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<1234567…34>
  • A new Apple 1 emulator for the SpectrumHi all, I'm happy to announce a new Apple 1 emulator for the Sinclair ZX Spectrum! It's a port of Simon Owen's Apple 1 emulator for the SAM coupe to…

    ... main ld a,(de)
    ld l,a
    ld h,table/256
    ld h,(hl)
    jp (hl)

    org $7000

    table ... : defb $71,$73,$72 repeat until 256 bytes filled ... you can change the LD H,N in LD H,B reaching every ...
    Dr BEEP Dr BEEP June 2007 Announcements
  • Preferred way of determining Y co-ord in assembly?I know of 2 ways of calculating the y-cord of a pixel row for the speccy in assembly. One is to calculate the address by ways of shifting and masking…

    ... =L; output HL
    FAST: LD H,TABLE/256 ; 2 / 7
    ADD A ... bytes table 64 bytes later, at TABLE+256.

    The first table is ... =A; output HL
    HIBRI2: LD H,SMALLTAB/256 ; 2 / 7
    RLCA ...
    Metalbrain Metalbrain July 2007 Development
  • Preferred way of determining Y co-ord in assembly?I know of 2 ways of calculating the y-cord of a pixel row for the speccy in assembly. One is to calculate the address by ways of shifting and masking…

    ... =L; output HL
    FAST: LD H,TABLE/256 ; 2 / 7
    ADD A ... bytes table 64 bytes later, at TABLE+256.

    The first table is ...
    Dr BEEP Dr BEEP July 2007 Development
  • rotating HL left through CarryI've tried this several ways, and it works for a while, then a particular value has a bit set in an inconvenient place and it all goes to pot. Eg: "…

    ... only need to fill a table with 256 bytes with a function ... , $84->$48. So the table is:

    [CODE ... />
    If you consider the table so long, you can generate ... br />
    [CODE]
    ld h, table/256
    ld b, 0
    here inc ...
    antoniovillena antoniovillena March 2012 Development
  • Work out attribute location in MCHow do I go about writing a MC routine which calculates the attribute address from a set of PRINT co-ordinates. I know you in basic you multiply the…

    ... in DE. table should be aligned on a 256-bytes boundary, first ... 24 bytes of the table are ... /> [code];H=X L=Y
    ld a,h
    ld h,table/256
    ld d,(hl ... room for larger table - first half is at 256-bytes boundary, next ...
    Shiru Shiru August 2012 Development
  • Thinking of modding an Atari paddle controller for games like Arkanoid...Hello, Was thinking of trying out a controller mod using an Atari 2600 paddle controller to use with games like arkanoid, Batty, etc... The paddle c…

    ... /> ld h,Table/256
    ld l,a
    ld a,b
    ld (OldValue),a
    ld ...
    mcleod_ideafix mcleod_ideafix May 2013 Hardware
  • Help with 1-bit sampled soundHi all, I've been sent over this way from the CPC Wiki forums as you guys may be able to help me more specifically with a programming query. Firstly…

    ... [CODE]

    ld de,sample
    ld h,table/256
    ld c,254

    ld a,(de) ... . You could lengthen the table entries, or repeat them, ... sample rate. Maybe the table could be tweaked for ...
    joefish joefish March 2014 Development
  • Optimal shifting for set pixel?Hi, I'm optimizing my set pixel code. For speed. But without using partitioned memory (i.e. a table on 256 byte boundary) I have optimal memory addr…

    LD A,#x;
    AND #7;
    LD H, table/256; # locate table in such manner that L=0
    LD L,A;
    LD A,(HL);

    table defb #80,#40,#20,#10,#08,#04,#02,#01;

    -----

    It's untested, but you should get the idea.
    Jimmy Falcon Jimmy Falcon May 2014 Development
  • Optimal shifting for set pixel?Hi, I'm optimizing my set pixel code. For speed. But without using partitioned memory (i.e. a table on 256 byte boundary) I have optimal memory addr…

