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<1…15161718192021…34>
  • Dimming the screen...Hi Folks, I was hoping someone on here could help me with a wee machine code routine. I have written the following example in BASIC: [CODE]100 REM…

    ... FOR a=22528 TO 23231: POKE a,PEEK a-(64 AND ... /> 270 LET c$=c$+CHR$ 16+CHR$ 8
    280 REM ...
    Paddy Coleman Paddy Coleman May 2012 Development
  • General purpose full screen input routineHi Folks, One of the things that annoyed me back in the 1980s with most BASICs was the lack of a full screen "formatted" input function. You could …

    ... = upper case
    bit 4 = 16 = punctuation symbols
    bit 3 ... , thus v$(CODE "."-31)=CHR$ (16+8+2).
    * "any number ... +256*PEEK 23640+8:
    POKE 23563,da-INT (da/256 ... )*256: POKE 23564,INT (da/256):
    Battle Bunny Battle Bunny May 2012 Sinclair Basic
  • BOUNCING BOMB REDUX - HACKSOnly one so far because I havent had much time to go through the code but here infy lives 50463,0 - infinite lives

    ... B+C-1: READ C: POKE D,C: NEXT D: NEXT ... ,33,33,22,250,17,16,255,1,11
    60 ... ,176,33,87,132,54,16
    70 DATA 35,54 ... ,255,195,16,254,219,254
    80 ...
    FrankT FrankT June 2012 Games
  • Switching 48/128 modes within a BASIC programI'm not sure what use this would be; ie. being able to switch between 48k and 128k modes and back again from within a continuously running BASIC prog…

    ... 23611: LET bit4=INT (flags/16)-INT (flags/32)*2:
    POKE sp,FN g(trap): POKE sp+1,FN ... =FN p(23613): POKE sp,FN g(ret): POKE sp+1,FN ...
    Battle Bunny Battle Bunny July 2012 Sinclair Basic
  • Your Sinclair Smash Tips - Corrected ListingsOver at Hercules' [URL="http://craigsretrocomputingpage.eu5.org/smashtips/index.html"]YS Smash Tips site[/URL] he has a list of hacks that don't work…

    ... 64316: READ A
    40 POKE N,A: LET T=T ...
    jp jp August 2012 Games
  • Your Sinclair Smash Tips - Corrected ListingsOver at Hercules' [URL="http://craigsretrocomputingpage.eu5.org/smashtips/index.html"]YS Smash Tips site[/URL] he has a list of hacks that don't work…

    ... 23435
    120 READ Y: POKE X,Y: LET C=C ... DATA 205,130,91,33,16,167,34,54
    1120 ... "]1140 DATA 6,119,35,16,252,237,86,251[/COLOR ... ,129,126,237,103,35,16
    1160 DATA 250,201 ...
    jp jp August 2012 Games
  • Your Sinclair Smash Tips - Corrected ListingsOver at Hercules' [URL="http://craigsretrocomputingpage.eu5.org/smashtips/index.html"]YS Smash Tips site[/URL] he has a list of hacks that don't work…

    ... 23454
    30 READ A: POKE F,A
    40 LET ...
    130 DATA 235,54,16,35,54
    140 DATA ... ,235,54
    240 DATA 16,35,54,241,35
    16
    320 DATA 13,11 ...
    jp jp August 2012 Games
  • Your Sinclair Smash Tips - Corrected ListingsOver at Hercules' [URL="http://craigsretrocomputingpage.eu5.org/smashtips/index.html"]YS Smash Tips site[/URL] he has a list of hacks that don't work…

    ... 23403
    30 READ a: POKE f,a
    40 LET ... GO TO 110
    90 POKE f,a
    100 LET ... ,9,193
    230 DATA 16,217,42,112,91
    340 DATA 12,24,16,24,50
    350 DATA ...
    jp jp August 2012 Games
  • Your Sinclair Smash Tips - Corrected ListingsOver at Hercules' [URL="http://craigsretrocomputingpage.eu5.org/smashtips/index.html"]YS Smash Tips site[/URL] he has a list of hacks that don't work…

    ... $(G*2-1)>57))*16+(CODE A$(G*2)-48 ... ]2)>57))
    60 POKE D,B
    70 LET ...
    jp jp August 2012 Games
  • WibbleBibble's Basic threadHi in an attempt to keep my questions from spamming the forum. I think its better to put them all in one place. Thanks everyone so far, I feel I am …

