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Search Again :: Adv Search 1000 results in 0.014s
<1234567…34>
  • 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…

    ... inc hl ; current pointer
    ld d, (hl) ; to DE
    ex (sp), hl ; ... updating
    add hl, de ; restore HL
    ex (sp), hl ; restore address of ...
    add hl, de ; restore HL
    ex de, hl ; swap pointers< ...
    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…

    ... /> ex de, hl ; swap pointers
    sbc hl, de ; estimate address
    ex (sp), hl ; result ... e, (hl) ; DE
    push hl ; stack HL
    ex de, hl ; number to HL
    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…

    ... zero high byte
    ex (sp), hl ; to suppress trailing spaces
    ex de, hl ; base address to HL
    push ...
    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…

    ... hl, (sposnl) ; sposnl to HL
    ex (sp), hl ; swap with echo-e
    ex de, hl ... br /> ex (sp), hl ; ...
    chev chev November 2013 Development
  • SCREEN$ bug fixI've been using the SCREEN$() function recently for reading data off the screen rather than taking up space with an array and I got fed up with the s…

    ... inc sp
    inc sp
    pop hl ;HL=$000D
    ex (sp),hl ;HL=$106E ...
    push hl
    Battle Bunny Battle Bunny November 2013 Sinclair Basic
  • Map compressor based on ZX7Hi I have release a map compressor for "La Churrera" game engine, but can be adapted to any other game. Source code is here (Download TmxCompress.0.…

    ... bytes
    ex (sp), hl ; store source, restore destination
    ex de, hl ; HL = destination + ... offset + 1
    add hl, de ; ...
    antoniovillena antoniovillena November 2013 Development
  • Map compressor based on ZX7Hi I have release a map compressor for "La Churrera" game engine, but can be adapted to any other game. Source code is here (Download TmxCompress.0.…

    ... bytes
    ex (sp), hl ; store source, restore destination
    ex de, hl ; HL = destination + ... offset + 1
    add hl, de ; ...
    antoniovillena antoniovillena November 2013 Development
  • Cross platform developmentI'm just vaguely considering supporting a few more retro 8 bit platforms for something I have in mind to do. Just Z80 and 6502 really, but that cove…

    ... /> pop de
    ex (sp),hl

    asm_itoa ... char *string
    ; exit : hl = char *string
    ; de ...
    ; carry set, hl = NULL
    ; (*) ... hl,1234
    push hl
    ld hl,buf
    push hl
    ld hl ...
    Alcoholics Anonymous Alcoholics Anonymous November 2013 Development
  • Documentation for SP1 for Z88DK?(I was going to post in [URL="http://www.worldofspectrum.org/forums/showthread.php?t=11729"]the other thread[/URL], so if a mod thinks this should go…

    ...
    pop de
    ex (sp),hl

    ; write ...
    ;
    ; enter : hl = unsigned integer
    ; de = ... ;
    ; exit : ;;de;; hl = char *buffer (pointing at terminating ... />
    ex de,hl
    ld (hl),0
    ret ...
    Alcoholics Anonymous Alcoholics Anonymous December 2013 Development
  • array offset (z88dk)Im trying to simulate a 2 dimensional array by using an offset [code] #include <fzx.h> char scr[768]; int arrayoffset(char x,char y) { return (x*…

    The macro will work but it's like inlining code -- it will lead to a larger code footprint, which is what slenkar was trying to reduce.

    If code footprint is important you can modify the macro to call a function to compute the index instead -- ...
    Alcoholics Anonymous Alcoholics Anonymous January 2014 Development
  • 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…

    ... />
    asm_memset:

    ; enter : hl = void *s
    ; e = char ... = uint n
    ;
    ; exit : hl = void *s
    ; de = ptr ... bc
    pop de
    ex (sp),hl

    INCLUDE "../../z80/asm_memset ...
    Alcoholics Anonymous Alcoholics Anonymous January 2014 Development
  • ULA snow effectIt's wintertime, you know. [quote="http://ramsoft.bbk.org.omegahg.com/floatingbus.html"]when the I register falls in the range 0x40-0x7F then the UL…

    ...
    edup
    ex (sp),hl ;19 additional delay
    ex (sp),hl ;19
    nop ...
    Hikaru Hikaru January 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…

    Its similar to the EX (SP), HL instruction which always confuses me!:)
    jamorski jamorski March 2014 Development
  • SBC IX,DE/BCAlways wondered why there wasn't a SBC IX, DE/BC command.... so have to use PUSH HL ; save original HL PUSH IX ; IX on stack POP HL ; IX …

    [code]
    push ix
    ex (sp),hl
    sbc hl,de
    ex (sp),hl
    pop ix
    [/code]

    A bit shorter.
    Dr BEEP Dr BEEP April 2014 Development
  • SBC IX,DE/BCAlways wondered why there wasn't a SBC IX, DE/BC command.... so have to use PUSH HL ; save original HL PUSH IX ; IX on stack POP HL ; IX …

    Though if you don't care about the contents of HL initially, then use POP HL/PUSH HL instead of the EX (SP), HL as it saves 17 t-states!
    jamorski jamorski April 2014 Development
  • Interface 1bis updateSupport for connecting a standard PC keyboard to the interface?s PS/2 socket, in place of a mouse, has been added. The external keyboard?s output is …

    ... /> ;000A LD (TMP_HL),HL
    ;000D JP ... /> 000b : 21e905 LD HL,#05E9
    000e : ... return
    3894 : e3 EX (SP),HL; address
    3895 : ...
    Dan Antohi Dan Antohi April 2014 Hardware
  • Interface 1bis updateSupport for connecting a standard PC keyboard to the interface?s PS/2 socket, in place of a mouse, has been added. The external keyboard?s output is …

