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<1…45678910…34>
  • help in byte mirroring.I need some help. What is the best way to mirror the byte? (for ex. 10010011 -> 11001001) I mean, if there is a simple way to do it (may be with OR, …

    cyborg: thanx to your suggestion of using table method, I've managed to make a fast byte shifting using almost the same idea. table is 4096 bytes long, but the speed is great.
    moroz1999 moroz1999 March 2004 Development
  • Amiga MOD on ZX SpectrumWell, there were several question about music matters on WOS lats times, so I decided to describe some of my 'adventures', heheh, with MOD playing on…

    ... just a case of how fast you progress though a sample ... the need for a lookup table to show the precise starting ... />
    [quote]The memory contention (fast/slow RAM) of original Spectrums ...
    cyborg cyborg March 2004 Sinclair Miscellaneous
  • An MC question (sorry, there's no MC forum to post to!)Ok, still struggling with learning MC - but am getting there. I just can't find anywhere on the web / in books that explains how to do arrays in MC.…

    ... in a way that is fast to access and small in ... size. Making it "fast to access" depends on how ...
    ld l,a
    jp nc, noinc
    inc h ...
    Alcoholics Anonymous Alcoholics Anonymous April 2004 Sinclair Basic
  • EmuZWin supports 256 color gamesI am sorry starting new topic, but you see this info is important a bit: new version 2.4 of the EmuZWin is available to download, and it supports 25…

    ... Click improved and now allows fast jumping to an address in ... .g.: ; CALL from addr1, addr2, ... ; JP from ...)
    [-] In the Map ...
    Vladimir Kladov Vladimir Kladov April 2004 Emulators
  • Amiga MOD on ZX SpectrumWell, there were several question about music matters on WOS lats times, so I decided to describe some of my 'adventures', heheh, with MOD playing on…

    ... I looked at generates a table of fixed point byte offsets ... and rets for volume with "jp"s to save another 7 ...
    Alcoholics Anonymous Alcoholics Anonymous April 2004 Sinclair Miscellaneous
  • Amiga MOD on ZX SpectrumWell, there were several question about music matters on WOS lats times, so I decided to describe some of my 'adventures', heheh, with MOD playing on…

    ... below using a 4K lookup table for volume and 6-bit ... to pass, decremented above
    jp nz, dosamples

    ; now ...
    Alcoholics Anonymous Alcoholics Anonymous April 2004 Sinclair Miscellaneous
  • VSYNC FunctionI have written a VSYNC function, so that I can clear the screen before redraw without flicker on the screen, I do this by peeking at the address 2367…

    ... /> ld hl,0xBE00 ; create a table of 257 bytes
    ld ... ,0xBFBF ; we'll place a JP int_routine at 0xBFBF
    ld ... (hl),0xC3 ; opcode for JP
    ld hl,int_routine
    table at 0xBE00
    ld i ...
    gasman gasman May 2004 Development
  • T.I.M. - A New Interlace - Demo for DOWNLOADHere's something that's been in the works for quite a while ( mostly in my head ) and recently I've aquired assistance to help it come to fruition. …

    ... , people, CHASE HQ has pretty fast stack based copy routine:
    JP Z/NZ, again
    so ... can copy 8 lines very fast and then
    modify hl ...
    Fikee Fikee May 2004 Development
  • InterruptsA small piece intended for the FAQ. Comments, corrections, additions welcome. Notably: * How long does the 48K ULA hold /INT low? * What happens i…

    ... is to set up a table of 257 identical bytes at ... in the ROM as a table of 257 0xff bytes and ... where you could put a JP to your 'real' interrupt routine ...
    Fraser Fraser July 2004 Development
  • need help with speed optimization. this procedure draws a sprite with mask from memory onto the screen with x-coordinate in pixels. it doesn't shift sprites in realtime, it just uses …

    ... of using a preshifted byte table. But I think it ... you have used a 4KB table.

