I don't understand why you always distribute .tap files of your games in this frankly AWFUL way! You alway supply .tap files that contain raw audio data, which is the worst possible way to do it. Yes, they work in Fuse, but it's very much in the minority; hardly any emulators support this format properly (if at all) – e.g. your .tap won't load in the popular Retro Virtual Machine, though it finds some of the blocks – and so you have a .tap file that could and should be pretty much universally supported, but which works in hardly any emulators. Even with Fuse, the results are highly undesirable because you can't see or access the data blocks easily, and the user interface to the tape becomes useless, in effect. It also slows down the loading in effect, because it has to simulate pulling in the data (albeit at a turbo speed).
On top of that, supplying data in this way is MASSIVELY inefficient. The .tap file of this game is nearly 2MB in size; in reality, if it were supplied as a proper .tap file, containing just the data blocks that you normally expect to find, it'd be only a few 10s of K, or perhaps a bit over 100K if it's a massive 128K Spectrum game (which I doubt). So there's really no advantage whatsoever in supplying your games in this format, yet you always seem to do it this way. Is there some good reason why?
Surely you could just save out a regular .tap file in an emulator running your AGDX software, couldn't you? How do you actually save your games once you've created them? If it's in a way involving actual audio output, then there's SURELY a better way to do it via emulation and create exactly the type of file that's needed. In my experience, Fuse is not very good at creating .tap files (certainly not on the Mac), but doing this is one of Retro Virtual Machine's strengths. So, using RVM, can't you just create a blank .tap file and then save to it from the emulator, thus producing a standard, universally supported .tap file that you can then distribute? Bonus: if you did that, you then wouldn't also have to supply a snapshot file for all the people who can't load your .tap file…!
It'd be great if you'd do this with this and your other games, too. Thanks a lot. It'd make all users a lot happier and widen your audience, too, as your method of distribution is currently a real obstacle to running your games.
Thanks. You can use audio2tape, which is one of the Fuse Utilities (an optional download, separate from the Fuse emulator). I've just used it now on the .wav that you've just uploaded, and it produced a perfect .tap file on the first attempt. I note that someone else has already offered to send you a conversion, so I won't do it myself (though I did with one of your previous games) – but if you need it, just let me know. NB You don't really need a .tzx file since only a standard loader is used; a .tap is perfectly sufficient.
Here's a download link for the Fuse Utilities for Windows: Fuse Utilities v1.4.3 – and you'll find audio2tape and its documentation in the collection.
Regarding x86 and RVM being 'no use', you're mistaken. RVM is available for Mac, Windows and Linux (and there's even a build for Raspberry Pi now). Give it a whirl. Whether it's an emulator you want to use in general is a different matter (personally I still prefer Fuse with its no-nonsense interface for general use), but RVM is certainly VERY useful for creating tapes, I find. Surely, just saving out to a distributable tape file is preferable to having to go through audio file conversion.
Here's RVM: https://www.retrovirtualmachine.org
NB There must surely be plenty of other emulators that can save tape files. (Fuse is supposed to be able to, but I've always had trouble with doing it in the Mac version.) RVM can't be your only choice. I suggest it simply because I've found it useful for doing that, and I like its interface for creating tapes. It makes it pretty easy and lifelike.