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Search Again :: Adv Search 484 results in 0.001s
<1234567…17>
  • ZX81 Emulator (HARDWARE FREAKS NEEDED!!!!)For the ZX Spectrum I have programmed a ZX81-emulator. ZX81 games can't run directly on a ZX Spectrum due to memory adresses used by the Spectrum (li…

    ... would use i.e. adress 49152 to 56063 for the Spectrum ... intrupt the screen (positioned at 49152) will be updated and keyboard ...
    Dr BEEP Dr BEEP March 2002 Sinclair Miscellaneous
  • virtual ZX party - send Your works!!!! :)Hi there! Below You can find rules of virtual ZX party - ANTIQUE TOY 2004. Read it and send Your works to e'mail addresses contained in the rules…

    ... be compiled on address #C000(49152). This
    requirement is a ...
    Yerz Yerz March 2004 Sinclair Miscellaneous
  • KEEP THE SPECCY ALIVE ;)I just would like to remind You, that there is virtual competition for zx-music and zx-graphic. Don't be lazy, don't wait anymore, but send Your wo…

    ... be compiled on address #C000(49152). This
    requirement is a ...
    Yerz Yerz April 2004 Sinclair Miscellaneous
  • Does Screen Flipping work on a 48k Spectrum?On the other post it showed some basic code to flip the screen on a +3. Does it work on a 48k Spectrum. Can anyone show me the machine code to: Se…

    ... 16384
    Write to backbuffer 49152
    Flip the screen memory ... to 49152

    Many thanks
    robpearmain robpearmain May 2004 Development
  • Thumb Candy Video available for downloadI have finally got around to hosting the Thumb Candy programme, shown on Channel 4. Time to get your bittorrent client fired up! [url="http://84.65…

    ... ="http://84.65.218.27:49152/torrents/thumb_candy.mpg.torrent?BE18BEEA5BB478B3CE2DE2A307F5B85FB2CC3021 ... "]http://84.65.218.27:49152/torrents/thumb_candy.mpg.torrent?BE18BEEA5BB478B3CE2DE2A307F5B85FB2CC3021 ...
    The Starglider The Starglider January 2005 Sinclair Miscellaneous
  • virtual compo Antique Toy 3 (2005) virtual ZX Spectrum music and graphics contest --- 1. ORGANIZERS ------------------------------------------------------------…

    ... sent compilled under adress #C000(49152) and also in
    simple ...
    kyv_triumph kyv_triumph May 2005 Sinclair Miscellaneous
  • length of 48k .sna fileJust a quickie :) Is the length of a 48k .sna 49152 or 49153, i.e. does it go from 0 to 49152, or from 1 to 49152? (If that makes any sense?) Cheer…

    Just a quickie :) Is the length of a 48k .sna 49152 or 49153, i.e. does it go from 0 to 49152, or from 1 to 49152? (If that makes any sense?)

    Cheers :)
    mulder mulder November 2005 Development
  • 128k Screen Flipping - Sample Code PleaseI know this has been covered before, but I cannot find out code to do the following: On a 128k Spectrum tell the speccy to display from address 4915…

    ... speccy to display from address 49152, switch back to 16384 etc ... />
    Tell Spectrum to display 49152
    draw to 16384
    draw to 49152
    loop

    Many ...
    robpearmain robpearmain February 2006 Development
  • Screen LoaderCouple days ago i find very interesting loader routine in ex Yugoslavia magazine "Svet Kompjutera" from january 1987. Authors of article, calls this …

    ... /> Uncompressed screen must be at 49152, routine start at 65024 and ... /> START EXX
    LD HL,49152
    LD (HIL),HL
    LD HL,49152+6911
    JP KRAJ
    Pegaz Pegaz August 2006 Games
  • Mode 2 Tile Editor SourceA Timex Mode 2 Tile Editor incorporating a byte mirror table. The compiled version is available in the CSSCGC 2008 collection from the WoS archive. …

    ... />
    _1st_128:
    ld de,49152 ; first 128 tiles
    jr ...
    chev chev January 2007 Development
  • Halloween Special!Like all the best zombies, the ZXSpin project rises again on the last day of October. Here's release 0.666 for your enjoyment - get it at [url]http…

    ... /> do, for example: ORG RAM3:49152, which will treat the base ... address as
    49152, so you can assemble code ...
    Dunny Dunny October 2007 Emulators
  • SPIN's breakpoints - an overviewAs quite a few people have been asking how to set breakpoints on memory write etc. in SPIN, here's a description of the way the breakpoints work. Get…

    ... next:
    [code]
    UNTIL 49152 IF (PC=(HL*2)) and ...
    Marko Marko November 2007 Development
  • Title of game=? #49152Hi all. If anyone has a moment (and a good memory), could you help me out with this query? I'm looking for a game that was (I'm pretty sure) on a cov…

    Hi all. If anyone has a moment (and a good memory), could you help me out with this query?
    I'm looking for a game that was (I'm pretty sure) on a cover tape. This was 20 odd years ago, so I can't be sure if the magazine was YS or SU, but the game ...
    SilentlyScreaming SilentlyScreaming March 2008 Games
  • .Z80 format question for 128KHello!!! I am working on my ZX Life Shield utility to make it compatible with .Z80 snapshots. I have sucessfully coded .Z80 48K snapshots, but for …

    ... :
    16384
    32768
    49152
    ?

