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<1…10111213141516…34>
  • Change PAPER and INK, but nothing else?Can you in BASIC change the colour attributes in the screen without changing what is already printed at that location? I.e. change the PAPER and INK,…

    ... ;270269]You can change it with:

    [code]1000 LET ...

    (INK and PAPER can be dealed with right here as ... FLASH and BRIGHT were)

    1030 POKE ... Address, NewPaper+NewInk*8+Brite*64+Flash*128 ...
    Rickard Rickard May 2008 Sinclair Basic
  • Best way to store vector images in Sinclair BASIC?Let's forget for a moment that Sinclair BASIC is slow. If I have a picture made entirely of vector images, what would be the best way to store that d…

    ... always decrease the PEEK value with 128, no conditional testing ... can now write data using POKE and read data using ... parameter follows: 0..7 ink colour to change to)
    8=[B]PAPER [/B](1 ... you have ever played with the old language LOGO or ...
    BloodBaz BloodBaz May 2009 Sinclair Basic
  • Problem with PRINT #stream on +128kWorking on a +128k, I want to choose whether all report output goes to screen or printer, so I use PRINT #stream where stream = 2 or 3 for screen or …

    ... , as the ROM bug is with the handling of colour control ... to use attribute control codes with LPRINT / PRINT #3 on the ... loss.[/QUOTE]
    You can POKE the colour attributes directly to ... ( FLASH*128 )+( BRIGHT*64 )+( PAPER*8 )+INK. FLASH and BRIGHT here can ...
    Shaun.Bebbington Shaun.Bebbington July 2010 Sinclair Basic
  • Message to all programmersHello folks, more and more programmers in the recent time are using special loading routines for their Homebrew-Software. This makes their game runn…

    ... PI:INK NOT PI:PAPER NOT PI:CLEAR VAL "24569": POKE 23739 ... i=SGN PI TO VAL "8":OUT 32765, i:LOAD "BLOCK ... first, im not sure with the poke, i guess it changes something ...
    Fikee Fikee August 2010 Development
  • Message to all programmersHello folks, more and more programmers in the recent time are using special loading routines for their Homebrew-Software. This makes their game runn…

    ... PI:INK NOT PI:PAPER NOT PI:CLEAR VAL "24569": POKE ... i=SGN PI TO VAL "8":OUT 32765, i:LOAD " ... first, im not sure with the poke, i guess it changes ... versions of Buzzsaw: one free with green blood, and one ... blood version if I can poke red blood myself?
    ...
    LCD LCD August 2010 Development
  • Message to all programmersHello folks, more and more programmers in the recent time are using special loading routines for their Homebrew-Software. This makes their game runn…

    ... PI:INK NOT PI:PAPER NOT PI:CLEAR VAL "24569": POKE ... i=SGN PI TO VAL "8":OUT 32765, i:LOAD "BLOCK ... first, im not sure with the poke, i guess it changes ... I would just improve that POKE and put the number 23749 ... On some disk systems this POKE is not needed. If it ...
    Speccyman Speccyman August 2010 Development
  • General purpose full screen input routineHi Folks, One of the things that annoyed me back in the 1980s with most BASICs was the lack of a full screen "formatted" input function. You could …

    ... Folks,

    Been playing with this and made a few ... I$
    9065 REM I(8)=Decimal Point
    9070 ... br /> 9125 REM *---------------------*
    9130 INK whi:
    PAPER blu:
    LET I(8)=0
    9135 REM *---------------------*< ...
    Paddy Coleman Paddy Coleman October 2010 Sinclair Basic
  • inverting graphics using basic?just curious if it could be done by poking screen memory ? and what's the structure. (foreground / background for each char ? ) reason I ask is I'd …

    ... " could I do the same with Bright and / or flash ? ... ; BRIGHT 1; FLASH 1; INK 2; PAPER 6; AT 11 ... will paint coordinate 11,15 with 8 blocks wide, flashing, red-yellow ...
    if you want to poke the same place;

    INK 2; PAPER 6)
    Arda Arda December 2010 Sinclair Basic
  • Activision's Ghostbusters (1984 version)Did anyone ever manage to work out (or hack) the account numbers? If so, are they the same for the 1986 rehash?

