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<1…13141516171819…34>
  • New oneliners for 2008[INDENT][INDENT][INDENT]Here's my attempt at a first-person-perspective 3d game in one line of BASIC. It's called 'wormhole', and you've got to get t…

    Here's a new version of [B]PathFinder[/ ... ]
    1 BORDER USR 7766^0:
    POKE 23693,7:
    FOR r=0 TO 9:
    PRINT r;"0%":
    FOR c ... =33 TO 47:
    RESTORE :
    READ n ...
    Einar Saukas Einar Saukas April 2008 Development
  • New oneliners for 2008[INDENT][INDENT][INDENT]Here's my attempt at a first-person-perspective 3d game in one line of BASIC. It's called 'wormhole', and you've got to get t…

    ... this version everything I wanted is built in.
    There might ... optimization, but I think it is ok like this.

    1 DIM m$(1640):
    READ p,f,b$,n,s ...
    Dr BEEP Dr BEEP May 2008 Development
  • Just wrote my first useful working Speccy BASIC program in years...A nice UK National Lottery number generator. And not just any lotto number generator either. This one generates 8 lines of 6 numbers without replace…

    ... />
    Still have to put in a randomize command at the start or ... numbersleft=49
    105 REM a is the number hat (array) from ... NEXT c
    400 REM print the lines of randomly picked ... /> 410 FOR f=1 TO 8
    415 PRINT "LINE ";f;": ";
    420 ...
    BigBadMick BigBadMick November 2008 Development
  • Just wrote my first useful working Speccy BASIC program in years...A nice UK National Lottery number generator. And not just any lotto number generator either. This one generates 8 lines of 6 numbers without replace…

    ... =1 TO 49: LET a$=a$+CHR$ (f): NEXT f: FOR g=1 TO 8: PRINT AT ... g-1,0;"Line ... ";STR$ (g);":": FOR f=1 TO 6 ... +INT (RND*LEN a$): PRINT AT g-1,8+((f-1)*3);" "( TO (CODE a$(b)
    Dunny Dunny November 2008 Development
  • Interlace demoSorry to reference another thread like this, but in the thread: [url]http://www.worldofspectrum.org/forums/showthread.php?p=313428#post313428[/url] …

    ... BORDER 0: PAPER 7: INK 0
    40 PRINT FLASH 1; INK 7;"..";
    45 PRINT FLASH 0; INK 0 ... 's have gone a little wonky, custom palette is now selectable on ... this out trying to brighten up the palette a bit as I ...
    FrankT FrankT November 2008 Sinclair Miscellaneous
  • New for 2009 - mc onelinersI found the limit of one line and one screen's worth of program really useful in (re-)learning BASIC, so I've decided to carry the format over into m…

    Here's a more compact version of the ... hex, I've gone for a two characters per byte code ... />
    [CODE]
    1 LET a$="?3210958>5061?010000> ...
    Matt_B Matt_B December 2008 Development
  • Howto paint a squared zone of the screen ?You know what guys ? i begin to love this languaje. Cant understand why not put more effort on the 80's to learn it :( because it is really speedy. …

    ... it is a little easier to understand: 8=PAPER 1 (should be 0..7 *8 ), 7=INK 7 (0 ... 0 or 64). You can make other expression: (paper*8 )+ink+(bright*64), where paper ... and ink are 0..7, and bright 0 or ...
    Shiru Shiru June 2010 Sinclair Basic
  • ccompletly baffeled machine codeHi everyone, BEFORE you ask i have not asked help for loads of problems i have recently now encountered and i figured the problems out myself, hones…

    ... 8 bytes that make up the letter Q into the bitmapped screen at ... nearest value of 8.

    Example: To print the letter "A" at the top ... corner of the screen (which is equivalent to PRINT AT 0,0;"A" in BASIC) you could ...
    Turkwel Turkwel September 2010 Sinclair Miscellaneous
  • Cool BASIC tricks and tips!Following on from Dunny's excellent suggestion of a compendium of BASIC tips + tricks, I believe it would be better to have a topic dedicated to it. …

    ... version, the one that is loaded to be used in ... ink and paper. To switch on a sprite, I only had to poke to ... ink and reveal the sprite(s). This is faster than do a PRINT to erase a ... way, so you can read the BASIC code:
    at a decent speed. I talked about it at ...
    mcleod_ideafix mcleod_ideafix September 2011 Sinclair Basic
  • Othello/Reversi Validate and Make MovesI'm working an Othello/Reversi game The board is represented as a 2d array 8*8 ie: 00000000 00000000 00000000 00012000 00021000 00000000 00000000 000…

    ... INKEY$="q" THEN PRINT AT p,q; INVERSE 1; INK a(q,p)+3 ... IF INKEY$="a" THEN PRINT AT p,q; INVERSE 1; INK a(q,p)+3 ... />
    212 PRINT AT p,q; INVERSE 0; FLASH 1; INK a(q,p)+3 ... ;"XOO"(a(q,p)+1)[/PHP]
    That seems to ...
    Rebelstar without a cause Rebelstar without a cause September 2011 Development
  • Dead Spectrum SocietySo I'm getting back into real Sinclair computers rather than emulators. During the summer months I was lucky enough to buy a working ZX81 and was giv…

