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  • Operator ANDHi I'm trying to write some very simple game in ZX Basic, but I guess I've forgot most of it because I can't understand why simple IF....THEN sequen…

    ... =1
    ...
    100 IF a=0 AND SCREEN$ (1,1)=" " THEN LET Y=Y-1 ... surprised that LET Y=Y-1 is executed even though only ... round:

    100 IF SCREEN$ (1,1)=" " AND a=0 THEN LET Y ... =Y-1

    and ...
    Kuba Adamowicz Kuba Adamowicz July 2011 Sinclair Basic
  • Problem with a small basic routineDear all; I have been messing about with a routine (originally published in Your Computer 1982, by Tim Langdell). The idea of the program is to simul…

    ... an "A invalid argument 40:1"
    I have looked at ...
    10 BORDER 1
    20 FOR X=-100 TO 100
    30 ... LET R=10:LET J=0: LET K=1 ...
    Meurglys68 Meurglys68 November 2011 Sinclair Basic
  • BASIC: Find the nearestHello guys) A few days ago I found oldie ?Jeux et casse-tete a Programmer? by Jacques Arsac (Paris?85) and suggested my nephew to try a few in Basic…

    ... placed ?flowers? with value of 1 to 9;
    - there Y ... works ok, except
    [B]1) finding the nearest
    2 ... [/B]

    The problem #1 is solved via
    a ... , e.g[CODE]distance=100
    for i=1 to N
    NRA NRA January 2012 Sinclair Basic
  • The Sinclair ZX Microdrive Resurrection Project (long)Dear Spectrum fans! [Management summary: Download [url]http://www.bartheld.net/temp/mdv2img.zip[/url] and tell me what you think. All help very much…

    ... , reformatted, SAVE *"m";1;"test" CODE 0, 65535 etc. and read ... most entionable ones were to delay sector extraction a bit ... e. more "1"s that "0"s result in "1" and vice versa ... few configuration values (generally, 0 will produce reasonable defaults) and ...
    Volker Volker March 2012 Emulators
  • Shaded Desktop...Hi Folks, As part of some BASin testing I thought I would create a little program that creates a shaded desktop. In this case it goes from solid bl…

    ... /> [CODE]100 REM FAST
    110 BORDER 0: PAPER 0: INK 1: CLS
    0+CHR$ 16+CHR$ 1+CHR$ 22+CHR$ 0+CHR$ 0
    160 REM 100 ... % (143)
    170 FOR a=1 TO ...
    290 PLOT INVERSE 1;255,0: DRAW INVERSE 1;0,175
    300 ...
    Paddy Coleman Paddy Coleman April 2012 Sinclair Basic
  • Dimming the screen...Hi Folks, I was hoping someone on here could help me with a wee machine code routine. I have written the following example in BASIC: [CODE]100 REM…

    ... br /> [CODE]100 REM FAST
    110 BORDER 0: PAPER 0: INK 7 ... br /> 120 BRIGHT 1: FOR y=0 TO 21: FOR x ... : NEXT y: PRINT #0;AT 0,0; BRIGHT 1; PAPER 7,,,,
    ... 130 PAUSE 0
    ...
    When run lines 0-21 are filled with random ...
    Paddy Coleman Paddy Coleman May 2012 Development
  • BIFROST* Advanced Programming - part 2This second demo shows animated and moving tiles together, and also how to implement collision detection. This knowledge should be enough to implemen…

    ... OUTSIDE_COLOR);
    printAt(20, 1);
    printf("Delay: %d frame(s)", ... /> if (lin[0] == -16 || collision(lin[0]+dlin, col[0]) || collision(lin ... }


    // delay
    for (f = 0; f < frames; ++f ...
    Einar Saukas Einar Saukas July 2012 Development
  • BIFROST* Advanced Programming - part 3This new demo demonstrates the BIFROST* built-in sprite support that I mentioned before. In BIFROST*, "sprite tiles" are 2 special tiles that BIFROS…

