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<1…18192021222324…34>
  • Diodes placed the opposite way in +2A/+3 PCB'sI was just going to report this as a mistake in the schematics drawn by Guesser, but I saw a real board and realize that the schematics are right. […

    yep, the "common" pins for joystick 1 are just the keyboard row 1 line (bit 0) and the common pins for joystick two are row 4 (bit 3).
    guesser guesser September 2013 Hardware
  • Problem With POINT StatementHello everyone this is my first ever post, So firstly i'd like to say hello to everyone and secondly thank you to the admins for such a great site, …

    ... ]
    1 PAPER 0: INK 7: BORDER 0
    2 LET s=0: LET ... /> 1000 LET n=0: LET m=-1: LET dj=0: LET x=15 ...
    Battle Bunny Battle Bunny September 2013 Sinclair Basic
  • Problem With POINT StatementHello everyone this is my first ever post, So firstly i'd like to say hello to everyone and secondly thank you to the admins for such a great site, …

    ... ]
    1 PAPER 0: INK 7: BORDER 0
    2 LET s=0: LET ... /> 1000 LET n=0: LET m=-1: LET dj=0: LET x=15 ...
    nonsenceinbasic nonsenceinbasic September 2013 Sinclair Basic
  • display file addressing; screen slicingWhile working on this Compendium I'm updating or rewriting a lot of stuff. One thing I eventually came to appreciate was the simple & clever way in w…

    ... value in the range +1,0,-1. FRAMES gets incremented once ... values [B]+1[/B], [B]0[/B] and [B]-1[/B] with ... final result will be [B]-1[/B].

    ... Therefore value [B]-1[/B] should be twice more ... likely than [B]1[/B]. This probably explains ...
    Einar Saukas Einar Saukas October 2013 Sinclair Basic
  • display file addressing; screen slicingWhile working on this Compendium I'm updating or rewriting a lot of stuff. One thing I eventually came to appreciate was the simple & clever way in w…

    ... generate values [B]+1[/B], [B]0[/B] and [B]-1[/B] with ...
    Battle Bunny Battle Bunny October 2013 Sinclair Basic
  • display file addressing; screen slicingWhile working on this Compendium I'm updating or rewriting a lot of stuff. One thing I eventually came to appreciate was the simple & clever way in w…

    ... INT (w/b(p+1))*2) THEN POKE hl ... 50 LET y1=y1+1: IF err=y1 THEN ... poke
    121 PAPER 0: BORDER 0: INK 6: CLS ... y=y1: LET err=1-x1:
    GO ... t0:
    PRINT AT 4,0;"Start : ";st: RETURN< ... t0:
    PRINT AT 5,0;"Finish : ";ft'"Duration : ...
    Battle Bunny Battle Bunny October 2013 Sinclair Basic
  • display file addressing; screen slicingWhile working on this Compendium I'm updating or rewriting a lot of stuff. One thing I eventually came to appreciate was the simple & clever way in w…

    ... start
    121 PAPER 0: BORDER 0: INK 6: CLS ... :
    LET e=0: LET b=0: LET c=b: ... y1=0: LET y=y1:
    LET err=1-x1: ... st=t0: PRINT AT 4,0;"Start : ";st: RETURN< ... ft=t0: PRINT AT 5,0;"Finish : ";ft'
    " ...
    Battle Bunny Battle Bunny October 2013 Sinclair Basic
  • Beep SFX editorHi years ago in a paper magazine i saw sfx editor and player from Steve Turner Player is here [URL="https://www.dropbox.com/s/zon8n9r7kep8g2g/sound.…

    ... , 1, 0, 0, 0, 0
    defb 0, 80h, 1Eh, 1, 0, 0, 0, 0
    defb 0, 2, 1Eh, 1, 0, 0, 0, 0
    defb 0 ...
    Jerri Jerri October 2013 Development
  • SE Basic IV Buffy v4.1 source (WIP)I've been doing a major refactor on the SE Basic source and I'd appreciate a code review from anyone who has time to look at it. I've almost certainl…

