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Search Again :: Adv Search 1000 results in 0.054s
<1…6789101112…34>
  • Movin And A Groovin Horizontal Flip improvementOn the left is the flip horizontal portion from Andy Pennell'S excellent Movin' & a Groovin' machine code screen routines from Your Spectrum #19 (Oct…

    ... ld e,l
    ld d,h
    lp dec l
    bit 3,h
    jr nz, alp
    lp3 ld d,h
    ld e,l
    bit 6,h
    jr nz,lp3
    jamorski jamorski September 2013 Development
  • Asm routine for AY playback?Hi, is possible to create and "name" an asm routine for playing some ay data? If yes, how? Example: Ok , I've finished a sound tracker song, now I n…

    ... !!

    Best regards,
    D.H.
    DaRkHoRaCe DaRkHoRaCe September 2013 Development
  • Wanted top cash paidHi All if anyone can help me in my quest for the following games then please get in touch with me at [email]mcjoecool@aol.com[/email] I am after the…

    ... director (black and white cover) - D&H
    Football Club - Frozen ...
    mcjoecool mcjoecool October 2013 Wanted
  • Wanted top cash paidHi All if anyone can help me in my quest for the following games then please get in touch with me at [email]mcjoecool@aol.com[/email] I am after the…

    ... director (black and white cover) - D&H
    Football Club - Frozen ...
    smogit smogit October 2013 Wanted
  • 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…

    ... count
    ld a, d ; D to A
    and a ... 8 ; count
    ld d, e ; D to E

    rl d ; rotate D' to set carry
    ld d, h ; HL
    ld e, ... A
    ld c, h ; H to C
    ret ; ...
    chev chev October 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…

    ... ; stack error register
    ld d, b ; first parameter
    ... ; jump if not
    ld h, d ; last character
    ld l ... DE + 2
    ld d, (hl) ; LD D, (DE + 2)
    ... bc ; stack length
    ld d, h ; last location
    ld e ...
    chev chev October 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…

    ... , l ; is second
    or h ; string null?
    ex (sp ... total length
    ld b, h ; and store
    ld c ... 0x360c
    stk_ptrs_2:
    ld d, h ; DE points to second
    ld b, h ; store in
    ld c ...
    chev chev October 2013 Development
  • filled shape creating codeDevelopment is continuing well on a resurrected project of mine from about 20 years ago. Speed and size optimizations are going well along with displ…

    ... /> add hl,bc
    ld d,h
    ld a,(de)
    inc h
    xor d
    ld (hl),a ...
    inc h
    [hl correction ...
    Alone Coder Alone Coder October 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…

    ... hl ; swap pointers
    ld d, (hl) ; get line
    ... ; prog to HL
    ld d, h ; HL to
    ld e ...
    each_s_1:
    dec d ; statement found?
    ret ... jump if not
    dec d ; decrease statement counter
    ...
    chev chev October 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…

    ...
    cls2nd:
    ld d, h ; copy HL
    ld ... ; output
    ld (hl), d ; address
    ld (iy + ...
    chev chev November 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…

    ... .ifdef ROM1
    ld d, h ; first character
    ld ... and count
    ld h, d ; attribute byte
    ...
    chev chev November 2013 Development
  • Clear the screen from assemblerI want to clear the screen before I draw my graphic elements on it. Speed is not important so I was thinking of using the rom CLS option if that is p…

    ... a
    set_mem:
    ld d, h
    ld e, l
    d have to look it up ...
    Paradigm Shifter Paradigm Shifter November 2013 Development
  • Converting an integer arbitrary large binary number into a printable decimal formThis was asked a long ago at the comp.sys.sinclair newsgroup. At that time, I came up with a solution by extrapolating the classic algorithm of suces…

    ... br /> dec hl
    ld d,h
    ld e,l ;DE ...
    scf
    ld d,e ;D =multiplication factor
    Loop2: ... /> ;convert octal to decimal
    ;d from o(123...n) = ( ( ( ...
    Battle Bunny Battle Bunny November 2013 Development
  • Converting an integer arbitrary large binary number into a printable decimal formThis was asked a long ago at the comp.sys.sinclair newsgroup. At that time, I came up with a solution by extrapolating the classic algorithm of suces…

    ... /> ld hl,BIN2040 ;H'L'=address of binary number ... ;convert octal to decimal
    ;d from o(123...n) = ( ( ... c,Loop5NC
    ld d,h
    ld e,l ... hl
    ld a,h
    or l
    Battle Bunny Battle Bunny December 2013 Development
  • Converting an integer arbitrary large binary number into a printable decimal formThis was asked a long ago at the comp.sys.sinclair newsgroup. At that time, I came up with a solution by extrapolating the classic algorithm of suces…

