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<1…10111213141516…34>
  • Back to BASIC[U][B]Archaeology guide to programs compiled used MCODERII.d[/B][/U] After various people have been talking about "Frank'n'stein" I decided to finis…

    ... HL, 155 ; 28079 33 155 0
    POP DE ; 28082 209 ... 229
    LD HL, 0 ; 28099 33 0 0
    POP DE ; 28102 ... LD HL, 53795 ; 28105 33 35 210
    PUSH HL ; 28108 ... 229
    LD HL, 0 ; 28119 33 0 0
    POP DE ; 28122 ...
    Jimmy Jimmy May 2011 Development
  • Question about divide +Hi A friend has sent my a faultly divide + to see if I can repair it. If I use this divide+ with a spectrum 48K (That works perfectly with my stand…

    ... cards (if CF card show 0 volumes in FATWARE)

    35[/url]

    This way ...
    velesoft velesoft June 2011 Hardware
  • Question about divide +Hi A friend has sent my a faultly divide + to see if I can repair it. If I use this divide+ with a spectrum 48K (That works perfectly with my stand…

    ... cards (if CF card show 0 volumes in FATWARE)

    35[/url]

    This way ...
    Encarnado Encarnado June 2011 Hardware
  • ANN: Spectaculator for iPhone, iPod Touch & iPadHi all, Spectaculator is now available for the iPhohe, iPod Touch & iPad! It features the same high quality emulation developed for the Windows' ve…

    ... ,

    Sorry for the delay, been a bit manic.
    0 (delete), for example. I've ...
    Jon Needle Jon Needle June 2011 Announcements
  • The Beatle Quest bugThis may as well be dropped from the "to do" list as I don't think that there's any way to fix it. The "known errors" entry could be updated to inclu…

    ... :
    72cb: AT 35 ;at location 35?
    72cd: ZERO ... 20 ;flag 20=0?
    72d0 ... 33 ;at location 34 or 35?
    ATLT 36
    Einar Saukas Einar Saukas July 2011 Infoseek database
  • Famous 8 x 8 graphicsHi All, Part of a game I'm writing involves collecting falling 8x8 graphics, one level will be fonts (got this bit sorted) and another will be 8x8 g…

    ... , 62, 16, 16, 0, 0
    defb 0, 0, 8, 0, 84, 0, 0, 0
    defb 24 ... , 4
    defb 0, 20, 0, 0, 72, 42, 0, 0
    defb 0, 108, 254 ... , 20
    defb 199, 63, 35, 227, 255, 124, 124, 199 ... , 255
    defb 199, 63, 35, 227, 255, 124, 124, 199 ...
    Kweepa Kweepa July 2011 Development
  • Examine Spectrum snapshot for graphics (web tool)I've knocked up a quick web-based tool for looking for graphics within a snapshot. (It's a bit like 'Spectrum Graphics Editor', which I used to use a…

    ... ytkownika: Mozilla/4.0 (compatible; MSIE 8.0; Windows NT ... NET CLR 2.0.50727; .NET CLR 3.0.4506.2152; ... : Thu, 14 Jul 2011 17:35:06 UTC

    Kod: 0
    Identyfikator URI: http://www ... Znak: 6
    Kod: 0
    Identyfikator URI: http://www ...
    Ralf Ralf July 2011 Development
  • Worst default key configurations in a gameSomething I used to hate in a lot of early Spectrum games was the bizarre key configuration that was set for some games. What made matters worse is t…

    ... left, 8/9 for speed, 0 for right and the bottom ... introduces a small but measurable delay when switching between going forward ...
    j00ce j00ce July 2011 Games
  • London RiotsLooks like the riots are spreading all across London. Police are all over Romford as that's expected to be hit next. I don't live far from there so I…

    ... =0.005144,0.009645&sll=51.598471,-0.068042&sspn=0.002542,0 ... =0.020398,0.038581&sll=51.456146,-0.10746&sspn=0.081614,0 ... ;panoid=rG1GnCTAHrVT_Ohjw6OSWA&cbp=12,35.36,,0,5.01[/url]
    Zoffy Zoffy August 2011 Chit chat
  • W.I.P. : Type CrisisMy (first) spectrum game is now making some progess, such that I'd like to formally announce it as a 'work in progess' (complete with playable demo).…

    ... in first post to version 0.4.2]

    redballoon ... ' and the speed to around 35 makes the game considerably more ...
    uglifruit uglifruit September 2011 Development
  • Keys redefine routine and key check.I have written some asm code which allows me to redefine keys (for a game etc.), and also allows me to be able to check any keypresses for the redefi…