    I would ... you do away with the table, and simply store each ... You could use a multiplication table to do the time 96 ... difficult to do it very fast. But if you tailor your ...
    dmsmith dmsmith August 2004 Development
  • need help with speed optimization. this procedure draws a sprite with mask from memory onto the screen with x-coordinate in pixels. it doesn't shift sprites in realtime, it just uses …

    ... />
    ORG C000H,C000H ;placing table at the beginning of
    AND 7
    JP Z,DRAWNOX ;this part doesnt ... H
    DEC IXL
    JP NZ,DRAWMID2

    ... /> LD D,A

    JP DRAWSPY

    DRAWNOX EI ...
    dmsmith dmsmith August 2004 Development
  • need help with speed optimization. this procedure draws a sprite with mask from memory onto the screen with x-coordinate in pixels. it doesn't shift sprites in realtime, it just uses …

    ... without the DEC IXL & JP NZ, DRAWMID. Do this for ... beginning of DRAWMID place a JP (IY) and at the beginning ... of DRAWMID2 a JMPADDR JP 0.

    Take out ... /> You will need a Jump Table with the addresses for each ...
    dmsmith dmsmith August 2004 Development
  • need help with speed optimization. this procedure draws a sprite with mask from memory onto the screen with x-coordinate in pixels. it doesn't shift sprites in realtime, it just uses …

    ... 1),HL ; Modify the JP instruction with appropriate address

    DRAWMID2 JP 0 ;precalculated jump, this address ... LD H,A

    JP DRAWLINE1


    ...
    * Routine to generate a table of shifted bytes.
    * each ...
    dmsmith dmsmith August 2004 Development
  • Interrupts details questionSuppose I am writing a game and I want to use interrupts to measure time, draw the screen without flicker, maybe to poll keyboard etc. What kinds of …

    ... 's so much help so fast! Derek, you must be an ... /> ld (label2addr(storePtr)), hl
    jp label2addr(interruptEnd)

    donotStartOver ... wrapping.
    .anchor($fff4)
    jp label2addr(intRoutine)
    .anchor($ffff ...
    Erlstoned Erlstoned 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] ; ***********…

    ... to 0056 in ROM
    jp 56 ;for smooth return to ... hl,0FE00h ;Building up a table with
    ld bc,0FDh ...

    ORG 0FDFDH
    JP MainLoop

    END
    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] ; ***********…

    ... 0056 in ROM
    jp 56 ;for smooth return ... FC00, get the offset table horizontally
    LD C ... ,0FE00h ;Building up a table with
    ld bc ...
    ORG 0FDFDH
    JP MainLoop

    END
    robpearmain robpearmain August 2004 Development
  • Smooth Color Masked Sprites using fast page flip on 48kHere is a quick demo of using char based sprites using the Page flip method: a) Background is copied to buffer b) Sprites drawn on buffer c) Buffer …

    ... /> HALT


    JP MAIN

    RET
    TABLE WITH
    LD ... )
    CP 0
    JP Z,INTEND


    ORG 0FDFDH
    JP MAINLOOP


    robpearmain robpearmain September 2004 Development
  • Smooth Color Masked Sprites using fast page flip on 48kHere is a quick demo of using char based sprites using the Page flip method: a) Background is copied to buffer b) Sprites drawn on buffer c) Buffer …

    ...



    JP MAIN

    RET
    TABLE WITH
    LD BC ... (COUNT),A

    JP NZ,goa

    restoreb ... />
    ORG 0FDFDH
    JP MAINLOOP


    ...
    robpearmain robpearmain September 2004 Development
  • Smooth Color Masked Sprites using fast page flip on 48kHere is a quick demo of using char based sprites using the Page flip method: a) Background is copied to buffer b) Sprites drawn on buffer c) Buffer …

    ... LD (OKTOFLIP),A
    JP MAIN

    RET ... 0FE00H ;BUILDING UP A TABLE WITH
    LD BC ... (COUNT),A

    JP NZ,goa

    restoreb ... />
    ORG 0FDFDH
    JP MAINLOOP


    ...
    robpearmain robpearmain September 2004 Development
  • the happiest days of your life-pt2hello,again i have come up with 2 solutions to the problem of solving this game:- 1.the more people that try to solve this game (by combining diffe…

    ... DB52 CP #35 ;
    #DB54 JP C, #DE4C ;
    #DB57 CP ... jumps are
    #DB59 JP C, #DC1E ; made and ... DB5C CP #66 ;
    #DB5E JP NC, #DC1E ;
    #DB61 LD ... performed this
    #DB68 JP NZ, #DC1E ; task and ... and using the above table you can Poke 52051, ...
    Mr. Anonymous Mr. Anonymous September 2004 Games
  • Reading the keyboardDoes anyone have a code sample to read the keyboard in machine code ?