    ... is filled with flash 0, bright 0, paper 0, ink 2, which causes the above stripes to ... is not 00000010, but 00100010. That is: bit 5 stuck at value '1' (which is a ... located, so it is easy to alter that code in order to simulate faulty RAM ...
    mcleod_ideafix mcleod_ideafix October 2011 Hardware
  • Up/Down Left/Right scrollCan anybody give a newbie some pointer to simple one char scrolling by pixel? I've looked at a lot of resources, but as you can imagine, it's all a …

    ... ,120
    db 0,0,0,0,0,0,0,0,60,66,165,165 ... A will only hold the numbers 0 to 7 it's an easy way to ... /> ;
    ;*** Read this bit first before taking a look at the face_loop2 ... PRINT routine that is going to
    ;move 8 bytes…
    Turkwel Turkwel November 2011 Development
  • Up/Down Left/Right scrollCan anybody give a newbie some pointer to simple one char scrolling by pixel? I've looked at a lot of resources, but as you can imagine, it's all a …

    ... plane like a sheet of graph paper for ... is just that the spectrum's display file organization makes it easy to write 8 ... /> Placing sprites vertically at a pixel position is easy, which will be ... a,l ; a = x coord 0-255
    and $07 ; a = horizontal shift 0 ...
    Alcoholics Anonymous Alcoholics Anonymous November 2011 Development
  • Xor-shift random number generator for Z80[QUOTE=Patrik Rak;320244]Come on, people, [URL="http://www.jstatsoft.org/v08/i14/paper"]xor-shift generators[/URL] devised by Marsaglia, that's the w…

    ... READ v: IF v255-(256-42*INT (256/42)) THEN GO TO ... Display Counter, Random No(0-255), Random No(1- ... 400 POKE 23692,255: PRINT a;TAB 8;b;TAB 14;b1
    530 REM
    540 PRINT : PRINT b101,b142
    550 REM ... thing I notice is that when the above is run you get ...
    Paddy Coleman Paddy Coleman December 2011 Development
  • BackgroundDoes anyone know how i would create a background similar to [URL=http://imageshack.us/photo/my-images/42/backgroundmockup.png/][IMG]http://img42.ima…

    ... at start of attrs
    ld (hl),96 ;96 green paper black ink ... bright
    ld de,22529 ;de to ... br /> ld hl,22528+8 ;now do black bits in ... asm, compared to ccowleys 22. So mine is obviously the ... a in front of jr nz shouldn't I?, that ...
    R-Tape R-Tape December 2011 Development
  • BackgroundDoes anyone know how i would create a background similar to [URL=http://imageshack.us/photo/my-images/42/backgroundmockup.png/][IMG]http://img42.ima…

    ... at start of attrs
    ld (hl),96 ;96 green paper black ink ... bright
    ld de,22529 ;de to following byte ... /> ldir
    ld hl,22528+8 ;now do black bits in ... ; timing
    xor a ;zeroise accumulator, this is only one byte so ...
    R-Tape R-Tape December 2011 Development
  • Screen routinesHello. For my games I?m using the sprites routine method of a screen buffer and when I finish to print all the sprites I dump all the buffer in the …

    ... to frame. If you print a new background character to a square ... This is probably a bit surprising to most who read this ... that a 0 horizontal shift causes a much faster blit to screen to ... to cause a change to 8-bytes of screen data. Further, it is Alcoholics Anonymous Alcoholics Anonymous January 2012 Development
  • Screen routinesHello. For my games I?m using the sprites routine method of a screen buffer and when I finish to print all the sprites I dump all the buffer in the …

    ... to frame. If you print a new background character to a square ... This is probably a bit surprising to most who read this ... that a 0 horizontal shift causes a much faster blit to screen to ... to cause a change to 8-bytes of screen data. Further, it is climacus climacus January 2012 Development
  • Noob needs helpSorry gents but decided to have a play with basic...see if I could knock up a shonky as hell space invader type game I seem to have gotten myself co…

    ... movement & limits, it saves a little on the spaghetti overhead ... br />
    10 LET y=8 ...... initialise y
    20 LET ... AND y2
    40 PRINT AT 0,0;y;" " ... Just to print the value of y ... (obviously)
    50 GO TO 20 ...
    SKR SKR January 2012 Sinclair Basic
  • Noob needs helpSorry gents but decided to have a play with basic...see if I could knock up a shonky as hell space invader type game I seem to have gotten myself co…

    ... movement & limits, it saves a little on the spaghetti overhead ... br />
    10 LET y=8 ...... initialise y
    20 LET ... AND y2
    40 PRINT AT 0,0;y;" " ... Just to print the value of y ... (obviously)
    50 GO TO 20 ...
    Wookiee Wookiee January 2012 Sinclair Basic
  • The curious case of the vanishing zerosRight, I'm back for more help guys This time I think I've figured out the code ok....but still it fails - well it works but only once... Basically …

    ... "p"+0,VAL (chr(193) +"00011000")



