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<1…45678910…34>
  • Reason for strange display layout?I have always wondered if there is any technical reason behind the strange layout of the display file or why did Sinclair choose to do it this way?

    ... />
    LD DE, 32
    ADD HL, DE

    which means ... INC L alone would mean HL points at the right address ...
    Winston Winston April 2007 Development
  • Reason for strange display layout?I have always wondered if there is any technical reason behind the strange layout of the display file or why did Sinclair choose to do it this way?

    ... character you'd have to add 32 when moving down scan ... drawing loops just need an ADD HL,DE to advance lines, with ...
    obo obo May 2007 Development
  • Reason for strange display layout?I have always wondered if there is any technical reason behind the strange layout of the display file or why did Sinclair choose to do it this way?

    ... /> ld a,l
    add a,$20
    ld l ...
    ld a,h
    add a,$08
    ld h ... slower than an 11 cycle add but I've found ... fast as possible -- this add would mean extra pushes/pops ... drawing loops just need an ADD HL,DE to advance lines, with ...
    Alcoholics Anonymous Alcoholics Anonymous May 2007 Development
  • Game Programming Source Code & Startup HelpHi there, I'm planning on porting an existing commercial title to the speccy. I'm in the process of disassembling the original code and commenting i…

    ... /> [code]
    ; in HL is VRAM address
    ; in ... - graphics
    LD A,(HL)
    AND C
    ... OR B
    LD (HL),A
    INC L
    HL ; HL holds address of background graphics
    ADD HL,BC ; ... POP DE
    LD SP,HL
    PUSH DE
    ...
    omega omega May 2007 Development
  • Why the name "8-bit computer"?The Spectrum was called an 8-bit computer, but what does that mean? For modern hardware and operating systems (32 or 64-bit) it seems to be the poss…

    ... . Eg, a 16-bit add like "ADD HL,DE" takes 11 cycles whereas ... -time-equivalent "(AL = HA + DE) add a,e; ld l,a ...
    Alcoholics Anonymous Alcoholics Anonymous May 2007 Development
  • Delay routineAs some people are aware, I have recently starting writing a [url=http://fuse-emulator.svn.sourceforge.net/viewvc/fuse-emulator/trunk/fusetest/]autom…

    ... wait
    ; Pre-req: HL > overhead
    jp t_wait ... de, overhead ; 10
    sbc hl, de ; 15

    ... /> ld de, overhead2 ; 10
    add hl, de ; 11

    ld ... t_wait ; 7

    jp (hl) ; 4


    ...
    icabod icabod May 2007 Development
  • Delay routineAs some people are aware, I have recently starting writing a [url=http://fuse-emulator.svn.sourceforge.net/viewvc/fuse-emulator/trunk/fusetest/]autom…

    ... org $8000
    ; enter with HL = t-states to wait
    sbc hl, de ; 15

    ... /> ld de, overhead2 ; 10
    add hl, de ; 11

    ld ... t_wait ; 7

    jp (hl) ; 4


    ...
    icabod icabod May 2007 Development
  • Delay routineAs some people are aware, I have recently starting writing a [url=http://fuse-emulator.svn.sourceforge.net/viewvc/fuse-emulator/trunk/fusetest/]autom…

    ... ld de, overhead2 ; 10
    add hl, de ; 11

    ... t_wait ; 7

    jp (hl) ; 4

    [/CODE ... ld de, -overhead ; 10
    add hl, de ; 11

    ld ... -21 ; 10
    .lp1: add hl, de ; 11
    jp c ...
    Metalbrain Metalbrain May 2007 Development
  • Delay routineAs some people are aware, I have recently starting writing a [url=http://fuse-emulator.svn.sourceforge.net/viewvc/fuse-emulator/trunk/fusetest/]autom…

    ... 's a lower value of HL that will work, so having ... /> ld de, -overhead ; 10
    add hl, de ; 11
    ld de ... , -21 ; 10
    .lp1: add hl, de ; 11
    jp c ...
    icabod icabod May 2007 Development
  • Delay routineAs some people are aware, I have recently starting writing a [url=http://fuse-emulator.svn.sourceforge.net/viewvc/fuse-emulator/trunk/fusetest/]autom…

    ... : nop ; 4
    t_17: add a,(hl) ; 7
    ret ; 10 ... ld de, -overhead ; 10
    add hl, de ; 11
    ld de ... 21 ; 10