    ... /> [/code]

    In your delay routine, replacing
    [code]ld ... a,0[/code]
    with
    [code ... hit zero, the ld a, 0 and dec a are a ...
    BloodBaz BloodBaz September 2011 Development
  • Keys redefine routine and key check.I have written some asm code which allows me to redefine keys (for a game etc.), and also allows me to be able to check any keypresses for the redefi…

    ... =BloodBaz;562919]
    In your delay routine, replacing
    [code]ld ... a,0[/code]
    with
    [code ... hit zero, the ld a, 0 and dec a are a ... , true, but it gives the delay and pretty colours I like ...
    polomint polomint September 2011 Development
  • checking bits in BASICThe question of manipulating bit patterns in BASIC was raised recently in this [thread=35728]Keys redefine routine and key check[/thread] thread. I s…

    ... C,b3
    LD (HL),"0"
    b3 DEC HL ;from ... ,153,30,197,1,16,0,247,209,197,65,[/SIZE ... ,54,48,43,16,243,35,235,193,[/SIZE]
    [SIZE ...
    roko roko 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…

    ... x=1 TO 8
    35 FOR y=1 TO 8 ... /> 36 LET a(x,y)=0
    37 NEXT y: NEXT ...
    fortyeightkay fortyeightkay September 2011 Development
  • Keys redefine routine and key check.I have written some asm code which allows me to redefine keys (for a game etc.), and also allows me to be able to check any keypresses for the redefi…

    ... jr gk_exit
    gk_key_is_pressed: set 0,d ; indicate key is pressed ... getting confused, :)

    ; -----------------------------------------------
    delay: ld bc,32768
    ld ... msg_define: defm CC_PAPER,4,CC_INK,0,CC_AT,1,7,"Press key ...
    polomint polomint September 2011 Development
  • Tile based graphics and scrolling thingy...Here's my best attempt so far at a tile based rendering and scrolling routine. It draws in 22 8*8 graphics tiles along the top of the screen (junk i…

    ... 16384 instead of defb 0,64 in case you ...

    ld h,0

    ld l, ... 16385

    stackptr_temp defw 0 ; 2 bytes @ 32859
    ...
    tile_base defb 33,34,35,36,37,38,39,40 ... br /> defb 33,34,35,36,37,38,39,40 ...
    R-Tape R-Tape September 2011 Development
  • New Tool: CheqEdit[b]CheqEdit[/b] it's a simple and small program that helps you to draw 64x48 graphics on screen in GRAPHICS MODE. Program can output as text in CHR$ …

    ...
    10 PRINT AT 0,0;CHR$ 141;CHR$ 131; ... 142
    11 BRIGHT 0
    20 PRINT AT 1 ... /> 30 PRINT AT 2,0;CHR$ 143;CHR$ 138 ... 133;CHR$ 143
    35 BRIGHT 1
    40 PRINT ...
    111 REM BRIGHT 0
    120 PRINT AT 11 ... 138
    141 BRIGHT 0
    150 PRINT AT 14 ...
    fog fog September 2011 Announcements
  • Interview tomorrow!Yes, you read correct! Unemployed, sponging, waster me actually has an interview! :D It's for Toys R Us...hopefully as a Sales Assistant in the Vide…

    ... think it only costs about 35 cents, probably got eyeballs and ... ;resMode=sharp&op_usm=0.9,0.5,0,0[/img]

    Ergh ...
    dm_boozefreek dm_boozefreek October 2011 Chit chat
  • SP1 library questionsI'm working on my first game. I've not written a game since the late 1980s and that was a text based multiuser dungeon for BBC Micros with econet... …

    ... that. Although sp1_MoveSprRel with 0 displacement will be about as ... the screen at char coordinate 0,0 etc). Without this flag ... position with pixel offsets (0-7). sp1_MoveSprRel moves relative ... include/spectrum.h?revision=1.35&view=markup"]spectrum. ...
    Alcoholics Anonymous Alcoholics Anonymous October 2011 Development
  • Pixel engines for explosions...Hi... Iv a strange request... I was toying around with an old YS program, which can be found here: [url]http://www.users.globalnet.co.uk/~jg27paw4/ty…

    ... 20ts
    ld bc, 0 ; 61463 1 0 0 10ts
    ld a ... br /> inc ix ; 61497 221 35 10ts
    inc ix ; 61499 ... 221 35 10ts
    inc ix ; ... 61501 221 35 10ts[/CODE]

    Disassembling ...
    jp jp October 2011 Development
  • playing sound samples from Boriel's zxbasic-compilerfirst of all, sorry if it sounds confusing if i'm posting this thread here instead instead of at Discussions:SinclarBasic it's because this is more …

    ... /> Adr03:
    07 ld a,0
    11 out (254),a ... there.