    Can someone ...
    marcoagpinto marcoagpinto June 2008 Emulators
  • Alternative ROM on original DivIDEOriginal DivIDE interface contain too allram mode (16kB paging). [url]http://raww.org/index.php?name=News&file=article&sid=2471[/url] Switch to ALLR…

    ... + write enable
    LD HL,49152
    LD DE,0
    LDIR ;rom instalation (from 49152 to DivIDE memory)
    LD ...
    velesoft velesoft June 2008 Hardware
  • Breakpoints and other questionsSome games have LDIRs, LDDRs, ANDs and XORs before they jump to the real start address (and some other stuff that I don't understand yet). If I want …

    ... Usr. For games that occupy 49152 bytes I'm planning to ...
    zxbruno zxbruno June 2008 Emulators
  • Testing other ZX roms on DivIDE / DivIDE+This is package of different ZX rom images with DivIDE instalator. Each file contain ROM image at adress 49152 + assembler Prometheus with installati…

    ... contain ROM image at adress 49152 + assembler Prometheus with installation code ...
    velesoft velesoft August 2008 Sinclair Basic
  • Request for help (Z80 gigascreen loader)Although I'd attempted to stick to keeping things simple in Image to ZX Spec now I've implemented Gigascreen (8x8 only) I've found the BASIC Gigascre…

    ... : INK 7
    10 CLEAR 49152: REM move stack below top ... ,111
    330 LOAD ""CODE 49152: REM load next pic into ... ,111
    380 LOAD ""CODE 49152: REM load next pic into ...
    brownb2 brownb2 February 2011 Development
  • 128kB snapshot on ZX48kBWhat is best way for 128kB snapshot loading on 48kB models ? Some Z80 snapshots are 128kB versions (Z80 v2 or v3) but contain 48kB games. Same proble…

    ... ram 16384-32767 and from 49152 load always ram page 0 ...
    velesoft velesoft August 2012 Emulators
  • Coding for 128kHi all, I wonder if anyone can suggest any useful reading/threads/examples on the fundamentals of 128k coding. Chapter 24 of the +2 manual has prov…

    ... in bank 7 is a 49152, so each time I want ...
    R-Tape R-Tape October 2012 Development
  • Varios +3(e)DOS questions?I'm converting tape games to disk, for being used in my +3e. I'm trying to convert them to standard BASIC loaders, so files could be copied using BAS…

    ... . The stack must be below 49152 (i.e.: out of paged ...
    Zup Zup May 2013 Development
  • DiHalt 2013Hello everyone! from 6 to 7 July in Nizhny Novgorod (Russia) will be held openair demoparty "Dihalt 2013."The program includes the following competit…

    ... compiled under the address # C000 (49152), with the obligatory indication of ...
    osa osa June 2013 Announcements
  • 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…

    ... ;backup to
    ld de, 49152 ;page 6
    ld bc ... pagin

    ld hl, 49152 ;recover data
    ld de ...
    BCH BCH July 2013 Games
  • Copying data between memory banks in USR0 modeI am experimenting with Funky Fungus to load the majority of its data (levels, screens, music etc.) into memory banks 1, 3, 4, 6 and (partly) 7 by sw…

    ... at the standard location of 49152, then at the moment of ... length it would occupy location 49152 and above, I need memory ... the whole of its contents (49152,16384) into bank 0 at ... 49152. I changed the addresses and ...
    Alessandro Grussu Alessandro Grussu 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…

    ... 1 ; RAM 1
    dw 49152
    dw 14729
    db ... 3 ; RAM 3
    dw 49152
    dw 14819
    db ... 4 ; RAM 4
    dw 49152
    dw 14555
    db ... 6 ; RAM 6
    dw 49152
    dw 9497
    db ...
    Zup Zup December 2013 Development
  • ZX memory questions1. what is the highest address in a 48k spectrum that can be written to? 2. can you write to an address less than 16384 (on real hardware) 3.48k...…

    ... is it exactly in bytes) (49152 bytes? )
    ASH-II ASH-II January 2014 Sinclair Miscellaneous
  • Scrolling Bi-Colour Engine for 4-Player GamesJust putting this code up for people to have a look at. Far from finished. Should simply compile and run a bit of a demo. Only good for 128K and +…

    ... central uncontended RAM block (32768-49152) for colour map and code ...
    joefish joefish March 2014 Development
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