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  • Sprite RoutineI was wondering if anyone could point me in the direction of a really basic example of a per-pixel sprite routine? Preferably commented. The screen …

    To calculate a screen address I usually take the Y pixel position, swap bits 2 to 0 with bits 5 to 3, shift to left 5 times (to multiply with 32) and add the start of screen (16384 or 49152).
    LCD LCD October 2010 Development
  • Transferring games into MicrodriveLast week a big pack of empty microdrive cartridges arrived, and now I'm ready to playing with my little microdrive equipped speccy. One of my aim w…

    ... at location 29440. RANDOMIZE USR 16384 would run the game... easy ... the screen:

    SNAPSHOT = 49152 BYTEs - 6912 (SCREEN) - 4096 (TWO ... the transfer. LOAD "" CODE 16384 on the Spectrum and SEND ... screen)
    RANDOMIZE USR 16384 (or get the emulator to ...
    ASM ASM November 2010 Sinclair Miscellaneous
  • New tool: ZXBOOT.EXE[B]ASM[/B] is proud to present the first release of ZXBOOT.EXE: [url]http://www.4shared.com/file/NP-FVOSf/zxboot__beta_.html[/url] ZXBOOT is a comma…

    ... uncompressed snapshot of the upper 49152 BYTES of the Spectrum memory ... into the normal location of 16384 and forget about it.
    ASM ASM November 2010 Announcements
  • Gigascreen - programming guideDoes anyone know of a programming guide for the 128K gigascreen screen mode, specifically a persistence colours table, some code (pref. C level or BA…

    ... one permanently paged in at 16384) is displayed. If it's ... at once (one at 16384, the other at 49152) the values to ... your drawing routines write to 49152.)

    [quote]But really ...
    gasman gasman February 2011 Development
  • Gigascreen - programming guideDoes anyone know of a programming guide for the 128K gigascreen screen mode, specifically a persistence colours table, some code (pref. C level or BA…

    ... page screen 1 in at 49152:
    LD A,23
    LD HL,16384 ;Start of screen 0
    LD HL,49152 ;Start of screen 1, when ...
    joefish joefish February 2011 Development
  • +2: 128k enhanced games no longer loading (but OK in 48k mode) :-/Having a spot of bother with my +2, a couple of my favourite games are now refusing to work in standard "Tape Loader" based 128k mode - Marauder (Hew…

    ... then check the RAM in 49152-65535, although anything you do ... =0
    20 FOR x=49152 TO 65535
    30 POKE ... , as it's held at 16384-32767 where your BASIC program ...
    Jmk Jmk March 2011 Sinclair Miscellaneous
  • Memory upgrade for ZX Spectrum 16/48This is external memory upgrade for ZX Spectrum models with 16kB ram. Can be connect also to 48kB models, but need remove 8 dram chips (from sockets …

    ... /> 16384-32767=page 5
    32768-49151=page 2
    49152-65535 ... ram, mirrored with zx ram 16384-32767 (videoram 1)
    page ... /> 16384-32767=videoram 1
    32768-49151=page 2
    49152-65535 ... page 5 with adress space 16384-32767(videoram 1) and 99 ...
    velesoft velesoft March 2011 Hardware
  • changing extended RAM pages in SpinIs it possible to edit the data in 128k extended RAM pages in Spin? I've tried both the debugger tool and the pokes tool and, although they let me ma…

    ... ; RAM page 1 located at 16384
    ; (20000 is in ... the 16384-32767 16K address range)
    ... />
    org ram3:49152 ; start assembling at the first ... /> ; RAM page 3 located at 49152
    [/code]

    Marko Marko July 2011 Emulators
  • machine code loadercan someone have a look at this loader and break down what its actually doing and also how i can stop it from executing the 2 loads of headerless blo…

    ... colour and use LOAD""CODE 16384, 49152. This also overrides BASIC but ...
    zxbruno zxbruno August 2011 Sinclair Miscellaneous
  • Gigascreen - programming guideDoes anyone know of a programming guide for the 128K gigascreen screen mode, specifically a persistence colours table, some code (pref. C level or BA…

    ... to first videoram at adress 16384 and second 6912 bytes to ... ram page 7 at adress 49152. After load run special routine ...
    velesoft velesoft August 2011 Development
  • Maritrini and Cray 5 loading problemsHas anyone else here had issues loading either of these on a 128k? No matter what I try, both these games refuse to load properly. I can get both t…

