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<1234567…34>
  • 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 …

    ... . 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 ... /> INC H ; *256 TO GET NEXT LINE
    LD A,(DE ...
    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 …

    ... , 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…

    ... =xpos (0-255)
    ld h,screen_xpos_table/256 ; point h to beginning of xpos ... 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…

    ... ld h,SCRTABLE/256
    add a,(hl)
    inc h
    ld h,(hl)
    ld ... 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 +…

    ... /> ld hl,48640
    ld de,48641
    ld (hl),191
    ld bc,256 ... />
    ld h,pixel_address_A/256
    sla c
    ld l,c
    ld sp ... 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…

    ... z, .nextline
    ld de, (scr_out_row)
    ld h, tbl_rows/256 ; address of the ... font
    ld h, 0
    ld d, FONTBASE/256
    ld e, h ; zero E ...
    drawcursorbody
    ld de, (cursor_row)
    ld h, tbl_rows/256 ; address of the ...
    Paradigm Shifter Paradigm Shifter August 2022 Development
  • line routineWondered if anyone can help me out. I have been programming a 3d graphics library for the spectrum, in Machine code. The line routine that I have i…

    ... y
    ld h,$taby1/256
    ld d,$tabx1/256
    ld a,(de)
    inc h
    ld h,(hl)
    ld l,a
    ld a,(de ...
    rtunes rtunes October 2001 Sinclair Miscellaneous
  • line routineWondered if anyone can help me out. I have been programming a 3d graphics library for the spectrum, in Machine code. The line routine that I have i…

    ... ld l,b ;cord y
    7 ld h,$taby1/256
    7 ld d ... ,$tabx1/256
    7 ld a,(de ... ld l,b ;cord y
    7 ld h,$taby1/256
    7 ld b ... ,$tabx1/256
    7 ld a,(bc ...
    Dr BEEP Dr BEEP October 2001 Sinclair Miscellaneous
  • line routineWondered if anyone can help me out. I have been programming a 3d graphics library for the spectrum, in Machine code. The line routine that I have i…

    ... ,lp_mpt1
    inc h
    lp_mpt2 ld a,l
    ... inc h
    ld de,#4000
    ld b,#c0
    lp_mpt3 ld (hl ... br /> inc h
    ld (hl),d
    dec h
    inc ...
    SerzhSoft SerzhSoft January 2002 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
  • An MC question (sorry, there's no MC forum to post to!)Ok, still struggling with learning MC - but am getting there. I just can't find anywhere on the web / in books that explains how to do arrays in MC.…

    ... /> add a,MyArray%256
    ld l,a
    ld a,0
    adc a,MyArray/256
    ld h ... ,a
    ld a,(hl)

    ; time = 14 cycles
    ld h,MyArray/256
    ld a,(hl)

    Alcoholics Anonymous Alcoholics Anonymous April 2004 Sinclair Basic
  • 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 …

    ... can put lineptrs on a 256-byte boundary and rearrange it ... into 256 low bytes followed by 256 high bytes. This ... /> ld h,lineptrs / 256
    ld l,d
    ld c,(hl)
    inc h
    ld ...
    gasman gasman August 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 …

    ...
    RRCA
    LD L,B
    LD H,LINEPTRS/256
    ADD A ... ,(HL)
    INC H
    LD H,(HL)
    LD ... L,A

    LD A,C ... /> use

    LD D,PIXELTAB/256
    LD E,A

    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 …

    ... /> LD H,SCRTAB/256
    ADD A,(HL)
    INC H
    LD H,(HL)
    LD ... L,A

    LD (SCRADR),HL ...

    LD A,H
    SUB 16
    LD H,A
    INC ...
    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 …

    ... . 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 ... /> INC H ; *256 TO GET NEXT LINE
    LD A,(DE ...
    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 …

    ... . 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 ... /> INC H ; *256 TO GET NEXT LINE
    LD A,(DE ...
    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 …

    ... , 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
  • Shoot-em-up Development UpdateHi Folks, I am still working away at my horizontal scroller. Here is a link to let you see progress. I have re-written the scrolling routine to make…

    ... New]RENDER2 EXX: LD H,TILEMAP/256: EXX

    LD IXH,SCROLL_HEIGHT[/FONT ... AND %10111111: LD H,A
    LD SP,HL
    LD H,D: LD L,E ...
    dmsmith dmsmith April 2006 Development
  • In Machine Code, what is the quickest way to sort bytes?I am playing around with some ordering of sprites, where I want to order them by vertical position. I used some Rodnay Zaks code to order some bytes…

    ... reserve one N-byte long, 256-byte aligned "page", fill it ... place, like:

    ld h,PAGE/256
    ld l,a ; A = byte ...
    ld (hl),a

    baze baze August 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 ...

    ld h,(hl) ; h now = screen address ( ... -255)
    ld h,screen_xpos_table/256 ; point h to beginning of ...
    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…

    ... =xpos (0-255)
    ld h,screen_xpos_table/256 ; point h to beginning of xpos ... /> inc h ; Move h to beginning of screen address

    ld l ...
    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…

    ... =xpos (0-255)
    ld h,screen_xpos_table/256 ; point h to beginning of xpos ... /> inc h ; Move h to beginning of screen address

    ld l ...
    Dr BEEP Dr BEEP September 2006 Development
  • Delay routineAs some people are aware, I have recently starting writing a [url=http://fuse-emulator.svn.sourceforge.net/viewvc/fuse-emulator/trunk/fusetest/]autom…

    ... h ; 4
    jr nz,wait1 ; 12/7 20/15
    ld h ... ,base/256 ; 7
    ld l,(hl) ; 7
    inc h ; 4 ...
    Patrik Rak Patrik Rak May 2007 Development
  • Delay routineAs some people are aware, I have recently starting writing a [url=http://fuse-emulator.svn.sourceforge.net/viewvc/fuse-emulator/trunk/fusetest/]autom…

    ... h ; 4
    jr nz,wait1 ; 12/7 20/15
    ld h ... ,base/256 ; 7
    ld l,(hl) ; 7
    inc h ; 4 ...
    Dr BEEP Dr BEEP May 2007 Development
  • 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 ... $71,$73,$72 repeat until 256 bytes filled

    org ... you can change the LD H,N in LD H,B reaching every code ...
    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…

    ... ; output HL
    FAST: LD H,TABLE/256 ; 2 / 7
    ... 7
    LD H,A ; H = 01000yyy 1 / 4
    LD A,B ; ... ; output HL
    HIBRI2: LD H,SMALLTAB/256 ; 2 / 7
    ...
    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 ... /> INC H ; 1 / 4
    LD H,(HL) ; 1 / 7
    LD L,A ...
    Dr BEEP Dr BEEP July 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…

    ...

    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…

    ... /> ld h,a
    ld a,b
    and 7
    add h
    ld h ... ,a
    ld a,b
    ... a
    ld h,a
    ld l,0
    srl h
    ... /> ;
    build_tables ld h,shiftbyte/256
    ld l,255
    ld b,255
    Turkwel Turkwel February 2011 Development
  • PLOT and DRAW in machine codeHow do you go about it? If I posted a really simple BASIC instruction could someone do a machine code routine so I could learn from it? I wouldnt k…

    ... [code]
    ld hl,10000
    ld de,9000
    ld bc,8000 ... 'ld hl,10000' is equivalent to two 8-bit loads: 'ld h,10000/256 ... ' and 'ld l,10000-(10000/256)*256' but is done ... bit load equivalents were 'ld h,$27' and 'ld l,$10'. This ...
    Alcoholics Anonymous Alcoholics Anonymous January 2012 Development
<1234567…34>

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