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<1…28293031323334>
  • Small demo to show my sprite engine for ZX Spectrum 48KThis demo shows 13 sprites moving at 50fps totally flicker free: 12 enemies bouncing in edges and the main character, controllable with OPSA (note S …

    ... engine is a very fast routine that prints pre-shifted sprites ... 1000 cycles to erase a sprite, so we have 3000 cycles ...
    Hikaru Hikaru December 2013 Development
  • ZX Alien BreedNot sure if this has been mentioned already (I did trawl the threads but couldn't see anything :smile: ), but I've always hankered after a Speccy Ali…

    ... screen swapper routine, some graphics and half of the sprite engine for ... steps:
    1. Complete alien sprite engine
    2. re-do ... the player sprite engine
    3. Get a ...
    LuMan LuMan December 2013 New game ideas
  • Pseudo-3D map renderingHave been mulling this over for a while, until that isometric thread prompted me to ask. I'm not sure if this is officially classed as 2D, 2.5D, or 3…

    ... the mask routine reading from the screen, masking , adding sprite and writing ...
    MatGubbins MatGubbins January 2014 Development
  • Pseudo-3D map renderingHave been mulling this over for a while, until that isometric thread prompted me to ask. I'm not sure if this is officially classed as 2D, 2.5D, or 3…

    ... HALT:

    1-DELETE SPRITE WITH BACKGROUND, depends what way ... consuming, especially as a 16x16 sprite can straddle as many as ... />
    2-DRAW SPRITE OVER BACKGROUND, whatever routine you're using OR ... IN A JUMP TABLE, the routine it jumps to anything e ...
    R-Tape R-Tape January 2014 Development
  • Pseudo-3D map renderingHave been mulling this over for a while, until that isometric thread prompted me to ask. I'm not sure if this is officially classed as 2D, 2.5D, or 3…

    ... 's it! Alter the draw routine and only draw chars where ... determine whether to draw the sprite, rather than draw him then ...
    R-Tape R-Tape January 2014 Development
  • ****ing Awesome Spectrum Engine (FASE)This is a new engine (sprites, tiles, map) for all ZX Spectrum machines. The engine set ups a runtime enviroment that leave between 24K and 30K byt…

    ... to $5bc0 (with one sprite relocation block reduction). There are ... fc21-fc9f dzx7b+drcs decrunch routine
    fca0-fdff Y ... fe00-fefe sprites main (last sprite points to $ff01)
    ... results by creating move sprite functions rather than manipulating ...
    antoniovillena antoniovillena January 2014 Brand new software
  • Game loopJust working on my first ever Spectrum game, and am struggling to work out what the game-loop should look like. I've got interrupts enabled (mode 2)…

    ... , and then the draw_sprites routine clears them off (unless ... sprite once before (or in the moment) you initialise your routine ... . Later, each time you move your sprite, you ... XOR routine that gets both the old coordinates of the sprite ...
    apenao apenao January 2014 Development
  • Game loopJust working on my first ever Spectrum game, and am struggling to work out what the game-loop should look like. I've got interrupts enabled (mode 2)…

    ... common use of the interrupt routine? I've got interrupts ... put anything inside the interrupt routine. If I remember correctly my ... that anything inside an interrupt routine will be executed just ... i.e. immediately before your sprite routines. This might be a ...
    Timmy Timmy January 2014 Development
  • Land of Mire Mare[Quote]This game has to be considered as a tribute. It's inspired by the unreleased Mire Mare game & characters created by Ultimate Play The Game in …

    ... with that 3-frames-per-sprite idea by examining the fan ... sprite you kindly allowed me to ... bytes per sprite - and in games where you have 20 animated sprites ...
    Alessandro Grussu Alessandro Grussu February 2014 Brand new software
  • Land of Mire Mare[Quote]This game has to be considered as a tribute. It's inspired by the unreleased Mire Mare game & characters created by Ultimate Play The Game in …

