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<1…14151617181920…34>
  • checking bits in BASICThe question of manipulating bit patterns in BASIC was raised recently in this [thread=35728]Keys redefine routine and key check[/thread] thread. I s…

    ... /> PUSH BC
    LD BC,16 ;new len
    RST 48 ... used)
    The numbers to poke at any address: (unchecked)
    16,0,247,209,197,65 ... ,56,2,54,48,43,16,243,35,235,193,[/SIZE ...
    roko roko September 2011 Sinclair Basic
  • INSTR function...Hi Folks, Another little program that people might find useful: [CODE]100 DIM i(4) 110 LET a$="This is some sample text" 120 LET b$="text" 130 GO S…

    ... /> 5b2d dd6616 LD H,(IX+16)
    5b30 dd5e04 LD E ... /> 3 DEF FN h(h$)=16*FN n(h$(1))+FN ... TO i+1)))
    1030 POKE L,c
    1040 LET ...
    mattsteel mattsteel September 2011 Sinclair Basic
  • Where to start?..Hello, First off, sorry if this is in the wrong and sorry if the questions I'm about to ask have been asked and answered numerous time! Little back…

    ... [/URL]

    You can poke around the rest of the ... bytes of data; typically a 16-bit number, with the low ...
    joefish joefish September 2011 Development
  • Where to start?..Hello, First off, sorry if this is in the wrong and sorry if the questions I'm about to ask have been asked and answered numerous time! Little back…

    ... [/URL]

    You can poke around the rest of the ... bytes of data; typically a 16-bit number, with the low ...
    ZnorXman ZnorXman September 2011 Development
  • Keys redefine routine and key check.I have written some asm code which allows me to redefine keys (for a game etc.), and also allows me to be able to check any keypresses for the redefi…

    ... the keys
    ; or poke (main+1) with 1 to ... ; so exit
    rst 16 ; print the character
    ... $bf
    key_pause_pattern: defb 16
    key_quit_port: defb $df
    key_quit_pattern: defb 16
    msg_up: defm CC_AT,7 ...
    polomint polomint September 2011 Development
  • 3 lines of funHello! I'm looking for a tattoo to remember forever our fabulous 8 bit era. A part the pictures I posted here [url]http://www.worldofspectrum.org/for…

    [QUOTE=mcleod_ideafix;567783]Ok, this one is a little more than 3 lines (BASIC lines), but.... what if we code it in a more... "visual" way?

    Assuming your tatoo artist is precise enough, I'd suggest this code ;) (click to enlarge):
    [/ ...
    Geoff Geoff October 2011 Sinclair Basic
  • Pixel engines for explosions...Hi... Iv a strange request... I was toying around with an old YS program, which can be found here: [url]http://www.users.globalnet.co.uk/~jg27paw4/ty…

    ... 61440 ; THE START IS ORG+16

    ; THESE FIRST 12 ... THE ROUTINE AT ADDRESS ORG+16

    ; Define The Explosion ... /> ;at. Choose the numbers to POKE into here..
    ;0 - normal ...
    kgmcneil kgmcneil October 2011 Development
  • Newbie says 'Alreet?'Hiya dudes, Just dropping a line to say hello as i've decided at 33 to try and fulfill a long time ambition to write a speccy game in machine code..…

    ... : for z=16384 to 22527: poke z,255: next z, you ...
    15 and $07
    16 ret nz
    17
    Alcoholics Anonymous Alcoholics Anonymous November 2011 Development
  • Up/Down Left/Right scrollCan anybody give a newbie some pointer to simple one char scrolling by pixel? I've looked at a lot of resources, but as you can imagine, it's all a …

    ... managed to use RST 16 quite well, but as ... ]

    Well RST 16 hides all the details from ... same impression using RST 16. The spectrum is purely ... /> ....

    If you poke the data with shift=7 ... .

