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<1234567…34>
  • Smooth Screen Scrolling RoutineHi everyone, this is a follow up to the thread on smooth screen scrolling. As promised here is the code for the routine. It's pretty long and fairl…

    ... up the background at various pixel positions. The background data ... data is arranged in rows of 128 tiles starting ...
    JP NZ,RDISPA ;jump if not blank
    ...
    JP NZ,RDISPC ;jump if not blank
    ... /> JP NZ, ROWLOOP ;jump back to do next row ...
    dmsmith dmsmith September 2004 Development
  • Pixel Explosion CodeJust a little snippet to cause explosive effects. It uses table lookups for the screen address, and can handle up to 32 pixel particles. A particle…

    ... /> [code]
    ; *****************************************************************

    ; Title: Pixel Explosion
    ; File: pixel01.asm ... br /> jr z,madp_dec ; then jump to the end, to move ...
    robpearmain robpearmain September 2006 Development
  • Comments for small "sprite" routine wantedI have just written my first machine code program and I am quite happy (and proud) to get it working! :smile: As a child I never learned anything e…

    ... character across the screen one pixel at the time. I do ... e,8 ;e=number of rows in "sprite"
    ld ... setcarry ;If carry is set, jump to "setcarry" to save it ... nz,loop1 ;repeat for all rows in byte

    ... 8 ;reset e, number of rows in byte
    dec ...
    Rickard Rickard May 2007 Development
  • Scrolling Bi-Colour Engine for 4-Player GamesJust putting this code up for people to have a look at. Far from finished. Should simply compile and run a bit of a demo. Only good for 128K and +…

    ... 190*256 = 48640..48896
    ;Jump to 191*256+191 = 49087 ... b=X, hl=image, sp=pixel row table, c>128 ... /> ldi
    ldi ;draw two pixel rows
    ENDM ;repeat 8 times ...
    joefish joefish March 2014 Development
  • ZXSCLZF - Yet another Screen CompressorQuick disclaimer before I continue, this compressor does not shrink screens as small as some of the others posted here, in particular the very good z…

    ... so -> attribute then 8 pixel rows, then one char over, ... attribute then 8 pixel rows etc... The decompression works ... }
    fseek(fp_in,0,SEEK_END); // jump to the end of the ... jr c,_ulzfa010 ; 12/7t - jump to literal copy
    ;;
    TomD TomD April 2017 Development
  • Reason for strange display layout?I have always wondered if there is any technical reason behind the strange layout of the display file or why did Sinclair choose to do it this way?

    ... to draw those extra blank pixel rows above and below the ... it would be possible to jump into some unrolled code ... to avoid unnecessarily drawing blank pixel rows.

    [quote]
    ... counter register and the looping jump overhead too.
    [/QUOTE]< ...
    Alcoholics Anonymous Alcoholics Anonymous May 2007 Development
  • 50Hurts - Full-screen 50Hz 1-pixel scrolling on a 128K Speccy50Hurts - Full-screen 50Hz 1-pixel horizontal scrolling on a 128K Speccy. Graphics are an obvious nod to Joffa, whose games and banter were a big ins…

    ... the relevant runs of 12 rows x 16 PUSHes are copied ... , it's only really 1 pixel of difference at each end ... . If it was a 2 pixel scroll, the 2 pixels on ... completely redrawn, I really can jump to any point in the ...
    joefish joefish March 2011 Development
  • SE Basic IV Buffy v4.1 source (WIP)I've been doing a major refactor on the SE Basic source and I'd appreciate a code review from anyone who has time to look at it. I've almost certainl…

    ... ?
    jr nz, cl_scr_2 ; jump if so
    pop hl ...
    ld c, 8 ; eight pixel rows

    cl_line_1:
    ...
    chev chev November 2013 Development
  • Tile engine and slight colour flickerOver the past few nights I've been working on a simple tile game engine for a rock fold game I'm making. While all is going surprising well I've not…

    ... 8 pixels and then that rows colour would improve things - ...
    ld (temp1),hl ; Stores pixel line
    ld hl, (temp2 ... ; Gets the pixel line back

    jp pe,display_buffer_loop ; jump / loop ...
    richdotward richdotward June 2014 Development
  • Change PAPER and BORDER colours from machine codeHow do you go about changing PAPER and BORDER colours from machine code? I've forgotten the system variables for border and paper.

