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<1…17181920212223…34>
  • display file addressing; screen slicingWhile working on this Compendium I'm updating or rewriting a lot of stuff. One thing I eventually came to appreciate was the simple & clever way in w…

    ... /b(p+1))*2) THEN POKE hl,w+b(p)
    16 LET x=-y1+xo: GO ...
    120 REM plotting with poke
    121 PAPER 0: BORDER ...
    Battle Bunny Battle Bunny October 2013 Sinclair Basic
  • display file addressing; screen slicingWhile working on this Compendium I'm updating or rewriting a lot of stuff. One thing I eventually came to appreciate was the simple & clever way in w…

    ... ))*2 THEN RETURN
    7 POKE hl,w+e: RETURN
    16 LET x=xo+y1: GO ...
    Battle Bunny Battle Bunny October 2013 Sinclair Basic
  • display file addressing; screen slicingWhile working on this Compendium I'm updating or rewriting a lot of stuff. One thing I eventually came to appreciate was the simple & clever way in w…

    ... e=VAL ("BIN 000000010000000"( TO 16-x+c*8))[/code]
    POKE patch I included in the ...
    Battle Bunny Battle Bunny October 2013 Sinclair Basic
  • MOVE_M Object Movement Manager for BASICAs moving things around on the screen is usually the slowest part of a game written in BASIC, I've been pottering around with this routine to handle …

    ... , which can be up to 16 characters in size (4x4, 8x2 ... 10; to restore normal speed POKE FN p(23675)-1,0 ... or POKE 10 to slow it down ... in the assembler listing. (The POKE & PAUSE having the same ...
    Battle Bunny Battle Bunny October 2013 Sinclair Basic
  • 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…

    ... /> ld bc, (frames) ; get low 16-bits of frames


    ; THE 'POKE' COMMAND ROUTINE
    org 0x1e80 ...
    poke:
    call two_param ; get operands ...
    chev chev October 2013 Development
  • BLOG- ZXSporgBasic RPG development thread- Inspired by the Spectrum 30 show, and after a six-month wait while I was busy playing loads of gigs, I have decided to do a spot of Spectrum coding…

    First development in 8 months on this project - changed the mechanics of setting the colour of the walls in line 9720. Instead of one general ink 1 statement, it specifies the ink colour blue for each block printed. This is so I can print black (for a door ...
    bigjon bigjon December 2013 Sinclair Basic
  • BLOG- ZXSporgBasic RPG development thread- Inspired by the Spectrum 30 show, and after a six-month wait while I was busy playing loads of gigs, I have decided to do a spot of Spectrum coding…

    Actually decided the doors need to be white as the that's the only colour the PC can walk over. Line 9720 is now a bit of a monster as the ink colour needs to be evaluated with [I]INK 1+6*(VAL t$(5)=1)*((j=7)+(j=8))[/I] or similar before each square of ...
    bigjon bigjon December 2013 Sinclair Basic
  • Get rid of 'Bytes:' when loading codeHow do you hide the 'Bytes:' when loading code? I've tried saving as CHR$ 22 + CHR$ 6+ CHR$ 0 (a blank part of the loading screen) but it still appe…

    [QUOTE=Hikaru;742318]POKE 23739,111 after you've ... restore the original value with POKE 23739,244 after your program ...

    Looking at the 16-bit value stored there:
    u6c87 u6c87 December 2013 Sinclair Basic
  • A new full-screen bicolor engine called NIRVANA[I]OK, there's something I need to clarify first: Nowadays if you write [B]"multicolor"[/B] everyone assumes it refers to "multicolor 8x1" (an attri…

    ... or not, each taking up 16 bytes or 4K in total ... pointer in the draw list, POKE a byte that will simply ...
    joefish joefish January 2014 Brand new software
  • SpecBAS 0.800 Released!Hi folks, it's that time again for another release. I was going to add a few more features, but I have other projects on the go at the moment, and it…

    ... TO 7: READ n: POKE USR a$+f,n: NEXT ... TO 7: READ n: POKE USR a$+f,n: NEXT ... TO 7: READ n: POKE USR a$+f,n: NEXT ... TO 7: READ n: POKE USR a$+f,n: NEXT ... TO 7: READ n: POKE USR a$+f,n: NEXT ... ": PRINT AT 16,0;"\b": PRINT AT 16,7;"\b\b ... b\b\b": PRINT AT 16,24;"\b": PRINT AT ...
    Wookiee Wookiee January 2014 Sinclair Basic
  • really dumb questionbut can I use the following line to create a udg and if so how do I call it or use it via the graphics mode? Do I need to READ something somewhere? …

    ...
    10 DATA7,8,16,32,64,138,113,0 ... ,56,68,128,128,0,16,224,0,-1
    ... ,112,0,-1
    16 DATA56,69,65,32,32 ... ,69,56,0,142,81,16,200
    17 DATA40 ... 18 DATA113,138,65,32,16,8,7,0,199,40 ... ,162,28,0,28,162,16,200,20
    19 ... 3 TO 1 STEP -1:POKE 23676,p-i:BORDER 5 ...
    carlsson carlsson January 2014 Sinclair Basic
  • hash function permutation tableI'm using a simple Pearson hash function to generate keys for a $(103,6) array using a 256-byte permutation table. How do I arrange the entries in th…

    ... ", "OVER", "PAPER",
    "PAUSE", "PLOT", "POKE", "PRINT", "RANDOMIZE", "READ", "REM", "RESTORE ... ,33,44,22,46,18,16,9,49,50,59,42 ... /> 76,0,0,70,47,16,0,76,76,70,0 ...
    Kweepa Kweepa January 2014 Development
  • hash function permutation tableI'm using a simple Pearson hash function to generate keys for a $(103,6) array using a 256-byte permutation table. How do I arrange the entries in th…

