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Search Again :: Adv Search 797 results in 0.001s
<1234567…27>
  • 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] ; ***********…

    ... the program counter is when im2 is called
    ... br />
    ei
    reti

    Start:
    IM 2 ; select IM2
    ei
    ... /> ; 0FD00 - 0FDFCH Reserverd for IM2 Interrupts

    ORG ...
    robpearmain robpearmain August 2004 Development
  • How can I see how long it took for IM2 to runHow can i see how many cycles it took for my interrupt routine to run, is there some way with Spectaculator debugger etc to see how long it has taken…

    How can i see how many cycles it took for my interrupt routine to run, is there some way with Spectaculator debugger etc to see how long it has taken from entering the IM2 routine to RETI
    robpearmain robpearmain October 2004 Development
  • SP and IM2 woesI have a function that writes the backbuffer to the screen using the method by which SP is stored, I "POP" a load of registers and then chnge SP to t…

    ... soon as I Enable the IM2 interrupt, the screen gets corrupt ... is)

    EI
    RETI

    If before I ...
    robpearmain robpearmain November 2009 Development
  • z88dk and im2I set up a minimal IM2 mode so I can draw sprites for a laff [code] #include <string.h> #include <stdio.h> #include <im2.h> #include <stdlib.h> #in…

    ... /> #endasm
    printf("Setting im2\n");
    im2_Init(0xd300); ... enable interrupts before returning.
    reti ; done.
    ret
    im2 ; select interrupt mode 2 ...
    slenkar slenkar October 2013 Development
  • IM 2 interrupts and smooth scrolling - easy peasy!Okay, been fiddling around with IM 2 and have actually mastered (I think) how to use IM 2! Now I run my game Ragnar Revival in IM2 and use HALT to sy…

    ... my game Ragnar Revival in IM2 and use HALT to sync ... two Z80 files, one with IM2 for synchronizing screen manipulation (a ... ) using HALT, and one without IM2 and HALT.

    Here ... /> pop hl
    ei
    reti

    start
    call ...
    ekoman ekoman July 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 …

    ... =FE
    IM 2 ; SELECT IM2
    EI

    ... AF

    EI
    RETI

    ; **** END INTERRUPT ...
    ; 0FD00 - 0FDFCH RESERVERD FOR IM2 INTERRUPTS

    ORG 0FDFDH ...
    robpearmain robpearmain September 2004 Development
  • Smooth Masked Sprites using fast page flip on 48k Part 2Ok, After all the suggestions in Part 1, which were all excellent (Thankyou), I opted on the following: I have 2 x 6k Offscreen areas (Yes, that's …

    ... FE
    IM 2 ; SELECT IM2
    EI

    EI


    RETI


    ; **** END ... br /> ; 0FD00 - 0FDFCH RESERVERD FOR IM2 INTERRUPTS

    ORG 0FDFDH ...
    robpearmain robpearmain September 2004 Development
  • Assistance with IM2 routineI subsequently got a working IM2 routine.

    I subsequently got a working IM2 routine.
    chev chev March 2006 Development
  • IM2 Loading on +3EHi there Speccy Guru's, As some of you know, I've spent a while building the ultimate image for +3e, it's currently at 6000+games and demos and i've…

    ... moved onto the IM2 loading demos. These use IM2 to play music ... advice on how to do IM2 loading on real hardware... It ... using a full 257 byte IM2 table, so it's not ...
    nuggetreggae nuggetreggae April 2010 Development
  • IM2 calls to player routine on 128k?Hi all, Apologies for being crap, and not even in a funky, skillo kind of way but it's been over 20 years since I last wrote anything in machine cod…

    ... , ISTR I'd use an IM2 ISR to make noise while ...
    SnakeOilSteve SnakeOilSteve March 2011 Development
  • A z88dk + sp1 demo (with source)Since nowadays people are still wondering about how difficult it is to make something in z88dk, I thought I just put a very simple demo to show how e…

    Since nowadays people are still wondering about how difficult it is to make something in z88dk, I thought I just put a very simple demo to show how easy it actually is. (Actually I've already published this one some time ago, but this time the source is ...
    Timmy Timmy January 2012 Development
  • The need of having a 257-byte table for IM2 routinesThis came from a discussion at the speccy.org forum. I have understood that the reason behind the 257-table for IM 2 routines is due to certain joys…

    ... /4 of kilobyte for the IM2 table, but if space begins ...
    mcleod_ideafix mcleod_ideafix August 2012 Development
  • How to avoid flicking? IM2 help.Hi, I have started on a quest to make a demo for ZX Spectrum. However the display is flickering and I guess it is something about updating at…

    ... /> I have read something about IM2 without understanding it in details ...
    MartinMSPedersen MartinMSPedersen March 2018 Assembler
  • ZEsarUX 8.1 Beta 2Hi! I have uploaded a new ZEsarUX 8.1 Beta 2 version! You can download it from https://github.com/chernandezba/zesarux/releases/tag/8.1-161220…

    ... : show interrupt routine pointer on im2 mode

    Improved menu ... open a directory
    Fixed RETI behaviour
    Fixed Real Joystick ...
    chernandezba chernandezba December 2019 Emulators
  • ZEsarUX 8.1 stableHi! I've uploaded a new ZEsarUX 8.1 stable version. Go to the github released webpage to download it: https://github.com/chernandezba/zesaru…

