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Search Again :: Adv Search 1000 results in 0.121s
<1…9101112131415…34>
  • Arcade Game Designer 3The latest version of the arcade game creation tool for the 128K Spectrum. AGD 3 now boasts pop-up menu and inventory facilities for arcade adventur…

    ... .

    if a = 0
    animate
    let image ... /> if ladderabove
    let image = 0
    animate
    spriteup

    if a = 0
    animate
    endif
    if cangoright
    let image = 0
    animate
    spriteright
    BiNMaN BiNMaN May 2012 Brand new software
  • Screen routinesHello. For my games I?m using the sprites routine method of a screen buffer and when I finish to print all the sprites I dump all the buffer in the …

    ... structured in Cobra:

    0. The beginning of an interrupt ... be some kind of a delay routine. Cobra uses the floating ... code to execute between 0 and the delay routine, it is better ... of accounting for that). The delay is there to...

    Hikaru Hikaru May 2012 Development
  • Screen routinesHello. For my games I?m using the sprites routine method of a screen buffer and when I finish to print all the sprites I dump all the buffer in the …

    ... in Cobra:

    0. The beginning of an interrupt ... be some kind of a delay routine. Cobra uses the ... code to execute between 0 and the delay routine, it is ... of accounting for that). The delay is there to...
    ... ll probably do a timed delay, or do a bit ...
    R-Tape R-Tape May 2012 Development
  • Screen routinesHello. For my games I?m using the sprites routine method of a screen buffer and when I finish to print all the sprites I dump all the buffer in the …

    ... sprites
    jr main
    delay in a,(255)
    cp ... 255
    jr z,delay
    ret
    screen di ... +1),sp
    ld hl,0 ;graphics
    ld sp,scrntab ... loop
    stk ld sp,0
    ei
    ret
    ld e,(ix+0)
    ld b,16
    R-Tape R-Tape May 2012 Development
  • Loopz collection still MIA?I think I have read somewhere that it was controlled, but just in case: [url]http://www.ebay.es/itm/Amstrad-CPC-ZX-Spectrum-Audiogenic-LOOPZ-COLLECT…

    ... ,

    Sorry for the delay. This one has been a ... pulses, but not for a '0' or a '1' bit, they ...
    jlsoler jlsoler May 2012 MIA/STP/SDP
  • Trident PD TapeI've been going through a tape and found that its the contents of the Trident PD tape. What is the preservation status of this ? I would have to h…

    ... : 180 Normal Speed ,Pause: 0.830s
    62-23A80: Bytes : F-SCREEN ... $ Length: 19 Normal Speed ,Pause: 0.388s ... Length: 19 Normal Speed ,Pause: 0.387s
    85-2E7D2: -------------------- ...
    Andrew Barker Andrew Barker May 2012 MIA/STP/SDP
  • Trident PD TapeI've been going through a tape and found that its the contents of the Trident PD tape. What is the preservation status of this ? I would have to h…

    ... 5332 Normal Speed ,Pause: 0.830s
    62-3A99D: Program : RX Length ... : 19 Normal Speed ,Pause: 0.387s ... Length: 19 Normal Speed ,Pause: 0.386s
    65-3CBA0: -------------------- ...
    Andrew Barker Andrew Barker May 2012 MIA/STP/SDP
  • General purpose full screen input routineHi Folks, One of the things that annoyed me back in the 1980s with most BASICs was the lack of a full screen "formatted" input function. You could …

    ... +61)
    ld h,(ix+62) ;HL=validation table base address ...
    ld d,0
    ld e,a
    ld b,0
    ld c,b
    Battle Bunny Battle Bunny June 2012 Sinclair Basic
  • AY-3-8912 emulationI am trying to improve the emulation of the AY-3-8912 in FBZX wii. I studied the code of some emulators and read some documents. I would like to be…

    ... always whatever is in bit 0, i.e., whatever gets shifted ... the register. Disregarding the output delay, saying that the output toggles ... the output toggles whenever bit 0 toggles, which is the same ... is the same as bit 0.