    .lp1: add hl, de ; 11
    jp c ... br /> add hl, de ; 11
    ld l, (hl) ; 7
    jp (hl) ; ...
    icabod icabod May 2007 Development
  • Delay routineAs some people are aware, I have recently starting writing a [url=http://fuse-emulator.svn.sourceforge.net/viewvc/fuse-emulator/trunk/fusetest/]autom…

    ... : nop ; 4
    t_17: add a,(hl) ; 7
    ret ; 10 ... ld de, -overhead ; 10
    add hl, de ; 11
    ld e ... 21 ; 7

    .lp1: add hl, de ; 11
    jp c ... br /> add hl, de ; 11
    ld l, (hl) ; 7
    jp (hl) ; ...
    icabod icabod May 2007 Development
  • Delay routineAs some people are aware, I have recently starting writing a [url=http://fuse-emulator.svn.sourceforge.net/viewvc/fuse-emulator/trunk/fusetest/]autom…

    ... of
    ; the subtracts (add hl, -de), and jump to ... /> ld de, -overhead ; 10
    add hl, de ; 11

    ; ... ; 7

    .lp1: add hl, de ; 11
    jp c ... /> add hl, de ; 11
    ld l, (hl) ; 7
    jp (hl) ; ...
    icabod icabod May 2007 Development
  • Delay routineAs some people are aware, I have recently starting writing a [url=http://fuse-emulator.svn.sourceforge.net/viewvc/fuse-emulator/trunk/fusetest/]autom…

    ... /> ld de, -overhead ; 10
    add hl, de ; 11

    ... ; 7

    .lp1: add hl, de ; 11
    jp c ... /> add hl, de ; 11
    ld l, (hl) ; 7
    jp (hl) ; ... nop ; 4
    t_17: add a,(hl) ; 7
    ret ; 10 ...
    icabod icabod May 2007 Development
  • Delay routineAs some people are aware, I have recently starting writing a [url=http://fuse-emulator.svn.sourceforge.net/viewvc/fuse-emulator/trunk/fusetest/]autom…

    ... /> jr nc, $+2
    dec hl
    .b3: rra
    jr ... nc, .b4
    ld hl, 0
    add hl, hl
    .b4: jr c ... nc ; n*32 + 160T+
    add hl, bc
    ccf
    jr ...
    qaop qaop May 2007 Development
  • Delay routineAs some people are aware, I have recently starting writing a [url=http://fuse-emulator.svn.sourceforge.net/viewvc/fuse-emulator/trunk/fusetest/]autom…

    ... ld de,-d3 ; 10
    add hl,de ; 11
    jr delay ... similar solution using 16 bit ADD HL,DE loop would use 2 ... ld de,-d3 ; 10
    add hl,de ; 11
    jr delay ...
    Patrik Rak Patrik Rak May 2007 Development
  • Delay routineAs some people are aware, I have recently starting writing a [url=http://fuse-emulator.svn.sourceforge.net/viewvc/fuse-emulator/trunk/fusetest/]autom…

    ... ,skip2 ; 12/7
    cp (hl) ; 7 16/18
    skip2 ... ld de,-d3 ; 10
    add hl,de ; 11
    jr delay ...
    Patrik Rak Patrik Rak June 2007 Development
  • Delay routineAs some people are aware, I have recently starting writing a [url=http://fuse-emulator.svn.sourceforge.net/viewvc/fuse-emulator/trunk/fusetest/]autom…

    ... 160)
    ; uses : af, bc, hl

    .delay
    < ... , $+2 ; never taken
    dec hl

    ; bit3 set : ... nc, b4b
    ld hl, 0
    add hl, hl

    ; bit4 ... />
    ret nc
    add hl, bc
    ccf
    jr ...
    Alcoholics Anonymous Alcoholics Anonymous June 2007 Development
  • Project: M.u.l.e.Wokani came up with a great idea about trying an open-development approach for spectrum games, and I thought why not try with a game I have under dev…

    ... cont'd

    With that part all settled, let's have a look at the UDG fatting up process.

