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Search Again :: Adv Search 1000 results in 0.059s
<1234567…34>
  • Rainbow Generator for 48K Spectrum using PUSHThis is what I came up with from [B]gasman[/B]'s suggestions. It's stable in ZXSpin and ZX32 simulating a 48K Speccy. Anyone like to try it on the …

    ... system variable PROG
    dec hl ; move HL down one address
    ld bc, 0x0005 ... /> add hl, hl ;
    add hl, hl ;
    add hl, bc ;
    ex de, hl ; character address ... to DE
    ld bc, (s_posn) ; get line/column ...
    chev chev May 2009 Development
  • SE Basic Type-ins^Pete suggested creating a sticky thread for SE Basic discussion. I thought a Type-ins thread might also be useful. Up to the mods if they want to ma…

    ... system variable PROG
    dec hl ; move hl down one address

    ... br /> inc hl ; move HL up one address
    push hl ; save ... br /> add hl, bc ; character, check the character will fit on ... HL to point
    ld a, h ; to the next pixel line ...
    chev chev April 2011 Sinclair Basic
  • Proportional Print Routine...Hi Folks, Does anyone know of a good proportional printing routine for the ZX Spectrum? Ideally I am looking for something that prints with charact…

    ... system variable PROG
    dec hl ; move hl down one address
    ld bc, 5 ... /> add hl, bc ; character, check the character will fit
    ld (chrad), hl ; on ... HL to
    ld a, h ; point to the next pixel line ...
    chev chev May 2011 Sinclair Basic
  • 40 Column Printing RoutineI've written a 40 column printing routine, which I'd like to share... It's my first piece of 'public' code so go easy on me! I don't think it is a…

    ... system variable PROG
    dec hl ; move hl down one address
    ld bc, 5 ... /> add hl, bc ; character, check the character will fit
    ld (chrad), hl ; on ... HL to
    ld a, h ; point to the next pixel line ...
    chev chev August 2012 Development
  • RFC: 64 column font codeIn BASIC, type CLEAR 49999 then import the code at 50000. Then type RANDOMIZE USR 50000. This will create a new channel and attach stream #4 to it. A…

    ... variable PROG
    dec hl ; move hl down one address

    ... flag
    dec (hl) ; indicates next character is col
    ... br /> ; -------------------------------
    ; WRITE A CHARACTER TO THE SCREEN
    ; -------------------------------
    chev chev January 2007 Development
  • RFC: 64 column font codeIn BASIC, type CLEAR 49999 then import the code at 50000. Then type RANDOMIZE USR 50000. This will create a new channel and attach stream #4 to it. A…

    ... system variable PROG
    dec hl ; move hl down one address
    ld bc, 5 ... ; AT flag
    dec (hl) ; indicates next character is col
    ret ... /> add hl, de ; HL holds address of first byte of
    ; character map ...
    chev chev March 2011 Development
  • GUI/OS for the Spectrum?Hi, Is anybody working on a WIMP/GUI system for the Spec? Is there anything current out there? [url]http://snakeoillabs.com/wordpress/2005/10/30/8…

    ... system variable PROG
    dec hl ; move hl down one address
    ld bc, 5 ... ; AT flag
    dec (hl) ; indicates next character is col
    ret ... /> add hl, de ; HL holds address of first byte of
    ; character map ...
    chev chev June 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…

    ... /> tokenizer_16:
    dec hl ; down one character
    bit 7, (hl) ; final character of a token ... /> ld d, (hl) ; line
    inc hl ; number
    ld e, (hl) ; to DE ...
    chev chev October 2013 Development
  • off screen bufferwhen using an offscreen buffer is the memory copied to the screen in a way that makes it easier to draw sprites to the buffer? E.g. Lets say you…

    ...
    ld l,e ;point HL at corresponding place in buffer ...
    call nextlinedown ;DE down one screen line
    pop bc
    djnz ... /> ret
    ;
    nextlinedown: ;move DE down one screen line
    inc d
    R-Tape R-Tape June 2017 Development
  • Proportional Print Routine...Hi Folks, Does anyone know of a good proportional printing routine for the ZX Spectrum? Ideally I am looking for something that prints with charact…

    ... system variable PROG
    dec hl ; move hl down one address

    ld bc ... routine
    inc hl ; move HL up one address
    push hl ; save this address ... offset
    inc hl ; move HL up one address
    ld (hl),d ; the high ...
    chev chev May 2011 Sinclair Basic
  • joining lines of BASICDue to overwhelming demand - well, one demand - well, more of a suggestion, really - here's a routine to join together lines of BASIC. The vertical c…

    ... />
    Up/down arrow now move up/down one line in the editing line (come out ... the next line (if there is one). The intervening ENTER character is replaced ... de,hl ;HL=LH-line address
    inc hl
    inc hl
    push hl
    Battle Bunny Battle Bunny February 2012 Sinclair Basic
  • Sprite adviceHello. So, I'm slowly getting to grips with Z80 assembly - currently equal parts frustration and enjoyment. Now looking for some advice to help shift…

    ...

    skip1 ld (shiphl),hl

    ;;;;;;;;;

    In ... 32 to l will move an additional character line down. But then, don't ... ) third of the screen (now one character line down)? Regardless of whether adding 32 ...
    48K 48K May 2006 Development
  • Character scrollingOk, first I'd like to say that I'm not looking for a complete routine (but that might help) because I am hoping to write it myself and learn a bit mo…

    ... ; Adjusts screen address HL to move eight pixels down on the display.
    ; exit : HL = moves one character down
    ; used : AF, HL
    GetCellDown:
    hl, (SCRLinesDown + 2)

    ScrollDownLoop: ;copy a single char line ...
    0sAND1s 0sAND1s February 2010 Development
  • What to write / programme?I've been trying to get back some motivation to write something in machine code for the Spectrum. I don't feel I am organised enough to write somethi…

    ... screen a character row at a time, one tile after ... display file address we move down one pixel line in the display ... the screen
    OR (HL) ; OR the leftmost char ... LD A,(DE)
    OR (HL)
    LD (DE),A ; ...
    dmsmith dmsmith March 2020 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…

    ... scans the screen memory by character square so -> attribute then ... /> call _ulzfa050 ; 17t - move hl on one
    ex de,hl ; 4t - swap back ... then just return
    ;;
    ;; move down one row
    ld a,e ...
    TomD TomD April 2017 Development
  • Any Errors?Any errors you feel Sinclair Research or even Amstrad made with the speccy??

