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<1…28293031323334>
  • Tile routinesHi all, Please does anyone have any examples of tile routines in pure asm to set up maptile screens. I would like to try and understand them and ti…

    ... />
    [code]level_1:
    defb 1,1,1,1,1 ... numbers in each of the DEFB lines, so add another ... ,0,0,0,1
    defb ....etc[/code]

    ... add another 10 or so DEFB statements for the extra ... the full screen (in the DEFB statements takes up 768 bytes ...
    Morkin Morkin February 2014 Development
  • Tile routinesHi all, Please does anyone have any examples of tile routines in pure asm to set up maptile screens. I would like to try and understand them and ti…

    ... it would be (number 2) defb 0,1,1,1,1 ...
    alienbanana alienbanana February 2014 Development
  • Tile routinesHi all, Please does anyone have any examples of tile routines in pure asm to set up maptile screens. I would like to try and understand them and ti…

    ... it would be (number 2) defb 0,1,1,1,1 ...
    Morkin Morkin February 2014 Development
  • Tile routinesHi all, Please does anyone have any examples of tile routines in pure asm to set up maptile screens. I would like to try and understand them and ti…

    ... it would be (number 2) defb 0,1,1,1,1 ...
    Paradigm Shifter Paradigm Shifter February 2014 Development
  • Tile routinesHi all, Please does anyone have any examples of tile routines in pure asm to set up maptile screens. I would like to try and understand them and ti…

    ... />
    tile_x: ; column
    defb 0

    tile_y: ; row ...
    defb 0

    level_1:
    tile_2: ; wall
    defb 255,255,255,255,255 ... />
    tile_3:
    defb 63,126,127,255,255 ...
    alienbanana alienbanana March 2014 Development
  • Tile routinesHi all, Please does anyone have any examples of tile routines in pure asm to set up maptile screens. I would like to try and understand them and ti…

    ... follow
    tile_x: ; column
    defb 0

    tile_y: ; ... row
    defb 0

    level_1:
    tile_2: ; wall

    defb 62,127,255,255,255 ...

    tile_3:
    defb 255,170,255,85,255 ...
    alienbanana alienbanana March 2014 Development
  • Tile routinesHi all, Please does anyone have any examples of tile routines in pure asm to set up maptile screens. I would like to try and understand them and ti…

    ... :

    [code]tile_2:
    defb 62,127,255,255,255 ...
    Morkin Morkin March 2014 Development
  • Machine Code Routine of the weekHow about a thread that has a routine each week that is in [B]assembly language[/B] and is also described in great detail what the hell is going on …

    ...

    SpriteCol defb 7,7,6
    defb 6,3,6 ...
    Atari_Jetman Atari_Jetman March 2014 Development
  • Machine Code Routine of the weekHow about a thread that has a routine each week that is in [B]assembly language[/B] and is also described in great detail what the hell is going on …

    ...

    SpriteCol defb 7,7,6
    defb 6,3,6 ...
    MatGubbins MatGubbins March 2014 Development
  • Tile routinesHi all, Please does anyone have any examples of tile routines in pure asm to set up maptile screens. I would like to try and understand them and ti…

    ... />
    tile_x: ; column
    defb 0

    tile_y: ; row ...
    defb 0

    level_1:

    tile_2: ; wall
    defb 200,255,255,255,255 ...


    tile_3: defb 255,255,255,255,255 ...
    alienbanana alienbanana March 2014 Development
  • Tile routinesHi all, Please does anyone have any examples of tile routines in pure asm to set up maptile screens. I would like to try and understand them and ti…

    ...

    tile_x: ; clumn
    defb 0

    tile_y: ; row ...
    defb 0

    level_1:

    tile_1: ; space
    defb 0,0,0,0,0 ... />
    tile_2: ; wall
    defb 200,255,255,255,255 ...
    alienbanana alienbanana March 2014 Development
  • Tile routinesHi all, Please does anyone have any examples of tile routines in pure asm to set up maptile screens. I would like to try and understand them and ti…

    ...

    tile_x: ; clumn
    defb 0

    tile_y: ; row ...
    defb 0

    level_1:
    tile_1: ; space
    defb 0,0,0,0,0 ... />
    tile_2: ; wall
    defb 200,255,255,255,255 ...
    polomint polomint March 2014 Development
  • Tile routinesHi all, Please does anyone have any examples of tile routines in pure asm to set up maptile screens. I would like to try and understand them and ti…

    ... more data in the DEFB lines (4 squares' ... br /> tile_x:
    defb 0
    tile_y:
    defb 0


    tile_space:
    defb 0,0,0,0,0 ... />
    tile_1:
    defb 255,255,192,192,192 ... />
    tile_2:
    defb 0,127,127,127,127 ...
    Morkin Morkin March 2014 Development
  • Tile routinesHi all, Please does anyone have any examples of tile routines in pure asm to set up maptile screens. I would like to try and understand them and ti…

    ... figured out
    - add more DEFB statements to the tile graphics ...
    Morkin Morkin March 2014 Development
  • Tile routinesHi all, Please does anyone have any examples of tile routines in pure asm to set up maptile screens. I would like to try and understand them and ti…

    ... rest normal
    tilemap:
    defb 1 + FLIPH + FLIPV, 1 + FLIPH ...
    polomint polomint March 2014 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 +…

    ... /> DEFB 00000000b
    DEFB 00000000b
    DEFB 00000000b
    DEFB 00000000b
    DEFB 00000000b
    DEFB ... 00000000b
    DEFB ...
    joefish joefish March 2014 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 +…