    ... ", "OVER", "PAPER",
    "PAUSE", "PLOT", "POKE", "PRINT", "RANDOMIZE", "READ", "REM", "RESTORE ... ,33,44,22,46,18,16,9,49,50,59,42 ... ,47,47,
    0,0,16,70,0,1,76,76 ...
    Kweepa Kweepa January 2014 Development
  • hash function permutation tableI'm using a simple Pearson hash function to generate keys for a $(103,6) array using a 256-byte permutation table. How do I arrange the entries in th…

    ... +256*PEEK 23640+8:
    POKE 23563,da-INT (da/256 ... )*256: POKE 23564,INT (da/256)
    16,1,0,61

    Battle Bunny Battle Bunny January 2014 Development
  • Animated attribute revealA new challenge to solve next. I would like to create an animated attribute reveal in machine code by having my 768 byte attributes held in ram whic…

    ... 0: PAPER 0: CLEAR 29999: POKE 23624,36: INPUT ""
    42 ... rows?

    ld e,16
    DELAY2: djnz DELAY2
    Battle Bunny Battle Bunny February 2014 Development
  • doom on 128ki see a youtube video of doom being played for the spectrum, is this designed to work stright of a tape and onto a spectrum without the divide thing …

    ... "r/16"-INT VAL "r/32"*2)
    THEN POKE VAL "23611 ... ",VAL "r-16"[/code]
    and ... in both files every POKE 23388 (BANKM ...
    Battle Bunny Battle Bunny February 2014 Games
  • quick RAM copy using LET in BASICI'm in the process of reviewing, revising and refining all the programming tips & utility routines which I've posted on this forum over the last eigh…

    ... br /> [*]Lines 15 & 16 change the string lengths.
    POKE da+3,0: POKE da+12,0 ... 1)*16:
    FOR b=a TO a+255: POKE b ... GO SUB 90
    16 LET pa=da+15: LET ... /> 89:
    90 [b]POKE pa+1,INT (pv/256 ... ): POKE pa,pv-PEEK (pa+ ...
    Battle Bunny Battle Bunny February 2014 Sinclair Basic
  • quick RAM copy using LET in BASICI'm in the process of reviewing, revising and refining all the programming tips & utility routines which I've posted on this forum over the last eigh…

    ... )/256+1)*16:
    FOR b=a TO a+255: POKE b ...
    189:
    190 [b]POKE u,v-INT (v/256 ... )*256: POKE u+1,INT (v/256 ... SCANNING rather than explicitly via POKE, and saves 23 bytes (the ...
    Battle Bunny Battle Bunny February 2014 Sinclair Basic
  • quick RAM copy using LET in BASICI'm in the process of reviewing, revising and refining all the programming tips & utility routines which I've posted on this forum over the last eigh…

    ... /> These 160 bytes stores 10*16 tile code.

    When ... , I "clear" a$ tile plus POKE pos+"hero" xy to 0 ...
    Hark0 Hark0 February 2014 Sinclair Basic
  • From RAM to dim v$() "video buffer" SPEED UP!Hi! This question is related to "quick RAM copy using LET in Basic" ([url]http://www.worldofspectrum.org/forums/showthread.php?t=44296[/url]). Wel…

    ... $(TO 160): STOP
    90 POKE pa+1,INT (pv/256 ... ): POKE pa,pv-PEEK (pa+1)* ... bytes, which you say is 16*10 tiles, but each tile ...
    Battle Bunny Battle Bunny March 2014 Sinclair Basic
  • From RAM to dim v$() "video buffer" SPEED UP!Hi! This question is related to "quick RAM copy using LET in Basic" ([url]http://www.worldofspectrum.org/forums/showthread.php?t=44296[/url]). Wel…

    ... 360
    320 POKE ps,d
    330 POKE ps+1,d ...
    340 POKE ps+32,d ...
    350 POKE ps+33,d ...
    370 IF x-16*INT (x/16)=0 THEN LET ps ...
    Hark0 Hark0 March 2014 Sinclair Basic
  • From RAM to dim v$() "video buffer" SPEED UP!Hi! This question is related to "quick RAM copy using LET in Basic" ([url]http://www.worldofspectrum.org/forums/showthread.php?t=44296[/url]). Wel…

    ... FOR x=1 TO 16
    945 POKE dir,PEEK dio
    Hark0 Hark0 March 2014 Sinclair Basic
  • From RAM to dim v$() "video buffer" SPEED UP!Hi! This question is related to "quick RAM copy using LET in Basic" ([url]http://www.worldofspectrum.org/forums/showthread.php?t=44296[/url]). Wel…

    ... t$(3)="\::\::"
    9 REM POKE SOME MAP DATA...
    10 ... n=maddr TO maddr+159: POKE n,o: LET o=o ... x=x+1: IF x=16 THEN LET s$=s$+o ...
    na_th_an na_th_an March 2014 Sinclair Basic
  • From RAM to dim v$() "video buffer" SPEED UP!Hi! This question is related to "quick RAM copy using LET in Basic" ([url]http://www.worldofspectrum.org/forums/showthread.php?t=44296[/url]). Wel…

    ... t$(3)="\::\::"
    9 REM POKE SOME MAP DATA...
    10 ... n=maddr TO maddr+159: POKE n,o: LET o=o ... x=x+1: IF x=16 THEN LET s$=s$+o ...
    Hark0 Hark0 March 2014 Sinclair Basic
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