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  • The 128 plus 2 wasn't very goodHaving looked at the review in issue 33 of Crash of the Spectrum Plus 2, it strikes me as a bit odd, as if Simon Goodwin had to like it. I remember r…

    ... . The Timex 256x192 pixel, 32x192 attribute mode
    4. The Timex ...
    Alcoholics Anonymous Alcoholics Anonymous October 2006 Sinclair Miscellaneous
  • The 128 plus 2 wasn't very goodHaving looked at the review in issue 33 of Crash of the Spectrum Plus 2, it strikes me as a bit odd, as if Simon Goodwin had to like it. I remember r…

    ... . The Timex 256x192 pixel, 32x192 attribute mode
    4. The Timex ...
    JamesD JamesD October 2006 Sinclair Miscellaneous
  • The 128 plus 2 wasn't very goodHaving looked at the review in issue 33 of Crash of the Spectrum Plus 2, it strikes me as a bit odd, as if Simon Goodwin had to like it. I remember r…

    ... . For example, the normal bright attribute bit would specify the "ink ... " brightness, and the old flash attribute bit would specify the "paper ...
    monty.mole monty.mole October 2006 Sinclair Miscellaneous
  • Font centering problemA while back today, I started coding a simple Othello/Reversi game in BASIC, with the precious aid of BASin (great tool, hope it eventually becomes b…

    ... your game pieces - the resulting attribute clash will make your grid ...
    Dunny Dunny October 2006 Development
  • Font centering problemA while back today, I started coding a simple Othello/Reversi game in BASIC, with the precious aid of BASin (great tool, hope it eventually becomes b…

    ... to be aligned to the attribute cell positions. In your grid ... different parts of the same attribute cell. You could get around ... and align them to the attribute cells things would become much ...
    jonathan jonathan October 2006 Development
  • Font centering problemA while back today, I started coding a simple Othello/Reversi game in BASIC, with the precious aid of BASin (great tool, hope it eventually becomes b…

    ... to be aligned to the attribute cell positions. In your grid ... different parts of the same attribute cell. You could get around ... and align them to the attribute cells things would become much ...
    zxbasic zxbasic October 2006 Development
  • Font centering problemA while back today, I started coding a simple Othello/Reversi game in BASIC, with the precious aid of BASin (great tool, hope it eventually becomes b…

    ... .
    *POINT does not look attribute so you can hide the ...
    Arda Arda October 2006 Development
  • Games that are impossible to complete due to bugs!I'm trying to compile a list of Speccy games that cannot be completed because of a bug (or simply bad programming)! Here's a few... [B]Frankie Goes …

    ... usually gain an additional skill/attribute. For instance, the corkscrew will ...
    Mr. Anonymous Mr. Anonymous October 2006 Games
  • Spectrum Screen Memory MapWhat's the advantage (mistery?) behind ULA's spectrum screen memory interpretation? 6144 bytes divided into 3 blocks, 2048 bytes long. if you want t…

    ... lookup table that maps Y coordinates to screen addresses, and refer ...
    gasman gasman October 2006 Development
  • Spectrum Screen Memory MapWhat's the advantage (mistery?) behind ULA's spectrum screen memory interpretation? 6144 bytes divided into 3 blocks, 2048 bytes long. if you want t…

    ... lower byte with block's attribute address (colours).

    So ... two HI bytes for bitmap/attribute) instead of usual four (two ... followed by two bytes of attribute address).

    Now, uncle ...
    baze baze October 2006 Development
  • Spectrum Screen Memory MapWhat's the advantage (mistery?) behind ULA's spectrum screen memory interpretation? 6144 bytes divided into 3 blocks, 2048 bytes long. if you want t…

    ... two HI bytes for bitmap/attribute) instead of usual four (two ... followed by two bytes of attribute address).
    [/QUOTE]

    attribute byte load - just once for ...
    piters piters October 2006 Development
  • Font centering problemA while back today, I started coding a simple Othello/Reversi game in BASIC, with the precious aid of BASin (great tool, hope it eventually becomes b…

    ... use AT with high-resolution coordinates. And it even works on ...
    Dunny Dunny October 2006 Development
  • Spectrum Screen Memory MapWhat's the advantage (mistery?) behind ULA's spectrum screen memory interpretation? 6144 bytes divided into 3 blocks, 2048 bytes long. if you want t…

    ... that tries to fetch the attribute byte once for each 8x8 ... byte buffer to store 32 attribute bytes that get reused for ... a new set of 32 attribute bytes when in the first ...
    Alcoholics Anonymous Alcoholics Anonymous October 2006 Development
  • Font centering problemA while back today, I started coding a simple Othello/Reversi game in BASIC, with the precious aid of BASin (great tool, hope it eventually becomes b…

    ... use AT with high-resolution coordinates. And it even works on ...
    Arda Arda October 2006 Development
  • Not so BRIGHTOk, on the Spectrum I'm a crayon man so I don't know much about the coding. If I create a graphic in, say, SevenUp or TommyGun and the graphic is not…

