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<1234567…34>
  • oh my the old days :)programming on the speccy again here is a routine i remember of the top of my head to load screens or code without a header wow 5 Clear 27999 : Re…

    ... wow

    5 Clear 27999 : Rem clear memory for usr 28000
    wadfm wadfm June 2008 Sinclair Basic
  • Font centering problemA while back today, I started coding a simple Othello/Reversi game in BASIC, with the precious aid of BASin (great tool, hope it eventually becomes b…

    ...
    [code]
    1 REM *** set the character and it ... LET num=5
    9 REM *** Type the number ***
    44 REM *** Clear old dots ***
    45 ... line 45 if you can clear that area somehow first. ... you don't have to clear old pixels.

    ...
    Arda Arda October 2006 Development
  • Help with a basic programI'm doing a very small basic program which I know is bloated, but it works. (I have limited basic knowledge compared to most on here). I just wondere…

    ... characters each
    20 REM Read the phrases into the ... 50 DIM o$(3,32): REM list of options
    ... /> 80 LET nextphrase=4: REM index number of the next ... to insert
    90 REM Print the options
    ... /> 120 LET o$(i)="": REM clear the chosen option
    130 ...
    gasman gasman August 2010 Sinclair Basic
  • Othello/Reversi Validate and Make MovesI'm working an Othello/Reversi game The board is represented as a 2d array 8*8 ie: 00000000 00000000 00000000 00012000 00021000 00000000 00000000 000…

    ... by move sub)
    33 REM - clear array
    34 FOR x ... /> 51 REM 00000000
    52 REM 00000000
    53 REM 00001000
    54 REM 00011000
    57 REM 00000000
    58 REM 00000000
    59 REM ***** board ...
    fortyeightkay fortyeightkay September 2011 Development
  • Othello/Reversi Validate and Make MovesI'm working an Othello/Reversi game The board is represented as a 2d array 8*8 ie: 00000000 00000000 00000000 00012000 00021000 00000000 00000000 000…

    ... ]You don't need to clear the array.
    Line 20 ... by move sub)
    33 REM - clear array
    40 LET a ... :
    51 REM 00000000
    52 REM 00000000
    53 REM 00001000
    57 REM 00000000
    58 REM 00000000
    59 REM ***** board set ...
    fortyeightkay fortyeightkay September 2011 Development
  • Othello/Reversi Validate and Make MovesI'm working an Othello/Reversi game The board is represented as a 2d array 8*8 ie: 00000000 00000000 00000000 00012000 00021000 00000000 00000000 000…

    ... by move sub)
    33 REM - clear array
    40 LET a ... /> 51 REM 00000000
    52 REM 00000000
    53 REM 00001000
    54 REM 00011000
    57 REM 00000000
    58 REM 00000000
    59 REM ***** board ...
    fortyeightkay fortyeightkay September 2011 Development
  • Othello/Reversi Validate and Make MovesI'm working an Othello/Reversi game The board is represented as a 2d array 8*8 ie: 00000000 00000000 00000000 00012000 00021000 00000000 00000000 000…

    ... by move sub)
    33 REM - clear array
    40 LET a ... /> 51 REM 00000000
    52 REM 00000000
    53 REM 00001000
    54 REM 00011000
    57 REM 00000000
    58 REM 00000000
    59 REM ***** board ...
    fortyeightkay fortyeightkay September 2011 Development
  • Othello/Reversi Validate and Make MovesI'm working an Othello/Reversi game The board is represented as a 2d array 8*8 ie: 00000000 00000000 00000000 00012000 00021000 00000000 00000000 000…

    ... by move sub)
    33 REM - clear array
    40 LET a ... /> 51 REM 00000000
    52 REM 00000000
    53 REM 00001000
    54 REM 00011000
    57 REM 00000000
    58 REM 00000000
    59 REM ***** board ...
    fortyeightkay fortyeightkay September 2011 Development
  • Othello/Reversi Validate and Make MovesI'm working an Othello/Reversi game The board is represented as a 2d array 8*8 ie: 00000000 00000000 00000000 00012000 00021000 00000000 00000000 000…

    ... by move sub)
    33 REM - clear array
    40 LET a ...
    57 REM 00000000
    58 REM 00000000
    59 REM ***** board set ... by move sub)
    33 REM - clear array
    40 LET a ...
    57 REM 00000000
    58 REM 00000000
    59 REM ***** board set ...
    fortyeightkay fortyeightkay September 2011 Development
  • Othello/Reversi Validate and Make MovesI'm working an Othello/Reversi game The board is represented as a 2d array 8*8 ie: 00000000 00000000 00000000 00012000 00021000 00000000 00000000 000…