    ... x 8 rows).
    First comes the first pixel row of ... $).
    Then the second pixel row of all 256 characters ... until you've done 8 rows of 256 characters, and ... character, to move down a pixel row, you add 256 ( ... you may at this point jump over into the next ...
    joefish joefish July 2014 Development
  • Buffer to screen - how much?[FONT=Calibri][SIZE=3]I am starting to build a new game and am researching different ways to accomplish what I need to do. My question is, is it poss…

    ... doing something similar - eight rows of pixel scrolling. Just instead of using ... each level you have to jump up and shoot / collect ... a small number of 16x16 pixel-positioned sprites to keep ... fine for one pixel scrolling. For two pixel scrolling, you really ...
    joefish joefish September 2014 Development
  • ZX-Paintbrush 2.5 publishedDear readers, as there were many updates since the last version, I want to bring this to public, so that I hopefully can return back to ZX-Assembler…

    ... screen. So you can
    jump from one to the next ... with the holes indicated by rows of asterisks ********* rather
    than ... in ZXP files, describing the pixel data.

    After that ...
    clausjahn clausjahn October 2014 Emulators
  • Speeding up PRINT code in ROMHi Folks, I seem to recall that someone stated the PRINT command is rather slow because it has to handle screen and printer printing - is this cor…

    ... so HL now points to pixel
    ; pattern for first ... region
    jr c, ROW_CALC ; Jump forward, if so
    ld ... region
    jr c, ROW_CALC ; Jump forward, if so
    ld ... ; Eight rows of pixels
    PLOOP: ld a, (de) ; Next pixel pattern ...
    Georgeo Georgeo August 2017 Sinclair Basic
  • How can I make a UDG rotate?I designed a set of UDG's that can be used for making shapes or letters. Trouble is that my circle - for example - consists of 4 pieces and it would…

    ... br /> ; IX = points to 8x16 pixel sprite + mask

    LD ... ; Load B with number of rows
    mask_sprite_loop:
    PUSH ... ; If offset is zero jump to do the next row ...
    colonel32 colonel32 November 2017 Sinclair Basic
  • Kempston Mouse DriverHi Folks, Does anyone know the email of Chris Cowley who wrote the Kempston Mouse Driver in the WOS Archive? Many thanks Paddy

    ... works with a 8x8 pixel cursor rather than the ... the cursor is 16 rows high but I cannot ... br /> ; IX = points to 8x16 pixel sprite + mask

    ... Load B with number of rows **PC** POKE 60056,8< ... ; If offset is zero jump to do the next row ...
    Paddy Coleman Paddy Coleman September 2018 Hardware
  • Free/cheap gamesJust found GOG are giving away Torchlight until 20 June 19.59 GMT [url]http://www.gog.com/[/url] And this lot are giving you a load of games includi…

    ... slightly off by a few pixel rows, nothing gamebreaking, but noticeable! Also ... used for Fire instead of Jump? It sounds inconsequential but I ...
    Vampyre Vampyre May 2021 Chit chat
  • Games Requiring Left, Right and JumpJust downloaded PocketClive and I must say it's very impressive on my Compaq PocketPC. Only problem is it's not the best of input devices for games …

    ... simply require left, right and jump/kick/shoot combinations only.
    choccy48K choccy48K May 2003 Games
  • FAST PIXEL DRAWINGI'm looking for the fastest way to put a pixel to the screen (on spectrum ofcoz:). Here is my own procedure (written in PASMO). But I don't how do it…

    ... fastest way to put a pixel to the screen (on spectrum ... me?

