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3

I guess some emulators have a direct MIC input for a quick check, but I prefer a little bit longer way. First of all, I connect the tape with the PC (in fact, I have a "USB Walkman") and make a digital copy using Audacity, at the best quality I can (48 kHz sampling frequency, 16 or 24 bits). Save it as lossless WAV (NO MP3!) With this record, I can do all ...


4

Most games, eg Gauntlet, Leaderboard loaded level data from the tape or disc, but the code engine stayed the same. Some multi part games had separate games that were connected, eg Game Over, Freddie Hardest, Ghostbusters 2. These generally had no data exchanged between the parts. A few games loaded code, but maintained data, for example They Stole a Million....


7

For games with very distinct playstyles per level, such as Ghostbusters II https://m.youtube.com/watch?v=4wnPZEM1IvQ (sewer drop, side scroller) and the 128k version of Short Circuit (exploration mode, side scroller mode), the segments of the game were closer to different games entirely than a common engine into which things could be loaded. (This is ...


6

I am afraid that there are no general communities for "processor-specific assembler routines". Pieces of information are fragmented to many websites and groups around the web. In the case of Zilog Z80 - it should be on the brand fan pages (e.g. "Spectrum" communities, "Sharp MZ", "CP/M", "MSX" etc.). But, fortunately, there is an info hub for Z80 related ...


4

Github would seem to be the obvious place, and I see there are already a couple of libraries there A low-precision one (9 + 7 bits) https://github.com/nagydani/lpfp A bigger one (16 + 8 bits) https://github.com/RoaldFre/z80fltptlib


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