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<1234567…34>
  • Speccy machine code info where is it?Recently I've been trying to learn Z80 and I've managed to make limited progress (some of my routines even compile now!) but I seem to be having trou…

    ... display file occupies 16384-23295 in memory. 16384-22527 holds pixel information ... :

    for z=16384 to 22527: poke z,255: next z ... /> POKE 19020,66
    POKE 19276,66
    POKE 19532,126
    POKE 19788 ...
    Alcoholics Anonymous Alcoholics Anonymous June 2003 Sinclair Miscellaneous
  • Dotty (Dollarsoft) - Bug... ?!?Hi all ! If you ever been frustrated with baddies in pacman game (they're 'stupid' but they always win, soon or later), this one is cure :) Game …

    ... instead of map3
    (poke 37086,64: poke 37087,156) or rip ... load it back to address 16384 to see it.
    Mr. Anonymous Mr. Anonymous July 2004 Games
  • ZX in FPGA...Hmm..seems nobody is interested in a replacement PCB with FPGA...well..heading towards next FPGA projects then...C64 and others (o; [ This Messag…

    Some benchmark result:

    10 FOR I=16384 TO 23295
    20 POKE I,255
    30 NEXT I

    Finished in around 2.5 seconds (o:
    klingler klingler July 2004 Sinclair Miscellaneous
  • ZX in FPGA...Hmm..seems nobody is interested in a replacement PCB with FPGA...well..heading towards next FPGA projects then...C64 and others (o; [ This Messag…

    ... /> 10 FOR I=16384 TO 23295
    20 POKE I,255
    pmsr pmsr July 2004 Sinclair Miscellaneous
  • Compressed Loading ScreensHi everybody From my speccy memories I could swear I could remember games with loading screens that took less than normal time to load. But up until…

    ... /> 4 REM 1 for memory 16384-32767
    2 for memory ... YRS
    20 POKE 65021,195: POKE 65022,26: POKE 65023,251: REM ... TO 64588: READ A:
    POKE F,A: LET tot=tot ...
    Dr BEEP Dr BEEP November 2004 Sinclair Miscellaneous
  • New Compo IdeaI've had this idea and would like to know what do you think about it. I think that most of us here know how to code in BASIC. The problem with Specc…

    ... that is:

    POKE 23606,80: POKE 23607,194

    poke:

    POKE PEEK 23633 + 256 * ... "HELLO"

    POKE 23618,10: POKE 23619,0 : POKE 23620,2

    POKE 23618,10: POKE 23619,2 : POKE 23620,0
    na_th_an na_th_an April 2005 Development
  • ANNOUNCE: BASin Release 12 ready for downloadWell, after a rather large break, BASin's latest incarnation is ready for public use. Probably. BASin is a Sinclair Spectrum development environme…

    ... HL,50100
    LD DE,16384
    LD BC,6912
    POKE D,C: NEXT D: NEXT ...
    Dunny Dunny August 2005 Emulators
  • SAVE the complete screen in BASICHow can I save the COMPLETE screen (with the last two lines) in BASIC? If I type SAVE "XXXX" SCREEN$, then comes the message "Start tape, ..." and th…

    ... newaddr=32768: FOR s=16384 to 23295: POKE newaddr,PEEK s: LET ...
    Dunny Dunny September 2005 Sinclair Basic
  • SAVE the complete screen in BASICHow can I save the COMPLETE screen (with the last two lines) in BASIC? If I type SAVE "XXXX" SCREEN$, then comes the message "Start tape, ..." and th…

    ... newaddr=32768: FOR s=16384 to 23295: POKE newaddr,PEEK s: LET ...
    Dr BEEP Dr BEEP October 2005 Sinclair Basic
  • SAVE the complete screen in BASICHow can I save the COMPLETE screen (with the last two lines) in BASIC? If I type SAVE "XXXX" SCREEN$, then comes the message "Start tape, ..." and th…