    ... /> ;000A LD (TMP_HL),HL
    ;000D JP ... /> 000b : 21e905 LD HL,#05E9
    000e : ... return
    388e : e3 EX (SP),HL; address
    388f : ...
    Dan Antohi Dan Antohi April 2014 Hardware
  • Sorting BusinessThis is a little bit different from the usual game-related fare but I know there are a few people here who like this sort of thing. This is about so…

    ... /> ; stack = array_hi + 1

    ex (sp),hl ; hl = array_hi + 1

    ld ...

    begin_loop:

    ex (sp),hl ; hl = array_lo

    push de ...
    Alcoholics Anonymous Alcoholics Anonymous May 2014 Development
  • amaurote with removed foregroundit`s good or bad ? [IMG]http://savepic.org/6483066.png[/IMG] [IMG]http://savepic.ru/6281893.png[/IMG]

    ... /> IM2 EX (SP),HL
    LD (CONT+1),HL
    POP HL
    ... LD (CONTSP+1),SP
    PUSH DE
    LD SP ... output routine
    if SP=gfx area then DE ...
    goodboy goodboy December 2014 Games
  • Testers for new z88dk clibA long (long, long, long) time ago a few people offered to help test the new clib in z88dk. Much time has passed since then and I won't hold people,…

    ... .c:80:
    ld hl, +_cr
    ex (sp),hl
    call _sp1_Invalidate
    ld hl,+14
    add hl,sp
    ld sp,hl
    ld hl,+_main_se_1_101 + 1 ...
    dec hl
    slenkar slenkar February 2015 Development
  • Full-screen 32 columns bicolor engine NIRVANA+I'm glad to announce the release of [b]NIRVANA+ ENGINE[/b], providing support for bicolor graphics (multicolor 8x2) in 32 columns for all standard Sp…

    ... NIRVANA_drawT_callee:

    pop hl ; RET address
    pop de ... ld d,c ; lin
    ex (sp),hl ; tile
    ld a, ... ld d,c ; lin
    ex (sp),hl ; tile
    ld a, ...
    Alcoholics Anonymous Alcoholics Anonymous October 2015 Brand new software
  • What am I doing wrong here?[code]IF INKEY$=SCREEN$ (21,4) THEN LET SCORE=SCORE+1[/code] It's delivering a positive every time.

    ...
    inc sp
    inc sp
    pop hl ;HL=$000D
    ex (sp),hl ;HL=$106E
    Battle Bunny Battle Bunny May 2016 Sinclair Basic
  • RANDOMIZE USR, PRINT USR etcHello just wondering why is it called RANDOMIZE UsR what does randomising have to do with it ? When calling machine code routine from adress x you ty…

    ...
    inc sp
    inc sp
    pop hl ;HL=$000D
    ex (sp),hl ;HL=$106E
    Battle Bunny Battle Bunny October 2016 Sinclair Basic
  • Graphics program in AssemblyHi so I think I'm getting the hang of this so I've done this program. It writes directly to the screen. I'm using ZX Spin. [code] LD HL,16384 LD B,…

    ... /> - Maintaining 2 separate variables in HL with EX (SP),HL
    - Some things use ...
    Hikaru Hikaru November 2016 Assembler
  • Z88DK v1.99B ReleasedAt Sourceforge: https://sourceforge.net/projects/z88dk/ It's been a year since the last release so it was time for another. This is another tran…

    ...
    pop hl ; hl = int b
    push hl
    push ... /> pop af
    pop hl ; hl = int b
    pop ... de = int a
    ex (sp),hl ; hl = int b
    ENDIF
    pop af
    pop hl ; hl = int b
    pop ...
    Alcoholics Anonymous Alcoholics Anonymous January 2017 Announcements
  • Fuse 1.3.3 releasedA new release of Fuse, the Free Unix Spectrum Emulator, is now available at the SourceForge project: https://sourceforge.net/projects/fuse-emulato…

    What’s the “hidden MEMPTR register”? Do you mean the WZ register pair that temporarily holds the operand of two- and three-byte instructions like JP, CALL, and EX (SP), HL?
    Ast_A_Moore Ast_A_Moore February 2017 Emulators
  • Fuse 1.3.3 releasedA new release of Fuse, the Free Unix Spectrum Emulator, is now available at the SourceForge project: https://sourceforge.net/projects/fuse-emulato…

    ... instructions like JP, CALL, and EX (SP), HL?[/quote]

    Yes, AKA ...
    Fred Fred February 2017 Emulators
  • A sped up pixel-shift routine for 1-byte–wide spritesHere’s an optimized (for speed) real-time sprite shifting routine for sprites that are one byte wide. It uses no memory variables for storage of inte…

    ... ,0
    ex (sp),hl ;swap screen_addr / sprite_addr

    ex de,hl
    jr ... A

    msl_shift_done
    ex (sp),hl
    djnz msl_draw_loop ;rinse and ...
    Jerri Jerri March 2017 Development
  • A sped up pixel-shift routine for 1-byte–wide spritesHere’s an optimized (for speed) real-time sprite shifting routine for sprites that are one byte wide. It uses no memory variables for storage of inte…

    ... ,0
    ex (sp),hl ;swap screen_addr / sprite_addr

    ex de,hl
    jr ... A

    msl_shift_done
    ex (sp),hl
    djnz msl_draw_loop ;rinse and ...
    Jerri Jerri March 2017 Development
<1234567…34>

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