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<1…11121314151617…34>
  • Casstte 50 compilation emulator game questionHi - Hope this is the right place to put this question? Wasn't sure? But I have just downloaded the 'Cassette 50' compilation from wos but can't w…

    ... 2,0;"1 Muncher ": PRINT AT 2,14;"2 Ski Jump "
    60 PRINT AT 3,0;"3 ... 100 PRINT AT 5,0;"7 Startrek ": PRINT AT 5,14;"8 Martian ... 16,00;" INPUT NUMBER OR B FOR SIDE B"< ... THEN LOAD "TAN": IF a$="20" THEN LOAD "SOL"
    ... should be IF a$="b" OR a$="B" THEN...
    ...
    Dunny Dunny August 2011 Games
  • Unlisted game - The Battle of MaidaI've just moved back the the UK and unearthed a game called "The Battle of Maida". I really loved this game back in the 80s and I believe a friend of…

    ... are either on the tape or the player is introducing them ... are some numbers, that the 5-byte binary version following the ... values 0,1 and 2 declared as variables,
    thus saving 2 to 3 bytes ... color controls scattered (or in long rows, like 20 FLASH off in ...
    lfaria lfaria September 2011 MIA/STP/SDP
  • Unlisted game - The Battle of MaidaI've just moved back the the UK and unearthed a game called "The Battle of Maida". I really loved this game back in the 80s and I believe a friend of…

    ... are some numbers, that the 5-byte binary version following the ... values 0,1 and 2 declared as variables,
    thus saving 2 to 3 bytes ... color controls scattered (or in long rows, like 20 FLASH off in ... will have it either tomorrow or Wednesday. Lets hope Andrew ...
    takapa takapa September 2011 MIA/STP/SDP
  • 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…

    ... the stone anywhere, legal or not
    3. Implement game rules and ... /> 36 LET a(x,y)=0
    37 NEXT y: NEXT ... (4,5)=2
    42 LET a(5,3)=1
    43 LET a(5,4)=1 ... )=2 THEN INK 5: CIRCLE (x*20),200-(y*20),5: CIRCLE (x*20),200-(y*20 ...
    fortyeightkay fortyeightkay September 2011 Development
  • 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…

    ... demo=Written on BASin
    20 DIM a(8,8): DIM ... (4,5)=2
    42 LET a(5,3)=1
    43 LET a(5,4)=1 ... )+1): LET q=q+1
    208 IF p=0 THEN LET p=1 ... )+1): LET q=q+1
    208 IF p=0 THEN LET p=1 ... error, any ideas on this or another approach to do this ...
    fortyeightkay fortyeightkay September 2011 Development
  • IN or INKEY ?just curious which is better to use.. I have a menu done.. and use 6/7 to go up down it + space to cycle thru the options (using inkey).. obv. if I w…

    ... br /> 10 FOR T=0 TO 20: LET i=INT (RND ... 1,1;"\.:\' \::\ :\: \: \::\ :\: \ \::\ \''\::\. \ :\: "
    53 PRINT AT 2,0;"\.:\' \ \::\ '\' \' \''\ \''\''\' \ '\''\''\ \ '\' "
    54 PRINT AT 3,0 ... 5,6;"use number, joystick"
    99 PRINT AT 6,0;"space or ...
    fog fog October 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…

    ... first pass just uses location 1 as the first destination key ... TO em: IF j$(i)"!" OR v$(i)="!" THEN GO TO ... )+k1:
    IF loc=go OR go=k1 AND u$(loc ...
    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 …

    ... br /> Drum 1 = 30
    Drum 2 = 28
    Drum 3 = 27< ... br /> Drum 4 = 25
    Drum 5 ... = 21
    Drum 8 = 20
    Drum 9 = 19
    Drum 13 = 0

    Any other values ... in the standard Music Studio or YU The Music Box ...
    ccowley ccowley November 2011 Announcements
  • RND CommandsExactly how random are they? Reason I ask is I'm using 4 of them to generate a random number, the value of which then assigns movement commands to f…

    ... left as is using 0-3, but if the ... PAUSE 0
    20 RANDOMIZE
    30 PAPER 0: BORDER 0: INK ...
    360 INK 5: PRINT AT 2,0;"\::\::\::\::\::\::\::\::\::\::\::\::\::\::\::\::\::\::\::\::\::"
    370 PRINT "\:: ... 650 INK 7: PRINT AT 1,5;"SCORE",j,
    660 ...
    Wookiee Wookiee January 2012 Sinclair Basic
  • Amazonia (BUGFIX)This is a bugfix for game [URL="http://www.worldofspectrum.org/infoseekid.cgi?id=0027280"]Amazonia[/URL], please add the following "known errors" des…

