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<1…13141516171819…34>
  • 256 colour gamesFollowing on from the thread in the Emulator section... Will people who are working on converting games to 256 colour using Emuzwin please let me kn…

    ... , and had at least found where the 1st level background is. Unfortunately, the data ... is stored in what appears to be a similar ... 3 and re-colouring each line in the gfx editor recolours the screen in 'stripes ...
    Refrenz Refrenz April 2004 Games
  • 256 colour gamesFollowing on from the thread in the Emulator section... Will people who are working on converting games to 256 colour using Emuzwin please let me kn…

    ... , and had at least found where the 1st level background is. Unfortunately, the data ... is stored in what appears to be a similar ... 3 and re-colouring each line in the gfx editor recolours the screen in 'stripes ...
    Arm73 Arm73 April 2004 Games
  • Memory Available for 16k and 48kAm I right in thinking that if I am writing a 16k Game, I have 8k available for the machine code prog 6000h to 8000h, and for a 48k game I have 40K a…

    ... recompiled at 5B00h, loaded in and did PRINT USR 23296 and reset/attribute color ... know if some of that ram was used for system ... want to stay out of the way of Basic, set RAMTOP to the lowest ... to resort to a machine code loader to make use of that extra RAM ...
    Alcoholics Anonymous Alcoholics Anonymous May 2004 Development
  • SpecEmu 2.1 betaFinally I think I've cracked all the gory contention details required by those trendy multicolour demos (48K/128K modes only, +3 contention can wait …

    ... the data bus to access the I/O port, and this looks like an address in ... contended memory to the ... ULA... the details ...
    Philip Kendall Philip Kendall May 2004 Emulators
  • IM2 Machine Code Sprites Example Code Using Char Based SystemFurther to my earlier post, here are sprites running using char method with IM2 driving it Note, for 48k spectrum using TASM [code] ; ***********…

    ... ; Point to sprite data
    LD B,TOTALSPRITES ; And loop for the total number ... ;switch to IM 1 and enable
    ei ;interrupts. Jump to 0056 in ROM ... old position, this is the only area, in theory left moving sprites ...
    robpearmain robpearmain August 2004 Development
  • IM2 Machine Code Sprites Example Code Using Char Based SystemFurther to my earlier post, here are sprites running using char method with IM2 driving it Note, for 48k spectrum using TASM [code] ; ***********…

    ... ;switch to IM 1 and enable
    ei ;interrupts. Jump to 0056 in ROM ... ; Point to sprite data
    LD B,TOTALSPRITES ; And loop for the total number ... old position, this is the only area, in theory left moving sprites ...
    robpearmain robpearmain August 2004 Development
  • Cylu doesn't work in 128KI've played hundreds of 48K games on my original Spectrum 128K+, and all of them load fine, which is more than can be said for the plus2 Spectrums. H…

    ... detect and load at the end of the tape after the 48K code has loaded ... (e.g. Auf Wiedersehen Monty). The gameplay and most of the game itself in ... under Amstrad) and programmers began to make bigger games with the 128K in mind, whilst ...
    jil jil September 2004 Games
  • Smooth Screen ScrollingHi Everyone, Any suggestions on what is the best way to do horizontal scrolling ie. in Zynaps fashion. I am working on a routine at the moment, whi…

    ... If memory serves, in MTV the dummy screen was aligned ... applied, the data must then be laboriously dumped to the screen and this ... point in the game you can tell the scrolling routine to simply ... and the rest. Control codes in the map are probably the best way to ...
    jonathan jonathan September 2004 Development
  • Can Anyone explain sprites in Jet Pac/Atic Atac etcJet Pac was 16k, and yet the sprites were impressively fast. I notice they had a slight flicker at times, but were notmally pretty flicker free. W…

    ... the spectrum screen. In order to achieve
    ; 'smooth' graphics, the sprite is erased and ... (in sprite data)

    ld c,(hl) ; get last screen address and ... h and l holding the sprite data to display.
    ; de = screen address to draw ...
    robpearmain robpearmain October 2004 Development
  • 'Ocean' development microdrivesI think one of you guys should take a look at this thread over at The Ocean Experience: [url="http://oceanexp.proboards44.com/index.cgi?board=memory…