    2- Poke the shifted sprite data into ...
    Alcoholics Anonymous Alcoholics Anonymous November 2011 Development
  • Auto generated spritesLooking around for some graphics I came across [url]http://blog.disktree.net/?p=19[/url] , one of several such pages. Need the odd 8x8 UDG or two (…

    ... or them together and poke into the rom default udg ... to make this a 16 bit no of course ... key presses
    rst 16
    ld a,2 ...
    rst 16
    xor a
    ... rst 16
    ld a,b ... add a,48
    rst 16
    ld a,(23560)
    R-Tape R-Tape December 2011 Development
  • BackgroundDoes anyone know how i would create a background similar to [URL=http://imageshack.us/photo/my-images/42/backgroundmockup.png/][IMG]http://img42.ima…

    ... ,22 ;#rows
    ld de,16 ;add this to hl to ... ld b,16 ;#columns across
    loop ld (hl),64 ;poke value ...
    R-Tape R-Tape December 2011 Development
  • BackgroundDoes anyone know how i would create a background similar to [URL=http://imageshack.us/photo/my-images/42/backgroundmockup.png/][IMG]http://img42.ima…

    ... ,24 ;#rows
    ld de,16 ;add this to hl to ... ld b,16 ;#columns across
    loop ld (hl),64 ;poke value ...
    R-Tape R-Tape December 2011 Development
  • Arkanoid Hack - Your Sinclair Smash TipsRemember that Arkanoid hack in YS Smash Tips that didn't work? It does now... [CODE] 10 REM ARKANOID HACK 20 CLEAR 65535: LET C=1: LET D=23295 …

    ... 97,225,193,9,193,16,209,33
    190 DATA ...
    jp jp December 2011 Development
  • Tool for saving prog op codes in one neat column?[deleted]

    ... "
    Bytes per line? [1-16] 1
    Bytes as hex ... append to a string or poke memory instead of printing. Fuse ...
    Battle Bunny Battle Bunny December 2011 Development
  • Using ATTR detection in machine codeIs there a ROM routine that can be called that reads the ATTR value of a co-ordinate?

    ... ,(colour)
    ld (hl),a ;poke colour
    ret
    ;
    16 bit addition here, hence 'de ... address
    ;
    horizontalcoord defb 16 ;31,23 the max values ... x,y
    vertical_coord defb 16
    colour defb 68[/CODE ...
    R-Tape R-Tape January 2012 Development
  • Amazonia (BUGFIX)This is a bugfix for game [URL="http://www.worldofspectrum.org/infoseekid.cgi?id=0027280"]Amazonia[/URL], please add the following "known errors" des…

    ... ; exit
    b4cc: 16 10 EXEC FUNC(16) ; kill 'ON?A' ... /> b71d: 01 10 PRINT MSG(16) ; print "Pirou companheiro..."
    ... using POKE 46883,7: POKE 46886,19: POKE 46891,9: POKE 46892,21: POKE ...
    Einar Saukas Einar Saukas January 2012 Infoseek database
  • Picking apart spectrum screensDear all, Being a fan of remakes, I'm constantly trying to pick apart spectrum game screens to see how they're made up - how many characters one pla…

    ... values alternating 56 and 120 16 times, then 120 and 56 ... 16 times, and so on. Then ... /> 30 FOR k=1 TO 16: POKE i,56: LET i=i ... +1: POKE i,120: LET i=i ... /> 40 FOR k=1 TO 16: POKE i,120: LET i=i ... +1: POKE i,56: LET i=i ...
    na_th_an na_th_an February 2012 Sinclair Miscellaneous
  • Poking a string to memory...I'm looking to poke a string of characters including colour control codes to memory, I'm currently doing it by hand: 16,2,19,1,22,1,1,144 That equa…

    ... ;606761]I'm looking to poke a string of characters including ... it by hand:

    16,2,19,1,22,1 ... A$ and where do you POKE the data?
    Dr BEEP Dr BEEP March 2012 Sinclair Basic
  • A z88dk + sp1 demo (with source)Since nowadays people are still wondering about how difficult it is to make something in z88dk, I thought I just put a very simple demo to show how e…

    [QUOTE=Timmy;594378]Since nowadays people are still wondering about how difficult it is to make something in z88dk, I thought I just put a very simple demo to show how easy it actually is. (Actually I've already published this one some time ago, but this ...
    AndyOaks AndyOaks March 2012 Development
  • A new multicolor engine called BIFROST*I'm glad to announce the release of a new multicolor engine implemented by yours truly, including high quality 16x16 tiles designed by R-Tape: [IMG]…