    ... 11,C;"DEF"
    140 POKE 23692,255
    200 GO ... 7: READ B
    1020 POKE USR G$+R,B
    16,49
    1050 DATA "B ... "C",0,128,96,48,16,24,8,140
    1070 ...
    WibbleBibble WibbleBibble August 2012 Sinclair Basic
  • Your Sinclair Smash Tips - Corrected ListingsOver at Hercules' [URL="http://craigsretrocomputingpage.eu5.org/smashtips/index.html"]YS Smash Tips site[/URL] he has a list of hacks that don't work…

    ... 48010
    20 READ A: POKE F,A
    30 LET ...
    160 DATA 35,193,16,222,33,103
    170 ...
    280 DATA 197,228,16,213,228,24,19,229 ...
    jp jp August 2012 Games
  • Your Sinclair Smash Tips - Corrected ListingsOver at Hercules' [URL="http://craigsretrocomputingpage.eu5.org/smashtips/index.html"]YS Smash Tips site[/URL] he has a list of hacks that don't work…

    ... 48019
    40 READ A: POKE L,A: LET T=T ...
    130 DATA 35,193,16,222,33,103,238,17 ... ,253,33,58,92,62,16,1,253,127,237
    16,191,50,20,191
    16
    210 DATA 9,229 ...
    jp jp August 2012 Games
  • WibbleBibble's Basic threadHi in an attempt to keep my questions from spamming the forum. I think its better to put them all in one place. Thanks everyone so far, I feel I am …

    ... /> 160 READ N
    170 POKE S,N
    180 LET ... /> 1040 DATA 180,18,19,16,228,13,32,223,201 ...
    WibbleBibble WibbleBibble August 2012 Sinclair Basic
  • WibbleBibble's Basic threadHi in an attempt to keep my questions from spamming the forum. I think its better to put them all in one place. Thanks everyone so far, I feel I am …

    ... /> 160 READ N
    170 POKE S,N
    180 LET ... /> 1040 DATA 180,18,19,16,228,13,32,223,201 ...
    WibbleBibble WibbleBibble August 2012 Sinclair Basic
  • WibbleBibble's Basic threadHi in an attempt to keep my questions from spamming the forum. I think its better to put them all in one place. Thanks everyone so far, I feel I am …

    ... DATA 02,22,10,0,16,1,21,1,143
    16,3,21,1,142
    50 POKE 23672,0: POKE 23673 ...
    Battle Bunny Battle Bunny August 2012 Sinclair Basic
  • Your Sinclair Smash Tips - Corrected ListingsOver at Hercules' [URL="http://craigsretrocomputingpage.eu5.org/smashtips/index.html"]YS Smash Tips site[/URL] he has a list of hacks that don't work…

    ... A: LET T=T+A: POKE N,A: NEXT N
    jp jp August 2012 Games
  • Type-in Checksum PuzzlerAt least one of the hex dump type-ins at [url=http://www.users.globalnet.co.uk/~jg27paw4/type-ins/typehome.htm]TTFn[/url] has a checksum routine a cu…

    ... $
    100 IF LEN h$16 THEN PRINT "Error in length ... 8
    130 LET byte=16*(CODE h$(1)-48-(7 ... $(2)>"9"))
    140 POKE f-1+g,byte
    Battle Bunny Battle Bunny September 2012 Sinclair Basic
  • Tutorial - learn machine code in 30mins[B][I]Message from the moderators[/I] - bigjon has requested that readers' attention be drawn to a better version of this tutorial, one which is easi…

    ... press enter to create line 16 and type ret
    ... says "No errors in 16 lines. 4 bytes generated"< ... per byte.
    Try POKE-ing 255 into bytes within ... ? See the BASIC manual chapter 16.
    Insert line 7, ... next line'
    Insert line 16, 'add hl,de'
    ...
    buzzy buzzy September 2012 Development
  • Your Sinclair Smash Tips - Corrected ListingsOver at Hercules' [URL="http://craigsretrocomputingpage.eu5.org/smashtips/index.html"]YS Smash Tips site[/URL] he has a list of hacks that don't work…

    ... 64316: READ A
    40 POKE N,A: LET T=T ...
    jp jp October 2012 Games
  • Mini scroll routineI'm looking for a routine that scrolls a small section of the screen downwards and replaces it with nothing, 2 x 2 charcter blocks to be precise, to …

    ... =0 TO 7: READ c: POKE USR a$+b,c: NEXT ... /> 9000 FOR a=1 TO 16
    9002 PRINT AT 0 ... /> 9004 PAUSE 10
    9005 POKE 23675,PEEK 23675-1
    16
    9011 POKE 23675,PEEK 23675+1 ...
    Battle Bunny Battle Bunny October 2012 Development
  • Your Sinclair Smash Tips - Corrected ListingsOver at Hercules' [URL="http://craigsretrocomputingpage.eu5.org/smashtips/index.html"]YS Smash Tips site[/URL] he has a list of hacks that don't work…

