Tools > Options > Cassette Recorder > Playback Options > Stop at end of tape
Untick that one, but be sure to have all the options below it ticked (Enable Fast loading, Flashloading and Edge detection) 🙂
zxpresh
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Sadly there was no blocking sprite for Sagat in the original release, and the victory pose was the best I could come up with from what was available! 😳 (although I do think it's kinda menacing the way he just laughs at your attacks!)
Source will be released in the coming weeks, as I don't feel comfortable developing for hardware which I don't own and therefore can't test on a real-world Spectrum/clone. Scope of the original project was to get something which would run on my +2 via cassette, which it does 🙂 and DivMMC compatibility is also incredibly useful to have, though it may vary by model... I'm so glad it works on my Future and seems to on many others!
There was no memory left for scoring or other mechanics, although disk/DivMMC loading could allow these by ditching code for e.g. title screen once the game begins. I may work on an expanded DivMMC version in future, but no promises... and I'd be happy for it to become a community project to see how much further others can take it! 😁
OK, so I think I've figured out the issue here... the section below your breakpoint (red line) is supposed to check the filename in the header... check 10 characters (LD B, $0A) and JR to tl_header (JR NZ, $A14B) if any characters don't match.
The highlighted LD A, C should really be LD A, B - however we already know that B=0 after the final DJNZ, making this extra check redundant!
I will test and release an update once I'm confident that this is the issue... it is likely replicated in the main code loader so I'll need to fix there too.
Thank you for efforts and bug report! 🙂
The tape needs "rewinding" to find the other character's data... I don't know which emulator you're using, but on Spectaculator there is a "stop at end of tape" option which needs disabling to allow the tape to loop indefinitely. So you'll need to find your emulators similar option or "rewind" button. Hope that info can help you, and if so please reply here with details so I can add the info for other players if you find it! Many thanks 🙂
The tape needs "rewinding" to find the other character's data... I don't know how you'd do this on The Spectrum, but on Spectaculator there is a "stop at end of tape" option which needs disabling to allow the tape to loop indefinitely. Hope that info can help you, and if so please reply here with details so I can add the info for other players if you find it! Many thanks 🙂
Not a bug.... JR NC checks the carry flag, not what the C register contains... and LD_BYTES returns carry flag unset (NC) on error, so this is the error handling (JR NC) for an error within that CALL to LD_BYTES.
Documentation here:
https://skoolkid.github.io/rom/asm/0556.html