    ... :
    ld a, No_room_for_line + 1 ; change message
    jp main_g ... cp 6 ; test for characters 0-5 (tokens)
    ccf ; ... /> ld e, 16 ; ROM 1, VRAM 0
    ld hl, 0x0218 ; ... e, 8 ; ROM 0, VRAM 1
    ld e, 0 ; FIXME
    ...
    chev chev October 2013 Development
  • SE Basic IV Buffy v4.1 source (WIP)I've been doing a major refactor on the SE Basic source and I'd appreciate a code review from anyone who has time to look at it. I've almost certainl…

    ... byte
    ld b, 0 ; dimension counter
    ... 1' ; subtract ASCII '1'
    adc a, 0 ; carry set for 0, cleared for 1 ... calculator
    fgt 0 ; get from mem-0
    fstk10 ; ...
    cp '9' + 1 ; nine character?
    ccf ...
    chev chev October 2013 Development
  • SE Basic IV Buffy v4.1 source (WIP)I've been doing a major refactor on the SE Basic source and I'd appreciate a code review from anyone who has time to look at it. I've almost certainl…

    ... /> fwait ; enter calculator
    fgt 0 ; v
    fgt 2 ; v ... ; enter calculator
    fgt 1 ; l
    fgt 0 ; l, v
    1)
    jp each_stmt ; immediate jump ...
    chev chev October 2013 Development
  • SE Basic IV Buffy v4.1 source (WIP)I've been doing a major refactor on the SE Basic source and I'd appreciate a code review from anyone who has time to look at it. I've almost certainl…

    ... x, y, sin(g/2), (1/0)
    fjpt dr_sin_nz ; jump if ... 1, un', yn + vn=yn+1
    fst 0 ; yn + 1 to mem-0
    1, yn + 1, un'
    fgt 0 ; x + x0, y + y0, xn + 1, yn + 1 ... ; stack diagonal step (?1, ?1)
    ld d, 0 ; horizontal step to ...
    chev chev October 2013 Development
  • Experimenting with turboloadersHello, My first post, having lurked here for a while. I'm a lifelong computer nerd, Spectrum fan since childhood in the eighties, and have recently…

    ... the difference between the 1 bits and 0 bits is large enough ... pulses of 500T for 0 and 1000T for 1, anything less than ... 750T can be taken to be 0 ... , anything more can be taken to be 1. Experience ...
    stephenw32768 stephenw32768 November 2013 Development
  • Experimenting with turboloadersHello, My first post, having lurked here for a while. I'm a lifelong computer nerd, Spectrum fan since childhood in the eighties, and have recently…

    ... the difference between the 1 bits and 0 bits is large enough ... pulses of 500T for 0 and 1000T for 1, anything less than ... 750T can be taken to be 0 ... , anything more can be taken to be 1. Experience ...
    Rephlex Rephlex November 2013 Development
  • Troublesome routine, help needed!Having problems with this routine, it basically fires a rocket up the screen, but refuses to detect collisions. I'm using attribute blocks for detect…

    ... /> defb 0
    bv1 defb 0
    defb 0
    ... HL)
    cp 1
    call nz,0 ;reset if rocket ... 15
    defb 12, 0, 128, 192
    defb ... 65, 65
    defb 0, 144, 184, 184
    ... 4, 4
    defb 0, 0 ; UDG data[/CODE][/QUOTE]
    Jerri Jerri November 2013 Development
  • That painter thing..I'm struggling to think of a non clunky way of detecting when a 'box' has been surrounded and can be highlighted, like in the pic: [IMG]http://i1142…

    ...
    CORNERS:DEFB 1,1, 1,8, 8,1, 8,8, 0
    defb 2 ... ,8, 8,15, 0
    defb 1,15, 1,22, 8,15, 8 ... ,21, 0
    defb 15,1, 15,8, 22,1, 22,8, 0
    ld b,(ix+0)
    ld c,(ix+1) ;BC=TopL:row ...
    Battle Bunny Battle Bunny November 2013 Development
  • Clear the screen from assemblerI want to clear the screen before I draw my graphic elements on it. Speed is not important so I was thinking of using the rom CLS option if that is p…

