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<1…28293031323334>
  • clear a windowed area of the screenHi everyone! Ain't been on here for donkeys, but have recently started messing around with a little game. I'm looking for ideas/opinions on the bes…

    ... the column
    add a,32 ;next row
    ld e,a ;update the destination ... /> ld a,b ;A =0
    adc a,d ; ... ENDR

    add hl,bc ; next pixel line ...
    Atari_Jetman Atari_Jetman October 2014 Development
  • clear a windowed area of the screenHi everyone! Ain't been on here for donkeys, but have recently started messing around with a little game. I'm looking for ideas/opinions on the bes…

    ... /> [CODE]
    ld hl,16384
    ld a,192 ;216 - with attrs ... bc,25-1
    ld (hl),b ;0
    ld d ... c,32-24
    add hl,bc
    dec a
    jr nz ...
    char char October 2014 Development
  • clear a windowed area of the screenHi everyone! Ain't been on here for donkeys, but have recently started messing around with a little game. I'm looking for ideas/opinions on the bes…

    or this

    [CODE]
    ld hl,16384
    ld a,192+24
    lp_cls2 ld bc,25*256
    lp_cls3 ld (hl),c ;0
    inc l
    djnz lp_cls3
    ld c,32-25
    add hl,bc
    dec a
    jr nz,lp_cls2
    ret
    [/CODE]
    char char October 2014 Development
  • Banked memory running slower?I've just compiled a TAP which includes bank6, it loads ok, but the routines that are paged in run slightly slower. The Z80 snapshot has no such pro…

    ... /> im 2
    inc a
    ld (hl),a
    inc l
    hl),a
    ld l,a
    ld (hl),#e1
    inc hl
    ld (hl ... c,mem1283
    ld c,a
    add hl,de
    ex de ... ,hl
    mem1283
    djnz mem1282 < ...
    Jerri Jerri November 2014 Development
  • SpritesYes yes, I know this has been hashed over plenty of times before, but... I have knocked up a quick tiling routine which works with my back buffer co…

    ... /> POP DE:LD A,(HL):AND E:OR D:LD (HL),A: DEC L ...
    POP DE:LD A,(HL):AND E ... :OR D:LD (HL),A: DEC L ... ,SKIP
    LD A,L:ADD A,32:LD L,A:JR C,SKIP ...
    LD A,H:SUB ...
    Baggers Baggers November 2014 Development
  • 64x48 monochrome big pixels display ideaHi. I was playing with this idea of having a simple 64x48 bytes buffer, 1 byte per pixel, then a renderer which would take that buffer and render it…

    ... (HL),A
    INC H
    LD (HL),A
    INC H
    LD (HL),A ...
    LD L,A
    LD A,H
    ADD A,4
    LD ... H,A

    AND ... ,L2

    LD A,L
    ADD A,32
    LD L ...
    Ralf Ralf December 2014 Development
  • Snowfall effectHow do you go about creating a snowfall effect like the one in Yeti? Now don't laugh, I'm currently printing 32 UDG's of dots OVER the top of my gam…

    ... snowball byte
    ld (hl),a
    inc ix
    add a,64 ; 64 * 256 ... 8.
    add a,h ; add to d give ... add a,l ; add to total so far.
    ld l,a ; HL ...
    R-Tape R-Tape December 2014 Development
  • Snowfall effectHow do you go about creating a snowfall effect like the one in Yeti? Now don't laugh, I'm currently printing 32 UDG's of dots OVER the top of my gam…

    ... .
    add a,l ; add to total so far.
    ld l,a ; HL = address ... e,a
    ld d,0
    ld hl,map
    add hl,de ;hl ... now pointing at tile
    ld a,(hl)
    R-Tape R-Tape December 2014 Development
  • Snowfall effectHow do you go about creating a snowfall effect like the one in Yeti? Now don't laugh, I'm currently printing 32 UDG's of dots OVER the top of my gam…

    ... .
    add a,l ; add to total so far.
    ld l,a ; HL = address ... e,a
    ld d,0
    ld hl,map
    add hl,de ;hl ... now pointing at tile
    ld a,(hl)
    R-Tape R-Tape December 2014 Development
  • 64x48 monochrome big pixels display ideaHi. I was playing with this idea of having a simple 64x48 bytes buffer, 1 byte per pixel, then a renderer which would take that buffer and render it…

