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  • Beta Basic Manual 3 and 4?Hi all, The Beta Basic V3 manual is here in a pdf doc :- [url="ftp://ftp.worldofspectrum.org/pub/sinclair/utils-info/BetaBasicV3.0.pdf"]ftp://ftp.w…

    ... LIST FORMAT 1 on the table).

    [/quote]

    Steve(spt) Steve(spt) July 2004 Sinclair Miscellaneous
  • InterruptsA small piece intended for the FAQ. Comments, corrections, additions welcome. Notably: * How long does the 48K ULA hold /INT low? * What happens i…

    ... is to set up a table of 257 identical bytes at ... in the ROM as a table of 257 0xff bytes and ...
    Fraser Fraser July 2004 Development
  • InterruptsA small piece intended for the FAQ. Comments, corrections, additions welcome. Notably: * How long does the 48K ULA hold /INT low? * What happens i…

    ... Manual which has an identical table.
    Alcoholics Anonymous Alcoholics Anonymous July 2004 Development
  • Collision DetectionHi everyone, This is my first post on WOS. Like most people here I owned a Spectrum when a teenager. At that time I was quite heavily into programmin…

    ... /> * IX points to Sprite Data Table (10 bytes for each sprite ... IX to start of data table
    ADD IX,DE ;for ...
    dmsmith dmsmith August 2004 Development
  • RGB values for Spectrum colorsDoes anybody know the true rgb color values for the spectrums 15 colors. I'll assume that black is 0,0,0 White is probably 255,255,255 But what are t…

    ... the Sam Coupe palette RGB table (as used by the SimCoupe ...
    monty.mole monty.mole August 2004 Development
  • RGB values for Spectrum colorsDoes anybody know the true rgb color values for the spectrums 15 colors. I'll assume that black is 0,0,0 White is probably 255,255,255 But what are t…

    ... - 255.

    Using the table above, substitute these values and ...
    Quazar Quazar 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 …

    ... address
    LD HL,TAB ; table for pixel
    LD C ... 's only an 8 byte table.
    Dr BEEP Dr BEEP 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 …

    ... . This allows the y-address lookup code to be reduced to ...
    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 …

    ... />
    This assumes the pixel table doesn't cross a 256 ... /> If you place the pixel table right at the beginning of ...
    dmsmith dmsmith August 2004 Development
  • What hardware Sinclair and not related has everybody got?Just had to try to list all my clutter in the attic and my dads garage (this has got a bit out of hand), anybody else got as much Retro as this (boug…

    ... household, with a massive banquet table surrounded by machines, for while ...
    CKay CKay August 2004 Sinclair Miscellaneous
  • 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 …

    ... of using a preshifted byte table. But I think it ... have to look up the table for every byte, which ... you have used a 4KB table.

    I would ... you do away with the table, and simply store each ... You could use a multiplication table to do the time 96 ...
    dmsmith dmsmith August 2004 Development
  • What hardware Sinclair and not related has everybody got?Just had to try to list all my clutter in the attic and my dads garage (this has got a bit out of hand), anybody else got as much Retro as this (boug…

    ... /> Offical Coleco/Midway Pac-Man Table Top

    Thats it ...
    btyler1978 btyler1978 August 2004 Sinclair Miscellaneous
  • 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 …

    ... to look up the table for every byte, which ... an address itself for this table. for example:
    ... br /> ld a,(hl) (table is precalculated in such a ... actual looking through the table. The only weak point ... 4 more registers for storing table address)

    ...
    moroz1999 moroz1999 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 …

    ... I understand correctly in your table the first 2K contain the ... />
    How about if the Table was arranged in 8 blocks ...
    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 …

    Using the alternative table arrangement I suggested will save ...
    dmsmith dmsmith August 2004 Development
  • RGB values for Spectrum colorsDoes anybody know the true rgb color values for the spectrums 15 colors. I'll assume that black is 0,0,0 White is probably 255,255,255 But what are t…

    ... , quite right. I compiled the table taking the palette information from ...
    monty.mole monty.mole 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 …

    ... wrote:
    Using the alternative table arrangement I suggested will save ... improve the speed using Your table layout.
    I repeat, that ...
    moroz1999 moroz1999 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 …

    ... disable interupts.

    My table is arranged:

    Each ... first 512 bytes of the table contain all the bytes from ...
    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 …

    ... with sprite mirroring (also using table!), but this is too much ... stack.
    [quote]
    My table is arranged:
    Each byte ... first 512 bytes of the table contain all the bytes from ... up the code using this table variant.
    moroz1999 moroz1999 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 …

    ... />
    ORG C000H,C000H ;placing table at the beginning of
    LD H,C0H ;table with preshifted mask bytes for ... A,B0H ;there is a table with all bytes preshifted to ...
    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 …

    ... H" when working with big table just killed me with their ...
    moroz1999 moroz1999 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 …

    The bit I'm most proud of is using the L register for two tasks, as the index for the byte table and also to store the mask. If that hadn't worked I don't think it would have been possible to do without using the alternate registers.
    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 …

    Using a shifted byte table makes a lot of sense. I had always been stumped about how to do large sprites. Even for small sprites preshifting them uses a lot of memory.
    Good idea Moroz.
    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 …

    ... /> You will need a Jump Table with the addresses for each ...
    dmsmith dmsmith August 2004 Development
  • Best games voting system -The "Best Games" right now shows Spectrum CP/M to be the "best game", when in fact it is not a game. Also isn't there something inherently wrong if…

    ... straight to the high score table without so much as a ...
    jil jil August 2004 Sinclair Miscellaneous
  • 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] ; ***********…

    ... save time by accessing the table via HL. Particularly if you ... the arrangement of the sprite table dependent on the order in ... sprite address into it's table and only fully recalculate it ...
    AndyC AndyC 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] ; ***********…

    ... sprite address into it's table and only fully recalculate it ... , these are read from the table, is this what you mean ...
    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] ; ***********…

    ... , these are read from the table, is this what you mean ...
    AndyC AndyC 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 …

    ... ,A
    LD H,C0H ;table with preshifted mask bytes for ... ) ;calculate screen address using a table
    LD L,A
    table
    * SCRTAB must be at ... />
    * Routine to generate a table of shifted bytes.
    * each ...
    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 …

    ... though, I did an extended table aeons ago. Don't know ...
    AndyC AndyC August 2004 Development
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