    If a 0 is to be output, the ... have to insert a constant delay loop that is covered by ...
    Alcoholics Anonymous Alcoholics Anonymous October 2011 Development
  • playing sound samples from Boriel's zxbasic-compilerfirst of all, sorry if it sounds confusing if i'm posting this thread here instead instead of at Discussions:SinclarBasic it's because this is more …

    ... Adr02. To insert a variable delay you'd insert a loop ... de,$0010 ; d = byte for 0, e = byte for 1
    0
    10 jp po, next_byte ...
    Alcoholics Anonymous Alcoholics Anonymous October 2011 Development
  • Were games expensiveDo you think speccy games were expensive? Having found a webpage to convert old prices to their modern equivalent it comes out that in today?s pricin…

    ... most PS3 games are about ?35-40, but do have production ... the game comes down to $0.99 from $1.99' about ...
    psj3809 psj3809 October 2011 Games
  • your Top 5 Books?that Jordan/ghostwriting tangent in the other thread got me thinking about how I don't read much, but some of the books I have read, have blown me aw…

    ... ,200_PIsitb-sticker-arrow-click,TopRight,35,-76_AA300_SH20_OU02_.jpg[/IMG]

    0.99 on kindle books!
    Rebelstar without a cause Rebelstar without a cause October 2011 Chit chat
  • New WIP underway - 'Dingo'.Hi, Prepare for a long post. Perhaps I can even challenge ewgf here. :razz: Anyway, I've been meaning to get into Z80 programming and making a game…

    ...
    ret
    keyretval: defb 0
    ; --------------------------------------------------




    ; -----------------------------------------------
    delay: ld bc,32768
    ld ...
    polomint polomint October 2011 Development
  • tiny routine to shift RAMTOP & stackCompressing some data areas above RAMTOP and wanting to make the released space available for BASIC arrays, I needed to move RAMTOP without using CLE…

    ... HL, 18 ; 33 18 0 ;discard all but
    ... /> L_7538: INC HL ; 35 ;loop to find end of ... 32 249
    INC HL ; 35
    LD A, (HL) ...
    INC HL ; 35 ;to new location
    ...
    Battle Bunny Battle Bunny November 2011 Sinclair Basic
  • tiny routine to shift RAMTOP & stackCompressing some data areas above RAMTOP and wanting to make the released space available for BASIC arrays, I needed to move RAMTOP without using CLE…

    ... , 18 ; 33 18 0 ;discard all but
    INC HL ; 35 ;loop to find end ... NEXT_3: INC HL ; 35 ;old GOSUB stack
    35
    INC HL ; 35
    LD A ...
    Battle Bunny Battle Bunny November 2011 Sinclair Basic
  • Mazes and Tremaux's AlgorithmI've done a version of Tremaux's maze solving algorithm which solves my current test maze with 400 junctions and 715 connections in a reasonably quic…

    Arjun posted a link earlier to a page with descriptions of numerous maze types and solving algorithms. I didn't actually use Tremaux's Algorithm in the end because, although it's simple (see second code segment below), it assumes that all available forward ...
    Battle Bunny Battle Bunny November 2011 Development
  • Keep On Beeping - new screencast on beeper musicHi everybody, I've decided to make a video show about 1 bit music. The first episode talks about the famous Wham! The Music Box. It probably won't …

    ... had to laugh at 09:35 - "Mmmm... What a surprise, it ... 12 = 16
    Drum 13 = 0

    Any other values ...
    ccowley ccowley November 2011 Announcements
  • What paging scheme is the "standard" for 128K models?Sinclair implemented an arrangement so that even numbered pages are non-contended, and odd numbered pages are contended (quoting from memory, haven't…

    ... /> 20 PAUSE 1: OUT 254,0: OUT 254,7: GO TO ... 118,175,211,254,1,0,0,16,254,62,7,211 ... ,254,195,0,128[/code]

    Which ... ),a
    ld bc,0
    delay: djnz delay
    ld a,7 ...
    mcleod_ideafix mcleod_ideafix November 2011 Hardware
<1…10111213141516…34>

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