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<1…28293031323334>
  • Character scrollingOk, first I'd like to say that I'm not looking for a complete routine (but that might help) because I am hoping to write it myself and learn a bit mo…

    ... 7 roll tables * 256 bytes of every byte value rolled right 1 ... + 256 * (x-1) as the index table, and use the following mask values ... mask off the left part of the graphic

    #80 for ... of the above for the other side to mask.

    [code ...
    Paradigm Shifter Paradigm Shifter February 2010 Development
  • Platform Game Designer 2Right, with Telly Heroes out of the way, I've decided to have a second attempt at this. I've ditched the old PGD2 source, and started again with the…

    ... /> Okay, I've programmed these sprite types:

    horizontal patrols ... up another 6144 bytes for a dummy mask screen. You'd be ... /> Maybe it needs an extra byte for an alternative image, so it ... use one of the jump table bytes or something, as patrols ...
    jonathan jonathan February 2010 Development
  • Sprite RotatingI was looking (actually at Everyone's a Wally), and noticed that all the graphics for the main characters are left facing, and two characters wide. …

    ...
    If one 8X2 sprite, takes up 4K of memory ... the table is not per sprite but is for all ... of them. As you put the bytes of the sprite ... That single 8*2 sprite (128 bytes without ... br /> Furthermore, a 256 (or 512) byte table of pre-reversed bytes ...
    Turkwel Turkwel June 2010 Development
  • Sprite MaskingI was looking at the sprites in some games, and noticed they have sprite followed by mask. Usually a row at a time (so the mask is sort of interleave…

    ... and pop, as I have for several routines...

    ... sprite data seeming to be packed in memory with the mask ... talking about walking down a sprite table with the stack pointer, or ... then the natural progression involves byte sequences of decreasing address.
    ajmoss ajmoss June 2010 Development
  • Sprite RotatingI was looking (actually at Everyone's a Wally), and noticed that all the graphics for the main characters are left facing, and two characters wide. …

    ... table
    ld e,a
    ld a,(de) ;read shifted byte ... ) ;read shifted byte again
    and #fe ;mask second half of ... not ready to go for next byte. these pieces of code ... to write complete and working sprite routine, you run into ...
    Fikee Fikee June 2010 Development
  • Games in machine codeHi everyone, How do go about doing multiple shots like a machine gun, do you have to store every x and y position of each bullet? When you kill som…

    ... Sprite tpage0 VRAM, 256*256 ARGB4444/1555 pixels
    ; 0x00320000 - 0x0033FFFF = Sprite tpage1 VRAM, 256*256 ... />
    PF0EN equ 00000000001b ; Mask for DISCTRL
    PF0MD equ 00000000010b ... RSTTAB equ 0x001F7800 ; 2K Raster table

    PF0MAP ...
    ASM ASM October 2010 Development
  • Games in machine codeHi everyone, How do go about doing multiple shots like a machine gun, do you have to store every x and y position of each bullet? When you kill som…

    ...

    cmp byte [rlv_mode],0
    je ... +RLVRECT_size],edi ; Store for later
    add edi ... and ebx,0xFFFFFF ; Mask out alpha
    ... />

    align CACHE

    hermite_mono ... ; > ESI = Pointer to sprite list
    ; > EDI ...
    ASM ASM October 2010 Development
  • Machine Code Routine of the weekHow about a thread that has a routine each week that is in [B]assembly language[/B] and is also described in great detail what the hell is going on …

    ... /> ;sound id points to table of sounds where are stored ... first (index=0) item in table
    ;
    ;
    ... />



    .ALIGN 256

    beep_buf
    .WORD ... BYTE silent


    ;SILENT
    ;play nothing, wait for ...
    Fikee Fikee November 2010 Development
  • writing an emulator-newbie needs helpHi, this is my first post here. I decided to write a minimalistic emulator of ZX Spectrum-no emulation of advanced peripherals, no emulation of sound…

    ... /> .data?
    keyboard_state BYTE 256 dup (?)

    keyboard_hasfocus BYTE ? ; TRUE if main ... messages

    .code
    align 4

    SCAN_KEYBRK macro ...
    Woody Woody August 2011 Emulators
  • RFC: 64 column font codeIn BASIC, type CLEAR 49999 then import the code at 50000. Then type RANDOMIZE USR 50000. This will create a new channel and attach stream #4 to it. A…