    [code]
    static uchar doublew_left_helper(uchar bmp)
    {
    uchar i, res;

    // have single byte 76543210 in bmp ...
    Alcoholics Anonymous Alcoholics Anonymous June 2007 Development
  • Project: M.u.l.e.Wokani came up with a great idea about trying an open-development approach for spectrum games, and I thought why not try with a game I have under dev…

    ... /> add hl,de
    pop de
    push hl
    rl (hl)
    dec hl ...
    rl (hl)
    dec hl
    rl (hl)
    dec hl ...
    rl (hl)
    dec hl ...
    wokani wokani July 2007 Development
  • Project: M.u.l.e.Wokani came up with a great idea about trying an open-development approach for spectrum games, and I thought why not try with a game I have under dev…

    ...
    ////////////////////////////////////////////////////////////////////
    .start
    ld hl,_sbuf
    [/code]

    [code]
    ld hl,3
    add hl,sp ;; hl = address of the LSB ... )
    ld a,(hl)
    inc hl
    ld h,(hl)
    ld ...
    Alcoholics Anonymous Alcoholics Anonymous July 2007 Development
  • Project: M.u.l.e.Wokani came up with a great idea about trying an open-development approach for spectrum games, and I thought why not try with a game I have under dev…

    ... hl
    add hl,de
    push hl
    rl (hl)
    dec hl
    rl (hl ... )
    dec hl
    rl (hl)
    dec hl ...
    rl (hl)
    dec hl ...
    wokani wokani July 2007 Development
  • How do I clear only a specific area of a screen (quickly) in machine code ?I'm looking for a machine code routine which will clear the first 20 rows of the Spectrum's display (or any number of rows or columns) . I have found…

    ... LD A,L
    ADD A,C
    LD ... /> LD A,L
    ADD A,32
    LD L ... br /> LD BC,2048
    ADD HL,BC

    nextLine ...
    hldswrth hldswrth July 2007 Development
  • Preferred way of determining Y co-ord in assembly?I know of 2 ways of calculating the y-cord of a pixel row for the speccy in assembly. One is to calculate the address by ways of shifting and masking…

    ... boundary
    add hl,de ;by adding ... /> ld hl, scradd ;point hl to start ... hl)
    inc hl
    ld d, (hl)
    ex de,hl ;hl ...
    Arjun Arjun July 2007 Development
  • Project: M.u.l.e.Wokani came up with a great idea about trying an open-development approach for spectrum games, and I thought why not try with a game I have under dev…

    ... hl
    add hl,de
    push hl
    rl (hl)
    dec hl
    rl (hl ... )
    dec hl
    rl (hl)
    dec hl ...
    rl (hl)
    dec hl ...
    wokani wokani July 2007 Development
  • Project: M.u.l.e.Wokani came up with a great idea about trying an open-development approach for spectrum games, and I thought why not try with a game I have under dev…

    ... hl
    add hl,de
    push hl
    rl (hl)
    dec hl
    rl (hl ... )
    dec hl
    rl (hl)
    dec hl ...
    rl (hl)
    dec hl ...
    wokani wokani July 2007 Development
  • Help hacking Split PersonalitiesI`ve been hacking away at Split Personalities for the purpose of putting new screens and graphics (items). The current screen is at 41187 and is 160…

    ... /> ld a,(hl)
    inc hl
    rla< ... rl b
    add a,a
    ... /> ld a,(hl)
    inc hl
    rla< ... h,b
    add hl,de
    ld ...
    FrankT FrankT July 2007 Games
  • 48K sound effectsAnybody knows where could I find some small M/C routines to play tiny beeper sounds I could use in the 48K version of a game? I don't want the 48K pl…

    ... /> jr nz,PlaySFXLoop2
    pop hl

    ld a,(CurrLevelPaperColour ...

    push hl; hold amplitude for hl cycles
    PlaySFXLoop3
    pop hl

    add hl,bc ;vary the cycle ...
    Digital Prawn Digital Prawn August 2007 Development
  • Easy Compare On 2 Byte Register?e.g. HL, BC, DE Has anybody got a really easy way of doing this without comparing each byte seperately? Any maths has no effect on the flags as far a…

    Well "sbc hl," and "add hl," come to mind for comparisons ...
    Alcoholics Anonymous Alcoholics Anonymous September 2007 Development
  • Easy Compare On 2 Byte Register?e.g. HL, BC, DE Has anybody got a really easy way of doing this without comparing each byte seperately? Any maths has no effect on the flags as far a…

    If you really need COMPARE (that is, content of the registers should remain unchanged), you can do this:

    or a
    sbc hl,de
    add hl,de
    baze baze September 2007 Development
  • Easy Compare On 2 Byte Register?e.g. HL, BC, DE Has anybody got a really easy way of doing this without comparing each byte seperately? Any maths has no effect on the flags as far a…

    ... /> or a
    sbc hl,de
    add hl,de[/QUOTE]

    ADD
    and then when ... met/not met add again so you need 2 ADD HL,DE
    push hl
    sbc hl,de
    pop hl
    jr ... assume that the value in HL/DE run from 0 to ...
    Dr BEEP Dr BEEP September 2007 Development
<1…45678910…34>

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