    ... HL is pointing to a byte, INC H takes you down one pixel line ... one pixel line (assuming you don't hit the end of a character ... square or line).

    After 32 ... Ls, you start the next character square down. However, we can do ...
    Philip Kendall Philip Kendall March 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 …

    ... for second line
    INC L
    LD A,(HL)
    LD ... of the sprite
    OR (HL) ;follows same method except, the ...

    INC D ;move down one screen line
    LD A,D ;and ...
    dmsmith dmsmith August 2004 Development
  • Sprite adviceHello. So, I'm slowly getting to grips with Z80 assembly - currently equal parts frustration and enjoyment. Now looking for some advice to help shift…

    ... first pixel row of the character lines in middle third of ... 32 to l will move an additional character line down. But then, don' ... third of the screen (now one character line down)? Regardless of whether adding 32 ... next valid address of a line on the screen from ...
    Kiwi Kiwi May 2006 Development
  • Project: M.u.l.e.Wokani came up with a great idea about trying an open-development approach for spectrum games, and I thought why not try with a game I have under dev…

    ... *)
    // adjusts destination address to move down one scan line

    void d_PrintDoubleW ... and may need to render one character at a time as the ... , moving the display address right one character. Then we store the right ...
    Alcoholics Anonymous Alcoholics Anonymous June 2007 Development
  • Project: M.u.l.e.Wokani came up with a great idea about trying an open-development approach for spectrum games, and I thought why not try with a game I have under dev…

    ... /> // adjusts destination address to move down one scan line

    uint d_PrintDoubleW ... temp += 256; // next screen address down one pixel
    }

    ... custom unrolled ldi/rl (hl) stuff but not a ...
    Alcoholics Anonymous Alcoholics Anonymous July 2007 Development
  • Hi Res Print Routine neededHas anyone seen code for a print routine with pixel accuracy? That is print(y,x,CHAR) that allows 0 < y < 192 and 0 < x < 255 - that takes a charact…

    ... /> ; add hl,hl
    ; add hl,hl
    ; add hl,hl
    ; add hl,de
    Character Data to put down
    p_print0 ... get a Byte of Character Data to put down - but ignore the ... if we've jumped from one Character Line to another - messy but ...
    Turkwel Turkwel June 2010 Development
  • Hi Res Print Routine neededHas anyone seen code for a print routine with pixel accuracy? That is print(y,x,CHAR) that allows 0 < y < 192 and 0 < x < 255 - that takes a charact…

    ... done a 2 step increment down and right so you can ... br /> add hl,hl
    add hl,hl
    add hl,hl
    add hl,de
    Character Data to put down
    p_print0 push ... if we've jumped from one Character Line to another - messy but ...
    Turkwel Turkwel June 2010 Development
  • Move objectHi again, I am using paper colors to represent game objects. I have a "paddle" that is 4 pixels wide. I save its position as a 2 byte word in memory…

    ... that you need to move everything up one screen line (to fit in ... with "pixels" he refers to "character attributes". So the paddle is ... /> ldi ; (DE) = (HL), DE ++, HL ++, BC --
    ldi ; (DE) = (HL), DE ++, HL ++, BC --[/code ...
    ooze48k ooze48k July 2011 Development
  • Character Based SpritesHi, I'm working through Jonathan's excellent guide to writing games, and have mastered the animation of single UDGs. Before or move onto Pixel…

    ... br /> draw_tile ;arrive with HL pointing at graphic, DE at ... start of line

    call nextlinedn ;move DE down one line
    ... colour_tile ;DE pointing at attributes, HL at colours

    ... ex de,hl ;better with HL at attributes, DE at ...
    daveysludge daveysludge July 2016 Development
  • Screen access in assemblerI am again troubled by the unusal screen design of the Spectrum. :) If I want to do something with, say, a 16x16 bit block of the screen (in the sam…

    ... routine for moving HL down one pixel row, as handed down by Spectrum programmers ... it will point to last line only.
    Dr BEEP Dr BEEP November 2008 Development
  • BASin r14d - Final bugfix for the r14 seriesOk, there's not a great deal to "show" here, as most of the work has been going on "under the hood" so to speak. And there's been a [i]lot[/i] of wor…

    ... ScrollUp:
    LD HL, 16384+256
    ... PUSH HL
    LD BC, 32 ; Copy 1 line< ... br /> LDIR
    POP HL ; Restore HL
    PUSH HL
    STEPDOWN ; Move HL down 1 line ... in display file
    POP DE ; Restore last HL ...
    BloodBaz BloodBaz January 2009 Emulators
  • Character movementI have always liked manic miner and so want to try an write my own version. My first attempt is just focusing on the character movement, left right a…

    ... advantage if your character can get down to 8 pixels ... so when you move along by one character there is no part ... where you can move up and down, or in a ... slower game you could force the character ... BASIC program soon slows down as you try to ...
    joefish joefish January 2011 Sinclair Basic
<1234567…34>

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