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<1234567…34>
  • 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 …

    ... BASIC?
    JR NZ,notheader ;jump if not
    CALL prfilename ... CLEAR?
    JP Z,vclear ;jump if it is?
    CP ...
    DEFM "SAVE rom CODE 49152,16384"
    DEFB $0D+$80
    Jimmy Jimmy April 2008 Emulators
  • 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…

    ... jump once loaded.[/QUOTE]
    StarGlider2
    1,49152,16384
    3,49152,16384 ...
    4,49152,16384
    0, ... 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…

    ... .
    [*]Cursor down repeatedly to jump to the end of a ... .
    [*]Cursor up repeatedly to jump to the start of a ... 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
  • 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
  • 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
  • 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
  • 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 …

    ... , ANDs and XORs before they jump to the real start address ... 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
  • 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 ... 190*256 = 48640..48896
    ;Jump to 191*256+191 = 49087 ...
    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 ... org 32768
    ld ix,16384 ; load headerless screen
    ... 22528 ; attributes
    ld de,49152 ; destination
    loop2: ld ... jumpadr JR is patched to jump to nextix:, for loading ...
    FrankT FrankT February 2017 Assembler
  • 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…

    ... JP command as this will JumP to the location where ... that determine the adress to jump to. In decimal the ... s 2
    LD HL,49152-2048*screensize +256 ; point ... is 0
    LD DE,16384 ; point to the start ... basic, SAVE "SCREEN" CODE 16384,6912, load the SCR then ...
    cyborg cyborg November 2001 Sinclair Miscellaneous
  • Fake screenshots? No - now it's REAL screenshotsOk then. A few weeks ago I said I will show You the new gfx-mode of Speccy and - here it is: [url="http://republika.pl/hooy_prg/hprg.zip"]http://rep…

    ... second screen from 49152 to the first one at 16384, that?s ... xp. i always have to jump on the other computer which ...
    Amigo Amigo March 2003 Sinclair Miscellaneous
  • Compressed Loading ScreensHi everybody From my speccy memories I could swear I could remember games with loading screens that took less than normal time to load. But up until…

    ... /> 4 REM 1 for memory 16384-32767
    2 for memory ... -49151
    3 for memory 49152-65535
    5 for reset ... ,26: POKE 65023,251: REM jump
    30 LET tot=0 ...
    Dr BEEP Dr BEEP November 2004 Sinclair Miscellaneous
  • List of RANDOMIZE USR code effects?Hi chaps, Does anyone have one of these please? Thanks.

    ... memory locations; the first 16384 of these are occupied by ... instructing the Spectrum to jump to location x in ... - somewhere in the upper 49152 bytes of memory, a ... tell the Spectrum to jump to in the memory ... that causes it to jump to memory location zero ...
    monty.mole monty.mole May 2005 Sinclair Basic
  • Autorun BASIC programsIs it possible to write a basic program which will autorun after typing in LOAD ""? Thanks

    ... the point when SAVE "" CODE 16384, 49152 was run will inevitably contain ... the loading process you will jump to 0xGOD 0xKNOWS !!! Maybe a ...
    BloodBaz BloodBaz April 2007 Sinclair Basic
  • 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.

    jump db 195,0,0 ; jp ...
    ASM ASM November 2010 Announcements
  • 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
    jump back to DIVIDE selector of ...
    velesoft velesoft March 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 …

    ... , and using ix as a jump pointer would slightly speed up ... +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
  • 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…

    ... 16384 bytes to them), but I don't know where to jump ... , so the debugger breaks when 16384 is written to, when it ... [/code]
    This is the jump to the address at the ... A), and copies 16384 bytes from 32768 to 49152 before paging bank ...
    FrankT FrankT January 2013 Games
  • Experimenting with turboloadersHello, My first post, having lurked here for a while. I'm a lifelong computer nerd, Spectrum fan since childhood in the eighties, and have recently…

    ... video RAM
    ld ix,16384
    ld de,6912
    49152
    ld de,8144
    call loader

    ;; jump ... to the code we just loaded
    jp 49152
    stephenw32768 stephenw32768 November 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…

    ... BIN:
    ; screen$ (common) 16384,6912
    ; part 1 24800 ... put the stack below 49152, page ROM2 and RAM ... read screen$
    ld hl,16384 ; start of screen
    ld ... />
    ld hl,16384
    ld de,6912
    jump after the code of ...
    Zup Zup February 2014 Development
<1234567…34>

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