Cover of Cryptmorrow, ZX Spectrum, Z80 Assembly: white rounded title on dark petrol green, the ZX logo, a diagonal rainbow, and the real loading screen of the game, a stone hall with an arch, a red door and the explorer, in a mint-green frame.
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ZX Spectrum Game Manual Series · Volume 1

Cryptmorrow ZX

Z80 Assembly: Build a Complete Dungeon Explorer for the ZX Spectrum

Build a full game

by Eric A. Norton and Jorah Sallow

Build a complete ZX Spectrum game in Z80 assembly, one playable step at a time

Under the hill of Morrow lies a crypt of sixteen rooms. Torches burn in halls green with moss, skeletons still guard the corridors, bats wait in the dark, and three seals open the portal of the Moss Gate. Cryptmorrow ZX is the dungeon explorer of the Commodore 64 book, written again for the ZX Spectrum: its Z80, its screen of colour attributes, its beeper and the AY chip of the 128K. This book shows you how to build it yourself, from the first room on the screen to the finished tape with its title, its music and its endings.

The complete game is yours. The companion repository holds the full source code under the MIT licence: the finished game, the eight steps of the book, 22 ready-made experiments, the tests and the tools. The game is also there ready to play, as a tape image that runs on the 48K and the 128K.

All you need is three free programs: the sjasmplus assembler, the Fuse emulator and Python. Every listing in the book is real code of the game, and every picture is a real screen of the program.

Cryptmorrow ZX is the first volume of the ZX Spectrum Game Manual Series, where every book is independent and brings a new original game to life. Load the tape, light the first torch and step under the Moss Gate.

Inside the book

  • Sixteen rooms beneath the hill of Morrow, seen from above: an atrium of seven rooms and three zones of three, drawn from tiles
  • An explorer drawn as a software sprite, who walks, stops at walls and fights with a blade
  • Keys and locked doors, treasures and potions, and three seals that open the portal of the Moss Gate
  • Skeletons that patrol and bats that give chase, with blows, damage and GAME OVER
  • Music on the AY chip of the 128K, effects on the beeper of every Spectrum, and a MUSIC, SOUND FX or SILENT menu
  • A title in big letters, Kempston, Sinclair or keyboard controls, victory and defeat screens
  • A tape with a BASIC line, a loading screen and the code, loaded through the ROM as a Spectrum loads it

What makes this book different

  • No assembly experience needed

    The book starts from the Z80, its memory and its screen, before the first line of the game.

  • Eight playable steps

    From the first room to the finished tape. Each step is a complete program, and its size and SHA-256 fingerprint tell you that you built exactly the program in the book.

  • Make it yours, then break it

    14 guided experiments change speeds, colours, damage, music and names; 8 “Where it breaks” versions make the classic mistakes on purpose and explain them.

  • Tested frame by frame

    The tests load the tape through the ROM in a simulator and compare every frame of play with a model of the game, the screen byte for byte, the AY and the beeper too.

The game in this book

The game you build

ZX Spectrum

Cryptmorrow ZX

The dungeon explorer of Cryptmorrow for the ZX Spectrum. Sixteen rooms beneath the hill of Morrow, keys and locked doors, skeletons and bats, three seals and the portal of the Moss Gate, with AY music on the 128K.

From Cryptmorrow ZX

Contents

17 chapters

Code for every chapter →

Seventeen chapters, eight steps

  1. 01Your workshop
  2. 02The Z80, memory and the screen
  3. 03The tile engine
  4. 04Text, torches and the frame
  5. 05Software sprites
  6. 06The explorer
  7. 07The dungeon and the HUD
  8. 08Objects, doors and the portal
  9. 09The enemies
  10. 10The blade and the damage
  11. 11The AY and the music
  12. 12The beeper, the effects and the sound modes
  13. 13The title and its big letters
  14. 14States, menu and end screens
  15. 15The tape
  16. 16Reading and checking the game
  17. 17Glossary and index

Errata

Corrections

No errors have been reported for this edition yet.

Found a mistake? Open an issue on GitHub or write to [email protected], with the page number and what it should say.