Ossuary Source Code
Copyright (C) Damian Walker 2013

This source code isn't quite ready to assemble out of the box.  Here are instructions about what you need to do to create your own personalised version of Ossuary, should you so wish.

REQUIREMENTS

This project uses a number of other development packages, most of which you will need to get from elsewhere.  You can use alternative tools, but this would involve editing the Makefile, or building your own equivalent project file.

1. The z80asm assembler from the z88dk cross-development system.  This may be available as a standalone package; I used the version bundled with z88dk.  Beware of other assemblers similarly named that use an incompatible syntax.

2. GNU make or a compatible make program (a standard Unix make compatible will probably do the job).

3. A C compiler, to compile the bintotap utility that is used to create headerless tape files.

4. BIN2BAS, part of TAPTOOLS, a set of ZX Spectrum utilities to be found at http://www.seasip.demon.co.uk/ZX/unix.html.  This is used to embed the assembled loader code in a BASIC program that the player can load using the standard LOAD "" command.

BINTOTAP

First you need to compile bintotap.c.  The existing bin2tap utility available elsewhere doesn't seem to have a way of generating tape files without a header block, so be sure to use this one instead.  It's in ANSI C so it should compile on anything.

BIN2BAS & THE LOADER

See the TAPTOOLS instructions on how to get BIN2BAS working on your system.  If you are making any alterations that change the length of the game's 'main.bin' file, you need to modify the loader code and rebuild the loader.  This is because the loader contains an explicit reference to the length of the main code which it loads from tape.

THE REST

Assuming that 'bintotap' and 'bin2bas' are executable and are somewhere in your path, you should now be able to build the rest of the system using the command 'make'.

Date: 15 March 2013