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<1…567891011…34>
  • 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…

    ... Bit lookup table used to place pixels in a byte
    ... /> 1170 LET adr=16384+yl*256+l*2048+r*32+xc ... bit index
    1190 LET byte=peek(adr): REM get current ... br /> 1200 LET v=INT(byte/b(idx)): REM right shift ... POKE adr,b(idx)+byte: REM Check for even and set bit ...
    JonB JonB October 2013 Sinclair Basic
  • SCREEN$ bug fixI've been using the SCREEN$() function recently for reading data off the screen rather than taking up space with an array and I got fed up with the s…

    ... incorporated a little parameter table for CHARS, UDG and BLOCK ... ; 4: hi-byte = base address adjustment = (256-offset)/256 = 0 or 1 ... e,a ;E =lo-byte of screen address
    ... d,a ;D =hi-byte of screen address
    ...
    Battle Bunny Battle Bunny November 2013 Sinclair Basic
  • 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…

    ... sprite. The rotation is done on the fly by table ... sprite), a faster draw algorithm is executed that doesn't require table ... is ideal for sprite images that completely ... sprite's individual characters. Mask sprites are the most difficult, SP1_DRAW_MASK2 is for ...
    Alcoholics Anonymous Alcoholics Anonymous 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…

    ... timer(23672);
    // Table Holding Movement Data for Each Sprite

    struct ... ( 2, 3)
    ;Sort Priorities: Mask, Char line, Y char, X ... Outputted: Gfx
    ;Interleave: Sprite
    ;Mask: Yes, before graphic

    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…

    ... $d000) and where the heap for dynamic memory is located.
    for malloc overhead.

    [ ... . Among sp1 functions, only the sprite creation functions use IY. If ... the price of a 257 byte im2 table.

    Long story ...
    Alcoholics Anonymous Alcoholics Anonymous 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…

    ... int mytimer;
    // Table Holding Movement Data for Each Sprite

    struct ... : ( 2, 3)
    ;Sort Priorities: Mask, Char line, Y char, X ... Outputted: Gfx
    ;Interleave: Sprite
    ;Mask: Yes, before graphic

    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…

    ... more than 257 bytes for the IM2 table
    [/quote]

    for IM2 mode setup


    Use the hex for this one and it will ... the table and 3-byte JP instruction, the table must start on a 256-byte ...
    Alcoholics Anonymous Alcoholics Anonymous 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…

    ... int mytimer;
    // Table Holding Movement Data for Each Sprite

    struct ... : ( 2, 3)
    ;Sort Priorities: Mask, Char line, Y char, X ... Outputted: Gfx
    ;Interleave: Sprite
    ;Mask: Yes, before graphic

    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…

    ... int mytimer;
    // Table Holding Movement Data for Each Sprite

    struct ... : ( 2, 3)
    ;Sort Priorities: Mask, Char line, Y char, X ... Outputted: Gfx
    ;Interleave: Sprite
    ;Mask: Yes, before graphic

    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…

    ... br />
    // Table Holding Movement Data for Each Sprite

    ... struct sprentry {
    struct sp1_ss *s; // sprite ...
    for(i=0; i 21) // if sprite went off screen ...
    slenkar slenkar November 2013 Development
  • IX register - using/problemsAre there any rules on using the IX register? Are there any restrictions on the memory locations that it can access? Yes, I know it's slower than us…

    ... to avoid ROM use for interrupts, you'd almost ... to set up a vector table for IM2, in a worst ... block of more that 256 ff's in the ... jump to the last byte or ram. You can ... there and the first byte of rom will act ... saves having a 257 byte table in your own code.
    David Jones David Jones December 2013 Development
  • IX register - using/problemsAre there any rules on using the IX register? Are there any restrictions on the memory locations that it can access? Yes, I know it's slower than us…

    ... a block of more that 256 ff's in the ... to contain all the code for the IF1.