    So it's ...
    Patrik Rak Patrik Rak June 2012 Emulators
  • 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 …

    ... :
    ld a,(ix+0) ;get ascii
    ... br /> string: defm 'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789!"$%^&*()',0
    [/code][/QUOTE]
    ... ;font start
    defb 62 ; hide the rst
    Dr BEEP Dr BEEP June 2012 Development
  • Zymosis -- WTFPL'ed Z80 Emulation Corebreaking news! i'm back with another useless project: new Z80 emulation core written in pure C! i hear you screaming: "oh, no! WHY?!" let me tell yo…

    ... different demo with a variable delay before each HALT, like this ... /> ld b,a
    delay:
    djnz delay
    halt
    ld ... be configured using POKE 64868,0 for "early timing" or POKE ...
    Einar Saukas Einar Saukas July 2012 Emulators
  • Definitive list of games incompatible with +2A/+3 and of compatible versions (if any)I am trying to compile the definitive list of games which are incompatible with the +2A and the +3 and of their compatible versions, if they are pres…

    ...
    9030 CLEAR 32767: PRINT #0;AT 1,1;"Play Rapid ... DATA 65535,0
    9070 DATA 32768,39,62,255,55,221 ... ,22
    9140 DATA 1,0,0,237
    9150 DATA 67 ...
    jp jp July 2012 Games
  • 64x48 full colour graphicsHow feasible is this? Could an interrupt-driven routine be used to, for example, fill the top two thirds with a 64x32 blocky picture and leave the bo…

    ... NZ,M3

    ;delay to reach the 1st line ... /> REPT 256
    .BYTE 0
    ENDR

    StoreSP .WORD 0
    .WORD 0
    .WORD 0
    StoreSP2 . ... WORD 0

    Ralf Ralf July 2012 Development
  • Definitive list of games incompatible with +2A/+3 and of compatible versions (if any)I am trying to compile the definitive list of games which are incompatible with the +2A and the +3 and of their compatible versions, if they are pres…

    ...
    9030 CLEAR 32767: PRINT #0;AT 1,1;"Play Rapid ... DATA 65535,0
    9070 DATA 32768,39,62,255,55,221 ... ,22
    9140 DATA 1,0,0,237
    9150 DATA 67 ...
    Ivanzx Ivanzx July 2012 Games
  • 64x48 full colour graphicsHow feasible is this? Could an interrupt-driven routine be used to, for example, fill the top two thirds with a 64x32 blocky picture and leave the bo…

    ... 256+N) (N: random value 0-255)
    ;it is memory ... M3

    LD A,0
    OUT (254),A

    ;delay
    NOP
    NOP
    StoreSP .WORD 0
    .WORD 0
    StoreSP2 .WORD 0

    ...
    Ralf Ralf July 2012 Development
  • BIFROST* Advanced Programming - part 1In BIFROST*, it's much easier to just make changes in the tile map and let the engine automatically draw & animate everything in multicolor for you. …

    ... (20, 1);
    printf("Delay: %d frame(s)", frames ... ++frames;
    }
    lastK = 0;
    printAt(20, 8);
    }

    // delay
    for (f = 0; f < frames; ++f ...
    Einar Saukas Einar Saukas August 2012 Development
  • Brazilian TK90X and TK95SpecEmu provides explicit support for Brazilian TK90X. Other emulators provide indirect support (perhaps the "Spectrum 48K NTSC" option in Fuse?). Al…

    ... ,4,3,2,1,0,0 contention pattern starts at ... /> [LIST]
    [*] Smallest "min delay" where all graphics look perfect ... /> [LIST]
    [*] Smallest "min delay" where all graphics look perfect ... 13460T
    [*] Largest "min delay" where all graphics look perfect ...
    Einar Saukas Einar Saukas August 2012 Emulators
  • Brazilian TK90X and TK95SpecEmu provides explicit support for Brazilian TK90X. Other emulators provide indirect support (perhaps the "Spectrum 48K NTSC" option in Fuse?). Al…

    ... the variations in the HALT delay (from 0 to 3T). If the ... white for a certain configured delay, it means the raster beam ... 4 possible values of this delay.