    ... Spectaculator, set *MOVE to restore a cart (and thus to the .mdr file) from ... ) On the real speccy, put the cart to backup into a microdrive and start ... *MOVE running in restore mode so it just writes the data to the .mdr file ...
    Jon Needle Jon Needle February 2005 MIA/STP/SDP
  • 'Ocean' development microdrivesI think one of you guys should take a look at this thread over at The Ocean Experience: [url="http://oceanexp.proboards44.com/index.cgi?board=memory…

    ... Spectaculator, set *MOVE to restore a cart (and thus to the .mdr file) from ... ) On the real speccy, put the cart to backup into a microdrive and start ... *MOVE running in restore mode so it just writes the data to the .mdr file ...
    woodcock88 woodcock88 February 2005 MIA/STP/SDP
  • Spectaculator/zx81.rom/zx printerHi I'm Paolo z I've loaded on Spectaculator6.25 (not registred) the following rom file (renamed zx81.rom) on spec128k: [url="http://www.fruitcake.pl…

    ... 's with differing RAM packs - all work fine with the zx printer ... changed, and saved. Unfortunately the splash screen is set to topmost, and obscures the error box ... /> I'm now unable to test it in 128k mode :(

    Jon ...
    Dunny Dunny March 2005 Emulators
  • Games that cannot be completed due to bugs - the definitive listIt would be nice if the community of WoS compiled a list of all the games that are known to be impossible to complete due to bugs. Perhaps one day, a…

    ... it was converted directly from the data in the code), but they aren't ... there is an error in the instructions, contrary to what they say you ... someday submit my map, cheats and ending to the appropriate sites. :)
    robert@fm robert@fm March 2005 Games
  • Starquake.Hi everyone I've just recently added Starquake to the HARP Database, if anyone should be interested in showing their skills in that game. For those…

    ... for the room you are in.

    Now walk to the right and watch ... /> Compare that to your own data at 90% complete and it should be ... possible to work ... 00011111 = I move another room to the right (Bit 5 now zero ...
    Mr. Anonymous Mr. Anonymous March 2005 Games
  • PCB Differences...any advice ??Hi, apologies in advance for posting this in this forum, but I was not sure where else to get an answer for this one. can any one give me some info…

    ... 's quite surprising for mel to admit he has even one ... and adhere to the "one born every minute" theorem ... I do not believe in ... a "two born every minute" thing at all ... show relevant data ...
    Skarpo Skarpo May 2005 MIA/STP/SDP
  • "Sinclair Zx Spectrum: Absolutely Better Than Commodore 64"Did you ever read this? [url="http://www.alfonsomartone.itb.it/fztsmo.html"]http://www.alfonsomartone.itb.it/fztsmo.html[/url]

    ... of the C64 plusses. The C64 has 16 colours, the Spectrum has 15, the disk ... values in locations due to the lack of registers.
    Oh yes and more ... for data storage until its strange little microdrive came along (and 3rd ...
    beanz beanz July 2005 Games
  • "Sinclair Zx Spectrum: Absolutely Better Than Commodore 64"Did you ever read this? [url="http://www.alfonsomartone.itb.it/fztsmo.html"]http://www.alfonsomartone.itb.it/fztsmo.html[/url]

    ... and attribute so the screen RAM was (from memory) 6K compared to the 16K of the ... CPC (and 2K for the C64 in character mode ... from only needing to move a third of the data and having that extra ...
    TMR TMR July 2005 Games
  • "Sinclair Zx Spectrum: Absolutely Better Than Commodore 64"Did you ever read this? [url="http://www.alfonsomartone.itb.it/fztsmo.html"]http://www.alfonsomartone.itb.it/fztsmo.html[/url]

    ... and attribute so the screen RAM was (from memory) 6K compared to the 16K of the ... CPC (and 2K for the C64 in character mode ... from only needing to move a third of the data and having that extra ...
    ivarf ivarf July 2005 Games
  • unreleased spectrum protection system - any use any more? also pokerama sourceDon't know if anyone's interested in this. During my days hacking games for Your Sinclair and Crash (and Sinclair User for a while) I had a pet proje…

    ... bespoke loading system as well. The data edges sound like about 3000 ... />
    I'd be interested in your thoughts on XLR-8 ... finally get around to digging it out and forwarding to the Preservation guys.
    JonNorth JonNorth October 2005 Development
  • unreleased spectrum protection system - any use any more? also pokerama sourceDon't know if anyone's interested in this. During my days hacking games for Your Sinclair and Crash (and Sinclair User for a while) I had a pet proje…

    ... an alternating pair of bytes saved by the turbosaving code, followed by ... byte. The loader then only has to skip edges to gain sync. In other ... finally get around to digging it out and forwarding to the Preservation guys.
    Woody Woody October 2005 Development
  • Gauntlet 2 & emulatorsI've done a quick search but not found anything, does anyone else have trouble getting Gauntlet 2 to load in either Spectaculator or Spin? The only f…

    In Spectaculator 6.25 it gets to the third "Normal Data Block (6914 bytes)" and just ... stops (the tape ... ).