    ... 250 IF a$="2" THEN POKE 56787,254: PRINT AT 20 ... TO 80: POKE 65283+f,128+INT (RND*32)+16: NEXT ... USR 65016: POKE 64937,0: POKE 64939,128: POKE 64940,0: ... USR 65016: POKE 64937,15: POKE 64939,64: POKE 64940,7: ... TO 50: POKE 65283+INT (RND*80),INT (RND*16): NEXT ...
    Einar Saukas Einar Saukas March 2012 Brand new software
  • A new multicolor engine called BIFROST*I'm glad to announce the release of a new multicolor engine implemented by yours truly, including high quality 16x16 tiles designed by R-Tape: [IMG]…

    ... =0: FOR r=0 TO 16 STEP 2: FOR c=0 ... TO 16 STEP 2
    40 GOSUB ... 1
    110 POKE 48500+t*64+f*16+g*2+h ... +h)
    120 POKE 48500+t*64+f*16+g*2+h ... : FOR f=0 TO 80: POKE 65283+f,128+f: NEXT ... ]FOR f=0 TO 63: POKE 48500+X*64+f,0 ...
    Einar Saukas Einar Saukas March 2012 Brand new software
  • A new multicolor engine called BIFROST*I'm glad to announce the release of a new multicolor engine implemented by yours truly, including high quality 16x16 tiles designed by R-Tape: [IMG]…

    ... memory):

    POKE 64954,INT (addr/256): POKE 64953,addr-256 ... , storing 32 bytes of bitmap (16 pairs from top to
    Einar Saukas Einar Saukas March 2012 Brand new software
  • A new multicolor engine called BIFROST*I'm glad to announce the release of a new multicolor engine implemented by yours truly, including high quality 16x16 tiles designed by R-Tape: [IMG]…

    ... />
    [CODE]120 POKE 48500+t*64+f*16+g*2+h ...
    Einar Saukas Einar Saukas March 2012 Brand new software
  • A new multicolor engine called BIFROST*I'm glad to announce the release of a new multicolor engine implemented by yours truly, including high quality 16x16 tiles designed by R-Tape: [IMG]…

    ... /> [CODE]
    110 POKE 48500+t*64+f*16+g*2+h ... +h)
    120 POKE 48500+t*64+f*16+g*2+h ...
    Einar Saukas Einar Saukas March 2012 Brand new software
  • 28-character wide multicolour(ish) on 48k SpectrumLong-time lurker here... I've always been interested in rainbow effects on the 48k Spectrum, mainly from a perspective of "Just what [I]would [/I]ha…

    ... these brick platforms in a 16 x 32 play area allows ... 65021
    jp rainbow_processor ;can poke different JPs here
    rept ...
    R-Tape R-Tape April 2012 Development
  • Help pleeease "Proving Emulator OpCode flags are correct"So I had a cunning plan... I wanted to write a test harness for Emulators that could "prove" that all opcode flags were correct. I wanted something m…

    ... /> You do need to put 16 million bytes somewhere - how about ... 42...

    Also the POKE aAddr and dAddr should be ... ),SP
    LD HL,0 ;poke this with 0 - 65535
    Stefan Drissen Stefan Drissen April 2012 Emulators
  • Turn UDG to Attrribute blocksI'm trying to enlarge my UDG's to 8 x 8 character blocks per pixel, but struggling, is there any subroutine/program for enlarging UDG's x 8?

    ... routine that can poke the top right 16 x 16 attributes (256 bytes ... ) into memory then poke them ...
    daveysludge daveysludge May 2012 Development
  • Turn UDG to Attrribute blocksI'm trying to enlarge my UDG's to 8 x 8 character blocks per pixel, but struggling, is there any subroutine/program for enlarging UDG's x 8?

    ... *pin
    10 DIM b$(16,4): LET b$(1)=CHR ... :
    FOR b=2 TO 16: LET c$=b$(b-1 ... h=INT (p/16): LET l=p-h*16:
    LET c ... c=0 TO 7:
    POKE d+c,CODE c$(c ... c=0 TO 7:
    POKE d+7-c,pat-((pat ...
    Battle Bunny Battle Bunny May 2012 Development
  • Turn UDG to Attrribute blocksI'm trying to enlarge my UDG's to 8 x 8 character blocks per pixel, but struggling, is there any subroutine/program for enlarging UDG's x 8?

    ... 12 bytes long (DIM b$(16,12)) and including a 2 ... , then looping through them to POKE the data onto the screen ...
    joefish joefish May 2012 Development
<1…14151617181920…34>

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