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<1234567…34>
  • MOVE_M Object Movement Manager for BASICAs moving things around on the screen is usually the slowest part of a game written in BASIC, I've been pottering around with this routine to handle …

    ... Hlohi+Vstep+Hstep+ATTR+ROW:COL+CHR$+0:1+ROW:COL
    ; ATTR = attributes for graphic
    ;ROW:COL = 0->23 : 0 ... toggle
    ;ROW:COL = 0->23 : 0->31 ... Vs Hs Attr row col chr 0:1 row col
    row

    ; ...
    Battle Bunny Battle Bunny September 2013 Sinclair Basic
  • I have done a Spectrum Screen Design Template As PDFI use this for my games, to work out attribute and screen addresses. It is A4, to be printed landscape [url="http://www.peargames.co.uk/downloads/s…

    ... [CODE]
    Char Row Extra Pixel Row (+256) Attr Row
    1 2 ... 23232 22
    23 20704 20960 21216 21472 ... 21728 21984 22240 22496 23264 23

    22528 ... $54E0 $55E0 $56E0 $57E0 $5AE0 23

    $5800 +6K ...
    joefish joefish September 2013 Development
  • SE Basic IV Buffy v4.1 source (WIP)I've been doing a major refactor on the SE Basic source and I'd appreciate a code review from anyone who has time to look at it. I've almost certainl…

    ... ld hl, (attr_t) ; get attr-t
    push hl ; ... /> ld bc, 0x1721 ; row 23, column 33 in graphics mode ...
    chev chev November 2013 Development
  • Arrays in BASICHi so I'm making this crappy game and I wanna store the screen positions of some UDGs in in a 50x2 array cause I have 50 characters. So I made the ar…

    ... used to address positions on row 23. System variable DF_SZ (23659) specifies ... br /> PRINT CODE SCREEN$ (23,31): PRINT ATTR (23,31): POKE 23659,6 ... :
    INPUT AT 5,0;"row 23";i ... $;AT 0,0;"row 18";i$'(19 ...
    Battle Bunny Battle Bunny October 2016 Sinclair Basic
  • Arrays in BASICHi so I'm making this crappy game and I wanna store the screen positions of some UDGs in in a 50x2 array cause I have 50 characters. So I made the ar…

    ... used to address positions on row 23. System variable DF_SZ (23659) specifies ... br /> PRINT CODE SCREEN$ (23,31): PRINT ATTR (23,31): POKE 23659,6 ... :
    INPUT AT 5,0;"row 23";i ... $;AT 0,0;"row 18";i$'(19 ...
    ivanb303 ivanb303 October 2016 Sinclair Basic
  • Help?Hi All, I wonder if anyone has a few minutes to look at this bit of code I'm working on. I'm trying to move to sprites and want to do it with a scr…

    ...

    defw 18592 ;row 13
    defw 18848

    defw 20480 ;row 16 (new segment 16-23)
    defw 20736 ... 22304

    defw 20544 ;row 18
    defw 20800

    defw 20704 ;row 23
    defw 20960
    defw ...
    R-Tape R-Tape January 2011 Development
  • 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 +…

    ... of row
    add hl,de ;hl = address of attr on ... /> add hl,bc ;hl = row in table
    ld e ... ;de = address of start of row
    ld c,a
    row table, c>128 so ... b=X, hl=attrs, sp=attr row table
    REPT 8,int_sprite_attr_loop ...
    joefish joefish March 2014 Development
  • Installing Z88DK Z88DK INSTALLATION Z88DK is distributed in two parts. The first part is the platform independent bits (including source and z80 libraries) and th…

    ... horizontal rotation
    ; extra blank row for vertical rotation

    if (se->sprite->row > 23) /* if sprite went off ...
    Alcoholics Anonymous Alcoholics Anonymous April 2005 Development
  • My little first set of routines.Hi all, I just coded a little set of routines just to draw a screen on video mem and a fade out. I could have just copied the screen rendering rout…

