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<1…3456789…34>
  • Cool BASIC tricks and tips!Following on from Dunny's excellent suggestion of a compendium of BASIC tips + tricks, I believe it would be better to have a topic dedicated to it. …

    ... /> 35 read a
    38 poke 28000+i,a
    39 ... 0,64 0*64*256 = 16384 (code to load screen$)
    wadfm wadfm June 2008 Sinclair Basic
  • oh my the old days :)programming on the speccy again here is a routine i remember of the top of my head to load screens or code without a header wow 5 Clear 27999 : Re…

    ... /> 50 READ a
    60 POKE 28000+i,a
    70 ...
    ;
    main ld ix, 16384 ; 28000 221 33 0 64 ...
    jp jp July 2008 Sinclair Basic
  • 'orange' on a spectrumalways wondered why spectrums could never seem to achieve the colour orange? wasn't one of the default colours, and don't remember seeing anything th…

    ...
    6050 OUT pageport,n: POKE syspage,n
    6060 RETURN ... i=0 TO 6911: POKE 49152+i,PEEK (16384+i): NEXT i ...
    8050 OUT pageport,n: POKE syspage,n
    8060 RETURN ...
    9050 OUT pageport,n: POKE syspage,n
    9060 RETURN ...
    Digital Prawn Digital Prawn August 2008 Sinclair Miscellaneous
  • 'orange' on a spectrumalways wondered why spectrums could never seem to achieve the colour orange? wasn't one of the default colours, and don't remember seeing anything th…

    ... main program
    105 POKE syspage,23
    ... PAUSE 0: POKE syspage,23: PAUSE 0: POKE syspage,31: ... 200
    300 POKE syspage,23: POKE syspage,31: GO ... summarise:-

    [b]POKE 23388,23[/b] - Page bank ... screen at 16384 as active.
    [b]POKE 23388,31 ...
    Digital Prawn Digital Prawn August 2008 Sinclair Miscellaneous
  • Print ATHello, Can someone please tell me how to do a Print AT command? Thanks,

    ... )*8)
    1020 LET addr=16384+x+(y-INT (y/32 ... =0 TO 7
    1040 POKE addr,PEEK char
    1050 ...
    Dunny Dunny October 2008 Sinclair Basic
  • Print ATHello, Can someone please tell me how to do a Print AT command? Thanks,

    ... )*8)
    1020 LET addr=16384+x+(y-INT (y/32 ... =0 TO 7
    1040 POKE addr,PEEK char
    1050 ...
    polomint polomint October 2008 Sinclair Basic
  • Jetpac questionHi all, I just bought a copy of Jetpac off of Ebay and I'm having problems. To start, I'm trying to play it on an issue 2 Speccy with Interface 1, 2 …

    ... /> 10 FOR a=16384 TO 65535
    20 POKE a,255
    30 NEXT a
    40 FOR b=16384 ... unless I'm trying to POKE to somewhere I shouldn't ... problems. Isn't there a POKE/PEEK that tells you if ...
    hypostomus hypostomus January 2009 Games
  • Help to run Abu Simbel in a +2A SpectrumI bought this game some weeks ago, but the version is the old one. When I loaded it in the emulator, I had to switch the keyboard issue to 48Kissue.…

    ... a,255
    ld ix,16384
    ld de,6912
    poke 49861 with 187 before the ... above so that it will poke 49681,187 before starting the ... 42000. As long as the poke is done before jumping to ...
    zxbruno zxbruno January 2009 Games
  • 2 commands in 1 lineHi all, this is my first post although I have visited the web site many times, and I find it great. English is not my mother tongue, so I will try to…

    ... data block starts at position 16384 and takes 30766 bytes. As ... /> 0>SAVE "FRED" CODE 16384,30766: RANDOMIZE USR 30285
    poke the BASIC/system variables to ...
    rinconete rinconete March 2009 Sinclair Basic
  • 2 commands in 1 lineHi all, this is my first post although I have visited the web site many times, and I find it great. English is not my mother tongue, so I will try to…