    ... /> DEFB 00000000b;' '
    DEFB 00000000b
    DEFB 00000000b
    DEFB 00000000b
    DEFB 00000000b
    DEFB ... /> DEFB 00111000b;!
    DEFB 00111000b
    DEFB 00111000b
    DEFB 00111000b
    DEFB 00111000b
    DEFB ...
    joefish joefish March 2014 Development
  • IF1Bis problems. The Edge of the Spectrum...Advice is sought from the learned on WoS. I just bought an Interface 1Bis from sunny South Africa. It arrived fast, but unfortunately doesn't work.…

    ... "(5"
    0085 : 0e DEFB #0E
    0086 : 00000500 ... "23635"
    0092 : 0e DEFB #0E
    0093 : 0000535c ... "+256"
    009c : 0e DEFB #0E
    009d : 00000001 ...
    Dan Antohi Dan Antohi March 2014 Hardware
  • Tile routinesHi all, Please does anyone have any examples of tile routines in pure asm to set up maptile screens. I would like to try and understand them and ti…

    ... tile_6:
    ;rightbordermiddle
    DEFB 0, 0, 0, 0, ... br /> ;topleftborder
    DEFB 127,255,255,255,240 ... br /> ;toprightborder
    DEFB 255,255,255,255, 0 ... tile_9:
    ;bottomrightborder
    DEFB 0, 0, 32, 0, ...
    alienbanana alienbanana March 2014 Development
  • writing incrementally to tape without leadersI want to be able to write intermittently & incrementally to some sequential medium which is supported on any Spectrum (emulator, ie. tape); eg. [cod…

    ... buffer
    RET
    OFFSET DEFB 0
    BUFFER DEFS 128 ...
    Jonathan Harston Jonathan Harston March 2014 Development
  • 4294967296 pseudo output portsIn an effort to avoid any hardware conflicts with the clashbasher interface I've been looking for an alternative to using the spectrum's ports for ou…

    ... set of ports $1234
    defb $dd
    ld bc,$1234 ... /> ; open specific port $abcd
    defb $dd
    ld de,$abcd ... />
    ; write byte $fe
    defb $dd
    ld a,$fe ...
    Einar Saukas Einar Saukas March 2014 Hardware
  • Routine for handling large scores?[FONT=Calibri][SIZE=3]I want to store various numbers for scores and levels etc. Some of these can be very large so will need to be held in multiple …

    ... ScoreData2 defb 0
    ScoreData3 defb 0
    ScoreData4 defb 0< ... br /> ScoreData5 defb 0< ... br /> ScoreData6 defb 0< ...
    Mr Millside Mr Millside March 2014 Development
  • Routine for handling large scores?[FONT=Calibri][SIZE=3]I want to store various numbers for scores and levels etc. Some of these can be very large so will need to be held in multiple …

    ... .
    ret

    score defb '000000'
    uscor ld a ...
    R-Tape R-Tape March 2014 Development
  • JP (HL) confusionokay.... JP nn will jump to memory address nn. JP (HL) ,I assumed would read the contents of memory address HL and jump to the location and be a gre…

    ... JP donothing ; 0
    DEFB 0
    JP floortile ; ... JP walltile ; 8
    DEFB 0
    JP bottle ; ... 12
    DEFB 0
    JP bomb ; ...
    PokeMon PokeMon March 2014 Development
  • Does this addressing technique have a name?Hi All, Bit of a weird/unnecessary question, but can anyone help build on my knowledge of asm terminology by telling me what the *second* method of …

    ... ), A

    DEFB:
    PlyrY 0
    DEFB:
    PlyrX 0 ... /> you have to put
    DEFB PlyrX 1
    otherwise the ...
    HZJ HZJ March 2014 Development
  • New bicolour game: El Stompo.Phew! Finally finished my first game using Einar's fantastic Nirvana engine. [B]El Stompo.[/B] [IMG]http://i1142.photobucket.com/albums/n608/davey…

    ... with:

    [CODE]
    defb 71, 71, 72, 74, 75 ... , 67, 68, 86, 87
    defb 89, 90, 92, 93, 109 ...
    DenisGrachev DenisGrachev April 2014 Brand new software
  • Ghostbusters - New Loader?[URL="http://www.worldofspectrum.org/infoseekid.cgi?id=0002025"]Ghostbuster's[/URL] original loading screen was just a bunch of (c) credits and a mas…

    ... bytes:

    [CODE]DEFB $FD,$49,$3D ;set cursor ... position
    DEFB $80,$23 ;repeat following block ... 35 times
    DEFB $A7 ;solid line of ... 39 pixels
    DEFB $7D,$DB ; skip next ... them as is)
    DEFB $7F ;end of block[/CODE ...
    Jimmy Jimmy April 2014 Games
  • Read Data from memoryHi there. Not been on this scene for a long time. Does anyone know how to do a routine to read data from memory(peek..etc) rather than using lines of…

    ... />
    datalabel:
    asm
    defb 0,2,3,7,8 ...
    LCD LCD May 2014 Sinclair Basic
  • Read Data from memoryHi there. Not been on this scene for a long time. Does anyone know how to do a routine to read data from memory(peek..etc) rather than using lines of…

    ... />
    datalabel:
    asm
    defb 0,2,3,7,8 ...
    davepierce07 davepierce07 May 2014 Sinclair Basic
  • Optimal shifting for set pixel?Hi, I'm optimizing my set pixel code. For speed. But without using partitioned memory (i.e. a table on 256 byte boundary) I have optimal memory addr…

    ... ,(hl)
    ret
    table defb #c6,#ce,#d6,#de,#e6 ... ,(hl)
    ret
    table defb #c6,#ce,#d6,#de,#e6 ...
    Dr BEEP Dr BEEP May 2014 Development
<1…28293031323334>

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