    ... can imagine changing different "attr-bias" for each attr row. Even better would ... />
    [code]
    ; input: A - attr bias [0-7]

    omega omega April 2007 Development
  • Help?Hi All, I wonder if anyone has a few minutes to look at this bit of code I'm working on. I'm trying to move to sprites and want to do it with a scr…

    ...

    defw 18592 ;row 13
    defw 18848

    defw 20480 ;row 16 (new segment 16-23)
    defw 20736 ... 22304

    defw 20544 ;row 18
    defw 20800

    defw 20704 ;row 23
    defw 20960
    defw ...
    Digital Prawn Digital Prawn January 2011 Development
  • Sprites masterclassHi All, You guys are probably tired of explaining sprites but I'd like to clarify a few things if possible. I've sorted the vertical aspect of scro…

    ...

    defw 18592 ;row 13
    defw 18848

    defw 20480 ;row 16 (new segment 16-23)
    defw 20736 ... 22304

    defw 20544 ;row 18
    defw 20800

    defw 20704 ;row 23
    defw 20960
    defw ...
    R-Tape R-Tape February 2011 Development
  • Tile based graphics and scrolling thingy...Here's my best attempt so far at a tile based rendering and scrolling routine. It draws in 22 8*8 graphics tiles along the top of the screen (junk i…

    ... br /> row10 defw 18496 ;row 10
    defw 18752 ... br /> row11 defw 18528 ;row 11
    defw 18784 ... row16 defw 20480 ;row 16 (new segment 16-23)
    defw ... br /> row22 defw 20672 ;row 22
    defw 20928< ...
    row23 defw 20704 ;row 23
    defw 20960
    ...
    R-Tape R-Tape September 2011 Development
  • Turn UDG to Attrribute blocksI'm trying to enlarge my UDG's to 8 x 8 character blocks per pixel, but struggling, is there any subroutine/program for enlarging UDG's x 8?

    ... ...[/QUOTE]

    POKE 22528 + (Row * 32) + Column, Ink + (Paper * 8 ...
    bobs bobs May 2012 Development
  • Screen routinesHello. For my games I?m using the sprites routine method of a screen buffer and when I finish to print all the sprites I dump all the buffer in the …

    ... br /> row10 defw 18496 ;row 10
    defw 18752 ... br /> row11 defw 18528 ;row 11
    defw 18784 ... row16 defw 20480 ;row 16 (new segment 16-23)
    defw ... br /> row22 defw 20672 ;row 22
    defw 20928< ...
    row23 defw 20704 ;row 23
    defw 20960
    ...
    R-Tape R-Tape May 2012 Development
  • The Official Crap Games Competition 2013 Thread!Just to announce that the 2013 CGC is OPEN! [IMG]http://i1142.photobucket.com/albums/n608/daveyboyhughes/cgctitle2_zps77591934.jpg[/IMG] And for th…

    ... you do that, is it ATTR(row, col)? May just be a ...
    Paradigm Shifter Paradigm Shifter July 2013 Games
  • Peeking the contents on screen? How?You will have to forgive me for growing up on the C64, but I know I can peek the location of a character (1024 is top left from memory) and the peek …

    ... a particular screen location, and ATTR(row,column) returns its colour attributes ...
    John Elliott John Elliott August 2015 Sinclair Basic
  • Interrupts, 16k Spectrums and snowI'm writing something for the 16k Spectrum and I want to use interrupts. The avilable documentation doesn't seem clear enough for me to figure out ho…

    ... it on the very last attr row of the screen) for just ...
    evilpaul evilpaul August 2017 Development
  • Interrupts, 16k Spectrums and snowI'm writing something for the 16k Spectrum and I want to use interrupts. The avilable documentation doesn't seem clear enough for me to figure out ho…

    ... it on the very last attr row of the screen) for just ...
    Hikaru Hikaru August 2017 Development
  • Interrupts, 16k Spectrums and snowI'm writing something for the 16k Spectrum and I want to use interrupts. The avilable documentation doesn't seem clear enough for me to figure out ho…

