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<1…3456789…34>
  • Back to BASIC[U][B]Archaeology guide to programs compiled used MCODERII.d[/B][/U] After various people have been talking about "Frank'n'stein" I decided to finis…

    ... the next line to examine will be LINE 230. This line contains ... work out what the BASIC line number is.
    < ... will say this BASIC line is impossible as ... multiple IFs on one line (Sinclair BASIC not having ... re-interpret the BASIC line. The real BASIC equivalent ...
    Jimmy Jimmy May 2011 Development
  • Thinking of making a "Wicker Man" text adventureI introduced my friend to the wonderful world of Speccy text adventures the other night, after she reminded me she liked D+D/MMORPGs; so we played an…

    ... similar topics I found a line I could implement at the ... , instead of going to the next line and loading the loading screen ...
    The Lone Magpie The Lone Magpie June 2011 New game ideas
  • Collision detection in Arcade Game DesignerI've been playing with Arcade Game Designer recently but I can't get the collision detection work between two sprites of the same type even though I'…

    ... to the original sprite in next
    line.

    ORIGINAL
    location is right next to the sprite it collided ...
    matti1234 matti1234 July 2011 Development
  • New game: WUNDERCHAR$Hi All, Finally finished my latest game: Wunderchar$. [IMG]http://i1142.photobucket.com/albums/n608/daveyboyhughes/loadingscr.gif[/IMG][IMG]http://…

    ... to read graphics and compute next line adress you would get slightly ...
    Fikee Fikee August 2011 Brand new software
  • Where to start?..Hello, First off, sorry if this is in the wrong and sorry if the questions I'm about to ask have been asked and answered numerous time! Little back…

    ... /> [code]
    I --> auto line numbering
    10 org 32768 ... /> To get out of auto line numbering, press CAPS+1 to ... clear the line and enter. Then enter 'A ... the cursor move to the next line with no errors resulting. That ...
    Alcoholics Anonymous Alcoholics Anonymous September 2011 Development
  • Tile based graphics and scrolling thingy...Here's my best attempt so far at a tile based rendering and scrolling routine. It draws in 22 8*8 graphics tiles along the top of the screen (junk i…

    ... /> inc h ; Point to next line down (4)
    inc de ... hl,position_var ; Point to next screen position before POPing HL ... 2 bytes for address of next tle line
    nop
    ... /> scroll_loop pop de ; POP next destination address 10
    pop ...
    R-Tape R-Tape September 2011 Development
  • saving part of a BASIC programHere's a short routine to save part of a BASIC program. The idea is that it can be merged into a program and then used to save sub-routines, etc. to …

    ... the same line as the MERGE command, then that next statement will ... old next line is not overwritten by the MERGE, then that next line will ... /> C. Else, If the old next line is overwritten by the MERGE ... , or there was no next line prior to the MERGE, then ...
    Battle Bunny Battle Bunny September 2011 Sinclair Basic
  • Tile based graphics and scrolling thingy...Here's my best attempt so far at a tile based rendering and scrolling routine. It draws in 22 8*8 graphics tiles along the top of the screen (junk i…

    ... ]
    inc h ; Point to next line down (4)
    inc de ... ; Point to next byte of source tile data ... ]
    inc h ; Point to next line down (4)
    inc e ... ; Point to next byte of source tile data ...
    Metalbrain Metalbrain September 2011 Development
  • Tile based graphics and scrolling thingy...Here's my best attempt so far at a tile based rendering and scrolling routine. It draws in 22 8*8 graphics tiles along the top of the screen (junk i…

    ...
    inc d ; Point to next line down
    inc l ; Point ... ; Restore DE and point to next print position
    inc de ... br /> djnz tile_line_loop ; Repeat for next tile
    ld (next_tile_line),hl ...
    Einar Saukas Einar Saukas September 2011 Development
  • Tile based graphics and scrolling thingy...Here's my best attempt so far at a tile based rendering and scrolling routine. It draws in 22 8*8 graphics tiles along the top of the screen (junk i…

    ... /> inc d ; Point to next line down
    inc l ... hl
    inc e ; Next byte
    djnz tile_line_loop ; ... Repeat for next tile
    ld (next_tile_line ...
    Metalbrain Metalbrain September 2011 Development
  • 128k multicolour graphics...ok over the years I've been a fan of multicolour graphics on zx spectrum, an I clearly get that on a 48k the (8x1@2)multicolour limit stands at 18cha…

    ... to change can add to next line's maximum multicolor column count ...
    Arda Arda November 2011 Sinclair Miscellaneous
  • 128k multicolour graphics...ok over the years I've been a fan of multicolour graphics on zx spectrum, an I clearly get that on a 48k the (8x1@2)multicolour limit stands at 18cha…

    ... to change can add to next line's maximum multicolor column count ... to the right than the next row's or (b) you ... switching to synchronise the per-line changes. And if it's ...
    joefish joefish November 2011 Sinclair Miscellaneous
  • Tr-Dos questionI hope that people who know Tr-Dos also read these forums :) Let's suppose that I have a .trd disk with an executable file. I want to make this fil…