    In Spin 5.04, when I try to load that ...
    martinball martinball November 2005 Emulators
  • ANNOUNCE: The Ultimate PTG DVDPresenting the Ultimate Play the Game DVD:- Walkthrough recordings of 11 Ultimate classics: Jetpac Pssst Tranz Am Cookie Lunar Jetman (1 level bein…

    ... to burn it (Never really made/burnt anything but ISOs and data ... .

    Anyone offer a little walkthrough how build the ... not the video ts folder theyre in, drag across to the left, ... drop into the video ...
    mel the bell mel the bell November 2005 Games
  • test my loader?Hello. I was playing around trying to customise the ROM loading routine, but I quickly realised that although I'd found out how to change the border…

    ... ? Or was it just the way it saved to a TZX ?

    the game to get the code, then I compressed the code and saved to tape ... the turbo loader in the rem statement. I deleted the headers with zxblockedit and changed the ...
    FrankT FrankT January 2006 Development
  • Mulitiface 1With a Mulitface 1, can you save games from tape and put them on disk on a +3? Or is it just compatitable with the 48/128k +2 models?

    ... -released, and worked on the 128K Spectrum as well, but only in 48K mode ... Spectrum up to that time (Spectrum 48K, Spectrum + and Spectrum 128K, I don ... was the only one that was actually *required* to load Multiface-saved games ...
    ewgf ewgf January 2006 Hardware
  • Sprite DesignerDoes anybody know of a good sprite-designer package? The game I'm currently working on is requireing a lot of sprites, and coding them all as binary…

    ... the attributes after every sprite, and being able to interleave the mask into the bitmap data ... -bit graphic, 8-bit mask and so on)

    Is ... data using SevenuP, just move mask to the top of the byte sort priority in ...
    jonathan jonathan January 2006 Development
  • Sprite DesignerDoes anybody know of a good sprite-designer package? The game I'm currently working on is requireing a lot of sprites, and coding them all as binary…

    ... the attributes after every sprite, and being able to interleave the mask into the bitmap data ... data using SevenuP, just move mask to the top of the byte sort priority in ... 's right. And to get graphic data before mask data, untick the "Mask Before Graph ...
    Metalbrain Metalbrain January 2006 Development
  • Advice needed - Xbox EmulatorsDoes anybody have experiance of using a speccy emulator with an Xbox ? My intention is to install Linux and then try and run an emulator (most like…

    ... up jsw4.cfg when you loaded the game snapshot (or tape image ... [BACK] in Jet Set Willy would end the game and return to the title screen ... , as it would press [BREAK] on the ...
    ewgf ewgf February 2006 Emulators
  • Phantomas Infinity ReleasedAt last, we're proud to present Phantomas Saga: Infinity. You can download them free from CEZ Games Studio page. We hope you'll enjoy so much as we…

    ... be looking forward to it. And definitely, the ability to place the static data in a more ... in Spectaculator and, of course, on the real machine.

    Oh, and thanks to the ...
    na_th_an na_th_an March 2006 Games
  • ANN: SP1 for Z88DK (aka splib3, Sprite Pack v3.0)Well it's finally arrived, after a month of "a few days from now" release deadlines. SP1 is the lastest version of splib, a flicker-free software sp…

    ... to the sprite's position. width and height are the size of the sprite in characters and ... function. The data portions of the embedded code are computed and filled in by the move ...
    Alcoholics Anonymous Alcoholics Anonymous April 2006 Development
  • How to speed up TZX loading (emu development)With many newer emulators there are options to do faster loading schemes, even for turbo-loader or protected loader blocks in TZX files. For example,…

    ... 're looking to speed up the loader, and by far the most time in a ... for the next edge to appear on the EAR bit of port $FE. In the ... to complete. Flashloading pretty much means taking the loader, discarding it, and loading the data ...
    Dunny Dunny May 2006 Emulators
<1…13141516171819…34>

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data 17.9K 34.5K
array 1.7K 3.2K
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