is perfect for running. You can also run them using Rpix For more about these setups, visit the RetroPie PC github page. This machine was first built by Sinclair Research, based out of the United Kingdom.
The build was released in and proved to be worthy competition from across the pond. This system was well known for its 8-bit architecture and software capabilities. And did we mention games? The ZX spectrum is one of the many consoles that can be emulated on RetroPie. Once the emulator is setup, drag and drop content to the ZX Spectrum rom folder. These emulators run numerous ZX Spectrum file extensions, like. One year before we met The Amiga, a company known as Amstrad released their own 8-bit home computer.
This machine was called the Amstrad CPC. The company released new models in this series throughout the 80's before ending in When it comes to Amstrad CPC, you can expect plenty of pixels, data processing, and did we mention video games?!
If you're new to RetroPie, visit our guide on how to install and setup RetroPie. There were a few things I noticed when running this emulator for the first time on the Raspberry PI which caused the software to crash and I will show you how to fix that here.
The next issue is to do with the CD-Rom settings. I have tried using a few different generic controllers and they all work. I recommend using a wired XBOX controller. To play games you will need some ROM files. The legality of downloading ROMS is sketchy at best and may be illegal in some countries.
Navigate to the folder where you downloaded the game. If the file is in a compressed folder then you will need to extract the file first. I have never been involved with any homebrew scenes. It would be interesting to look into using GB Studio, or similar applications, and create my own homebrew game and set to go along with it.
What I like in homebrews is that the people creating those games are really passionate about what they do. Regarding achievement creation, in a previous issue of RANews I shared my process of researching a game in order to have ideas for achievements. I think this is an interesting thing to share with the community.
Hopefully an achievement creators can pick those ideas and implement them. Please, tell us a bit more about your achievement creation process. The preliminary work. Research : I like to know virtually everything there is to know about the game I am working on.
I will lookup guides on multiple websites, cheat codes, speed run videos, original manual, basically whatever I can find to learn as much about the game as possible. You never know what you can find that will spark an interesting idea for an achievement. This stage is typically ongoing throughout the entire achievement creation process.
Putting as much information into the code note is a great practice, Player Health is not very descriptive. I try to put the address size, max health, what the value goes to on death, does the value go to something unexpected on other screens 0xFF on a continue screen for example. During the initial playthrough I also make a bunch of save states of notable events, such as the beginning and ending of stages, pre boss fights, in game events, etc.
You can save a lot of time by creating and properly labeling save states. Finally during my initial playthrough I am taking notes in a Google Sheets on the specifics of each stages can I go deathless, enemy count, can I kill all enemies, can I kill no enemies, can I complete it in some unique way, dose it have a unique gimmick, etc.
Simply completing the game will generally award all of these achievements. Nothing special here, every game as them. Depending on the game I may add in achievements for getting a certain number of points or score on individual levels to total throughout the game.
I try to put these into leaderboards as well. Challenge based achievements is where all the fun is. This is the part where I can get as creative as I want to offer unique and difficult achievements for the user. The majority of my design time is spent here and really what lets the set shine as a whole. Can I beat the level using a default weapon, colleting all items, killing all enemies in a specific way, whatever questions I can think of during my playthroughs.
Some of my favorite achievements were the ones I recently did for my Rocket Knight Adventures revisions, while not terribly difficult they were really fun to create and earn. This could include level completion, taking damage, dying, entering a boss fight, defeating a boss, and so on.
I typically know exactly what logic I need to add into each achievement before even starting to work on them. So I will make them in batches, test them, and update and retest them if necessary. I spend a good amount of time on my badges making them look visually appealing while also relating to the achievements they are used for. Final Testing: At this point my achievement set is final, all the logic is complete, badges are done, leaderboards and Rich Presence are done.
I am just verifying that everything triggers when it should. Final testing consists of at least 1 more full playthrough of the game, depending on the game length. I request a playtest from the Discord playtesters as well, who better to test my set than other users. If they can find mistakes before the set goes then great. Being a code reviewer also plays an important role in my creation process. I hope it can be an encouragement for more Code Reviewers volunteers.
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