    ... aberta" if it's open or broken)
    b8ce: 11 ... ,32: POKE 47295,2: POKE 47296,5: POKE 47297,22: ... POKE 47444,26: POKE 47445,5: POKE 47446,16: POKE ... Fixed using POKE 48189,3: POKE 48190,1: POKE 48191,14: ... : POKE 48198,0: POKE 48199,2: POKE 48200,20: POKE 48201, ...
    Einar Saukas Einar Saukas January 2012 Infoseek database
  • A z88dk + sp1 demo (with source)Since nowadays people are still wondering about how difficult it is to make something in z88dk, I thought I just put a very simple demo to show how e…

    ... more on gameplay or design. The ... 2, 2, 28, 20}; // full screen - border
    struct sp1_Rect levelbrect = {0, 0 ... 2,0},
    {0,96,56,1,1}, {0,160,88,2,0}, {0,160,120,2,0}, {0,160,56,2,0}, {0, AndyOaks AndyOaks March 2012 Development
  • A new multicolor engine called BIFROST*I'm glad to announce the release of a new multicolor engine implemented by yours truly, including high quality 16x16 tiles designed by R-Tape: [IMG]…

    ... bas"

    20 INK 5: PAPER 0: BORDER 0: CLS
    30 PRINT ... BIFROSTresetAnim4Frames()
    160 PRINT AT 20,1;"Directly modifying areas",
    ... THEN LET x=3
    ELSE LET x=x+1
    ... PRINT AT 22,1;INK 7;"CHOOSE SPEED 2-4 OR 0 TO EXIT ...
    Einar Saukas Einar Saukas March 2012 Brand new software
  • BUG in zxspin and SpecEmu - read Loading speed in WAV fileI'm created a new save, but it can run at 44.1 KHz, to test it, i make a new file from WAV 44.1 KHz to 88.2 KHz. Load this file in a emulator zx-spin…

    ... -. OTLA 48 KHz 12000 bps - 5 long pulse
    7-. OTLA ... byte [average resync is (6+20)/2=13)

    Test it ... have a bandwidth of 1/(79/3.5e6) = 44.3 kHz. Which is ... timming (1*timming and 2 *timming) in T-States to detect 0 or 1 from ...
    Z80user Z80user April 2012 Emulators
  • Is there a ROM modification (48K) for load without typing LOAD""?The target is to play with 48K machines with keyboard broken, or an alternative solution for new clones like Superfo instead of making a new keyboard…

    ... put back in T_ADDR as 0,1,2, or 3
    ; for future ...
    next 5 addresses to 0 to skip syntaxcheck
    LD A,$20 ; prepare a space.
    or the null string.
    Dr BEEP Dr BEEP April 2012 Development
  • about Dan DareHi all, I not think this is for MIA forum but want to ask and I will be grateful if anyone help me with answer. I get from ebay dandare tape, origi…

    ... reason it's v1.20 is the use of ... 0.984s
    2- 22: -------------------- Length: 779 Normal Speed ,Pause: 1.172s
    3 ... Speed: 203% ,Pause: 0.000s
    5- 1E67: Custom Info: Decode ... it means anything significant or just a false reading ...
    Andrew Barker Andrew Barker April 2012 MIA/STP/SDP
  • ISO-Copy - Individual Software revisitedHi folks In another thread about Supertape: [url]http://www.worldofspectrum.org/forums/showthread.php?t=36203[/url] ... we touched on ISO-Copy by th…

    ... Copy *1* version 1.0.

    2. ISO-Copy 2 (version 2.0, ... -Copy 1.

    3. Quicksave II (version 1.0, not ... info about company, author or release date, but ... to build a TZX 1.20 with generalized data ... as good.