    ... implemented a screen compression routine along the horizontal axis, ... br /> So in AGD each sprite should take 32 bytes (+2 ... frames of the same sprite but rotated to right ... be fine, also the sprite will no longer animate ... if you have a sprite move on a specific ...
    BiNMaN BiNMaN February 2014 Brand new software
  • Colission detection problems.G'ah...it's always the same (I've asked before too) - I'm always struggling when it comes to doing box colission checks, so I'm basically hoping you …

    ... want principles to write the routine by, rather than someone ... br /> LD IX,SPRDATATAB ; Sprite Data Table
    LD ... /> OR A ; is the sprite on (non zero)
    JP ...
    dmsmith dmsmith February 2014 Development
  • Colission detection problems.G'ah...it's always the same (I've asked before too) - I'm always struggling when it comes to doing box colission checks, so I'm basically hoping you …

    ... want principles to write the routine by, rather than someone to ... see if they overlap. Each sprite takes a certain number of ... by 8 wide, and each sprite is 16 by 16 pixels ...
    Sokurah Sokurah February 2014 Development
  • Pac-Land: can be coloured?All versions of this game are full coloured, but not the Spectrum version. It has large sprites, but maybe the scroll is too fine to make a coloured …

    ... to typing it by my routine

    ;POKE ... here from 37093 (graphics drawing routine)
    ; LD HL,23936 ... start of sprite buffer)
    ;(numbers of sprite parts present ...
    RET ;back to original routine



    ...
    Ralf Ralf February 2014 Games
  • New Game looking for artistsHey ya'll I've started on my second game, an Aztec themed shooter. I'm new-ish to the Z80 coding scene, but as you know you can only really learn th…

    ... frame count for a player sprite? What did say, Robocop or ... . Especially Robocop is very well animated, may be 8 frames or ...
    Ralf Ralf February 2014 Development
  • Using the stack to blit bufferI was using a ldir to blit my back buffer to the screen RAM, and it was working pretty well if not rather slow. After reading about using the stack …

    ... here my blit/back buffer routine is working really great! Sorry ... the subject, now that my routine is working really well I ... buffer image would be? My routine looks like:

    move ... re-running through all my sprite routines a 2nd time?
    Atari_Jetman Atari_Jetman February 2014 Development
  • Tile routinesHi all, Please does anyone have any examples of tile routines in pure asm to set up maptile screens. I would like to try and understand them and ti…

    ... certain amount and spellbound sprite data bigger etc but ...

    get_screen_location: ; this routine is taken from "advanced spectrum ... a,64 ; then CALL this routine
    ld h,a ... ; the routine RETurns with HL carrying the ...
    alienbanana alienbanana March 2014 Development
  • Tile routinesHi all, Please does anyone have any examples of tile routines in pure asm to set up maptile screens. I would like to try and understand them and ti…

    ... to use a routine from elsewhere but it ... line colour not each individual sprite in map tile.
    ... the colour specified for each sprite.

    I ...

    get_screen_location: ; this routine is taken from "advanced spectrum ...
    alienbanana alienbanana March 2014 Development
  • Pac-Land: can be coloured?All versions of this game are full coloured, but not the Spectrum version. It has large sprites, but maybe the scroll is too fine to make a coloured …

    ... to a procedural graphics routine that replaces the sprite (bitmap) data? The ...
    jamorski jamorski March 2014 Games
  • Pac-Land: can be coloured?All versions of this game are full coloured, but not the Spectrum version. It has large sprites, but maybe the scroll is too fine to make a coloured …

    ... to a procedural graphics routine that replaces the sprite (bitmap) data? The ...
    Timmy Timmy March 2014 Games
  • Tile routinesHi all, Please does anyone have any examples of tile routines in pure asm to set up maptile screens. I would like to try and understand them and ti…

    The routine isn't particularly efficient - because ... call the "print 8x8 block" routine any time you wanted to ... you could print the 16x16 sprite pixel line by pixel line ... that would need a different routine and the graphics stored differently ...
    Morkin Morkin March 2014 Development
  • ZX Alien BreedNot sure if this has been mentioned already (I did trawl the threads but couldn't see anything :smile: ), but I've always hankered after a Speccy Ali…