    ... , Sinclair put the code for the 128K add on numeric ... byte tables and left the first two bytes of each table ... t know what those byte pairs were for and overwrote at least ...
    chev chev December 2013 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…

    So you have 103 6-byte strings?
    Can you include ... that 103/256 is too 'full' for a Pearson hash table to expect ... /> However, take a look here for some perfect hashing hints:
    Kweepa Kweepa January 2014 Development
  • Is ESXDOS flexible enough to incorporate e.g. Spectranet commands?I was just discussing the idea with someone about the wish some people have to be able to combine interfaces such as DivIDE (Plus) / DivMMC EnJOY! wi…

    ...
    ;
    ; Qualify function for STDIO_MSG_EATC
    ;
    ; set- ... eg, which I think have 256 byte sectors; you could always do ... if it can do 256/512/1024 byte blocks efficiently.
    ... to mask off the top bits to identify a (512-byte) ...
    Alcoholics Anonymous Alcoholics Anonymous February 2014 Hardware
  • Multiply by 48Is there a 'cheat' to multiply by 48 in Z80? I have a table of sprites 48 bytes each entry, and I want to be able to offset my pointer with a simpl…

    For completeness it should read ... sprites
    ld A,sprite no.
    ld L, ... A ;put sprite no. into HL
    ... ,DE ;HL now points to sprite

    17 ... put the sprite no. in L directly saving 1 byte. Also, ... in DE is at a 256 byte boundary (i.e. E ...
    jamorski jamorski March 2014 Development
  • Double-Buffer ScreenFor my Alien Breed Speccy re-write I decided to use a Double Buffer (DB) or 'Back Screen' to draw all the game action onto, before shuffling the whol…

    ... Editor)
    ;
    ; Create lookup table for transferring flat screen to speccy ... br /> add a, 64 ; 64*256 = 16384 = start of screen display ... br /> ld d, a ; line * 256
    ; find which third of ... by 4
    and 224 ; mask off bits we don't ...
    polomint polomint April 2014 Development
  • So shooting 360 degrees?...[I]How do I go about having - for example - a cannon in the middle of the screen, that can shoot in any direction towards the player?[/I] Well, I do…

    ... like 128 angles (thus a 256 byte table).

    So you take ... an enemy, you need another table, for ARCTAN (the opposite of TANgent ... actaully be a TAN table with one entry for each angle, then ...
    joefish joefish June 2014 Development
  • Porting Blues Brothers CPC->ZX...just an ideaI've just watched a video of the CPC version of the Blues Brothers games by Titus [url]http://www.youtube.com/watch?v=6DOj-Ta3Ek4...Based[/url] on th…

    ... =polomint;773183]So 16K for the map, 36 bytes ... Would need another byte or two for each tile to ... although just an extra byte per tile can give ... go with more than one byte per tile - that' ... keep a separate 256 byte table that holds properties for each tile ...
    Sokurah Sokurah June 2014 New game ideas
  • Porting Blues Brothers CPC->ZX...just an ideaI've just watched a video of the CPC version of the Blues Brothers games by Titus [url]http://www.youtube.com/watch?v=6DOj-Ta3Ek4...Based[/url] on th…

    ... go with more than one byte per tile - that's a ... 'd keep a separate 256 byte table that holds properties for each tile type ...
    polomint polomint June 2014 New game ideas
  • Porting Blues Brothers CPC->ZX...just an ideaI've just watched a video of the CPC version of the Blues Brothers games by Titus [url]http://www.youtube.com/watch?v=6DOj-Ta3Ek4...Based[/url] on th…

    ... /> [36..47] - misc information for the tile, for collisions/death/balloon/guitar ... /> you can use 256 byte table for tile description
    and another table for action bits ... - 8 action bits per element
    and morfing table - for ...
    Jerri Jerri June 2014 New game ideas
  • Porting Blues Brothers CPC->ZX...just an ideaI've just watched a video of the CPC version of the Blues Brothers games by Titus [url]http://www.youtube.com/watch?v=6DOj-Ta3Ek4...Based[/url] on th…