    ... set bit 6 of the attribute bytes. Or add 64, whichever ... add the 64 if the attribute is less than 64 to ... start with otherwise the attribute is already bright. Or flash ...
    Alcoholics Anonymous Alcoholics Anonymous October 2006 Development
  • Not so BRIGHTOk, on the Spectrum I'm a crayon man so I don't know much about the coding. If I create a graphic in, say, SevenUp or TommyGun and the graphic is not…

    ... set bit 6 of the attribute bytes. Or add 64, whichever ... add the 64 if the attribute is less than 64 to ... start with otherwise the attribute is already bright. Or flash ...
    Metalbrain Metalbrain October 2006 Development
  • Font centering problemA while back today, I started coding a simple Othello/Reversi game in BASIC, with the precious aid of BASin (great tool, hope it eventually becomes b…

    ... on the screen using highres coordinates.

    D ...
    Dunny Dunny October 2006 Development
  • Print routine for BASIC (or BASin)For anyone interested there's a crappy binary here to print characters from BASIC at pixel positions. Import the binary at 60000, USR 60000 to initia…

    ... TO n+30) at x coordinates 7 down to 0, and ...
    gasman gasman October 2006 Sinclair Basic
  • Multiple loading screens[i]Action Biker[/i] suffers from having to endure multiple loading screens. Any other games that have this annoying "feature"?

    ... 2 of the Same Coupe - attribute cells exactly 1x8, rather than ...
    48K 48K October 2006 Games
  • Multiple loading screens[i]Action Biker[/i] suffers from having to endure multiple loading screens. Any other games that have this annoying "feature"?

    ... : one pixel byte and one attribute byte. To get more than ... one attribute per 8 pixels the ULA ...
    Alcoholics Anonymous Alcoholics Anonymous October 2006 Games
  • Multiple loading screens[i]Action Biker[/i] suffers from having to endure multiple loading screens. Any other games that have this annoying "feature"?

    ... : one pixel byte and one attribute byte. To get more than ... one attribute per 8 pixels the ULA ... above, you'd carefully used attribute blocks to minimise clash! That ...
    48K 48K October 2006 Games
  • Oh so BRIGHT!What is the SLOWEST way to change the attribute area to BRIGHT? It has to be legit! No meaningless instructions or doing stuff for the sake of it. …

    ... won't be changing any attribute except BRIGHT anyway (in Matt_B ...
    monty.mole monty.mole November 2006 Development
  • Oh so BRIGHT!What is the SLOWEST way to change the attribute area to BRIGHT? It has to be legit! No meaningless instructions or doing stuff for the sake of it. …

    How about loading each attribute off tape - modifying it as ... it somewhere.

    Each 'attribute' could be pre-saved before ...
    frobush frobush November 2006 Development
  • Oh so BRIGHT!What is the SLOWEST way to change the attribute area to BRIGHT? It has to be legit! No meaningless instructions or doing stuff for the sake of it. …

    ... not needing to set each attribute 64 times.

    [CODE ...
    Matt_B Matt_B November 2006 Development
  • Timex Sinclair 2068Hi guys. This is my first post here, the first of many, I hope.. :) I have a Timex Sinclair 2068 but don?t know much about it. It was given as a gif…

    Speaking about the TS... Are there games which actually use the 32x192 attribute mode? I'd love to see them :) where could I get them?
    na_th_an na_th_an November 2006 Games
  • The New SPIN releases ThreadOk, as I'm now working on SPIN again full-time, and as a very wise man once said, "Release Early, Release Often"[1]... I'm going to release new SPIN…

    ... (as there will be no attribute squares to speak of), an ...
    Dunny Dunny November 2006 Emulators
  • Timex Sinclair 2068Hi guys. This is my first post here, the first of many, I hope.. :) I have a Timex Sinclair 2068 but don?t know much about it. It was given as a gif…

    ... which actually use the 32x192 attribute mode? I'd love to ...
    Alcoholics Anonymous Alcoholics Anonymous November 2006 Games
  • Timex Sinclair 2068Hi guys. This is my first post here, the first of many, I hope.. :) I have a Timex Sinclair 2068 but don?t know much about it. It was given as a gif…

    ... , only doubling the internal x coordinates to fit the full 512x192 ...
    Alcoholics Anonymous Alcoholics Anonymous November 2006 Games
  • Timex Sinclair 2068Hi guys. This is my first post here, the first of many, I hope.. :) I have a Timex Sinclair 2068 but don?t know much about it. It was given as a gif…

    ... :-)

    sp1_MoveSprPix() accepts pixel coordinates so you don't have ... with ythresh for the y coordinates.

    You can now ...
    Alcoholics Anonymous Alcoholics Anonymous November 2006 Games
  • Timex Sinclair 2068Hi guys. This is my first post here, the first of many, I hope.. :) I have a Timex Sinclair 2068 but don?t know much about it. It was given as a gif…

    ... interject, the problem with 8x1 attribute mode is that pushing sprites ...
    Paulo Kathanni Paulo Kathanni November 2006 Games
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