    ... ; size of screen -1
    ld (hl),0 ; 0 to first byte of ...
    David Jones David Jones November 2013 Development
  • Clear the screen from assemblerI want to clear the screen before I draw my graphic elements on it. Speed is not important so I was thinking of using the rom CLS option if that is p…

    ... ; size of screen -1
    ld (hl),0 ; 0 to first byte of ...
    David Jones David Jones November 2013 Development
  • Clear the screen from assemblerI want to clear the screen before I draw my graphic elements on it. Speed is not important so I was thinking of using the rom CLS option if that is p…

    ... ; size of screen -1
    ld (hl),0 ; 0 to first byte of ...
    Mr Millside Mr Millside November 2013 Development
  • Playground versions of songs[URL]http://usvsth3m.com/post/68364658890/how-did-your-playground-disrespect-jesus-christ[/URL] Our school's version was "Jesus Christ, superstar …

    ... /GetImageFriendly/720887346/604/350/0/0/1/80/ResizeBestFit/0/FRU/830F3EC4595E85A3BCE1502A119DAEA7/come-and ...
    Scottie_uk Scottie_uk December 2013 Chit chat
  • Arcade Game Designer 4Just released over at the AGD forums. New this time: Sprites can now be individually coloured using the SPRITEINK command. If 16x16 sprites aren't…

    ... i was done with stage 1 of my new game, using ... .3, 4.2, 4.1 or 4.0 game into 4.4 ...
    jonathan jonathan January 2014 Brand new software
  • Arcade Game Designer 4Just released over at the AGD forums. New this time: Sprites can now be individually coloured using the SPRITEINK command. If 16x16 sprites aren't…

    ... .3, 4.2, 4.1 or 4.0 game into 4.4 ...
    gabriele amore gabriele amore January 2014 Brand new software
  • harvard architecture spectrum clone.I got my first +2 before christmas. I'd never given the 128k spectrums much thought, always been a 48k rubber key tradionalist. :smile: I've been me…

    ...
    to (16k) 0 1 2 3 0&1 2&3 4 ... RAM RAM
    to (8k) 0 1 2 3 4 5 6 ... RAM RAM
    to (8k) 0 1 2 3 4 5 6 ... 6 5 4 3 2 1 0 bit
    RAM selection
    1 0 bit
    RAM selection
    1024MAK 1024MAK January 2014 Hardware
  • ****ing Awesome Spectrum Engine (FASE)This is a new engine (sprites, tiles, map) for all ZX Spectrum machines. The engine set ups a runtime enviroment that leave between 24K and 30K byt…

    ... small differences when smooth=0 and smooth=1

    [CODE]
    smooth=0
    5b00 number of ... to fff4

    smooth=1
    5b00 number of screen ...
    antoniovillena antoniovillena January 2014 Brand new software
  • SpecBAS 0.800 Released!Hi folks, it's that time again for another release. I was going to add a few more features, but I have other projects on the go at the moment, and it…

    ... />
    [CODE]1 PAUSE 0
    10 REM Pack man ... 1: PRINT AT 0,0;"1"
    50 INK 2: PRINT AT 0,1 ... 0,7;"8"
    99 INK 7: PRINT ATTR (0,0): PRINT ATTR (0,1 ... ): PRINT ATTR (0,2): PRINT ATTR (0,3): PRINT ATTR (0 ... INK 2: PRINT AT 1,0;"\b\b\b\b\ ...
    Wookiee Wookiee January 2014 Sinclair Basic
  • hash function permutation tableI'm using a simple Pearson hash function to generate keys for a $(103,6) array using a 256-byte permutation table. How do I arrange the entries in th…

    ... FOR k=1 TO 102
    20 PRINT #0;AT 0,0;k
    0,34,20,0,0,0,1,0,0,47,4,0,0
    ,0,70,0,47,47 ... ,34,76,0,32,0,0,0 ... 76,61,70,0,76,0,66,0,0,64,…
    Battle Bunny Battle Bunny January 2014 Development
<1…18192021222324…34>

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