    ... /> you can use 256 byte table for tile description
    and another table for action bits ... per element
    and morfing table - for some backround action.[/QUOTE]
    256 byte table for tile description[/QUOTE]
    Do you mean a table for the ...
    polomint polomint June 2014 New game ideas
  • clear a windowed area of the screenHi everyone! Ain't been on here for donkeys, but have recently started messing around with a little game. I'm looking for ideas/opinions on the bes…

    ... could build a lookup table for each row and ... lo-byte
    and %11100000 ;preserve the row, mask ... ;update the destination lo-byte (rrrccccc)
    ld ... -byte (010sslll)
    and %00011000 ;preserve the segment, mask ...
    Atari_Jetman Atari_Jetman October 2014 Development
  • SpritesYes yes, I know this has been hashed over plenty of times before, but... I have knocked up a quick tiling routine which works with my back buffer co…

    ... if I'm understanding the 256 byte table thing right, you could probably ... a game uses a mirror table, and it's location, just ... by searching the memory for a particular series of bytes ...
    Morkin Morkin November 2014 Development
  • Testers for new z88dk clibA long (long, long, long) time ago a few people offered to help test the new clib in z88dk. Much time has passed since then and I won't hold people,…

    ... screen

    // Table Holding Movement Data for Each Sprite

    struct ... ( 2, 3)
    ;Sort Priorities: Mask, Char line, Y char, X ... Outputted: Gfx
    ;Interleave: Sprite
    ;Mask: Yes, before graphic

    Alcoholics Anonymous Alcoholics Anonymous February 2015 Development
  • CMWC random number generator for Z80Seeing the interest regarding the [URL="http://www.worldofspectrum.org/forums/showthread.php?t=23070"]Xor-Shift random number generator for Z80[/URL]…

    ... top speed, every cycle counts. For this reason I have applied ... /> if (table/256)-((table+15)/256)
    error "whole table must be within single 256 byte block ...
    Patrik Rak Patrik Rak May 2015 Development
  • Fixed point math lib?Is there a liberally licensed fixed point math lib for z80 somewhere? When searching, I expected to find a bunch of GPL'd ones and perhaps one or two…

    ... course the table of squares has to be on a 256 byte boundary ... multiplies. This routine is written for these inputs simply because we ...
    melkig1967 melkig1967 December 2015 Development
  • I'm writing an Operating SystemOkay this might seem like a bait thread, but I am legitamately interested in figuring out how to write a multi-process system for the ZX Spectrum (no…

    ... binary information I want for relocatable programs etc.[/quote]< ... may have multiple outputs destined for different memory banks).
    ... (such as: JP HL or 256-byte aligned tables...)
    1. ... and then walk through relocation table adding the actual start ...
    tstih tstih August 2016 Development
  • I'm writing an Operating SystemOkay this might seem like a bait thread, but I am legitamately interested in figuring out how to write a multi-process system for the ZX Spectrum (no…

    ... binaries to generate the reloc table. Because the same object files ... high byte is checked for, meaning I can only relocate on 256-byte boundaries ... high byte is checked) for two reasons:
    1. The relocation table space ...
    u6c87 u6c87 October 2016 Development
  • I'm writing an Operating SystemOkay this might seem like a bait thread, but I am legitamately interested in figuring out how to write a multi-process system for the ZX Spectrum (no…

    ... two .bin files. Byte by byte. For identical binaries the differences ... load relocation table and binary. Reserve space for both separately ... , use stack to jump, 256-byte boundary allocations, etc...) are ... - release relocation table (no need for it anymore once ...
    tstih tstih October 2016 Development
  • I'm writing an Operating SystemOkay this might seem like a bait thread, but I am legitamately interested in figuring out how to write a multi-process system for the ZX Spectrum (no…

    ... HL, use stack to jump, 256-byte boundary allocations, etc...) are used ... to program - release relocation table (no need for it anymore once your ... . sdcc will use JPHL for function pointer calls and sometimes ... statements there will be a table of defw that will ...
    Alcoholics Anonymous Alcoholics Anonymous October 2016 Development
<1…567891011…34>

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