    ... br /> printAt(20, 1);
    printf("Delay: %d frame(s)", ... ;

    // delay
    for (f = 0; f < frames; ... *BIFROSTSPRITE2COL = colPlayer;
    dlinPlayer = 0;
    dcolPlayer = 0;
    }
    }
    ...
    Einar Saukas Einar Saukas July 2012 Development
  • BIFROST* Advanced Programming - part 4In previous posts I demonstrated how to move multicolor tiles up and down smoothly by a single pixel, and sideways by an entire char (8 pixels). Thi…

    ... area that corresponds to 1 1/2 tile (obtained ... }

    // delay
    for (f = 0; f < frames; ++f ... /> *BIFROSTSPRITE1COL = HRC2COL(hrc[f])+1;
    *BIFROSTSPRITE1TILE = tile[f] ...
    Einar Saukas Einar Saukas August 2012 Development
  • Help needed...I am at my wits end with this pigs ear of a routine, can anyone simplify it and make it work as it should? Basically it should make the characters '…

    ... ,4,0,19,8,16,8,17,8,21,1,99,100
    1,97,98,99,100
    dat3: defb ... ,8,17,8,21,1,97,98,99,100
    dat4: defb ... ,8,17,8,21,1,97,98,99,100
    dat55: defb ... ,8,17,8,21,1,97,98,99,100
    dat6: defb ... ,8,17,8,21,1,97,98,99,100
    dat7: defb ...
    daveysludge daveysludge October 2012 Development
  • Graph Plothi! please, help with code: [PHP]For x=-100 To 100 For y=-100 To 100 If (x/2-25)*(x/2-25)+(y-50)*(y-50)<200 Or (x/2+25)*(x/2+25)+(y-50)*(y-50)<200 th…

    hi! please, help with code:
    [PHP]For x=-100 To 100
    For y=-100 To 100
    If (x/2-25)*(x/2-25)+(y-50)*(y-50)
    g0blinish g0blinish November 2012 Development
  • Using FOR/NEXT like 'while'I don't know if this has already been discussed (I did search, but the search engine didn't like the word 'while'), but here's a way of using a FOR/N…

    ... in BASIC:
    [code]
    1 REM While loop example
    0 TO 1: PRINT AT 0,0;: PRINT a$(1 TO 32);: LET ... a$=a$(2 TO )+a$(1 ... is used as a slight delay: the scrolly will continue to ...
    Shaun.Bebbington Shaun.Bebbington March 2013 Sinclair Basic
  • Strider II (and others) + 3 disk versionsHello everyone, I've been working on converting some games to be able to load them from the +3 floppy. I started with single load games but now Im i…

    ... address
    LD BC, 0 ; file 1, page 0
    CALL DOS_READ ; read ...
    ld (destadd+1), hl
    ld a, 100
    ld (levid ... +1),a
    jp openfile ...
    BCH BCH July 2013 Games
  • Formant synthesis on the AY-3-8910I was idly pondering ways of getting interesting sounds out of the AY chip, and it occurred to me the envelope system might be useful for formant syn…

    ... ,0,14
    100 REM /i/
    110 DATA 140,1,49,0,38,0,0 ... ,56,16,16,16,35,0,14
    100 ... REM /I/
    110 DATA 21,1,58,0,42,0,0 ... ,56,16,16,16,35,0,14
    100 ...
    GoingDigital GoingDigital September 2013 Development
  • A "generic" loader for +3(e)I've made this loader for 128k games in +3DOS. [CODE]dos_open equ 262 dos_close equ 265 dos_abandon equ 268 dos_read equ 274 dos_write equ 277 dos_s…