    ... , 32768
    ld de, 49152
    ld bc, 16384
    ldir ; copiamos ... 16k desde 32768 hasta 49152 (en la ... , 32768
    ld de, 49152
    ld bc, 16384
    ldir
    mcleod_ideafix mcleod_ideafix March 2012 Games
  • Maritrini and Cray 5 loading problemsHas anyone else here had issues loading either of these on a 128k? No matter what I try, both these games refuse to load properly. I can get both t…

    ... , 32768
    ld de, 49152
    ld bc, 16384
    ldir
    mcleod_ideafix mcleod_ideafix March 2012 Games
  • New project: CargandoLeches. Ultraloads with ROMHi This project has started months ago, between decicoder, macleod and me. Uses the best modulation of k7zx (throwing shavings). But this ultraloa…

    ... to ZX ram from adress 49152 and run this code:
    LD HL,49152
    LD DE,0
    LD BC,16384
    velesoft velesoft March 2012 Development
  • How to create .TAP that loads into high memory banks?I want to create a program that uses the extended 128k memory, the banks that can be switched into the 0xc000-0xffff area. For the simple stuff I've…

    ... /> to 16384 bytes, and have to start at address 49152 or higher ...
    mcleod_ideafix mcleod_ideafix May 2012 Development
  • How to create .TAP that loads into high memory banks?I want to create a program that uses the extended 128k memory, the banks that can be switched into the 0xc000-0xffff area. For the simple stuff I've…

    ... up to 16384 bytes, and have to start at address 49152 or ...
    Encarnado Encarnado May 2012 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 …

    ... +1),sp
    ld hl,16384
    ld ix,loop
    49152 word boundary
    ld bc ... /> jp (ix)
    ;
    org 49152
    high_font_table
    defw 0 ...
    R-Tape R-Tape June 2012 Development
  • 64x48 full colour graphicsHow feasible is this? Could an interrupt-driven routine be used to, for example, fill the top two thirds with a 64x32 blocky picture and leave the bo…

    ... screen graphics
    LD HL,16384
    LD DE,16385
    LD HL,49152
    LD DE,22528
    ;------------------------------


    ;--------------------
    ORG 49152

    AttrBuffer1
    INCBIN ...
    Ralf Ralf July 2012 Development
  • 64x48 full colour graphicsHow feasible is this? Could an interrupt-driven routine be used to, for example, fill the top two thirds with a 64x32 blocky picture and leave the bo…

    ... screen graphics
    LD HL,16384
    LD DE,16385

    ;--------------------
    ORG 49152

    AttrBuffer1
    REPT ...
    Ralf Ralf July 2012 Development
  • Rodland in colourAs promised (some time ago already ;) ), here is my hack attempt to add some colour to Rodland : [URL=http://www.image-share.com/ipng-1680-98.html][…

    ... starting from 16384
    ;or second paged screen, starting from 49152
    Ralf Ralf August 2012 Games
  • New(ish) Offical (we think) patches found for System Shock 2 and Thief 2!Two of the best PC games ever made are System Shock 2, and Thief 2, And both share the same game engine, and are still very popular more than a decad…

    ... 1024x768 )

    Max brushes: 16384 (from 7068 )
    Max regions ... anim light to cell pairings: 49152 (from 16384)
    Max brush faces ...
    ewgf ewgf September 2012 Chit chat
  • 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…

    ... first screen is always at 16384, no matter what. Even if ... to page it in at 49152. Although you can also page ... in the first screen at 49152, in which case it's ...
    joefish joefish October 2012 Development
  • 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…

    ... first screen is always at 16384, no matter what. Even if ... to page it in at 49152. Although you can also page ... in the first screen at 49152, in which case it's ...
    AndyC AndyC October 2012 Development
  • 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 ... , so the debugger breaks when 16384 is written to, when it ... A), and copies 16384 bytes from 32768 to 49152 before paging bank ...
    FrankT FrankT January 2013 Games
  • Red DwarfA Red Dwarf video game - good or bad idea? (given its recent resurgence in popularity in the UK) My ideas: [b]Plots[/b] - An interquel which bridg…

    ... , 32768
    ld de, 49152
    ld bc, 16384
    ldir
    na_th_an na_th_an February 2013 New game ideas
<1234567…34>

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