    ... /> ; offset in streams table
    ret
    ... br /> ; CHANNEL WRAPPER FOR THE 64-COLUMN DISPLAY DRIVER ... a, SKIP_RLC-END_LOOP+256 ; instruction DJNZ ... 00001111 ; mask half of the screen byte
    ...
    Einar Saukas Einar Saukas August 2011 Development
  • RFC: 64 column font codeIn BASIC, type CLEAR 49999 then import the code at 50000. Then type RANDOMIZE USR 50000. This will create a new channel and attach stream #4 to it. A…

    ... /> ; offset in streams table
    ret
    ... br /> ; CHANNEL WRAPPER FOR THE 64-COLUMN DISPLAY DRIVER ... /> ld a, 256-(END_LOOP-SKIP_RLC) ; ... 00001111 ; mask half of the screen byte
    ...
    Einar Saukas Einar Saukas August 2011 Development
  • BUZZSAW+ Demo No. 3Right, another demo of BUZZSAW+. [URL="http://www.joefish.co.uk/speccy/Joefish_Buzzsaw_Demo_3.tap"]Joefish_Buzzsaw_Demo_3.tap[/URL] The default con…

    ... table in the page below that. In between is a 176 byte ... data space. If a sprite was drawn near the top ... went through the code seaching for every occurrence of 'LD ... memory by a full 256 bytes and relieved the ... working on making the sprite routine run as fast ...
    joefish joefish August 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…

    ... will use a set of 256 tiles.

    byte * 22 = 352
    ... /> ldi ; Inline code here for speed
    ldi
    ... CODE]

    The table itself will be taking up ... continue trying out the sprite drawing side of ...
    Zoltar Zoltar September 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…

    ... THESE NEXT 4 BYTES ARE FOR SYSTEM USE...

    byte of UNKNOWN2 table (F3 for F380)
    DEFS (-$)%256 ; This will align SCR_TABLE on a page ... boundary

    SCR_TABLE: ; SCREEN ADDRESS TABLE ...
    kgmcneil kgmcneil October 2011 Development
  • ZXOOM, does it work?Another game now on the run, but I got some trouble. I've tried to make it run with Spectaculator as well with ZX Spin but it clashes once loaded and…

    ... />
    3. According to the table, depending on the element cell ... attribute byte in the virtual screen is listed before another sprite boundary ... familiarity sprite image on the screen, then left the mask overlay for the ...
    guesser guesser November 2011 Brand new software
  • Abbaye des morts[url]http://www.locomalito.com/juegos_abbaye_des_morts.php[/url] Looks like Spectrum, sounds like Spectrum, but it's not a Spectrum ('cause no colou…

    Did you align this map before ... thats with no enemy sprite removal, no repatching of ... damaged scenary (from sprite overlaps), and no removal ... down into managable chunks, for compression (something you could ... create a colour table, "MAYBE" use one byte per tile ...
    kgmcneil kgmcneil December 2011 New game ideas
  • Abbaye des morts[url]http://www.locomalito.com/juegos_abbaye_des_morts.php[/url] Looks like Spectrum, sounds like Spectrum, but it's not a Spectrum ('cause no colou…

    ... QUOTE=kgmcneil;589565]Did you align this map before putting it ... repatching of damaged scenary (from sprite overlaps), and no removal ... it down into managable chunks, for compression (something you could ... create a colour table, "MAYBE" use one byte per tile to ...
    DaRkHoRaCe DaRkHoRaCe December 2011 New game ideas
  • Byte-order backbufferThis is a tool for Z80 coders who wish the Spectrum screen had a serial layout. It runs as an interrupt mode 2 service routine and uses POP and PUSH …

    ... write all your
    sprite and text routines to print ... /> ld a, 0x3b ; high byte of vector table
    ld i, a ... 16384 + 6144 - (line * 16) - (cell * 256) - (row * 32) - (chunk * 2048)
    for everything except rainbow processing, ...
    R-Tape R-Tape April 2012 Development
  • Outrun Europa in colour - Level 1 ready !Instead of bumping these old threads: [url]http://www.worldofspectrum.org/forums/showthread.php?t=10754&highlight=outrun+europa[/url] [url]http://w…

    ... make 0, 256, 512 or 768 added to lower byte
    bit ... 2 ? is block mirrored in sprite definition ... /> bit 6 ? autogenerate left mask
    bit 7 - 1:block ... decided for the option 3 (rightmost).

