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<1…28293031323334>
  • How much does Bifrost improve graphics (test 192x192 graphics)Inspired by the BIFROST library I made several experiments with 8x1 graphics at 192x192 resolution. The results are now overwhelming but under certai…

    ... that you're only doing 16 PUSH instructions per line.[/QUOTE ... ) to have universal routine for 48/128. May be another limit ...
    catmeows catmeows 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…

    ... mode
    ld a, 16 ; normal video
    out ... handle NEW 0
    cp 48 ; 48?
    jr z, new_48 ... ; handle NEW 48
    cp 128 ; 128 ... ; 2, 'S'
    defb 16, 0 ; 3, 'P'
    ... br /> add a, 22 ; 16 + A * 2
    ld ...
    chev chev October 2013 Development
  • Map compressor based on ZX7Hi I have release a map compressor for "La Churrera" game engine, but can be adapted to any other game. Source code is here (Download TmxCompress.0.…

    ... /> rrca ; half bit implementation (ie 48 tiles)
    call c, gbit1 ... , 111] xxxxxx = 14 and from 16 to 142
    desc8: call ...
    antoniovillena antoniovillena November 2013 Development
  • i am currently listening to........as i couldnt seem to find the old one, i didnt look that hard :P ive started a new one right after somebody asked me for some slayer ive rediscovere…

    ... -Me Song (2:33)
    16. The Beatles - Madison Kid (2 ... Her Standing There
    44. 16. One after 909
    45 ... . 19. Catswalk (Alternate Version)
    48. 20. Love Me Do (First ...
    mel the bell mel the bell November 2013 Chit chat
  • Map compressor based on ZX7Hi I have release a map compressor for "La Churrera" game engine, but can be adapted to any other game. Source code is here (Download TmxCompress.0.…

    ... /> rrca ; half bit implementation (ie 48 tiles)
    call c, gbit1 ... , 111] xxxxxx = 14 and from 16 to 142
    desc7: call ...
    antoniovillena antoniovillena 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…

    ...
    rktdat defb 19,1,16,2,22
    rx1 defb ... 18
    defb 15,16,7,146,147
    ... /> rx3 defb 19,15,16,2,148,149,22
    defb 12, 48, 48, 192
    defb 192, 48, 48, 192
    defb ... , 5
    defb 5, 48, 240, 224
    defb 224 ...
    Jerri Jerri November 2013 Development
  • Documentation for SP1 for Z88DK?(I was going to post in [URL="http://www.worldofspectrum.org/forums/showthread.php?t=11729"]the other thread[/URL], so if a mod thinks this should go…

    ... /> sp1_AddColSpr(s, SP1_DRAW_MASK2, 0, 48, i);
    sp1_AddColSpr(s, ... GRAPHIC DATA:
    ;Pixel Size: ( 16, 24)
    ;Char Size: ( 2 ... 0, 31,224, 15, 48
    DEFB 7,232, ... DEFB 192, 51,192, 48,192, 41,192, 60
    slenkar slenkar November 2013 Development
  • Documentation for SP1 for Z88DK?(I was going to post in [URL="http://www.worldofspectrum.org/forums/showthread.php?t=11729"]the other thread[/URL], so if a mod thinks this should go…

    ... /> sp1_AddColSpr(s, SP1_DRAW_MASK2, 0, 48, i);
    sp1_AddColSpr(s, ... GRAPHIC DATA:
    ;Pixel Size: ( 16, 24)
    ;Char Size: ( 2 ... 0, 31,224, 15, 48
    DEFB 7,232, ... DEFB 192, 51,192, 48,192, 41,192, 60
    slenkar slenkar November 2013 Development
  • Documentation for SP1 for Z88DK?(I was going to post in [URL="http://www.worldofspectrum.org/forums/showthread.php?t=11729"]the other thread[/URL], so if a mod thinks this should go…