    ... DE 32768
    LF HL 16384
    LD BC 6912
    16384, start of screen memory) TO ... A+B-1: READ B: POKE C,B: NEXT C
    Dunny Dunny October 2005 Sinclair Basic
  • Games that are impossible to complete due to bugs!I'm trying to compile a list of Speccy games that cannot be completed because of a bug (or simply bad programming)! Here's a few... [B]Frankie Goes …

    ... screen was 32768 instead of 16384... Anyway, the tape has been ... file using the Custom Info-Poke block, would an emulator be ... able to automatically poke the memory with the fix ...
    Gilby Gilby July 2006 Games
  • Ways to use double buffering in basicI was meddling with woody's print stream code where you can print characters at any pixel location on screen. I was playing with 12 sprites, very ann…

    ... OUT port,a
    8070 POKE var,a
    8100 RETURN ... OUT port,a
    8550 POKE var,a
    8560 RETURN ... 16384,16384
    9040 SAVE !"a2"CODE 16384,16384
    9050 SAVE !"a3"CODE 16384,16384 ...
    NotFound NotFound November 2006 Sinclair Basic
  • Ways to use double buffering in basicI was meddling with woody's print stream code where you can print characters at any pixel location on screen. I was playing with 12 sprites, very ann…

    [QUOTE=Arda]wow it works : )
    I'll use that in my next crap game.[/QUOTE]

    Try to do some better than this: ;-)

    [code]
    10 rem ***********************
    20 rem * dbuf2.bas *
    30 rem *A crap and ...
    NotFound NotFound November 2006 Sinclair Basic
  • Help where do i startIm thinking of writing a game or two for the speccy. At the moment Im not sure what type. But Im after some general info. I know laguages like Basi…

    ... address 16384 - you can write a short BASIC program to poke values ...
    Winston Winston November 2006 Development
  • I'm in need of help hereI've been using the 'COMB' and 'TRANSFER' programs on Lerm's Utility D package to convert copy-protected (Speedlock, Alcatraz etc) 48k games onto +3 …

    ... so you'll have to POKE 23388 to page the memory ... machine code!

    Poke this lot into an "addr ... ,201

    Then Poke the page you want into ... like this:
    (File / POKE val / Start Address to load ... 20 49152
    5 16 16384
    6 22 49152
    Jmk Jmk December 2006 Sinclair Miscellaneous
  • 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 …

    ... for PEEK and POKE etc (with 512K spanning from 16384 to 540671 ... those values in BASIC to POKE to the screen, even blit ... out of the way!)
    POKE 507904, MEM$(100000 to 124575 ... ) (Poke it to the screen!)
    < ...
    Quazar Quazar January 2007 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?

    ... /> [code]
    for z=16384 to 22527: poke z,255: next z ...
    Alcoholics Anonymous Alcoholics Anonymous April 2007 Development
  • Sceen$ helpMost people have used screen$ at some time or another and for me what I want to do is use it or something like it as a start screen before the game p…

    ... />
    [code]
    ld hl,16384
    ld de,ramtop addr ... screen to memory. You can poke values to reverse HL and ...
    Alcoholics Anonymous Alcoholics Anonymous May 2007 Sinclair Basic
  • Sceen$ helpMost people have used screen$ at some time or another and for me what I want to do is use it or something like it as a start screen before the game p…

    ... />
    [code]
    ld hl,16384
    ld de,ramtop addr ... screen to memory. You can poke values to reverse HL and ...
    DEATH DEATH May 2007 Sinclair Basic
  • Sceen$ helpMost people have used screen$ at some time or another and for me what I want to do is use it or something like it as a start screen before the game p…

    ... />
    [code]
    ld hl,16384
    ld de,ramtop addr ... screen to memory. You can poke values to reverse HL and ...
    Toxitalk Toxitalk May 2007 Sinclair Basic
  • Sceen$ helpMost people have used screen$ at some time or another and for me what I want to do is use it or something like it as a start screen before the game p…