    ... /> begin dw 0,length-4 ;; line number, line length
    db #F7 ... /> db #0D ;; end of line (no next line)

    runusr res 4 ...
    velesoft velesoft November 2011 Development
  • Procrustean PrintingHere's a short routine to manage printing of text with command tokens, to avoid messing up the screen when they are expanded. It just prints as many …

    ... each expression on the command line and put them on the ...
    Battle Bunny Battle Bunny December 2011 Sinclair Basic
  • Procrustean PrintingHere's a short routine to manage printing of text with command tokens, to avoid messing up the screen when they are expanded. It just prints as many …

    ... each expression on the command line and put them on the ...
    Dunny Dunny December 2011 Sinclair Basic
  • 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…

    ... /> begin dw 0,length-4 ;; line number, line length
    db #F7 ... /> db #0D ;; end of line (no next line)

    runusr res 4 ...
    velesoft velesoft January 2012 Games
  • Fairlight's use of LDIRYS, comparing Fairlight and Nightshade, said: [quote]Fairlight is much more interesting even though the techniques that Bo Jangeborg uses for screen…

    ... for your 20-byte line, so it only requires ... code]REPT 160, line
    ld sp,data + line*20
    pop ... ,16384 + (line/64)*2048 + ((line/8)%8)*32 + (line%8)*256 + ... this is for dumping a line, but you have to ... for POPs, for the next line and you have to ...
    climacus climacus January 2012 Sinclair Miscellaneous
  • Using the ROMs PRINT routineI really am starting from scratch again it seems, but how do you utilize the ROM routine to print characters, I think you point te BC register to an …

    ... /> call p_char
    inc ix ;next ascii in string
    inc ... e ;next column along, only works within ... /> inc hl ;next graphic byte
    inc d ;next line down
    djnz ...
    R-Tape R-Tape January 2012 Development
  • joining lines of BASICDue to overwhelming demand - well, one demand - well, more of a suggestion, really - here's a routine to join together lines of BASIC. The vertical c…

    ... SymShift-W) to split a line; the cursor must be placed ... will also happen if the next line number in sequence is already ... a spare line number available before the next actual line number, and ... when there's no next line the ...
    Battle Bunny Battle Bunny February 2012 Sinclair Basic
  • IF....AND......THEN statementsSorry...more questions Now initially I thought this should work....but now thinking about it it is doomed to fail as if the player's x co ordinate a…

    ... it'd trot to the next line to see if anything there ...
    Wookiee Wookiee February 2012 Sinclair Basic
  • New software screenmode: aSmpI was planning to release this tool at Forever XIII, but they didn't accept it, this is my 30th year activity, my most ambitious work on zx spectrum …

    ... are not in the same line. Our hardware limit is 18 ... applies to single raster line. in the next line, you can move this ...
    Arda Arda March 2012 Announcements
  • countdown timer ?just curious if there was a pre-made one about that I could use to count down from 999 to 0. in MC / under interrupt, that returns to basic? but how…

    ... 23622+1 just gives the next line number, so that will work ... regardless of which line it's on; an explicit ... line number could also be used ...
    Battle Bunny Battle Bunny April 2012 Sinclair Basic
  • Keyboard problem...Hi Folks, I have hit a problem in MRT and I cannot see how to get around it. Please allow me to explain. I have a list of items from which one can…

    ... go on to the next line - and look, no line numbers!

    Battle Bunny Battle Bunny April 2012 Sinclair Basic
  • Keyboard problem...Hi Folks, I have hit a problem in MRT and I cannot see how to get around it. Please allow me to explain. I have a list of items from which one can…

    ... go on to the next line - and look, no line numbers!

    Paddy Coleman Paddy Coleman April 2012 Sinclair Basic
  • The So What's This Buzzsaw All About Then? Thread.Erm. This: [URL="http://www.joefish.co.uk/speccy/Joefish_Buzzsaw_Demo_1.tap"]http://www.joefish.co.uk/speccy/Joefish_Buzzsaw_Demo_1.tap[/URL] Keys…

    ... very top and draws down line by line. The computers interrupt is ... value is checked for each line of the screen draw, ... it draws the line but before checking the next line down, hence 2 ... colours per line and beautiful ...
    R-Tape R-Tape April 2012 Development
  • The So What's This Buzzsaw All About Then? Thread.Erm. This: [URL="http://www.joefish.co.uk/speccy/Joefish_Buzzsaw_Demo_1.tap"]http://www.joefish.co.uk/speccy/Joefish_Buzzsaw_Demo_1.tap[/URL] Keys…

    ... gets round to drawing the next line, it's being fed yellow ... its pixel data from memory line-by-line, and fetches the colour ... makes its next pass for the next line, it reads the next row of ... copying in the colour data line-by-line. That leaves you with ...
    joefish joefish April 2012 Development
  • Screen2StringFurther to writing that BASIC one-liner to redirect CAT to a string I thought that I'd do a general redirection routine for anything which normally p…

    ... tape and continue with the next line in the program. I've ...
    Battle Bunny Battle Bunny May 2012 Sinclair Basic
  • 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 …

    ... always exactly 7 loops per line of screen I want to ... address of the next line. And clearly the last line points back to ... copying next lines using the last word you POP from each line ... as the address of the next line. That way ...
    joefish joefish May 2012 Development
<1…3456789…34>

Latest Posts

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