    ... call dos_set1346
    jp nc,0

    ; open ... /> call dos_open
    jp nc,0

    ; repeat
    jp nc,0

    ; finsi
    ; 1 byte FLAGS
    ; 0..2 Page to ... from disk takes about 100 bytes. This loader uses ...
    Zup Zup December 2013 Development
  • Help with 1-bit sampled soundHi all, I've been sent over this way from the CPC Wiki forums as you guys may be able to help me more specifically with a programming query. Firstly…

    ... ). It's been mentioned that 1-bit sampling might be suitable ... never even dabbled in programming 1-bit sampled sound and so ... I can only output 1's and 0's to the speaker ... by a '1' and another frequency represented by a '0', is that ...
    kelp7 kelp7 March 2014 Development
  • 3D Games in SpecBAS!Not really :) Actually, yes - here's a type-in for you: MontyMole's "Crap Castle Master" [code] ZXASCII AUTO -1 PROG CrapCastleMaster 1 REM Crap Ca…

    ... /> ZXASCII
    AUTO -1
    PROG CrapCastleMaster
    1 REM Crap Castle ... SpecBAS
    5 WINDOW ORIGIN 0,0,0 TO 256,192: SCALE SCRw ... /> 20 LET HAng=100: LET VAng=0: LET GotKey=0: GO SUB 3000 ...
    40 PRINT AT 19,0;"(Press Any Key) ": GO SUB ...
    Dunny Dunny May 2014 Sinclair Basic
  • Boomshine in SpecBASHere's a little game called "Boomshine": [url]http://www.k2xl.com/games/boomshine/[/url] It's a really nice, relaxing puzzle game about exploding b…

    ... LET palinc=0
    70 FOR f=1 TO nb+1
    80 ... SCRw-2*blobs(f,1))+blobs(f,1): LET blobs(f,3 ... : LET blobs(f,6)=0
    100 IF RND>=.5 THEN ... blobs(nb+1,6)=-1: LET gamestate=0: LET wongame=0: LET np=0
    0: SCREEN LOCK: LET expcount=0
    160 FOR f=1 TO nb+1 ...
    Dunny Dunny November 2014 Sinclair Basic
  • Raycasting (3D Games!) with SpecBAS<div><font face="Arial, Verdana"><span style="font-size: 13.3333330154419px; line-height: normal;">Here's one I wrote just recently. I wanted to see …

    ... map(mw,mh) BASE 0: GO SUB 33040 LET ... oh1,oh2=0,pla=IIF(map(px+1,py)=0,0.001, ... Engine60 RECTANGLE INK 5;0,0 TO SCRw-1,SCRh/2 FILL ... INK 6;0,SCRh/2 TO SCRw-1,SCRh-1 FILL  ... 70 FOR x=0 TO ... 1+(rdy*rdy)/(rdx*rdx)),ddy=SQR(1+(rdx*rdx)/(rdy*rdy))100 ...
    Dunny Dunny May 2015 Sinclair Basic
  • Help With AY Music Program in BASICHi, last year I started writing a BASIC program for making and recording AY Music. I thought it would be easier than learning how to use Soundtracker…

    ... 34,36,56
    100 FOR x=0 TO 7
    102 ... NEXT x
    108 DATA 0,0,0,0,0,0,128,128
    110 ... NEXT x
    118 DATA 0,0,0,0,0,64,192,192
    ... x
    128 DATA 0,0,0,0,32,96,224,224
    1; INK 0;AT 1,1;"LOAD"
    RetroPhase2014 RetroPhase2014 December 2015 Sinclair Basic
  • Random Numbers, USR Return Values & Timing BASICI've been trying out Jon Ritman's random number routine, published in Your Sinclair Aug'87. Apart from a timing comparison I also did a frequency ana…

    ... analysis across ranges of 0.05 from 0 to 1 for 65535 values ... #0;AT 1,0;"Finish=";ft;:
    LET time=INT ((ft-st)*100+0.5)/100 ... : PRINT #0 ...
    Battle Bunny Battle Bunny January 2017 Sinclair Basic
  • ZXSCLZF - Yet another Screen CompressorQuick disclaimer before I continue, this compressor does not shrink screens as small as some of the others posted here, in particular the very good z…