    Now, considering that ...
    Einar Saukas Einar Saukas August 2012 Emulators
  • Your Sinclair Smash Tips - Corrected ListingsOver at Hercules' [URL="http://craigsretrocomputingpage.eu5.org/smashtips/index.html"]YS Smash Tips site[/URL] he has a list of hacks that don't work…

    ...
    [CODE] 10 LET t=0: FOR f=3e4 TO 30057 ... DATA 175,50,180,144,62
    70 DATA 221, ... br /> 100 DATA 117,17,0,255,1
    110 ... DATA 33,0,206,17,0
    130 DATA 1,62,255,55 ... DATA 86,5,48,241,62
    150 DATA 195, ... DATA 0,255,34,22,206
    170 DATA 49,0,0, ...
    jp jp August 2012 Games
  • Your Sinclair Smash Tips - Corrected ListingsOver at Hercules' [URL="http://craigsretrocomputingpage.eu5.org/smashtips/index.html"]YS Smash Tips site[/URL] he has a list of hacks that don't work…

    ... 10 CLEAR 6e4: LET t=0
    20 FOR f= ... ,1,200,0,237
    110 DATA 176,62,205,50 ... 151
    140 DATA 33,0,0,34,170
    150 ... br /> 170 DATA 161,195,0,104,205
    180 ... DATA 201,175,24,11,62
    270 DATA 183 ... ,24,7,62,4
    280 DATA 50 ...
    jp jp August 2012 Games
  • Your Sinclair Smash Tips - Corrected ListingsOver at Hercules' [URL="http://craigsretrocomputingpage.eu5.org/smashtips/index.html"]YS Smash Tips site[/URL] he has a list of hacks that don't work…

    ... ] 10 CLEAR 65535: LET T=0
    20 FOR F=65350 ...
    80 DATA 247,1,62,255,55
    90 DATA ... ,241
    100 DATA 33,0,0,34,65
    110 DATA ... /> 150 DATA 195,48,254,62,100
    160 DATA 50 ...
    jp jp August 2012 Games
  • Your Sinclair Smash Tips - Corrected ListingsOver at Hercules' [URL="http://craigsretrocomputingpage.eu5.org/smashtips/index.html"]YS Smash Tips site[/URL] he has a list of hacks that don't work…

    ...
    130 DATA 46,192,62,50,50
    140 DATA ... /> 150 DATA 34,85,205,62,195
    160 DATA 50 ... ,114,128,17,0
    200 DATA 0,1,0,0,237
    210 ... DATA 176,195,61,0,128 ... ,112
    250 DATA 128,62,205,50,84
    260 ...
    jp jp August 2012 Games
  • Your Sinclair Smash Tips - Corrected ListingsOver at Hercules' [URL="http://craigsretrocomputingpage.eu5.org/smashtips/index.html"]YS Smash Tips site[/URL] he has a list of hacks that don't work…

    ... 10 CLEAR 65535: LET T=0
    20 FOR F=3E4 ... 74,253,17,0,2
    70 DATA 62,255,55, ... /> 90 POKE 65289,0: POKE 65251,0
    100 POKE ... br /> 120 LET T=0: FOR F=65083 TO 65093 ... br /> 160 DATA 243,49,0,0,42
    170 DATA 75 ... br /> 190 LET T=0: FOR F=65313 TO 65319 ...
    jp jp August 2012 Games
  • Your Sinclair Smash Tips - Corrected ListingsOver at Hercules' [URL="http://craigsretrocomputingpage.eu5.org/smashtips/index.html"]YS Smash Tips site[/URL] he has a list of hacks that don't work…

    ... 65000
    20 LET T=0
    30 FOR N=64223 ...
    jp jp August 2012 Games
  • Your Sinclair Smash Tips - Corrected ListingsOver at Hercules' [URL="http://craigsretrocomputingpage.eu5.org/smashtips/index.html"]YS Smash Tips site[/URL] he has a list of hacks that don't work…

    ...
    [CODE] 100 LET C=0
    110 FOR X=23296 ... 1010 DATA 33,64,156,62,7,55,205,86
    1050 DATA 205,130,91,62,201,50,93,156
    1070 DATA 251,62,201,50,120,251,205 ... br /> 1120 DATA 92,33,0,0,34,27,131,34
    1130 DATA 237,130,62,255,33,21,127,6 ...
    jp jp August 2012 Games
  • Your Sinclair Smash Tips - Corrected ListingsOver at Hercules' [URL="http://craigsretrocomputingpage.eu5.org/smashtips/index.html"]YS Smash Tips site[/URL] he has a list of hacks that don't work…

    ... ] 20 CLEAR 65535: LET T=0
    30 FOR N=50038 ...
    jp jp August 2012 Games
<1…9101112131415…34>

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