    ... by move sub)
    33 REM - clear array
    40 LET a ... /> 51 REM 00000000
    52 REM 00000000
    53 REM 00001000
    54 REM 00011000
    57 REM 00000000
    58 REM 00000000
    59 REM ***** board ...
    fortyeightkay fortyeightkay September 2011 Development
  • Othello/Reversi Validate and Make MovesI'm working an Othello/Reversi game The board is represented as a 2d array 8*8 ie: 00000000 00000000 00000000 00012000 00021000 00000000 00000000 000…

    [QUOTE=Rebelstar without a cause;564327]If you wanted to tidy it up a bit


    [PHP]204 IF INKEY$="q" AND p>1 THEN PRINT AT p,q; INVERSE 1; INK a(p,q)+3;"XOO"(a(p,q)+1):: LET p=p-1
    205 IF INKEY$="a" AND p1 THEN PRINT AT p,q; INVERSE ...
    fortyeightkay fortyeightkay September 2011 Development
  • Books that you just can't quit.Much as parts of the presentation,writing style infurates me, there is a book I just keep comming back to again and again. Its like the Yang to the …

    ... ): DIM C(55)
    1009 REM initialise routine pointers and set ... : LET H$="v"
    1069 REM clear array of segment positions.
    2000 REM fanfare
    2009 REM this is played when ... RETURN
    4000 REM key
    4009 REM check for controls being ...
    wibble wibble August 2013 Sinclair Basic
  • Type-in BASIC contest on Reddit.Not sure how WOS-legal it is to mention/link to other forums, but Reddit is having a contest on r/retrobattlestations, asking readers to type a speci…

    ... 1)=o$)"))
    110 REM http://reddit.com/r/ ... Bunny
    140 REM ----
    200 REM Clear screen and setup variables ...
    210 REM CLS
    5070 REM DATA "SP"," || | ||::::"
    ...
    Battle Bunny Battle Bunny October 2013 Sinclair Basic
  • Where does the BASIC program sit 48K Spectrum memory?Hi there First post so be gentle, I've had a spectrum since the 80's and have recently started programming it for fun again. I wrote the followin…

    ...
    20 REM Machine Code
    30 CLEAR 44799: RESTORE

    100 REM Clear Screen(s)
    110 BORDER ... br />
    200 REM Variables
    210 LET s ... br />
    300 REM Draw
    310 POKE ... br />
    500 REM Next
    510 LET ...
    joefish joefish September 2016 Sinclair Basic
  • Comp.Sys.Sinclair Crap Games Competition 2017As the creator of the second-least crap game in last year's competition (and the only mug stupid enough to agree to host it this year) I am proud/ash…

    ... USR 63033[/b] to clear the buffered screen completely ... attributes, either to add/clear obstacles or to do ... 10 CLEAR 62999: GO SUB 9010

    20 REM S ... Mechanism
    40 REM Example of Vertical Attribute ... =-8
    240 REM Clear the buffer to black:< ...
    joefish joefish January 2017 Games
  • anyone got a nice clear pic of a Speccy keyboard?Im making a spectrum keyboard keyword reference widget for the OS X dashboard, basicly at the mo it's just gonna be a picture of a spectrum keyboard …

    ... having trouble finding a nice clear, reasonably high res picture to ...
    Sharopolis Sharopolis May 2005 Sinclair Miscellaneous
  • How do I put 1k game in a REM statement in TAP formatBasically, If I am assembling my machine code game, say using PASMO or TASM. 1. What address do I assemble it at to fit in a REM statement 2. What …

    Basically,

    If I am assembling my machine code game, say using PASMO or TASM.

    1. What address do I assemble it at to fit in a REM statement
    2. What do i need to do to get this into a .TAP format

    Cheers
    robpearmain robpearmain March 2006 Development
  • CLEAR does not RESTORE the DATA pointer??According to the Spectrum manual, one of the things that a CLEAR command does RESTORE the DATA pointer. Either it doesn't actually do this, or some…

    ... of the things that a CLEAR command does RESTORE the DATA ... program:
    [CODE]
    10 CLEAR 32767
    20 READ a ... first command it sees is CLEAR 32767, which should do a ... isn't restored by the CLEAR command.
    trellis trellis September 2006 Sinclair Basic
  • How do I clear only a specific area of a screen (quickly) in machine code ?I'm looking for a machine code routine which will clear the first 20 rows of the Spectrum's display (or any number of rows or columns) . I have found…

    ... code routine which will
    clear the first 20 rows of ... in memory), which can
    clear the top third, two thirds ... F