    ... /> 10 FOR i = 16384 TO 22527 STEP 15 : POKE i, 255: NEXT ...
    Geoff Geoff May 2007 Sinclair Basic
  • Faster Pussycat, yer man (UDG)Right we are almost into a game area. Ive started to play with UDG and by using bins and pokes I can redesign graphics to my hearts content. Now Im…

    ... screens pixel area starts at 16384, and is made of of ... /> 10 For n=16384 to 22528
    20 Poke n,127
    mulder mulder May 2007 Sinclair Basic
  • Faster Pussycat, yer man (UDG)Right we are almost into a game area. Ive started to play with UDG and by using bins and pokes I can redesign graphics to my hearts content. Now Im…

    ... screens pixel area starts at 16384, and is made of of ... /> 10 For n=16384 to 22528
    20 Poke n,127
    poke like command which equates to ...
    Toxitalk Toxitalk May 2007 Sinclair Basic
  • 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…

    ... /> ret

    scradd defw 16384, 16416, 16448, 16480, 16512, 16544 ... test. To use the routine poke address 40000 with the X ...
    Arjun Arjun July 2007 Development
  • Help hacking Split PersonalitiesI`ve been hacking away at Split Personalities for the purpose of putting new screens and graphics (items). The current screen is at 41187 and is 160…

    ... scr as a binary to 16384, before pressing '4' for the ... /> cp (hl)
    jp z, poke ; poke menu to default
    jp ... 60120
    poke ld hl, 60112
    ld ...
    FrankT FrankT August 2007 Games
  • Using a multiface to exit to BasicBack in the days I was always fascinated with the idea of getting access to BASIC listings inside a program or game. I was able to work a way around …

    ... address of the game and poke it to point to your ... the screen should be a poke to restore the changes you ... save the whole memory from 16384, the program counter (PC) and ...
    FrankT FrankT August 2007 Sinclair Basic
  • I forgot which system variable I need...... to prevent the message 'start tape, then press any key'. I saw the system variables list but it's not helping. I know I used one poke to bypass t…

    ... . I know I used one poke to bypass the messagem but ... there.

    LD IX, 16384
    LD DE, 6912
    DEATH DEATH August 2007 Sinclair Basic
  • New oneliners for 2008[INDENT][INDENT][INDENT]Here's my attempt at a first-person-perspective 3d game in one line of BASIC. It's called 'wormhole', and you've got to get t…

    ... =p/32-z/16:
    POKE (m(p-z-z)1 ... *INT (RND*15)+66:
    POKE (g
    Einar Saukas Einar Saukas April 2008 Development
  • Saving a complete SCREEN$ in BASICI'm trying to save a SCREEN$ to a tape file (basically the original data is in a .tzx file that I'm trying to save in a .tap format) but the problem …

    [CODE]
    10 FOR N=0 TO 6911
    20 POKE 32768+N, PEEK 16384+N
    30 NEXT N
    40 SAVE "Screen" CODE 32768,6912
    [/CODE]
    (To be strictly correct, do a CLEAR 32767 before generating or loading the original screen).
    John Elliott John Elliott April 2008 Sinclair Miscellaneous
  • IF2 Rom snapshot creationHi, is it possible convert a Speccy 16k snapshot to a Interface 2 Rom file? I've the original Ultimate Pssst, Cookie, Trans-am and Jetpac tapes and …

    ... are better implemented using a POKE or two.

    ... we have to do is POKE 23606/7 with the ... FOR i=0 TO 1200:POKE i+32768, PEEK i: ... FOR i=15616 TO 16383: POKE i+32768, PEEK i:NEXT ... /> [CODE]SAVE "jetROM" CODE 32768,16384[/CODE]

    Burn this ...
    Jimmy Jimmy April 2008 Emulators
<1234567…34>

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