    ... /> sp1_AddColSpr(s, SP1_DRAW_MASK2, 0, 48, i);
    sp1_AddColSpr(s, ... GRAPHIC DATA:
    ;Pixel Size: ( 16, 24)
    ;Char Size: ( 2 ... 0, 31,224, 15, 48
    DEFB 7,232, ... DEFB 192, 51,192, 48,192, 41,192, 60
    slenkar slenkar November 2013 Development
  • Collision Detection in SP1Hi, Does anyone have a well-documented example of using collision detection in spritelib. I've search WoS and Z88DK forums but no joy. Something wi…

    ... /> sp1_AddColSpr(s, SP1_DRAW_MASK2, 0, 48, i);
    sp1_AddColSpr(s, ... GRAPHIC DATA:
    ;Pixel Size: ( 16, 24)
    ;Char Size: ( 2 ... 0, 31,224, 15, 48
    DEFB 7,232, ... DEFB 192, 51,192, 48,192, 41,192, 60
    slenkar slenkar November 2013 Development
  • Collision Detection in SP1Hi, Does anyone have a well-documented example of using collision detection in spritelib. I've search WoS and Z88DK forums but no joy. Something wi…

    I took out all the code that happens when 2 sprites collide and it still crashes.

    You are probably having issues like I had with the stack or the heap colliding with the program code,

    read mine and Alcoholic's posts in the SP1 doc ...
    slenkar slenkar November 2013 Development
  • Converting an integer arbitrary large binary number into a printable decimal formThis was asked a long ago at the comp.sys.sinclair newsgroup. At that time, I came up with a solution by extrapolating the classic algorithm of suces…

    ... 190 bytes and taking just 16 seconds for a 2040 bit ... z,EndProg
    add a,48
    ld (hl),a
    Battle Bunny Battle Bunny December 2013 Development
  • BLOG- ZXSporgBasic RPG development thread- Inspired by the Spectrum 30 show, and after a six-month wait while I was busy playing loads of gigs, I have decided to do a spot of Spectrum coding…

    First development in 8 months on this project - changed the mechanics of setting the colour of the walls in line 9720. Instead of one general ink 1 statement, it specifies the ink colour blue for each block printed. This is so I can print black (for a door ...
    bigjon bigjon December 2013 Sinclair Basic
  • BLOG- ZXSporgBasic RPG development thread- Inspired by the Spectrum 30 show, and after a six-month wait while I was busy playing loads of gigs, I have decided to do a spot of Spectrum coding…

    Actually decided the doors need to be white as the that's the only colour the PC can walk over. Line 9720 is now a bit of a monster as the ink colour needs to be evaluated with [I]INK 1+6*(VAL t$(5)=1)*((j=7)+(j=8))[/I] or similar before each square of ...
    bigjon bigjon December 2013 Sinclair Basic
  • Beepola v1.08 AvailableA new version of Beepoa, v1.08, is now available for download from:- [url]http://freestuff.grok.co.uk/beepola/[/url] (1.76MB zipped exe, no installe…

    ... 4/4 beat pattern length 16 to a 6/8 with ... pattern length 48. I have to edit the ...
    FrankT FrankT December 2013 Announcements
  • Beepola v1.08 AvailableA new version of Beepoa, v1.08, is now available for download from:- [url]http://freestuff.grok.co.uk/beepola/[/url] (1.76MB zipped exe, no installe…

    ... 4/4 beat pattern length 16 to a 6/8 with ... pattern length 48. I have to edit the ...
    ccowley ccowley December 2013 Announcements
  • life meaningYeah, so, I was thinking of doing a game for a while now (20-23 years now). Overcoming some hp issues these past years I made my decision to do one. …

    ... you will use the Spectrum, 48 or 128?

    second ... for the map element (8,16,24)
    number of personages ...
    Jerri Jerri December 2013 Development
  • Which Emulator supports Betadisk48?Hi out there and happy new year, I'm looking for an emulator to run with my vision1.7 trdos-rom in 48 mode. Unfortunately most emus only support Bet…

    ...
    Here are some Betadisk 48 notes I found in an ... 48K games hacked onto Beta 48 disks out there, mostly ... WD 1797 for a EPROM 16 Kbytes (27,128) containing ... 6, 14, 7, 15, 8, 16.

    3C00-3CFF is ... default).