    ... 5 BORDER 2: PAPER 2: INK 7
    10 CLEAR 40000 ... /> 310 LET a0=INT (a1/8): LET s$=STR$ (a1-(a0 ... 320 LET a1=INT (a1/8)
    330 NEXT i
    with spaces to 20 chars) MOD ... br />
    Alternatively POKE 33840,0 and POKE 33843,0 to allow ...
    Jimmy Jimmy January 2011 Games
  • Keys redefine routine and key check.I have written some asm code which allows me to redefine keys (for a game etc.), and also allows me to be able to check any keypresses for the redefi…

    ... keys
    ; or poke (main+1) with 1 to 255 to ... ; --------------------------------------------------
    ; border black, paper black, ink green
    do_the_redefine: xor a ... 255
    msg_down: defm CC_AT,8,8,"Down ?",255
    msg_left: ...
    polomint polomint September 2011 Development
  • IN or INKEY ?just curious which is better to use.. I have a menu done.. and use 6/7 to go up down it + space to cycle thru the options (using inkey).. obv. if I w…

    ... start I see though.
    poke /peeking that location is just ... ]100 BORDER 0: PAPER 0: INK 7: CLS
    110 REM ... Show selected row
    300 POKE p,7: PRINT AT 15 ... )*2: OVER 1
    360 POKE p,86: PRINT AT t1 ... ,1;TAB 31: POKE k,0
    370 PAUSE ...
    Paddy Coleman Paddy Coleman October 2011 Sinclair Basic
  • BackgroundDoes anyone know how i would create a background similar to [URL=http://imageshack.us/photo/my-images/42/backgroundmockup.png/][IMG]http://img42.ima…

    ... ),96 ;96 green paper black ink bright
    ld de,22529 ... bc,767 ;fill whole screen with 96
    ldir
    ld ... hl,22528+8 ;now do black bits in ... ld (hl),64 ;poke value in: black paper + ink bright
    inc ...
    R-Tape R-Tape December 2011 Development
  • BackgroundDoes anyone know how i would create a background similar to [URL=http://imageshack.us/photo/my-images/42/backgroundmockup.png/][IMG]http://img42.ima…

    ... would say the problem lies with your emulator.

    ink bright
    ld de ... bc,767 ;fill whole screen with 96
    ldir
    ld hl,22528+8 ;now do black bits in ... (hl),64 ;poke value in: black paper + ink bright
    ...
    R-Tape R-Tape December 2011 Development
  • Arkanoid Hack - Your Sinclair Smash TipsRemember that Arkanoid hack in YS Smash Tips that didn't work? It does now... [CODE] 10 REM ARKANOID HACK 20 CLEAR 65535: LET C=1: LET D=23295 …

    ... an updated hack to work with that:

    [CODE] 10 ... 0: PAPER 0: INK 0: CLS : PRINT #0; INK 7; BRIGHT 1 ... ,31
    350 DATA 40,8,6,0,31,56,18 ...
    jp jp December 2011 Development
  • So easy to use.Back in the 90s I was off work for 3 months following an operation, anyway in my boredom I dusted off my old speccy+ and the manual, and got my head …

    ... to using:

    POKE 23693,

    where ... ATTR[/B] is:

    INK ( 0 to 7 ) +
    ... PAPER ( 8 * 0 to 7 ) +
    BRIGHT ... , red paper with yellow ink then I would POKE a value of ... 86 (6+(8*2 ...
    Paddy Coleman Paddy Coleman January 2012 Sinclair Basic
  • A new multicolor engine called BIFROST*I'm glad to announce the release of a new multicolor engine implemented by yours truly, including high quality 16x16 tiles designed by R-Tape: [IMG]…

    ... 190 LET a=INT (RND*8): FOR b=0 TO 1 ... 190 LET a=INT (RND*8): FOR b=0 TO 1 ... be compiled with ZX BASIC:

    [CODE] 20 INK 5: PAPER ... NOT USR 65016: POKE 64937,0: POKE 64939,128: POKE 64940,0: ... NOT USR 65016: POKE 64937,15: POKE 64939,64: POKE 64940,7: ...
    Einar Saukas Einar Saukas March 2012 Brand new software
  • Freddie Laker's Airline CapersA game with the above title was added in yesterday WOS update. [url]http://www.worldofspectrum.org/infoseekid.cgi?id=0027482[/url] [IMG]http://www.…

    ... either)

    A poke people may find useful, for ... fuel on the aeroplane levels poke
    990F - 0
    On the title screen with the "S to start ... /> [/spoiler]

    Tip 8
    [spoiler]
    OK so ... have to XOR this with the marked area in ...
    smogit smogit April 2012 Games
  • Turn UDG to Attrribute blocksI'm trying to enlarge my UDG's to 8 x 8 character blocks per pixel, but struggling, is there any subroutine/program for enlarging UDG's x 8?

    ... ideally wanting to POKE the attribute section of memory with PAPER value ... ...[/QUOTE]

    POKE 22528 + (Row * 32) + Column, Ink + (Paper * 8 ) + (Bright * 64 ...
    bobs bobs May 2012 Development
  • Turn UDG to Attrribute blocksI'm trying to enlarge my UDG's to 8 x 8 character blocks per pixel, but struggling, is there any subroutine/program for enlarging UDG's x 8?

    ... divisions/2 could be replaced with bit shifts.