    The 'thirds' clear method is as follows :
    This runs extremely quickly, the clear appears to
    happen instantaneoulsy ...
    bobbyjaykid bobbyjaykid July 2007 Development
  • text routineI want to write an adventure in basic, and instead of a writing out a description for each location i want to use a kind of text compression routine …

    ... program:
    5 REM Setup Word Table
    10 CLEAR
    20 ... ","wooden","chair","table"
    99 REM Set Up Locations
    100 ... ,2,3,6
    199 REM Print Each Location
    200 ...
    chop983 chop983 July 2007 Sinclair Basic
  • Blok*Load on Multiface 128Spinning this off into a new thread to avoid cluttering up the original: [url]http://www.worldofspectrum.org/forums/showthread.php?t=17999&page=7[/u…

    ... program:

    [code]10 REM Blok*Load 48K v2
    20 REM Hack to run on MF128 ... /> 30 REM by Stu 31/10/2007
    40 CLEAR 32767
    StuBruise StuBruise October 2007 Sinclair Miscellaneous
  • BASIC Keyword ReferenceRealised that the Sinclair Basic section would be a better place for discussion of BASIC keywords, so for reference the old thread is in [thread=2005…

    ... PAPER : E : SYM + C
    CLEAR : K : X PAUSE : K : M ... : A
    DIM : K : D REM : K : E
    DRAW : K ...
    icabod icabod March 2008 Sinclair Basic
  • Porting 8k Adventure to SpectrumSomeone has tried to help me port 8k Adventure over to the spectrum. Here is the code thus far. It doesn't seem to work with the verbs, however. I tr…

    ... the code:

    5 CLEAR : INK 2: POKE 23658,8 ... !": GO TO 51
    61 REM open
    2,8,2 ... /> 86 IF A$="QUIT" THEN CLEAR : CLS : PRINT "THE END": STOP ...
    Paul Panks Paul Panks May 2008 Sinclair Basic
  • Fastest way to clear a screen.We haven't had an optimizing fun for some time, so let's have some: What's the fastest way to clear a screen (i.e., filling the 6912 bytes at 16384 w…

    ... 's the fastest way to clear a screen (i.e., filling ...
    Patrik Rak Patrik Rak February 2009 Development
  • Jumping to BASIC after importing 23296,1703Sorry for the confusing title. :-D Now that I've learned how to stop a game from starting after loading (in Fuse and Specemu), I have a few more que…

    ... create a small program, use clear 24999 and export a binary ... even store it on a REM line in the binary file ...
    zxbruno zxbruno May 2009 Sinclair Miscellaneous
  • Converting games from tap to dskHi to all from Greece, Being an old Speccy user and now owner of most models of Spectrum (48k , 48k+ , 128K, +2 grey and +3) , I desided to salvage m…

    ... the following

    10 clear 24570:cls : load "glider.scr ... randomize usr 24579
    40 rem THE FOLLOWING LINES ARE ONLY ...
    batsilos batsilos January 2010 Emulators
  • storing machine code in BASICApart from putting m/c above RAMTOP, which means that it has to be POKEd or LOADed separately after the BASIC program; or putting it in a REM, which …

    ... or putting it in a REM, which messes up LIST ... 256)
    ...
    9160 REM ** INSTALL MACHINE CODE
    This ... GO TO 9161
    9161 CLEAR :
    DIM a$(machine_code_length-5 ... :
    STOP
    9999 REM *** MACHINE CODE STARTS
    ...
    Battle Bunny Battle Bunny August 2010 Sinclair Basic
  • Any MCODE programmers fancy a challenge?Hi Folks, I have been using the Micro-Print utility in the archive and found it to be really good. It is the one that provides 32, 36, 42, 51, 64 a…

    ... br />
    [CODE]100 REM --------------------------
    110 REM Setup screen
    120 ... /> 130 REM --------------------------
    140 REM Load MCODE print routine
    150 CLEAR 64267 ...
    160 LOAD "MicroPrint"CODE 64268
    170 REM ...
    Paddy Coleman Paddy Coleman November 2010 Development
  • Request for help (Z80 gigascreen loader)Although I'd attempted to stick to keeping things simple in Image to ZX Spec now I've implemented Gigascreen (8x8 only) I've found the BASIC Gigascre…

    ... 7
    10 CLEAR 49152: REM move stack below top 16k ...
    300 PAUSE A: REM sync with raster
    310 ... OUT 32765,23: REM display page 5, put page ... /> 330 LOAD ""CODE 49152: REM load next pic into page ... /> 380 LOAD ""CODE 49152: REM load next pic into page ...
    brownb2 brownb2 February 2011 Development
<1234567…34>

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