    Beta 48 uses 112 bytes of RAM ...
    Jmk Jmk January 2014 Emulators
  • Elliptical ChallengeSubsequent to the recent "Graph Plot" thread, I wrote this general purpose ellipse drawing routine which will plot (although it doesn't actually use …

    ... *2=5632 bytes, there are 16 steps, but only 8 distinct ... images) it takes 0.48 second to display that pattern ...
    Battle Bunny Battle Bunny January 2014 Development
  • Fists of Fury (Virgin)[URL="http://www.worldofspectrum.org/infoseekid.cgi?id=0011704"]http://www.worldofspectrum.org/infoseekid.cgi?id=0011704[/URL] I've got this title. …

    ... =23296, Length= 263, RAM page=16


    Finding ... ...
    Block 4 => F: 48 - Speed: 100% - Chk=OK! ( ...
    Finding pause...
    Block 16 => F: 60 - Speed: 100 ...
    Hairy Hairy January 2014 MIA/STP/SDP
  • 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…

    ... ,33,44,22,46,18,16,9,49,50,59,42 ... ,2,24,40,45,47,48,54,57,58,
    };
    76,0,0,70,47,16,0,76,76,70,0 ...
    Kweepa Kweepa January 2014 Development
  • 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…

    ... ,33,44,22,46,18,16,9,49,50,59,42 ... ,2,24,40,45,47,48,54,57,58,
    };
    0,0,16,70,0,1,76,76 ...
    Kweepa Kweepa January 2014 Development
  • Elite Kickstarter ProjectAs some of may know Steve Wilcox of Elite is currently close to raising ?60k via Kickstarter to begin manufacturing a USB spectrum keyboard. I have g…

    ... 824 65,096
    13:16 824 65,167
    13 ... 53 830 65,587
    16:00 830 65,430
    16:11 832 65,491
    16:37 831 65 ... ,391
    16:47 830 65 ... 831 65,332
    17:48 830 64,966
    18 ... 831 64,118
    20:48 831 64,039
    20 ...
    MrCheese MrCheese January 2014 Sinclair Miscellaneous
  • How to print logo onto screen at chosen coordinates?Hi, I've just got back into zx spectrum games after all these years and after seeing some of the great games on here I would like to start learning p…

    ... ,1 ;co-ordinates
    defb 16,6 ;INK 6 command
    DEFB 0,48,48,48,48,0,48,48 ;(033) - !

    etc ...
    alienbanana alienbanana February 2014 Development
  • How to print logo onto screen at chosen coordinates?Hi, I've just got back into zx spectrum games after all these years and after seeing some of the great games on here I would like to start learning p…

    ... -ordinates
    defb [B][I]16,6[/I][/B] ;INK 6 ... ;(032) - SPACE
    DEFB 0,48,48,48,48,0,48,48 ;(033) - !
    DEFB 0 ...
    Morkin Morkin February 2014 Development
  • How to print logo onto screen at chosen coordinates?Hi, I've just got back into zx spectrum games after all these years and after seeing some of the great games on here I would like to start learning p…

    ... -ordinates
    defb [B][I]16,6[/I][/B] ;INK 6 ... ;(032) - SPACE
    DEFB 0,48,48,48,48,0,48,48 ;(033) - !
    DEFB 0 ...
    rich_chandler rich_chandler February 2014 Development
  • INPUT help?Hi folks. :) Brace yourselves, this is probably a very silly question, my BASIC knowledge is very... well, basic... Let's say, for example, I'm mak…

    The simplest way to restrict the size of a numeric field is ...
    [code]
    4 DIM a$(4)
    5 INPUT a$
    6 LET a=VAL a$
    [/code]
    ... which will restrict the output length to 4 without any explicit checking, but will fail if ...
    Battle Bunny Battle Bunny February 2014 Sinclair Basic
  • Ghosts n' Goblins loaderI'm trying to put Ghosts n' Goblins onto a +3 disk but struggling to understand the mc loader. Basic loader [code] ink 7 : clear 25000 : load "" cod…

    ... )
    AND 248
    OR 16
    LD BC,32765
    LD A,48
    LD BC,32765
    Speccy_James Speccy_James February 2014 Development
<1…28293031323334>

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