    ... the whole of the bottom attr row to BLACK+BLACK+BRIGHT+FLASH ... also blank out the top attr row (just BLACK+BLACK) to make ...
    evilpaul evilpaul August 2017 Development
  • Interrupts, 16k Spectrums and snowI'm writing something for the 16k Spectrum and I want to use interrupts. The avilable documentation doesn't seem clear enough for me to figure out ho…

    ... the whole of the bottom attr row to BLACK+BLACK+BRIGHT+FLASH ... also blank out the top attr row (just BLACK+BLACK) to make ...
    Hikaru Hikaru August 2017 Development
  • How to disable the "scroll?" message?Hello. I'm a beginner Z80 assembly programmer and I decided to make a ZX Spectrum game to practice my skills and gain some more experience. I curr…

    ... checkerboard pattern at column 31, row 23
    ld hl, ... 31
    ld(ix+3), 23
    call sprite8x8a
    ... y coord of cell (0-23)

    ALIGN ... e, (ix+3) ; e = row (y)
    sla e ; e ... hl = screen address of top row of char
    ld ...
    Paradigm Shifter Paradigm Shifter June 2022 Development
  • How to disable the "scroll?" message?Hello. I'm a beginner Z80 assembly programmer and I decided to make a ZX Spectrum game to practice my skills and gain some more experience. I curr…

    ... to RET early if the row reaches 32.

    row and column in range ... checkerboard pattern at column 31, row 23
    ld hl, checkerboard ... e, (ix+3) ; e = row (y)
    sla e ; e ... hl = screen address of top row of char
    ld ...
    Paradigm Shifter Paradigm Shifter June 2022 Development
  • How to disable the "scroll?" message?Hello. I'm a beginner Z80 assembly programmer and I decided to make a ZX Spectrum game to practice my skills and gain some more experience. I curr…

    ... checkerboard pattern at column 31, row 23
    ld hl, ... 31
    ld (ix+3), 23
    call sprite8x8a
    ... y coord of cell (0-23)

    ALIGN ... e, (ix+3) ; e = row (y)
    sla e ; e ... hl = screen address of top row of char
    ld ...
    Paradigm Shifter Paradigm Shifter June 2022 Development
  • How to disable the "scroll?" message?Hello. I'm a beginner Z80 assembly programmer and I decided to make a ZX Spectrum game to practice my skills and gain some more experience. I curr…

    ... checkerboard pattern at column 31, row 23
    ld hl, ...
    ld (ix+3), 23
    call sprite8x8a
    ... ; y coord of cell (0-23)

    sprite8x8a:
    row (y)
    sla e ; e ... = screen address of top row of char
    ld ...
    Paradigm Shifter Paradigm Shifter June 2022 Development
  • How to disable the "scroll?" message?Hello. I'm a beginner Z80 assembly programmer and I decided to make a ZX Spectrum game to practice my skills and gain some more experience. I curr…

    ... checkerboard pattern at column 31, row 23
    ld hl, ... 31
    ld (ix+3), 23
    call sprite8x8a
    ... y coord of cell (0-23)

    ALIGN ... e, (ix+3) ; e = row (y)
    sla e ; e ... hl = screen address of top row of char
    ld ...
    Kotek Kotek June 2022 Development
  • How to disable the "scroll?" message?Hello. I'm a beginner Z80 assembly programmer and I decided to make a ZX Spectrum game to practice my skills and gain some more experience. I curr…

    ... checkerboard pattern at column 31, row 23
    ld hl, checkerboard
    ld (ix+3), 23
    call sprite8x8a

    Kotek Kotek June 2022 Development
  • How to disable the "scroll?" message?Hello. I'm a beginner Z80 assembly programmer and I decided to make a ZX Spectrum game to practice my skills and gain some more experience. I curr…

    ... (ix+3)
    cp 23 ;check row
    jr c,wearefine
    row 23
    ld hl, checkerboard
    ld (ix+3), 23
    call sprite8x8a

    Kotek Kotek June 2022 Development
<1234567…34>

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