World of Spectrum
  • Categories
  • Discussions
  • FAQ
  • Sign In
Home › Search
Title Search
@title beer Word 'beer' in title
User Search
  • @user admin Only posts by Admin
Text Search
  • @body beer Word 'beer' in the text
Phrase Search
"Hello World" Exact phrase match
Exclude Terms
  • car -red Search cars that are not red
"Or" Searches
  • honda | bmw 'honda' or 'bmw' results
Multi-Field
@(title,body) hello Both contain 'hello'
WildCard
  • hond* civ* Match all with an astrix
Combination
  • @title bmw @user admin
See more supported syntax examples
Search Again :: Adv Search 1000 results in 0.002s
<1…13141516171819…34>
  • Converting modern games to speccyThe speccy is like a childhood friend we dont want to die. I can think of tons of modern games id LOVE to see converted, in any way, to the speccy,(r…

    ... 2 bits per pixel per tile or per sprite, meaning that ...
    deadpan666 deadpan666 February 2010 New game ideas
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... x 13 Tiles, using 166 Tile Blocks (Originally 266), TOTAL SIZE ... x 23 Tiles, using 186 Tile Blocks (Originally 332), TOTAL SIZE ... appearance, but to reshuffle their tile order or for some other ... those maps and shuffle the tile order abit....

    ...Let ...
    kgmcneil kgmcneil February 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... arrays with two bytes per tile rather than one... Sadly, I ... colour data for every single tile...

    3) Concerning heights ... an invisible array that corresponds tile for tile, crossed my mind too ...
    kgmcneil kgmcneil February 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... to be expanded by a tile or two, and other areas ...
    kgmcneil kgmcneil February 2010 Development
  • New discovery in Firefly.After 20 years plus of playing this game. I've just found a 2nd tune on the title screen. If you select the last option to redefine keys, you'll he…

    Did anyone discover that if you chose the third option from the left on the tile screen, it turns into a rubber chicken?...

    no?...

    ...didn't think so...
    kgmcneil kgmcneil February 2010 Games
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... technical changes in altering their tile orders may yet be done ... offer a standardised means of tile detection)(such a tweak won ...
    kgmcneil kgmcneil February 2010 Development
  • Questions you were afraid to ask.....This thread is devoted to those questions you never asked, or were afraid to ask but want answers to. Such as: [LIST] [*]Why can't you put metal in…

    ... pasta sauce gets into your tile grout it's gonna be ...
    fog fog February 2010 Chit chat
  • Questions you were afraid to ask.....This thread is devoted to those questions you never asked, or were afraid to ask but want answers to. Such as: [LIST] [*]Why can't you put metal in…

    ... pasta sauce gets into your tile grout it's gonna be ...
    Scottie_uk Scottie_uk February 2010 Chit chat
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... can add a few more tile designs to level one then ... />
    *Edit. Looking at the tile results of level one, it ...
    Swainy Swainy February 2010 Development
  • shifting spriteshi. have anyone experience with shifting sprites by table ? some neat tricks ? i don't want to see complete code (really don't want, it trashes thr…

    ... it) have two main parts - tile data and gfx of tiles ...
    Fikee Fikee February 2010 Development
  • Platform Game Designer 2Right, with Telly Heroes out of the way, I've decided to have a second attempt at this. I've ditched the old PGD2 source, and started again with the…

    ... on dizzy and turbo each tile was 2x2 and obviously this ...
    BiNMaN BiNMaN February 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... culling them down to the tile numbers that we have been ...
    kgmcneil kgmcneil March 2010 Development
  • Smiler 2: In the CityHi All, I've now completed my next game, "Smiler 2: In the City". It is available for download here:- [url]http://wonko.gotdns.org/sinclair/smile…

    ... or post some new sprite/tile alternatives then all I need ...
    Digital Prawn Digital Prawn March 2010 Brand new software
  • My first program - a vertical scrollerHi all, I'm new here. Nice to meet you all! A couple of weeks ago I decided to learn Z80 assembly language. I spent many hours in front of the Spec…

    ... of the spaceship) against the tile map, so it's very ...
    riv riv March 2010 Development
  • My first program - a vertical scrollerHi all, I'm new here. Nice to meet you all! A couple of weeks ago I decided to learn Z80 assembly language. I spent many hours in front of the Spec…

    ... of the spaceship) against the tile map, so it's very ...
    Mister Beep Mister Beep March 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    what are the pixel dimensions for a single tile?