    ... /> jp c,Loop5
    ld d,h
    ld e,l ;DE ...
    Battle Bunny Battle Bunny December 2013 Development
  • 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 …

    ... /> ld hl, 0
    ld d, l
    IF data & ... data & %10000000
    ld h, 0
    ld l, e ... , 0
    ENDIF
    ld d, h
    [/code]

    PD ...
    Metalbrain Metalbrain December 2013 Development
  • 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 …

    ... /> ld l, e
    ld d, h
    add hl, hl
    ld hl,0
    ld d, h
    ENDIF
    IF data ...
    Metalbrain Metalbrain December 2013 Development
  • 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 …

    ... , 0
    ELSE
    ld h, 0
    ld l, e ... [B]!=[/B] 128
    ld d, h
    ENDIF
    IF data ...
    Einar Saukas Einar Saukas December 2013 Development
  • 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 …

    ... , 0
    ELSE
    ld h, 0
    ld l, e ... ;& data != 128
    ld d, h
    ENDIF
    multsub %10000000 ...
    antoniovillena antoniovillena December 2013 Development
  • Organ Master Echosoft by CurrysI can't find any video / demo about this interfaces, but I'd like to get this it. Anyone have this piano keyboard? I'd like to buy it. Thanks to all…

    Any news? Someone with the complete interface on sale? Make my day!

    D.H.
    DaRkHoRaCe DaRkHoRaCe December 2013 Sales
  • What Spectrum projects (Software/Games/Utility)(Hardware)(Others) are you working on?So, basically that :) You dont have to give names or more clues if you dont want to ;) Also, if you are working on more than one, you can tell all of…

    ... /> ld e,l
    ld d,h

    ret z
    Alcoholics Anonymous Alcoholics Anonymous January 2014 Development
  • Math Quiz - MultiplicationThe topic is fast multiplication routines, from 8x8 to 32x32 and all points in between. These functions sit underneath floating point libraries, gen…

    ... , 0
    ELSE
    ld h, 0
    ld l, e ... ;& data != 128
    ld d, h
    ENDIF
    multsub %10000000 ...
    antoniovillena antoniovillena February 2014 Development
  • Animated attribute revealA new challenge to solve next. I would like to create an animated attribute reveal in machine code by having my 768 byte attributes held in ram whic…

    ... set
    ld d,h ; put high address in d from h
    ld ...
    Speccy_James Speccy_James 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 …

    ... variable sizes but thought I'd share it.
    Also its ... /> LD B,0
    LD D,H
    LD E,L
    dmsmith dmsmith February 2014 Development
  • Animated attribute revealA new challenge to solve next. I would like to create an animated attribute reveal in machine code by having my 768 byte attributes held in ram whic…

    ... 32768

    ld h,10 ; Put Y Coord in ... 7)
    ld a,h
    rrca
    rrca ...
    rrca
    ld h,a
    and $e0
    ld h,a ; Attribute start address ... br /> ld d,h ; put high address in d from h
    ...
    Speccy_James Speccy_James February 2014 Development
  • Animated attribute revealA new challenge to solve next. I would like to create an animated attribute reveal in machine code by having my 768 byte attributes held in ram whic…

    ... br /> rrca
    ld h,a
    and $e0
    ld h,a ; Attribute start address ... /> ld d,h ; put high address in d from h
    ... br /> rrca
    ld h,a
    and $e0
    ld h,a ; Attribute start address ...
    Jerri Jerri February 2014 Development
  • Multiply by 48Is there a 'cheat' to multiply by 48 in Z80? I have a table of sprites 48 bytes each entry, and I want to be able to offset my pointer with a simpl…

    ... = xxx * 16

    ld d, h
    ld e, l
    catmeows catmeows March 2014 Development
  • Multiply by 48Is there a 'cheat' to multiply by 48 in Z80? I have a table of sprites 48 bytes each entry, and I want to be able to offset my pointer with a simpl…

    ... , sprite no.
    ld h, 0
    ld d, h
    ld e ...
    antoniovillena antoniovillena March 2014 Development
  • Multiply by 48Is there a 'cheat' to multiply by 48 in Z80? I have a table of sprites 48 bytes each entry, and I want to be able to offset my pointer with a simpl…

    ... /> LD E,L
    LD D,H
    ADD HL,HL ; *2 ...
    Jonathan Harston Jonathan Harston March 2014 Development
  • Multiply by 48Is there a 'cheat' to multiply by 48 in Z80? I have a table of sprites 48 bytes each entry, and I want to be able to offset my pointer with a simpl…

    ... , a ; hl = a
    ld d, h
    ld e, l ; de ...
    Einar Saukas Einar Saukas March 2014 Development
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