    ... CODE block somewhere in memory, poke REM command at place of ... from the changed block from 16384 ?
    Fikee Fikee March 2009 Sinclair Basic
  • DATA BIN - How to read the contentOkay I hit a snag with my Image to ZX Spec program that the plot/draw command eats too much memory. So I want to use DATA BIN to insert converted jp…

    ... ]There's no problem with POKE etc, I just need to ... :

    for i=16384 to 23295: poke i,255 : next i ...
    omega omega May 2009 Sinclair Basic
  • DATA BIN - How to read the contentOkay I hit a snag with my Image to ZX Spec program that the plot/draw command eats too much memory. So I want to use DATA BIN to insert converted jp…

    ... :

    for i=16384 to 23295: poke i,255 : next i ...
    brownb2 brownb2 May 2009 Sinclair Basic
  • Interface One - New FunctionalityAs you may (or may not) be aware the Interface One is a pretty powerful piece of kit. One of it's greatest features is being able to easily extended …

    ... commands, as Crisis suggests (LOAD @..., POKE @) are easier to implement.
    16384).

    I must admit ...
    jp jp June 2009 Development
  • Reading from the 128 Serial PortDon't shout at me if this is a silly question. I have Googled extensively, and searched the forums, but I can't find anything discussing what seems t…

    ...
    . 10 FOR 16384 TO 23295
    . 20 POKE f, CODE INKEY ...
    roko roko June 2009 Sinclair Basic
  • Interface One - New FunctionalityAs you may (or may not) be aware the Interface One is a pretty powerful piece of kit. One of it's greatest features is being able to easily extended …

    ... />
    [CODE]LET chk=(CODE @16384,6912)[/CODE]

    I ... deal with (PEEK @nnnnn) and POKE @nnnnn,nnn but need to ...
    jp jp July 2009 Development
  • Interface One - New FunctionalityAs you may (or may not) be aware the Interface One is a pretty powerful piece of kit. One of it's greatest features is being able to easily extended …

    ... commands, as Crisis suggests (LOAD @..., POKE @) are easier to implement.
    16384).

    I must admit ...
    jp jp August 2009 Development
  • Preliminary MontyHey All... A new 2009 production (port from Atari) of a game called "Preliminary Monty" is out. It is a VERY nice platform game - with a bit "crude…

    ... also on ZX basic with POKE commands.
    Test joy in ... POKE xxx,xx .....
    (but this work only if screen area 16384 ...
    velesoft velesoft September 2009 Games
  • Preliminary MontyHey All... A new 2009 production (port from Atari) of a game called "Preliminary Monty" is out. It is a VERY nice platform game - with a bit "crude…

    ... also on ZX basic with POKE commands.
    Test joy in ... POKE xxx,xx .....
    (but this work only if screen area 16384 ... basic: IF USR xxxx THEN POKE (disable joy)
    velesoft velesoft September 2009 Games
  • What are the keys for Penetrator?Q - Up, A- Down, O-Left P- Right Space - Bomb. So what's fire? When I press the P button, it fires bullets, but that's the 'right' key. Surely they…

    ... /> 20 POKE 23739,111
    30 LOAD "s"CODE 16384
    40 ... B+C-1: READ C: POKE D,C: NEXT D: NEXT ...
    FrankT FrankT January 2010 Games
  • What are the keys for Penetrator?Q - Up, A- Down, O-Left P- Right Space - Bomb. So what's fire? When I press the P button, it fires bullets, but that's the 'right' key. Surely they…

    ...
    20 POKE 23739,111
    30 LOAD ""CODE 16384
    40 ... B+C-1: READ C: POKE D,C: NEXT D: NEXT ...
    FrankT FrankT January 2010 Games
  • Converting games from tap to dskHi to all from Greece, Being an old Speccy user and now owner of most models of Spectrum (48k , 48k+ , 128K, +2 grey and +3) , I desided to salvage m…