    ... ;
    AND #7;
    LD H, table/256; # locate table in such manner that L ... =0
    LD L,A;
    LD ... A,(HL);

    table defb #80 ... like:
    [CODE]
    ld h,bw/256
    ld l,X; X is ...
    g0blinish g0blinish May 2014 Development
  • IX+n and self modifying code and pasmoI'm using pasmo and if I wanted to use ix+n like this: (ix holds the position to a sinus table) ld (symbol), a LD a, (ix+symbol) What I want to do…

    ... of 256, ie $xx00) you can use:
    [code]LD HL,table ; Point ... to start of table at $xx00
    LD L ... :
    [code]LD H,table/256 ; Point to table at $xx??
    LD L,A ; Index ...
    Metalbrain Metalbrain January 2015 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 …

    ... have used a look up table for the char address, and ... ;BUILDING UP A TABLE WITH
    LD BC,0FDH ;253*256+253, I ... , EG. L=10
    LD H,SCREENTABLE/256 ; POINT H TO FA00H, SO HL ...
    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 …

    ... ;BUILDING UP A TABLE WITH
    LD BC,0FDH ;253*256+253, I ... , EG. L=10
    LD H,SCREENTABLE/256 ; POINT H TO FA00H, SO HL ... H ; INCREASE H, THUS MOVING 256 BYTES FORWARD IN MEMORY TO FB0AH
    LD H ...
    robpearmain robpearmain 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…

    ... -255)
    ld h,screen_xpos_table/256 ; point h to beginning of xpos table
    ; so ... of screen

    ld h,(hl) ; h now = screen address (left hand ...
    robpearmain robpearmain September 2006 Development
  • Moving a line down the display in assembler?...It's not a "[I]how can I do it[/I]" question, it's more a "am I missing something in trying to do it a new way" kinda question. What I've been doing…

    ... /> First I'm generating a table of screenaddresses. I [URL="http ... that generates a 512 byte table (128 bytes of it ... /> ld h,SCRTABLE/256
    add a,(hl)
    inc h
    ld h,(hl)
    ld ...
    Sokurah Sokurah June 2012 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 +…

    ... br /> ;Use interrupt table at 48640 (190*256) and point to 191 ... />
    ;Interrupt vector table to go at 190*256 = 48640..48896
    table:
    ld a,190
    ld i,a
    ld h,colour_address_A/256
    ld l,a
    ld sp,hl
    joefish joefish March 2014 Development
  • Console frameworkStill working on Specotron, but at the point where working out the diagonal lines collision is not good at beer o'clock. In the meantime I've knoc…

    ... /> ld de, (scr_out_row)
    ld h, tbl_rows/256 ; address of the screen rows table page ... font
    ld h, 0
    ld d, FONTBASE/256
    ld e, h ; zero E ... /> ld de, (cursor_row)
    ld h, tbl_rows/256 ; address of the screen rows table page ...
    Paradigm Shifter Paradigm Shifter August 2022 Development
  • Horizontal scrollDoes anyone know how to do a 2 or 4 pixel left or right horizontal scroll of the spectrum screen. I can make a 1 one pixel scroll with: ... rl (hl…

    ... supposed you could create a table of values relating to ... a 256 byte table and do something like:

    LD L ... shift
    LD H,table ; point to a 256 boundary table
    LD A,(HL) ; ... get shifted value from table< ...
    cyborg cyborg March 2003 Sinclair Miscellaneous
  • help in byte mirroring.I need some help. What is the best way to mirror the byte? (for ex. 10010011 -> 11001001) I mean, if there is a simple way to do it (may be with OR, …

    need a Table of 256 bytes stored on a 256byte boundary

    on entry: a=byte to mirror

    FlipByte:

    ld h,TableAdress/256
    ld l,a
    ld a,(hl)
    ret
    dansauk dansauk March 2004 Development
  • 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 …

    ... /> LD H,LINEPTRS/256
    ADD A,(HL)
    INC H
    LD H,(HL)
    LD ... assumes the pixel table doesn't cross a 256 byte boundary.