    ... 128K

    [CODE] 11 POKE 27061,40
    12 FOR ... =27098 TO 27015: READ A: POKE N,A: NEXT N
    16,142[/CODE]
    jp jp October 2012 Games
  • Converting UDG to 2x2I've got a udg that I want to display in different sizes. Obviously I just print it for normal size, I can use the udg in bin format to display it ea…

    ... l4=INT (p/16): LET r4=p-l4*16: LET bl= ... +256 STEP 256: POKE d,bl: POKE d+1,br: ... l2=INT ((p-l1*64)/16):
    LET r1=INT ... ((p-l1*64-l2*16)/4): LET r2=p- ... l1*64-l2*16-r1*4:
    LET ... /> POKE d,bl1: POKE d+1,bl2: POKE d+2,br1: POKE d ...
    Battle Bunny Battle Bunny October 2012 Sinclair Basic
  • Converting UDG to 2x2I've got a udg that I want to display in different sizes. Obviously I just print it for normal size, I can use the udg in bin format to display it ea…

    ... time. As there are only 16 possible values it's not ... /> 5 DIM d(16): FOR a=1 TO 16: READ d(a ... /16): LET r4=p-l4*16
    155 POKE df,d(l4+1): POKE ... ,d(r4+1)
    156 POKE df+256,d(l4+1 ... ): POKE df+257,d(r4+1):< ...
    Battle Bunny Battle Bunny October 2012 Sinclair Basic
  • Ideas for speeding up this BASIC routine?This loop can take up to 2 minutes to run, depending upon the content of the screen being scanned, about 70% of that time being taken up by lines 105…

    ... /> 1051 IF b$="n" THEN POKE 23678,y: LET y=USR ...
    Battle Bunny Battle Bunny October 2012 Sinclair Basic
  • smooth movement in basicWas trying to figure this out myself but i would like to be pointed in right direction now :-). How do I make something move in Basic without gettin…

    ... /> 5 PAPER 6: INK 2: POKE 23681,0[/color]
    10 ... PRINT AT 0,16;cs: PRINT AT 21,16;s
    30 ... IF NOT PEEK 23681 THEN POKE 23681,1: LET s=0 ...
    Battle Bunny Battle Bunny October 2012 Sinclair Basic
  • Asking for help: ZXBC to ASM routine translationHallo, In order to save some bytes and gain speed, I'm asking for translation of a very simple ZXBC routine to Assembler [code] sub light(x as uinteg…

    ... as ubyte)
    poke @light0+1,x
    poke @light0+4,y ...
    poke @light0+7,intensity ...
    add hl,hl ;'y*16
    add hl,hl ;'y ... for orientation, allowing me to POKE Buffer address at DE register ...
    LCD LCD November 2012 Development
  • Your Computer Magazine ScansPlease forgive my Intrusion. At the moment I'm trying to type in an Amstrad game called "Bomber" which was published in an issue of "Your Computer" O…

    ... #1
    470 POKE 19901,&20:POKE 19902,&4E
    16) THEN 1120 ELSE IF b ... %,y%:print b$;
    680 POKE h,ASC(b$);
    690 ...
    CP/M User CP/M User December 2012 Chit chat
  • Bugs in Rocky Horror ShowI've been converting this game to disk, and I've found a bug in the game. If you run the 128k version and select "Sinclair joystick" as joysticks, t…

    ... DATA 119,35,35,135,16,250,35,35
    150 ...
    jp jp January 2013 Infoseek database
  • calculator and sinusok, look at the Sysel's routine: [PHP]3 5b00 *s 4 5b00 tabsin = #7000 03 mksin 19.11.1995 Busy soft …

    ... ' prefix for hex byte input": POKE 23658,8:
    DIM b ... i=1 TO 5:
    POKE p,CODE "AEDCB"(i): INPUT ... "): LET n$=n$(1+(base=16) TO ):
    LET b(i ...
    Battle Bunny Battle Bunny January 2013 Development
  • ZX7: an "optimal" LZ77 packerAbout 20 years ago, I started a M.Sc. in Computing, planning to work on data compression. Although I quickly changed to another subject for a number …

    ... example 8 levels, you introduce 16 blocks in the tape file ... compressor?
    [CODE]
    1000 POKE 65531, x-INT(x/256 ... )*256: POKE 65532, INT(x/256)
    1010 POKE 65533, y-INT(y/256 ... )*256: POKE 65534, INT(y/256)
    antoniovillena antoniovillena January 2013 Brand new software
<1…15161718192021…34>

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