    ... /> add a, (hl)
    ld e, a
    inc l
    ld a, (hl)
    adc a ... /> ld (hl), a
    ld de, 83
    add hl, de
    ld (hl), a
    Einar Saukas Einar Saukas December 2014 Development
  • 64x48 monochrome big pixels display ideaHi. I was playing with this idea of having a simple 64x48 bytes buffer, 1 byte per pixel, then a renderer which would take that buffer and render it…

    ... /> add a, (hl)
    ld e, a
    inc l
    ld a, (hl)
    adc a ... (de), a
    ld hl, 83
    add hl, de
    ld (hl), a
    ret ...
    Einar Saukas Einar Saukas December 2014 Development
  • Testers for new z88dk clibA long (long, long, long) time ago a few people offered to help test the new clib in z88dk. Much time has passed since then and I won't hold people,…

    ... currently so you will find a:
    z88dk/libsrc/_DEVELOPMENT ... br />
    _stdin -- created a FILE* structure "stdin".


    _stdout -- create a FILE* structure "stdout"

    ld de,(_Y)
    add hl,de
    ret
    [/ ...
    Alcoholics Anonymous Alcoholics Anonymous December 2014 Development
  • Edge Grinder, how would YOU do it?I always meant to post about this and AndyC reminded me in the 'vs' thread in games. [QUOTE=AndyC;808887]The thing I love about threads like this is…

    ... L,A
    ADD HL,HL
    ADD HL,HL
    ADD HL,HL
    LD BC,scrollset
    ADD HL,BC ...
    MatGubbins MatGubbins December 2014 Development
  • IX+n and self modifying code and pasmoI'm using pasmo and if I wanted to use ix+n like this: (ix holds the position to a sinus table) ld (symbol), a LD a, (ix+symbol) What I want to do…

    ... table starts on a page boundary (a multiple of 256, ... LD L,A ; Index into table, HL=$xxaa
    LD A,(HL) ; Fetch ... LD C,A ; BC=$00aa
    ADD HL,BC ; Add A to HL to index ... into table
    LD A,(HL) ; ...
    Jonathan Harston Jonathan Harston January 2015 Development
  • Simple sprite inertiaDoes anyone have or can anyone point me to any good examples of sprite inertia (in assembly)? I'm not after anything vector related, just simple x,y…

    ...
    LD A,(PL_YSPEED)
    LD HL,PLAYERY
    ADD A,(HL)
    CP 16 ... /> LD (HL),A

    LD A,(PL_XSPEED)
    LD HL,PLAYERX
    ADD A,(HL)
    dmsmith dmsmith January 2015 Development
  • BIFROST* ENGINE 1.2 released!Another improved version of the BIFROST* ENGINE is now available! Download it here: [url]http://www.worldofspectrum.org/infoseekid.cgi?id=0027405[/u…

    ...
    LD HL,2
    ADD HL,SP ; skip over ... return address on stack
    LD A,(HL) ; a ... ADD HL,SP ; skip over return address on stack
    LD C,(HL) ; a ...
    dbolli dbolli January 2015 Brand new software
  • A new full-screen bicolor engine called NIRVANA[I]OK, there's something I need to clarify first: Nowadays if you write [B]"multicolor"[/B] everyone assumes it refers to "multicolor 8x1" (an attri…

    As per the issue with [URL="http://www.worldofspectrum.org/forums/showpost.php?p=813876&postcount=147"]BI*FROST and the recent daily builds of z88dk[/URL], some of the macros that access memory locations in NIRVANA will not compile correctly in z88dk.< ...
    dbolli dbolli January 2015 Brand new software
  • Random object placementI'm looking for some advice on placing objects randomly in a game. I have a routine that reads a table and prints the corresponding object: 0 prints…

    ... e,a
    ld d,0
    ld hl,items
    add hl,de ... e,a
    ld d,0
    ld hl,items
    add hl,de ...
    Jerri Jerri January 2015 Development
  • Random object placementI'm looking for some advice on placing objects randomly in a game. I have a routine that reads a table and prints the corresponding object: 0 prints…

    ... /> add hl,hl
    adc a,a
    edup
    add hl,de
    adc a,b
    add hl,hl ...
    adc a,a ...
    add hl,de ...
    Jerri Jerri February 2015 Development
  • Random object placementI'm looking for some advice on placing objects randomly in a game. I have a routine that reads a table and prints the corresponding object: 0 prints…

    ... /> add hl,hl
    adc a,a
    edup
    add hl,de
    adc a,b
    add hl,hl ...
    adc a,a ...
    add hl,de ...
    Einar Saukas Einar Saukas February 2015 Development
  • Random object placementI'm looking for some advice on placing objects randomly in a game. I have a routine that reads a table and prints the corresponding object: 0 prints…