    ... );
    return 1;
    }
    fseek(fp_in,0,SEEK_END); // jump ... return 1;
    }
    //
    // defaults
    _XSTART=0;
    _YSTART=0;< ...
    pos.r[1]=pos.r[1]&7; // and ... 1]=pos.r[1]3;
    pos.r[1]=pos.r[1 ...
    TomD TomD April 2017 Development
  • z88dk sp1lib with fzxThe numbers dont seem to display properly? fzx by itself works [quote] // for targets supporting fzx // zcc +zx -vn -startup=31 -O3 -clib…

    ... ];

    #define MAX_SPRITES 1
    #define DEAD_SPRITE 100

    #ifdef ... /> {0,0,0,0}//, {0,0,1,0}, {0,1,2,0}, {0,2,1,0}, {0,1,3,0},
    // {0,3,1,0}, { slenkar slenkar June 2017 Development
  • A game from an other machine.if someone interesting, this is a game I created in 1989. this is the basic source, maybe somebody can convert to specy. An image: http://www.ep128.…

    ... /Pic/Miner_2013.gif

    100 TIME "00:00:00"
    1
    220 ENVELOPE NUMBER 1;0,63,63,1;-1,-30,-30,1;1,-30 ... ,-30,5
    230 ENVELOPE NUMBER 2;1 ... ENVELOPE NUMBER 3;0,63,23,1;0,-20,-10,1;0,-40,-40,15 ...
    endi endi June 2017 Sinclair Basic
  • Thought this would be simple... Z80Hi Folks, Started to read "Beyond simple BASIC, Delving Deeper into your ZX Spectrum" by Dilwyn Jones. This is a great book and I came across the…

    ... br /> [code]
    PLOT 0,100:DRAW 200,1
    [/code]

    1 +ve, 0 for 0, 255 -ve)
    ; ... 1 +ve, 0 for 0, 255 -ve)

    ; PLOT 0,100 : DRAW 200,1 ...

    PLOT:
    LD B,100 ; Y ...
    Paddy Coleman Paddy Coleman August 2017 Development
  • Stuck again! Please help meI'm in the process of making a little game, eventually it will become rather more sophisticated (I hope) but I am testing out routines one at a time.…

    ... work, I tried inserting OVER 1 all over the place to ... instructions.:-

    10 INK 0: REM Program lander
    20 ...
    40 PRINT "Press 1 for LEFT, 0 for RIGHT"
    50 ... AT r, c; "O"
    100 INPUT a
    110 IF ...
    mik3d3nch mik3d3nch August 2019 BASIC
  • Manic Miner (light modification)Hi, This project was a small try to make something different. I would like to present in old-fashion magazine style. I hope you will like :) Pg…

    ... C=38442 THEN GO TO 100
    80 PRINT "CHECKSUM ERROR ... "
    90 STOP
    100 SAVE "MMCODE" CODE 37724,393 ... /> 200 DATA 33,0,88,17,1,88,1,255,1,117,237,176 ... ,128,17,67,0,183,237,82,1,255,0,17,221,91 ... 2,6,0,35,6,0,44,6,0,44,6,0,44,254 ...
    Pgyuri Pgyuri June 2020 Games
  • How to write a simple BASIC* horizontal scrolling game (Tutorial) [b]How to write a simple BASIC* horizontal scrolling game[/b] In this tutorial, we will be talking about how to write a simple BASIC* horizont…

    ... ,191,33,1,64,17,0,64,175,197,1,31,0,237,176 ... "a" then "(INKEY$="a")" becomes "1". So the player moves down ... makes the other part becomes 1, and therefore y will decrease ... ,191,33,1,64,17,0,64,175,197,1,31,0,237,176 ...
    40 LET s=0
    100 LET t=USR 60000
    Timmy Timmy September 2020 Development
<1…6789101112…34>

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