    5. BASIC2S2.

    ...
    jlsoler jlsoler May 2012 MIA/STP/SDP
  • 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 …

    ... attribute is drawn. 20 columns is slightly ... ld (stk+1),sp
    ld hl,0 ;graphics
    2
    defw 16704
    3
    defw 16736
    5
    defw 16800< ... screen starts here or before, sprite misses ...
    R-Tape R-Tape May 2012 Development
  • Trident PD TapeI've been going through a tape and found that its the contents of the Trident PD tape. What is the preservation status of this ? I would have to h…

    ... 2- 28: Program : INDEX-1 Length: 19 Normal Speed ,Pause: 0.386s
    3 ... Normal Speed ,Pause: 0.387s
    5- 71A5: -------------------- ... Speed ,Pause: 0.829s
    20-1193E: Program : ... Printer (with Spectaculator or other).
    The ...
    Andrew Barker Andrew Barker May 2012 MIA/STP/SDP
  • Trivial Pursuit Question Packs RevisitedHi folks, As we're getting stuck into loaders and getting some nice TZXs out of them, I stumbled across an old thread in addition to an infoseek sea…

    ... to work as a team, or we can do the same ... 255, I've included the "0" pulses at the start of ... , and each pilot having a '20' as the first byte, and ... : 2,3,4,5,6,7,8,1
    Side B: 2,3,4,5,6,7,1 ... ), but, as it should be 0, I've included it.[/QUOTE ...
    jlsoler jlsoler July 2012 MIA/STP/SDP
  • Printing a ListingHello my fellow WoS'ers Todays trouble starts with the need to print-out a listing - personally I would prefer a text file, but beggars cannot be c…

    ... work on a +2A/B or +3?


    @thread
    0,16,20,5"
    50 PRINT #4; PAPER 0; INK 5;CHR$ 14;CHR$ 1 ... #5,"w>0,0,2,30"
    100 PRINT #5; PAPER 1; INK 6;CHR$ 1 ... ,"w>"+STR$ (c*3-6)+",20,3,12,"+STR$ c
    350 ...
    Zetr0 Zetr0 August 2012 Development
  • 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 …

    ... T(1)=2: LET Y(1)=10: LET X(1)=0: LET C(1)=1: LET G(1 ... )=143
    40 LET T(2)=10: LET Y(2)=20 ... : LET X(2)=0 ... : LET C(2)=3: LET G(2)=142
    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 …

    ... T(1)=2: LET Y(1)=10: LET X(1)=0: LET C(1)=1: LET G(1 ... )=143
    40 LET T(2)=10: LET Y(2)=20 ... : LET X(2)=0 ... : LET C(2)=3: LET G(2)=142
    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 …

    ... screen.

    [CODE]
    5 GO SUB 2000
    10 ... T(1)=2: LET Y(1)=10: LET X(1)=0: LET C(1)=1: LET G(1 ... )=143
    40 LET T(2)=10: LET Y(2)=20: LET X(2)=0 ... : LET C(2)=3: LET G(2)=142
    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 …

    ... processing, selecting target (n=1) or player (n=2) on each pass.
    5/8 and prints the new ... ,0,16,1,21,1,143
    32 DATA 10,22,20,0,16,3,21,1 ...
    LET m(2)=m(2)+b: PRINT #0;AT 1,0;m(2),
    78 ...
    Battle Bunny Battle Bunny August 2012 Sinclair Basic
  • Random number from a rangeHow can I generate in assembly a random number from a range, let's say 0-21 or 0-57? There are generators which make it 0-255. By using bit masks I…

    ... to use, so to speak... Or, that's my impression anyway ... AND 31):

    0,1,2,3,4,5,6,7,8,9,10 ... ,18,19,20,21,9,8,7,6,5,4,3,2,1,0

    As you can see, the values 0 ...
    AndyC AndyC September 2012 Development
  • 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 …

    ... =3: LET P4P=5: LET GMA=0: LET GMB=1: INK 7: PAPER 0: BORDER 0 ... : CLS
    20 ... >99 OR P3>99 OR P2>99 OR P1> ... SUB 6120: PRINT AT 2,1;: PAPER 0: INK 2: PRINT P1: LET P1 ...
    WibbleBibble WibbleBibble September 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 …

    ... /> [CODE]
    1 REM fast
    10 LET S1T=3: LET S1H ... : LET S2H=31: LET S3T=5: LET S3H=28: LET S4T ... =99: LET S17H=99
    20 LET L1T=22: LET L1H ... 0 STEP -1
    101 INK 7
    108 IF T=L1T OR ... OR T=S16T OR T=S16H OR T=S17T OR T=S17H THEN INK 2 ...
    WibbleBibble WibbleBibble September 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 …

    ... =0 OR T=2 OR T=4 OR T=6 OR T=8 THEN FOR U=0 ... TO 9 STEP 1
    125 IF T=1 OR T=3 OR T=5 OR ... FOR O=1 TO 2: FOR N=1 TO 10
    20 READ B ... ,7,2,4,7,2,2,7,7,7: DATA 2, WibbleBibble WibbleBibble September 2012 Sinclair Basic
<1…11121314151617…34>

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