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<1234567…34>
  • 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 ... of its contents (49152,16384) into bank 0 at 49152. I changed the ...
    Alessandro Grussu Alessandro Grussu September 2013 Development
  • IF2 Rom snapshot creationHi, is it possible convert a Speccy 16k snapshot to a Interface 2 Rom file? I've the original Ultimate Pssst, Cookie, Trans-am and Jetpac tapes and …

    ...
    DEFM "SAVE rom CODE 49152,16384"
    DEFB $0D+$80
    Jimmy Jimmy April 2008 Emulators
  • Whats on your Disk?Following on from the highly popular whats on your C90 thread, how about whats on your disk? Having unearthed my 20+ year old MGT +D disks collection…

    ... /> 13 WELCOME 33 ZX CODE 49152,16384
    14 Snap N 97 ... ZX CODE 49152,16384
    16 STGMUSIC 33 ZX CODE 49152,16384
    17 ... WEL2 17 ZX CODE 49152,8192
    obo obo July 2012 Sinclair Miscellaneous
  • Converting games to disk: difficult loadersThis thread has an spanish version in foro speccy, but I haven't gathered enough information to overcome my problems. I've been converting some game…

    ... and 4 (and it moves 16384 bytes to them), but I ... /> StarGlider2
    1,49152,16384
    3,49152,16384
    4,49152,16384
    0,26566 ... /> 1,49152,16384
    3,49152,16384
    4,49152,16384
    6,49152,16384
    7,49152,16384
    goodboy goodboy January 2013 Games
  • SE BasicAfter 13 years of development I thought I'd run out of things to optimize, but it turns out I was wrong. However, I'm now running out of time to work…

    ... ULAplus screens with LOAD "" CODE 16384: RESET.
    [*]Lower 16K ROM ... ULAplus screens with SAVE "screen" 16384, 6976
    [*]SCREEN$() supports UDGs ... /> [*]Z80 LDIR block copy: PUT 49152, 16384, 6912.[/list]
    chev chev October 2013 Sinclair Basic
  • LOAD "" CODE in machine code/store 128 bank dataHow do you LOAD "" CODE from machine code? I have written the following MC routine that fits into a REM statement in a basic program. I want to cal…

    ...
    40 save "bank6" code 49152, 16384

    (after save operation ...
    Arda Arda October 2014 Development
  • LOAD "" CODE in machine code/store 128 bank dataHow do you LOAD "" CODE from machine code? I have written the following MC routine that fits into a REM statement in a basic program. I want to cal…

    ...
    40 save "bank6" code 49152, 16384

    (after save operation ...
    daveysludge daveysludge October 2014 Development
  • LOAD "" CODE in machine code/store 128 bank dataHow do you LOAD "" CODE from machine code? I have written the following MC routine that fits into a REM statement in a basic program. I want to cal…

    ...
    40 save "bank6" code 49152, 16384

    (after save operation ...
    30 SAVE "bank6" code 49152,16384: REM SAVE or LOAD, whatever ... [b]must[/b] be below 49152, but the manual of the ... 5 is the space between 16384 and 32767... if you load ...
    Zup Zup October 2014 Development
  • Saving and restoring data in 128kHi all I'm trying to program a game using compiled ZX Basic for the +2A/+2B/+3. Thanks to a lot of info I found on the forums, I manage to access …

    ... +bank
    SAVE "databank6" CODE 49152,16384
    Alcoholics Anonymous Alcoholics Anonymous December 2018 Development
  • Saving and restoring data in 128kHi all I'm trying to program a game using compiled ZX Basic for the +2A/+2B/+3. Thanks to a lot of info I found on the forums, I manage to access …

    ... ,16+6 : SAVE "bank6" CODE 49152,16384

    And if you ...
    FrankT FrankT December 2018 Development
  • Saving and restoring data in 128kHi all I'm trying to program a game using compiled ZX Basic for the +2A/+2B/+3. Thanks to a lot of info I found on the forums, I manage to access …

    ... the[b] SAVE "bank6" CODE 49152,16384[/b] statement, so I'm ...
    oblo oblo December 2018 Development
  • Saving and restoring data in 128kHi all I'm trying to program a game using compiled ZX Basic for the +2A/+2B/+3. Thanks to a lot of info I found on the forums, I manage to access …

    ... the[b] SAVE "bank6" CODE 49152,16384[/b] statement, so I'm ... />
    For example: FOR A = 49152 TO 65535: POKE A,37 ... the[b] SAVE "bank6" CODE 49152,16384[/b] statement, so I'm ...
    Timmy Timmy December 2018 Development
  • 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…

    ... is the screen-mapping. Adress 16384 is part of ZX81 RAM ... 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
  • 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…

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

    Many thanks
    robpearmain robpearmain May 2004 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…

    ... to display from address 49152, switch back to 16384 etc etc so ... display 49152
    draw to 16384
    Tell Spectrum to display 16384
    draw to 49152
    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 ... /> LD HL,49152
    LD (HIL),HL
    LD DE,16384
    LD HL,49152+6911
    JP KRAJ
    Pegaz Pegaz August 2006 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 …

    ... to the addresses:
    16384
    32768
    49152
    ?

    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…

    ... /> LD HL,49152
    LD DE,0
    LD BC,16384
    LDIR ;rom instalation (from 49152 to DivIDE memory ...
    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 ... /> 20 load "" code : randomize usr 16384

    The little mc ...
    zxbruno zxbruno June 2008 Emulators
  • 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…

    ... ZX48 then load ram 16384-32767 and from 49152 load always ram ...
    velesoft velesoft August 2012 Emulators
  • 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 ... be attached.*
    Maximum size - 16384 bytes.*
    By default, the ...
    osa osa June 2013 Announcements
  • 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…

    ... 16384
    dw 6912
    db 1 ; RAM 1
    dw 49152 ... 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...…

    ... to an address less than 16384 (on real hardware)

    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
  • Scrolling loader counter in 85 T-States?Would it be possible to write a scrolling loader counter in 85 T-States? I have a custom screen load routine that loads attribute first, then the …

    ... ]; Converts screen at 16384 to new format at 49152
    ; Format is ... /> org 32768
    ld ix,16384 ; load headerless screen
    ld ... ,22528 ; attributes
    ld de,49152 ; destination
    loop2: ld (saveaa ...
    FrankT FrankT February 2017 Assembler
  • ZY10, a tool to store and display some small bitmapped imagesZY10 Builder ============ Download at: https://www.sendspace.com/file/rncgbo ZY10 is a file format/tool to store some small images on the Spec…

    ... uses exactly 16k starting from 49152. This means that you can ... a .bin file of exactly 16384 bytes.
    (I might add ...
    Timmy Timmy November 2018 Development
  • Calling all coding munkeez...Having spent the last 8 years as a Windows application developer I thought I'd try my hand at a bit of Z80 speccy coding - something I missed out on …

    ... /> Total amount of RAM
    49152 Bytes
    32768 Bytes needed ... /> Like

    LD HL,16384
    LD A,(HL)

    LD HL,16384
    LD A,(HL+higherload)
    Dr BEEP Dr BEEP February 2002 Sinclair Miscellaneous
  • PAW questionThis may not be the right place but anyways there it goes: I've been trying to figure out how to import graphic files in .SCR format in the PAW parse…

    ... 's 2
    LD HL,49152-2048*screensize +256 ; point to ... is 0
    LD DE,16384 ; point to the start of ... into basic, SAVE "SCREEN" CODE 16384,6912, load the SCR then ...
    cyborg cyborg November 2001 Sinclair Miscellaneous
<1234567…34>

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