    ... LOAD BANK 1
    20 poke 23388,17 : out 32765,17 ... LOAD BANK 4
    30 poke 23388,20 : out 32765,20 ... LOAD BANK 0
    40 poke 23388,16 : out 32765,16 ... load in one block from 16384, there is an all-ram ... the original rom at 0-16384 to get 48k only games ...
    FrankT FrankT January 2010 Emulators
  • Super Hang On (Speedlock deprotector program needed)Hello all, I been looking into finding a way of decrypting the speedlock on Super Hang On. I want to create a deprotected tap version of the game, w…

    ... memory in one headerless block (16384-65535) and run the game ... A+B-1: READ B: POKE C,B: NEXT C
    FrankT FrankT March 2010 Games
  • Speccy games programmingI've got a question. Where games written in pure machine code or was it a level higher with Assembly language being the choice? I always thought it…

    ... hl, source
    ld de, 16384
    ld bc, 6912
    POKE/NEXT loop, along with the ...
    ajmoss ajmoss June 2010 Games
  • Z80 Machine Code Question...Hi Folks, I know not strictly a BASIC question but I have started to learn Z80 machine code - 25 years too late! :smile: I have been reading a book…

    ... "]10 FOR L=16384 TO 22527
    20 POKE L,255
    Paddy Coleman Paddy Coleman August 2010 Sinclair Basic
  • Z80 Machine Code Question...Hi Folks, I know not strictly a BASIC question but I have started to learn Z80 machine code - 25 years too late! :smile: I have been reading a book…

    ... =85
    120 LET sa=16384
    130 FOR c=1 ... TO sa+255
    160 POKE a,bit
    170 NEXT ...
    Paddy Coleman Paddy Coleman August 2010 Sinclair Basic
  • Z80 Machine Code Question...Hi Folks, I know not strictly a BASIC question but I have started to learn Z80 machine code - 25 years too late! :smile: I have been reading a book…

    ... =85
    120 LET sa=16384
    130 FOR c=1 ... TO sa+255
    160 POKE a,bit
    170 NEXT ... stuff):

    LD HL, 16384
    LD A, 85
    bobs bobs August 2010 Sinclair Basic
  • updated Fatware - keyboard patchHi! I work with Fatware code and already prepare keyboard patch for original version 0.12. Now it's possible to operate disk browser with keys: 1) c…

    ... ram page 1 to adress 16384 and start from adress 16387 ... />
    Example of write one POKE 32768,201:
    - start DEVASTACE ...
    velesoft velesoft September 2010 Development
  • Sprite RoutineI was wondering if anyone could point me in the direction of a really basic example of a per-pixel sprite routine? Preferably commented. The screen …

    ... /> 10 FOR X=16384 TO 16384+6144
    20 POKE X,255
    16384
    If we express it ... Z80 registers we get: HL=16384= 64*256+0, H=64 ...
    Ralf Ralf October 2010 Development
  • Transferring games into MicrodriveLast week a big pack of empty microdrive cartridges arrived, and now I'm ready to playing with my little microdrive equipped speccy. One of my aim w…

    ... the original .SNA file and poke in 20 BYTES of my ... +SNA_listlen+eax]
    sub edi,16384

    mov [restore+1 ... +SNA_listlen+ebx]
    sub edi,16384
    rep movsb

    ASM ASM November 2010 Sinclair Miscellaneous
  • Help needed with simple MCode routineI'm trying to code a routine to clear the screen and I can't figure out why it's not working: ld hl,16384 ld bc, 6144 loop:ld (hl),0 inc hl dec bc l…

    ... ()
    asm
    ld hl,16384
    ld bc, 6144
    for num=16384 to (16384+6143)
    poke num, peek (num-16384)
    next ...
    Gedlion Gedlion November 2010 Development
<1…3456789…34>

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