    So sprite takes paper ...
    Ralf Ralf May 2013 Games
  • Rendering clipped glyphSometimes you need to render a glyph of arbitrary size to the screen. And clip it. For example: drawing a mouse cursor means combining drawing of a…

    ... would probably write 2 custom sprite routines - one that draws ... work with a table of addresses of the first byte of each ... , the sprite routine fetches the line address from the table, and ... row address table is then only 256 bytes long for 128 possible rows ...
    joefish joefish October 2013 Development
  • A new full-screen bicolor engine called NIRVANA[I]OK, there's something I need to clarify first: Nowadays if you write [B]"multicolor"[/B] everyone assumes it refers to "multicolor 8x1" (an attri…

    ... first byte of all 256 UDGs, then the second byte of all 256 etc ... or expand them into byte masks for drawing the pixel and ... background colour from the screen, mask off the PAPER bits, ... more versatile for perhaps something slower than an arcade sprite-based game ...
    joefish joefish January 2014 Brand new software
  • Snowfall effectHow do you go about creating a snowfall effect like the one in Yeti? Now don't laugh, I'm currently printing 32 UDG's of dots OVER the top of my gam…

    ... rrc (ix+2) ;for visual variation, change snowball ... ix+2) ;get snowball byte
    ld (hl ... table
    djnz snowloop
    ret
    ;
    snowtab ;x (0-256 ... the bit to set for the snowball. Values ... /> and 224 ; mask off bits we don' ...
    R-Tape R-Tape December 2014 Development
  • Snowfall effectHow do you go about creating a snowfall effect like the one in Yeti? Now don't laugh, I'm currently printing 32 UDG's of dots OVER the top of my gam…

    ... ix+2) ;get snowball byte
    call flutter ; ... IX to next entry in table
    djnz snowloop< ... the bit to set for the snowball, then ... add a,64 ; 64 * 256 = 16384 = start of screen ... br /> and 224 ; mask off bits we don' ...
    R-Tape R-Tape December 2014 Development
  • Snowfall effectHow do you go about creating a snowfall effect like the one in Yeti? Now don't laugh, I'm currently printing 32 UDG's of dots OVER the top of my gam…

    ... ix+2) ;get snowball byte
    call flutter ; ... IX to next entry in table
    djnz snowloop< ... the bit to set for the snowball, then ... add a,64 ; 64 * 256 = 16384 = start of screen ... br /> and 224 ; mask off bits we don' ...
    R-Tape R-Tape December 2014 Development
  • P.O.W.As far as I know, a port of P.O.W. (Prisoners of War) from NHK, doesn't exist. [img]https://cld.pt/dl/download/61d19b5e-453b-489c-b17b-d3ed6fccd594/…

    ... our tile count to 256 (double that if we ... use more than 256 tiles, but less than ... more than 256 tiles, without doubling the memory for reference ... .
    For a 8bit horizontal tiles (one byte wide), min buffer ... is to use a sprite with a mask, but I haven ...
    RMartins RMartins June 2016 Development
  • 1k Chess (was the 924 bytes thing!)Hi, I've decided to do a major rewrite of large parts of the code for the isometric Chess thing that I've been messing with. It got to the point, …

    ... 0fc00h

    ;sprite data 232 bytes with the ... sizes & positions table base address
    ... byte
    inc ixl ;next data byte for next pass
    and d ;mask ...
    Arkannoyed Arkannoyed November 2017 Development
  • Other than using attributes what other ways to detect collisions, when using char based movement?So I'm slowly working out the bits and pieces to write a game completely in assembly. I've been using attributes when writing in BASIC to detect whet…

    ... want is BC to hold 256*Y at the start. ... with it multiplied by 256 and divide that by ... in colours that may mask something on the background ... know you've got one byte per character, and you ... />
    Your table could be smaller, for example, if your screen ...
    joefish joefish November 2017 Development
  • How to disable the "scroll?" message?Hello. I'm a beginner Z80 assembly programmer and I decided to make a ZX Spectrum game to practice my skills and gain some more experience. I curr…

    ... ]
    ; sprite8x8a
    ; draw 8x8 sprite aligned to cell
    ; ix ... -23)

    ALIGN 64
    ; modify this table to be based ... /> ld e, (hl) ; e = low byte of screen address
    inc ... hl, de ; adjust screen address for col
    ld b, 8 ...
    Paradigm Shifter Paradigm Shifter June 2022 Development
<1…28293031323334>

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256 4K 7.7K
byte 7.3K 15.2K
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for 352.6K 637.2K
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