    Steve
    STE'86 STE'86 March 2010 Development
  • Spectrum 2-3 times more powerfull than MSX?![url]http://www.youtube.com/watch?v=2-kI0urN9tI#t=8m18s[/url]

    ... that they could scroll a tile map around very fast and ...
    joefish joefish March 2010 Sinclair Miscellaneous
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... but i will post the tile matrix if required so someone ...
    STE'86 STE'86 March 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... but i will post the tile matrix if required so someone ...
    Swainy Swainy March 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... them apart like the flat tile floor in the first example ...
    retrogod retrogod March 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... (the standard parallelogram or swirly tile). Rather than having a solid ... as the edge of each tile, it should be solid white ... and highlights of the tile. This way the tile itself will be ...
    redballoon redballoon March 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... be, what, 4...5... floor tile attempts by now?... Iv kind ... can do that with minimal tile use, so much the better ...
    kgmcneil kgmcneil March 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... be, what, 4...5... floor tile attempts by now?... Iv kind ... can do that with minimal tile use, so much the better ... in at 153 tiles (including tile 0).

    Also, maybe ...
    Swainy Swainy March 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... Billy walking across the new tile set?

    Do we ...
    retrogod retrogod March 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... it was - I want this tile set in the speccy version ... and on the amstrad that tile does not go there. But ...
    BiNMaN BiNMaN March 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... requirments at all (the various tile culls cancelled out the additions ... to resizing and more efficient tile use...

    The new ...
    kgmcneil kgmcneil March 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... the level... This pushed the tile count from 145 to 152 ...
    kgmcneil kgmcneil March 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... by reducing sprite sizes and tile numbers per map... There has ...
    kgmcneil kgmcneil March 2010 Development
  • tricks to simplify codingWhen i started with programming in assembler i had very simple approach to do things. Just shifting bytes around, doing simple tests and so... Later …

    ... +2 BIG ENDIAN ; tile this sprite char currently occupies ... row; // +0 current y tile-coordinate
    uchar col; ... // +1 current x tile-coordinate
    uchar width; ...
    Alcoholics Anonymous Alcoholics Anonymous March 2010 Development
  • My first program - a vertical scrollerHi all, I'm new here. Nice to meet you all! A couple of weeks ago I decided to learn Z80 assembly language. I spent many hours in front of the Spec…

    ... have a load of unused tile space.

    I've ...
    riv riv March 2010 Development
<1…13141516171819…34>

Latest Posts

  • I am currently watching.....
    Paradigm Shifter on 12:49AM
  • New video about S-video modification on Issue two 48K Spectrum.
    Renegade on April 21
  • Fixed Speccy Software. And which games remained unfixed?
    John Elliott on April 21
  • Happy 40th Birthday to the Amstrad CPC464!
    rich_chandler on April 21
  • Another Birthday! The Game Boy Is 35!
    mel the bell on April 21
  • European Software Titles with an English version
    harriusherbartio on April 21
  • Elusive Strategy Games done by the Smaller or less Prolific Software Houses.
    harriusherbartio on April 21
  • 1992 Spectrum Software
    harriusherbartio on April 21
  • +3 Disk drive motor
    AndyC on April 21
  • Celebrity deaths...
    mel the bell on April 20

HitBox

Word Docs Hits
c000h 35 44
tile 1.4K 3K

Related Threads

  • Anyone help re-factoring a tile functionI had some excellent feedback for re-factoring my function that displays the colour for my screen tiles. Can anyone offer some help to improve the fu…
  • hi-colour tile editorSee [url="http://www.worldofspectrum.org/forums/showthread.php?t=14369"]this post[/url]. The compiled version is available in the CSSCGC 2008 collect…
  • Mode 2 Tile Editor SourceA Timex Mode 2 Tile Editor incorporating a byte mirror table. The compiled version is available in the CSSCGC 2008 collection from the WoS archive. <…
  • Tile Map HelpI've got a 256x256 map. This is split into 64 chunks of 32x32. Each cell takes up one byte so only four chunks are held in memory at any given time. …
  • Timex Mode 2 Tile EditorAn early version is available in the CSSCGC 2008 archive on WoS. A slightly improved version may be available at a later date.
  • 2D Scrolling tile based editorOk, first of all, I thought TommyGun could do it, but the option to create a 2d scrolling map is greyed out....<br /> <br /> All I want to do is crea…
  • Tile based graphics and scrolling thingy...Here's my best attempt so far at a tile based rendering and scrolling routine.<br /> <br /> It draws in 22 8*8 graphics tiles along the top of the sc…
  • 24-Wide or 26-Wide Multicolour Tile EngineI've been playing about with more multicolour routines (8x1, 8x2 etc.) and have one a bit clever and suitable for a tile-based game. No particular d…
  • Tile routinesHi all,<br /> <br /> Please does anyone have any examples of tile routines in pure asm to set up maptile screens.<br /> <br /> I would like to try an…
  • bitmap vs tile based displayIf I understand it correctly the ZX Spectrum display is all about bitmap. On the other hand the Commodore 64 is not. Correct me if I am wrong.<br /> …

Related Searches

  • c000h
  • tile routine
  • tile routine colour
  • step on every tile
  • nirvana tile editor
  • print tile
  • tile
  • uridium tile
  • tile ex
  • tile etc
  • tile collision
  • tile tool
  • vertical scroll tile
  • tile vertical scroll
  • tile scrolling
  • tile scroll
  • tile scroll vertical

Copyright © 2024 World of Spectrum