    ... , a
    pop bc
    add hl, bc
    ld bc, 41
    add hl ... /> push hl
    add hl, hl
    add hl, hl
    add hl, hl
    add hl, hl
    pop bc
    add hl, bc ...
    Jerri Jerri February 2015 Development
  • Random object placementI'm looking for some advice on placing objects randomly in a game. I have a routine that reads a table and prints the corresponding object: 0 prints…

    ... , a
    pop bc
    add hl, bc
    ld bc, 41
    add hl ... /> push hl
    add hl, hl
    add hl, hl
    add hl, hl
    add hl, hl
    pop bc
    add hl, bc ...
    Einar Saukas Einar Saukas February 2015 Development
  • CMWC random number generator for Z80Seeing the interest regarding the [URL="http://www.worldofspectrum.org/forums/showthread.php?t=23070"]Xor-Shift random number generator for Z80[/URL]…

    ... a ; i = ( i + 1 ) & 7
    ld hl,table
    add hl ... ,bc
    ld c,(hl) ; y ... ld c,0 ; c
    add hl,bc ; t = 253 * y ... ld c,0 ; c
    add hl,bc ; t = 253 * ...
    Einar Saukas Einar Saukas February 2015 Development
  • Help for beginner with z80Hi chaps, I'm reasonably new with z80, but had a fair amount of experience with 68000, so decided to give a few things a go. One little thing I'm t…

    ... L,A
    ADD HL,HL
    ADD HL,HL
    ADD HL,HL
    LD BC,scrollset
    ADD HL,BC ...
    MatGubbins MatGubbins February 2015 Development
  • CMWC random number generator for Z80Seeing the interest regarding the [URL="http://www.worldofspectrum.org/forums/showthread.php?t=23070"]Xor-Shift random number generator for Z80[/URL]…

    ... a slight problem with the first version - the first add hl ... ld hl,table
    add hl,bc
    ld a,c
    inc a< ... /> ld c,0 ; c
    add hl,bc ; t = 253 * y ... br /> ld (car+1),a
    ld a,l ; x = t ...
    Patrik Rak Patrik Rak February 2015 Development
  • CMWC random number generator for Z80Seeing the interest regarding the [URL="http://www.worldofspectrum.org/forums/showthread.php?t=23070"]Xor-Shift random number generator for Z80[/URL]…

    ... is a slight problem with the first version - the first add hl,bc ... this would never happen in a ZX-Spectrum (it would require ... a table located above 65528, thus ...
    Einar Saukas Einar Saukas February 2015 Development
  • CMWC random number generator for Z80Seeing the interest regarding the [URL="http://www.worldofspectrum.org/forums/showthread.php?t=23070"]Xor-Shift random number generator for Z80[/URL]…

    ... i
    add hl,bc
    ld a,c
    inc a
    and ... t = 255 * y
    sbc hl,bc ; t = 254 * y
    ld c,0 ; c
    add hl,bc ; t = 253 * y + ... br /> ld (car+1),a
    ld a,l ; x = t % ...
    Einar Saukas Einar Saukas February 2015 Development
  • Any Examples of player controlled masked sprite over flip screen tilemapped rooms?Please does anyone kindly have any z80 code examples of a flip screens tile map with a masked character sprite that you can control via keyboard, ie …

    ... 3 bytes
    LD (HL),A
    INC DE
    ... source
    LD (HL),A ;copy it to screen ...
    LD A,(DE)
    LD (HL),A
    INC ... ;------------
    OnePixelLineDown
    ;requires HL as screen address
    INC ...
    ADD A,32
    LD L,A
    ...
    Ralf Ralf February 2015 Development
  • Testers for new z88dk clibA long (long, long, long) time ago a few people offered to help test the new clib in z88dk. Much time has passed since then and I won't hold people,…

    ...
    add hl, hl
    add hl, hl
    ld a,+(_sprtbl & 0xFF)
    add a, l
    add hl, hl
    add hl, hl
    ld de,+_sprtbl
    add hl,de
    ld a,l ...
    ld d,h
    ld hl ...
    slenkar slenkar February 2015 Development
  • Testers for new z88dk clibA long (long, long, long) time ago a few people offered to help test the new clib in z88dk. Much time has passed since then and I won't hold people,…

    ...
    ld hl,2
    add hl,sp ; skip ... add a,l ; add to low byte.
    ld l,a
    LD (HL ... hl)



    LD HL,#16384
    LD A,B
    ADD A ... ,L
    LD L,A ...
    slenkar slenkar February 2015 Development
<1…28293031323334>

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