    ;============================================================================
    ; put pixel
    ; d = x
    ; e ...
    zxmaniac128 zxmaniac128 May 2004 Development
  • Announce: Jump! for the ZXSpectrum 48kFor the last week and a bit I've been spending idle periods at work coding my latest entry for the crap computer game challenge, you can view the cra…

    ... /> url:http://www.supermonkeyworld.com/Jump!.tap

    Instructions: Skip ...
    AndyHerbert AndyHerbert May 2004 Games
  • Pixel setting / general speccy codingi just started doing some cross-coding with the [url="http://www.bigfatpanda.fsnet.co.uk/z80.html"]Z80 SNA assembler[/url] and an emulator, and this …

    ... up with for xoring a pixel at a given screen coordinate ...
    Lambchop Lambchop August 2004 Development
  • Machine Code Sprites Example Code Using Char Based SystemBelow is my WIP code to do smooth screen wrapping sprites using char positions and offsets, as opposed to writing direct to a line (0-191) and shifti…

    ...
    ; based as opposed to pixel based system

    ; ********************************************
    JR NZ,left ; so jump if xmove is negative
    pixel movement, remove this and store ...
    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] ; ***********…

    ...
    ; based as opposed to pixel based system

    ; ... enable
    ei ;interrupts. Jump to 0056 in ROM
    JR NZ,left ; so jump if xmove is negative
    pixel movement, remove this and ...
    robpearmain robpearmain August 2004 Development
  • How can I scroll a line of text and wrap perfectlyI know this is easy for most of you but for some reason I am messing it up. In Assembly Language I want to do the following: I have 1 line of text …

    ... 1 line of text (8 Pixel Rows). I want to scroll the ... whole line left one pixel so that the content wraps ...
    robpearmain robpearmain October 2004 Development
  • Jump! prereleaseJust finished my entry for the Crap Games Compo 2005; it's called "JUMP! The Ultimate Platform Game" Before sending it to CGC, I'll post it here so …

    ... Compo 2005; it's called "JUMP! The Ultimate Platform Game"
    jump.zip"]http://www.geocities.com ... /cagoncristo/jump.zip[/url]

    You ...
    cascarria cascarria April 2005 Games
  • Name that game gameHi. I just found (and searched) this forum. Looks like many here enjoy naming games. Well, i got one i'd like to see once again, from my early youth.…

    ... rows.
    You start on the bottom row and have to jump ... you had to press the jump button at exactly the right ...
    Cihl Cihl December 2005 Games
  • 4-pixel scrollingDo you think is 4-pixel scrolling accetable for horizontal shooter ? (aka do u like Chronos ? :)

    Do you think is 4-pixel scrolling accetable for horizontal shooter ? (aka do u like Chronos ? :)
    Fikee Fikee February 2006 Development
  • ANN: SP1 for Z88DK (aka splib3, Sprite Pack v3.0)Well it's finally arrived, after a month of "a few days from now" release deadlines. SP1 is the lastest version of splib, a flicker-free software sp…

    ... required in splib2 for horizontal pixel placement of sprites is no ... as well as 7 blank pixel rows above each column must still ... added. These indicate the minimum pixel rotation in the x and ...
    Alcoholics Anonymous Alcoholics Anonymous April 2006 Development
  • Mr JumpThis is probably not the place to post this but here goes.. I made a Flash game called Mr Jump, it's a homage to Manic Miner. I'm imagining ZX puris…

    ... a Flash game called Mr Jump, it's a homage to ...
    ultraniblet ultraniblet October 2006 Chit chat
  • Aggravating problem with screensI've rewritten my Sam C runtime emulator code ( well almost ) to allow me to use my own routines for blitting sprites onto the screen, storing tiles …

    ... converts the nibble-per-pixel to byte-per-pixel so I can ... ROM routines ( RST 16 and jump
    table vectors only ). Space ...
    DonkeyPong DonkeyPong January 2007 Development
<1234567…34>

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