    ... add the attribute routine (optimising it to ... nextrow: ;Next row of sprite
    ld a,(sprheight) ... sprloc:
    .db 25000 ;Sprite screen position

    ... spratloc:
    .db 22528 ;Sprite attribute location

    ...
    LuMan LuMan March 2014 New game ideas
  • New bicolour game: El Stompo.Phew! Finally finished my first game using Einar's fantastic Nirvana engine. [B]El Stompo.[/B] [IMG]http://i1142.photobucket.com/albums/n608/davey…

    ... . Dominic Robinson published his routine in Your Sinclair magazine. ... published an editor and routine that could do per- ... looking at interleaving a scrolling routine with a multicolour engine, ... multicolour, with a tile / sprite redraw system on interrupts.
    joefish joefish April 2014 Brand new software
  • Clashbasher a new interface to reduce colour clashI've been working on this for a while now. [IMG]http://markamy.uwclub.net/cauldron.JPG[/IMG] Basicly its an add on for a 48k spectrum, which reinte…

    ... both the print character routine and the plot routine. This is responsible ... I've found the main sprite routines (as seems to be ... still need to find the routine for drawing the platform ... clashbasher.
    Unfortunatly all the sprite routines seem to build the ...
    Basher Basher April 2014 Hardware
  • Beepola v1.08 AvailableA new version of Beepoa, v1.08, is now available for download from:- [url]http://freestuff.grok.co.uk/beepola/[/url] (1.76MB zipped exe, no installe…

    ... ' to quit, 'm' to change sprite mode, any other key to ... down :D

    * The routine was modified to exit after ...
    Alcoholics Anonymous Alcoholics Anonymous April 2014 Announcements
  • Beeper and Sprites at the Same Time?[URL="https://drive.google.com/file/d/0B6XhJJ33xpOWX1pQLS14RnppNFE/edit?usp=sharing"]Why not?[/URL] "q" for quit "m" to change sprite mode any other…

    ... . I've modified the routine to return to the caller ... have interrupts disabled while the routine itself plays. This is because ... including the stack pointer. The sprite engine I'm using doesn ... disable interrupts around the play routine call. It's a little ...
    Alcoholics Anonymous Alcoholics Anonymous April 2014 Development
  • 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…

    ... " on levels where too many animated bTiles, because after milticolor render ... input. I have my own routine somewhere that does this without ...
    R-Tape R-Tape May 2014 Brand new software
  • Demo of multidirectional scroll 50fpsHello!!! Im working with scrolls, and I want to show you a demo of a posible game. It works at 50fps and can manage about 7 sprites in the screen w…

    ... a small routine for calculating the part of the sprite to be ...
    climacus climacus July 2014 Development
  • Demo of multidirectional scroll 50fpsHello!!! Im working with scrolls, and I want to show you a demo of a posible game. It works at 50fps and can manage about 7 sprites in the screen w…

    ... />
    Ive done a scroll routine managing four tiles per line ... will have to sacrifice some sprite for it...
    climacus climacus July 2014 Development
  • Demo of multidirectional scroll 50fpsHello!!! Im working with scrolls, and I want to show you a demo of a posible game. It works at 50fps and can manage about 7 sprites in the screen w…

    ... />
    Ive done a scroll routine managing four tiles per line ... will have to sacrifice some sprite for it...[/QUOTE]

    Jerri Jerri July 2014 Development
  • Test screens for ZX PrismNot sure that this is *really* the right section for this request, but it's relating to new hardware I'm developing so let's start it off here - a mo…

    ... , a platform game uses one routine to draw backgrounds/platforms and ... each routine and get rid of colour clash when a sprite walks ... manage to implement a tile/sprite mode.

    [QUOTE= ... up in the air - including sprite masking. (Read: I thought of ...
    JeffB JeffB July 2014 Hardware
<1…28293031323334>

Latest Posts

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HitBox

Word Docs Hits
animated 1.7K 1.9K
sprite 5.5K 11.1K
routine 9.5K 14.8K
maske 1 1

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