    ... ; is this key pressed?
    jp c, nopress
    or a ... index
    dec l
    jp nz, keyrowloop

    . ... the next key row
    jp c, scanloop

    ... /> defb 4

    ; This table translates key presses into ascii ...
    Alcoholics Anonymous Alcoholics Anonymous November 2004 Development
  • Hi-Score tableThe score in my game occupies 3 bytes. I want to create a hi-score but I'm not sure of the best way to work out where a new score would fit in the ta…

    ... IX,NEWSCORE
    LD HL,TABLE

    HISCORELP ... CP (HL)
    JP P,INSERTSCORE
    JP NZ,DONXTELEMENT1
    ... CP (HL)
    JP P,INSERTSCORE
    JP NZ,DONXTELEMENT2
    ...
    Mr Millside Mr Millside June 2005 Development
  • Hi-Score tableThe score in my game occupies 3 bytes. I want to create a hi-score but I'm not sure of the best way to work out where a new score would fit in the ta…

    ... ]
    ORG 50000
    MAIN JP START

    NEWSCORE DEFB ... IX,NEWSCORE
    LD HL,TABLE

    HISCORELP LD A ... 0)
    CP (HL)
    JP P,INSERTSCORE
    Doesn't ...
    Dr BEEP Dr BEEP June 2005 Development
  • Hi-Score tableThe score in my game occupies 3 bytes. I want to create a hi-score but I'm not sure of the best way to work out where a new score would fit in the ta…

    ... the table correctly.

    [code] ORG 50000
    MAIN JP START ... IX,NEWSCORE
    LD HL,TABLE

    HISCORELP LD A ...

    ORG 40960
    TABLE DEFB 8,7,6
    Mr Millside Mr Millside June 2005 Development
  • Key press to ASCII valueI need a bit of code that will give me an ASCII value when the key is pressed. I only really need a-z. I tried using the following code but it only s…

    ... is this key pressed?
    jp c, nopress
    or a ... index
    dec l
    jp nz, keyrowloop

    ... the next key row
    jp c, scanloop

    ... />
    ;
    ; Key Translation table
    ;

    XLIB SPkeytranstbl ...
    Alcoholics Anonymous Alcoholics Anonymous July 2005 Development
  • FrameSyncIt was many many years ago since i programmed assembly on the spectrum but I just picked it up again for fun. Now this is one thing I can't remember…

    ... address of your IM2 vector table, ADDR is the address of ... /> ld (hl),0C3h ; opcode of JP ADDR
    inc l
    baze baze August 2005 Development
  • The incredible shrinking screendumpIn this topic I stated that I would be impressed if the screendump could be smaller than 37 bytes. [url="http://www.worldofspectrum.org/forums/viewt…

    ... ,0
    ld hl,table
    jp (hl)
    [/code]< ... ,0
    ld hl,table
    jp (hl)
    [/code]< ... ,0
    ld hl,table
    jp (hl)
    [/code ... ,0
    ld hl,table
    jp (hl)
    [/code ...
    Dr BEEP Dr BEEP August 2005 Development
  • z88dk+splib2 sprites question.I'm creating a game and I have several "states" for my main sprite, such as jump, facing left, facing right, etcetera. All those states require a dif…

    ... splib2 has a large rotation table that by default sits in ... be configured to move that table elsewhere or you could have ... plenty in C, which is fast enough to be useful. I ...
    Alcoholics Anonymous Alcoholics Anonymous September 2005 Development
  • z88dk+splib2 sprites question.I'm creating a game and I have several "states" for my main sprite, such as jump, facing left, facing right, etcetera. All those states require a dif…

    This is the uncrunch algo for pucrunch:

    [code]
    ;###
    ;### uncrunch.asm -- Standalone Pucrunch decompressor
    ;### Based on C64 code by Pasi Ojala
    ;### Ported to Z80 by Jussi Pitk?nen
    ;###
    ;### Thanks to Jeff ...
    na_th_an na_th_an October 2005 Development
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