    ... : show interrupt routine pointer on im2 mode

    Improved Hex ... it's IM1
    Fixed RETI behaviour
    Fixed Real Joystick ...
    chernandezba chernandezba February 2020 Emulators
  • type in to learn about IM2I'm trying to mess around with learning about IM2 and I found a nice little article in Sinclair User September 1988, issue 78, Page 70-71 [url="https…

    ... mess around with learning about IM2 and I found a nice ...
    andydansby andydansby July 2020 Development
  • IM2 on a 128k SpectrumHello: I have found another article on IM2 found in Personal Computer News, Issue 90. In the article "Face up to the Time", I typed up the code (…

    ... have found another article on IM2 found in Personal Computer News ... using this to learn about IM2 on the 128k.

    andydansby andydansby August 2020 Development
  • Best way to codeHi, I've been using Zeus Assembler to code MC programs so far. Nothing fancy just the odd scroll left or animation stuff. Wot I'd like to know is, …

    ... ) you must use IM2.

    To make IM2 work you must ...
    . (to be correct use RETI, but ROM uses RET also ...
    Dr BEEP Dr BEEP August 2001 Sinclair Miscellaneous
  • Sync-buzzer, interrupts and general confusionBeen wittering on about this in the Misc group, but thought it was best discussed here. Basically been trying to recreate the Sid-Sound effect from A…

    ... flippant way.

    Each IM2 peripheral is physically ordered in ... because there were very few IM2 peripherals available for it. ... wait in vain for a 'reti' instruction that never gets executed ... of some logic that can IM2-enable hardware:

    ...
    Alcoholics Anonymous Alcoholics Anonymous September 2003 Development
  • 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…

    ... could put the z80 in im2 mode and write an interrupt ... that simply does an "ei; reti". This way the instruction following ...
    Alcoholics Anonymous Alcoholics Anonymous May 2004 Development
  • 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…

    ... 's 19 cycles to acknowledge IM2 and jump to 0x100*I ... EI and 8 for the RETI = at least 31 cycles (which ...
    Philip Kendall Philip Kendall May 2004 Development
  • 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…

    ... 's 19 cycles to acknowledge IM2 and jump to 0x100*I ... EI and 8 for the RETI = at least 31 cycles (which ...
    Alcoholics Anonymous Alcoholics Anonymous 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…

    ... has ended upon executing the RETI.
    I think this ... the ULA generated interrupt by RETI.
    [/quote]

    I ... means terminating an ISR with "RETI" mainly because you have no ... . As you say, "RETI" is only essential for IM2 peripherals. This is ...
    Alcoholics Anonymous Alcoholics Anonymous July 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 …

    ... (0=IM0/1=IM1/2=IM2)
    .byte 4 ;BorderColor (0 ... hl

    ei
    reti


    ; this simple ...
    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] ; ***********…

    ... AF

    ei
    reti

    ; **** END ... FE
    IM 2 ; select IM2
    ei

    ; 0FD00 - 0FDFCH Reserverd for IM2 Interrupts

    ORG 0FDFDH ...
    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] ; ***********…

    ... AF

    ei
    reti

    ; **** END ... FE
    IM 2 ; select IM2
    ei

    ; 0FD00 - 0FDFCH Reserverd for IM2 Interrupts

    ORG 0FDFDH ...
    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 …

    ... =FE
    IM 2 ; SELECT IM2
    EI

    ... AF

    EI
    RETI

    ; **** END INTERRUPT ...
    ; 0FD00 - 0FDFCH RESERVERD FOR IM2 INTERRUPTS

    ORG 0FDFDH ...
    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 …

    ... =FE
    IM 2 ; SELECT IM2
    EI

    ... AF

    EI
    RETI

    ; **** END INTERRUPT ...
    ; 0FD00 - 0FDFCH RESERVERD FOR IM2 INTERRUPTS

    ORG 0FDFDH ...
    robpearmain robpearmain September 2004 Development
<1234567…27>

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Related Threads

  • 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<br /> <br /> Note, for 48k spectrum using TASM<br /> <br /…
  • How can I see how long it took for IM2 to runHow can i see how many cycles it took for my interrupt routine to run, is there some way with Spectaculator debugger etc to see how long it has taken…
  • Assistance with IM2 routineI subsequently got a working IM2 routine.
  • SP and IM2 woesI have a function that writes the backbuffer to the screen using the method by which SP is stored, I "POP" a load of registers and then chnge SP to t…
  • IM2 Loading on +3EHi there Speccy Guru's,<br /> <br /> As some of you know, I've spent a while building the ultimate image for +3e, it's currently at 6000+games and de…
  • IM2 calls to player routine on 128k?Hi all,<br /> <br /> Apologies for being crap, and not even in a funky, skillo kind of way but it's been over 20 years since I last wrote anything in…
  • The need of having a 257-byte table for IM2 routinesThis came from a discussion at the speccy.org forum.<br /> <br /> I have understood that the reason behind the 257-table for IM 2 routines is due to …
  • z88dk and im2I set up a minimal IM2 mode so I can draw sprites for a laff<br /> <br /> [code]<br /> <br /> #include <br /> #include <br /> #include <br /> #includ…

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