    If you place the pixel table ... right at the beginning of a 256 byte page ...
    dmsmith dmsmith August 2004 Development
  • need help with speed optimization. this procedure draws a sprite with mask from memory onto the screen with x-coordinate in pixels. it doesn't shift sprites in realtime, it just uses …

    ... /> ADD A,A
    LD H,C0H ;table with preshifted mask bytes for ... a table with all bytes preshifted to all steps.
    LD H,A ... /> LD H,SCRTAB/256
    ADD A,(HL)
    INC H
    LD H,(HL)
    LD ...
    dmsmith dmsmith 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 …

    ... ;BUILDING UP A TABLE WITH
    LD BC,0FDH ;253*256+253, I ... , EG. L=10
    LD H,SCREENTABLE/256 ; POINT H TO FA00H, SO HL ... H ; INCREASE H, THUS MOVING 256 BYTES FORWARD IN MEMORY TO FB0AH
    LD H ...
    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 …

    ... ;BUILDING UP A TABLE WITH
    LD BC,0FDH ;253*256+253, I ... , EG. L=10
    LD H,SCREENTABLE/256 ; POINT H TO FA00H, SO HL ... H ; INCREASE H, THUS MOVING 256 BYTES FORWARD IN MEMORY TO FB0AH
    LD H ...
    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 …

    ... ;BUILDING UP A TABLE WITH
    LD BC,0FDH ;253*256+253, I ... , EG. L=10
    LD H,SCREENTABLE/256 ; POINT H TO FA00H, SO HL ... H ; INCREASE H, THUS MOVING 256 BYTES FORWARD IN MEMORY TO FB0AH
    LD H ...
    robpearmain robpearmain 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…

    ... )
    ld h,screen_xpos_table/256 ; point h to beginning of xpos table
    ... )
    ld h,screen_xpos_table/256 ; point h to beginning of xpos table
    ...
    Dr BEEP Dr BEEP September 2006 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…

    ... -255)
    ld h,screen_xpos_table/256 ; point h to beginning of xpos table
    ; so ... hl=address in xpos table

    ld a,(hl) ; a = x ...
    Dr BEEP Dr BEEP September 2006 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…

    ... -255)
    ld h,screen_xpos_table/256 ; point h to beginning of xpos table
    ; so ... hl=address in xpos table

    ld a,(hl) ; a = x ...
    Dr BEEP Dr BEEP September 2006 Development
  • My little first set of routines.Hi all, I just coded a little set of routines just to draw a screen on video mem and a fade out. I could have just copied the screen rendering rout…

    ... /> LD H,TABLE>>8 Table must start on address divided by 256

    LOOP:
    LD ... .
    [/code]

    Table is 256 bytes long. If you don ...
    omega omega April 2007 Development
  • My little first set of routines.Hi all, I just coded a little set of routines just to draw a screen on video mem and a fade out. I could have just copied the screen rendering rout…

    ... /> LD H,TABLE>>8 Table must start on address divided by 256

    LOOP:
    LD ... .
    [/code]

    Table is 256 bytes long. If you don ...
    bobs bobs April 2007 Development
  • So you want to make a cardgame......but you haven't got a good deck to display. Well here is a fully relocatable routine that will do the job for you. Place the code anywhere in me…

    ... byte

    LD H,'PRT_RND ;256-byte table
    CURND LD A,0
    INC A
    LD (CURND ... +1),A
    LD L,A
    LD B,(HL ...
    Shadow Maker Shadow Maker January 2009 Development
  • Sprites masterclassHi All, You guys are probably tired of explaining sprites but I'd like to clarify a few things if possible. I've sorted the vertical aspect of scro…

    ... code for the pre-shift table sprites demo. To save space ... to see if the shift table approach would be fast enough ... ld h,a
    ld a,b
    and 7
    add h
    ld h ... /> ;
    build_tables ld h,shiftbyte/256
    ld l,255
    ld b,255
    Turkwel Turkwel February 2011 Development
<1234567…34>

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