    That wouldn ... - but I notice that while lines 170 to 240 remain unchanged using ... />
    I assume CHR$ 196 is some kind of code for ... blue bad guy
    670 INK 1: PRINT AT a,s;"\::"
    680 REM ...
    Wookiee Wookiee January 2012 Sinclair Basic
  • Official Basinc thread - Bug reports and other discussionI just released a new BASin fork, basinc. The first official release was V16r2, and today it's r3. it's uploaded to wos archive and alternatively, h…

    ... ]100 POKE 23560,0
    110 LET a=PEEK 23560: PRINT AT 0,0;a;" "
    ... 120 IF (a11) AND a13 THEN GO TO ... 110[/CODE]

    I would have expected that ... when I press a key the code ...
    Paddy Coleman Paddy Coleman April 2012 Sinclair Basic
  • General purpose full screen input routineHi Folks, One of the things that annoyed me back in the 1980s with most BASICs was the lack of a full screen "formatted" input function. You could …

    The screen corruption is caused by a ROM bug being encountered because of line 1710 trying to print something to the left of 0,0. Try typing in:
    PRINT AT 0,0;CHR$ 8;" "
    as a direct command to see the same effect.
    Battle Bunny Battle Bunny June 2012 Sinclair Basic
  • General purpose full screen input routineHi Folks, One of the things that annoyed me back in the 1980s with most BASICs was the lack of a full screen "formatted" input function. You could …

    ... ;632860]The screen corruption is caused by a ROM bug being encountered ... of 0,0. Try typing in:
    PRINT AT 0,0;CHR$ 8;" "
    as a direct command to ... /> Bit of a pain that bug as it does tend to impact these ...
    Paddy Coleman Paddy Coleman June 2012 Sinclair Basic
  • General purpose full screen input routineHi Folks, One of the things that annoyed me back in the 1980s with most BASICs was the lack of a full screen "formatted" input function. You could …

    ... : "PRINT AT 0,0;CHR$ 8;" and it's 22783 - in the the attributes - which is ... the right-hand side if a character is then printed; which means ... 256 byte steps from 22783 to 24575.

    As ... byte validation table idea, then at line 420, instead of "LET ...
    Battle Bunny Battle Bunny June 2012 Sinclair Basic
  • Machine Code Routine of the weekHow about a thread that has a routine each week that is in [B]assembly language[/B] and is also described in great detail what the hell is going on …

    ... /> LD H,0
    LD L,A
    ADD ... be simplified to this:

    [CODE]; Print out a character
    The only problem is that the change above does not ... char set, which is located at an odd 1024-byte ... states per char, thus 8,704 T-states over ...
    Einar Saukas Einar Saukas June 2012 Development
  • Another cause for DivIDE problems on 48K'sThe last months some topics were opened to discuss problems with 48K ZX Spectrums and DivIDE. Sofar we found: - Bad Z80's because of poor fanout (si…

    Just tried to read the ROM contents with my ... Spectrum ROM's (tried about 8 different ones).

    So ... FOR A=0 TO 16383
    30 LET B=B+PEEK A
    40 PRINT AT 0,0; A ... should.
    But of course that doesn't have an NMI ...
    bverstee bverstee July 2012 Hardware
  • Switching 48/128 modes within a BASIC programI'm not sure what use this would be; ie. being able to switch between 48k and 128k modes and back again from within a continuously running BASIC prog…

    ... method I use to determine the model is from an 8-year old ... /+3e models gives that odd "OUT 7I 0:1" report is that it's ... /> LET mode=48+bit4*80: PRINT AT 0,0;CHR$ 163,"in ";mode;" mode ... )+PEEK 5440:
    FOR a=1 TO 6: READ o,e: LET ret ...
    Battle Bunny Battle Bunny July 2012 Sinclair Basic
  • WibbleBibble's Basic threadHi in an attempt to keep my questions from spamming the forum. I think its better to put them all in one place. Thanks everyone so far, I feel I am …

    ... /> 120 PRINT AT 0,0;"SETTING UP ARRAY";
    130 FOR Y=1 TO 22 ... : FOR X=1 TO 32
    140 ...
    170 FOR N=1 TO 500
    180 LET X ... (RND*44)
    200 INK INT (RND*8)
    210 GO SUB ... /> 560 IF P2=8 THEN LET P2=P2=8
    580 IF ...
    WibbleBibble WibbleBibble August 2012 Sinclair Basic
  • WibbleBibble's Basic threadHi in an attempt to keep my questions from spamming the forum. I think its better to put them all in one place. Thanks everyone so far, I feel I am …

    ... /> 120 PRINT AT 0,0;"SETTING UP ARRAY";
    130 FOR Y=1 TO 22 ...
    170 FOR N=1 TO 50
    175 REM SET ... )
    230 FOR S=1 TO NS
    240 LET X ... /> 270 NEXT S
    280 INK INT (RND*7)
    290 ... /> 560 IF P2=8 THEN LET P2=P2-8
    580 IF ...
    WibbleBibble WibbleBibble August 2012 Sinclair Basic
<1…13141516171819…34>

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