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  • AmigaOS 4 on Mac MiniAfter some googling, I find some PPC based Mac's users are running AmigaOS 4 on their machines. Has anybody here tried this, and what are the benefit…

    ... array of registers, 16-bit indexing, and the block transfer commands ...
    chev chev December 2009 Chit chat
  • The amazing Miles Mad Mission thread!Following on from the "Thuderstorms" thread! The JSW I mocked up for a laugh then decided to actually do is under construction. As promised I said …

    ... left, and how many blank tiles there are in some of ...
    dm_boozefreek dm_boozefreek December 2009 Games
  • More colours II (Was: Most popular new features?)The suggested 4xCLUT multi-colour solution never took off.

    ... hardware but two distinctly different tiles sets for the backgrounds as ...
    BiNMaN BiNMaN December 2009 Emulators
  • How do I know where my C compiler is putting my variable?Let me show you my code. I am writing a Z80 emulator (z80.c) which sets up a bit of shared memory for communication with another process. Well, I got…

    ... char sized location, and array indexing/pointer arithmetic will change the ...
    JamesW JamesW December 2009 Chit chat
  • New Spectrum Game - Battery's not PrecludedThis year's Christmas release is Battery's not Precluded, a drive/shoot/fly-em-up where the player's vehicle, the controls and the object of the game…

    ... , and we could have maybe tiles (building blocks) with a city ...
    ewgf ewgf December 2009 Games
  • How can I divide a graphic image up... Hopefully such a program exists?Tesco now print out photographs and other images from memory cards (they've done it for ages, and most other supermarkets probably do) and so I want …

    ... me to specify how many tiles I wanted, if I wanted ... /82347/Break-an-image-into-tiles[/url]
    zxbruno zxbruno January 2010 Chit chat
  • Skool Disassemblies 2010New year, new thread, new release of the Skool Disassemblies (capitalised for branding purposes :D). Go [url="http://pyskool.ca/disassemblies/"]here[…

    so the tiles are drawn in code, then placed with more code?
    mile mile January 2010 Development
  • Skool Disassemblies 2010New year, new thread, new release of the Skool Disassemblies (capitalised for branding purposes :D). Go [url="http://pyskool.ca/disassemblies/"]here[…

    [QUOTE=mile;414768]so the tiles are drawn in code, then ...
    SkoolKid SkoolKid January 2010 Development
  • So what Speccy games are you actually playing at the min?I know this isn't the first ever thread like this but I figured I'd start it for a laugh. Since I'm not really working on anything at the mo' for th…

    Had a quick blast on PEKING from a Your Sinclair cover tape, not quite sure how I set a record of 4'.20" all those years ago, can't get near it now, must have been a real easy set of tiles. A fluke if you will.
    Dave Fountain Dave Fountain January 2010 Games
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... is size 80x18 with 512 tiles
    Level Two ... is size 110x23 with 512 tiles

    The ... MapX * MapY)
    TileCode=32 * Tiles
    Total Map Bytes=(TileCode ... remove all the floor tiles, we could skip a ... could reuse some of the tiles for brick, etc)... ( ...
    kgmcneil kgmcneil January 2010 Development
  • Wizard's Warrior (wrong mag ref)[URL="http://www.worldofspectrum.org/infoseekid.cgi?id=0010960&loadpics=3"]Wizards Warrior[/URL] The first mag reference is for the other game of th…

    Noted. I'm indexing a bunch of PCWs & HCWs at present. I expect to be doing an upload sometime in February; maybe late January if I'm feeling particularly industrious.
    Battle Bunny Battle Bunny January 2010 Infoseek database
  • Games Notorious for F*cking UpThis is a thread dedicated to games notorious for f*cking up or crashing mid-game (48K and 128K games). :) Music demos are also welcome. My experien…

    Cavelon sometimes plonks you down within 3 tiles of an enemy resulting in a death loop of being shot before you can evade.
    Vertigo Vertigo January 2010 Games
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... . Then we discussed optimizing and tiles etc. We both love our ... and finding patterns and possible tiles, etc and optimizing before I ...
    redballoon redballoon January 2010 Development
  • I am currently playing......Don't know if there's been a thread like this, but I can't find one.... Having seen all the different threads asking people if they've played such a…

    ... a platformer i was using tiles, but for a 3d world ...
    mile mile January 2010 Chit chat
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... ported map, (tweaked to 512 tiles) at 19264 bytes... That ... (The W=Width in Tiles, H=Height in Tiles)

    Zone01_Tiles ... (W34H33 ) (Needs reducing by 12 tiles)
    Zone05_Tiles=202 (W30H33 )
    tiles?!?.. And this is without ...
    kgmcneil kgmcneil January 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... .

    So seven level tiles maps take about 7*1 ...
    Ralf Ralf January 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... .

    So seven level tiles maps take about 7*1 ...
    Metalbrain Metalbrain January 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... 'm looking for patterns and tiles and sprite animation and all ... good. Then there is the tiles and stuff that go through ...
    redballoon redballoon January 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... can spended for tiles which gives about 450 tiles for ALL levels ... think that new gfx for tiles would be better than converted ...
    Fikee Fikee January 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... when it comes down to tiles and memory. I'm working ...
    Swainy Swainy January 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... kB for sprites and background tiles. Let's say now 40 ...
    Ralf Ralf January 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... a level includes?)(eg: map tiles, map array, character placement coordinates ... /> 10 ) Obviously, how many map tiles are allowed per level?
    kgmcneil kgmcneil January 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... kB for sprites and background tiles. Let's say now 40 ...
    bobs bobs January 2010 Development
  • Searching inside magazine contents?Our friends in Spain have a search engine specifically created to find anything that was published on their main Speccy magazine, Microhobby: [url]h…

    YSRnRY uses Google's search engine.

    But for keyword indexing, I'll leave that to others :)
    NickH NickH February 2010 Sinclair Miscellaneous
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... ONE Dimensions: 98 x 13 Tiles, using 193 Tile Blocks< ... br /> (Was previously 266 tiles)
    Tiles= 6176 bytes
    Array ... TWO Dimensions: 79 x 23 Tiles, using 231 Tile Blocks< ... br /> (Was previously 332 tiles)
    Tiles= 7392 bytes
    Array ...
    kgmcneil kgmcneil February 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... or two scr files with tiles. that's all.
    [QUOTE ... slow bank, while gfx of tiles will be at completely different ...
    Fikee Fikee February 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... . [/QUOTE]
    ha, i got tiles for level one. it looks ...
    Fikee Fikee February 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... /> ==================================
    Lev01:
    Array.bin Tiles.bin
    Unpacked: 1274 bytes ... /> ==================================
    Lev02:
    Array.bin Tiles.bin
    Unpacked: 1817 bytes ...
    kgmcneil kgmcneil February 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... />
    LEVEL THREE Dimensions: 182x12 Tiles, using 159 Tile Blocks
    (Was previously 269 tiles)
    Tiles= 5088 bytes
    Array ...
    kgmcneil kgmcneil February 2010 Development
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