    ... current attributes
    pin = current ink
    pap = current paper
    8)*8
    5 LET pat= ... u=udg+(CODE u$-97)*8:
    FOR b=0 ... =0 TO 7:
    POKE d+7-c,pat-((pat ...
    Battle Bunny Battle Bunny May 2012 Development
  • dungeon crawlerHi. I'm toying with idea of making simple dungeon crawler in spectrum basic and i actually got first version working somehow. [IMG]http://watashi.ic.…

    ... blanking it (ie. setting paper=ink) is adequate, then it ... following demo compares printing spaces with copying an attributes segment; ... TO 18: PRINT AT r,8;"abcdefghijklmno": NEXT r:
    ... b: NEXT a:
    POKE 23563,247: POKE 23564,255:
    DATA ...
    Battle Bunny Battle Bunny July 2012 Sinclair Basic
  • WibbleBibble's Basic threadHi in an attempt to keep my questions from spamming the forum. I think its better to put them all in one place. Thanks everyone so far, I feel I am …

    ... and up/down.
    * Both Ink (Extend+Symbol-X+number) and ... -C+number) (ie. the normal INK & PAPER key sequences) can ... for the slightly complicated palaver with the Ink & Paper settings is ...
    Battle Bunny Battle Bunny August 2012 Sinclair Basic
  • WibbleBibble's Basic threadHi in an attempt to keep my questions from spamming the forum. I think its better to put them all in one place. Thanks everyone so far, I feel I am …

    ... /> I am using BASin (v15.8)

    Thanks for your ... (2)=142
    50 POKE 23672,0: POKE 23673,0: LET CT ...
    WibbleBibble WibbleBibble August 2012 Sinclair Basic
  • WibbleBibble's Basic threadHi in an attempt to keep my questions from spamming the forum. I think its better to put them all in one place. Thanks everyone so far, I feel I am …

    ... (2)=142
    50 POKE 23672,0: POKE 23673,0: LET CT ...
    WibbleBibble WibbleBibble August 2012 Sinclair Basic
  • WibbleBibble's Basic threadHi in an attempt to keep my questions from spamming the forum. I think its better to put them all in one place. Thanks everyone so far, I feel I am …

    ... of that little Catch program with the suggested extra features ... * g$() - print controls (AT + INK + OVER) and characters. This way ... timer on keys 5/8 and prints the new ... (2): DIM g$(2,8):
    DEF FN t ... ,142
    50 POKE 23672,0: POKE 23673,0
    ...
    Battle Bunny Battle Bunny August 2012 Sinclair Basic
  • smooth movement in basicWas trying to figure this out myself but i would like to be pointed in right direction now :-). How do I make something move in Basic without gettin…

    ... .
    * replaced 70 & 80 with 75 (quicker)
    * changed 130 ... LET bx=bx+mx: PRINT INK 0;AT by,bx;"\a ... ]
    5 PAPER 6: INK 2: POKE 23681,0[/color]
    10 ... : LET cx=12: LET x=8[/color]
    9010 FOR a ... IF NOT PEEK 23681 THEN POKE 23681,1: LET s=0 ...
    Battle Bunny Battle Bunny October 2012 Sinclair Basic
  • Your Computer Magazine ScansPlease forgive my Intrusion. At the moment I'm trying to type in an Amstrad game called "Bomber" which was published in an issue of "Your Computer" O…

    ... t remember what I did with the camera last time to ... 2:ZONE 80:INK 0,10:BORDER 10:INK 1,26
    310 PRINT #8,CHR$(27);"#";:CLS
    320 ... CHR$(SPACE%);
    350 PRINT #8,CHR$(27);"P";
    360 ... #1
    470 POKE 19901,&20:POKE 19902,&4E
    CP/M User CP/M User December 2012 Chit chat
  • BLOG- ZXSporgBasic RPG development thread- Inspired by the Spectrum 30 show, and after a six-month wait while I was busy playing loads of gigs, I have decided to do a spot of Spectrum coding…

    ... (a rock-hammer to start with) is represented by two consecutive ... /> 1002 BORDER 0: PAPER 0: INK 6: CLS
    1010 REM ... /> 1030 READ g
    1040 POKE 65368+j,g
    1050 ... data: d = direction
    1220 INK 6: LET x=3: LET ... 0: PRINT AT ny,nx; INK 5;CHR$ (144+nd)< ...
    bigjon bigjon February 2013 Sinclair Basic
  • Keyboard TrickI know how to use the multi key in BASIC with IN you can get the keys [QUOTE]IN 254+256*(255-2^K)[/QUOTE] K is the keyboard's half row, comes from …

    ... 256+254
    LD D, 8 ; Loop 8 half-rows

    with ink.[/code]

    The offset ... 5
    ; +20 0 9 8 7 6
    ; +25 P ... 229,1,254,254,22,8,30,5,237,120,15 ... "FIRE (SPACE) ";
    75 PRINT : POKE 23692,5
    80 GO ...
    BloodBaz BloodBaz February 2013 Sinclair Basic
<1…10111213141516…34>

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