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<1…12131415161718…34>
  • List of useful POKEs?Hi all. :smile: Just out of curiosity, does anyone know of a thread/file somewhere here containing a list of useful POKEs? Stuff like POKEs to make …

    [QUOTE=leespoons;709277]POKE 23624,0 makes the bottom ... in, as BORDER 0 was never enough.

    POKE 23693,0 ... suggestion:

    POKE 23624,attributes
    POKE 23693,attributes

    TK90XFan TK90XFan July 2013 Sinclair Basic
  • The complete Knight Tyme (48k) RAM disassemblyHello! Just a quick note to let everyone know that the initial version of my [URL="http://www.dur.ac.uk/philip.anderson/disassemblies/knight-tyme-48…

    ... known.

    Do a POKE 23728, 255, then press the ... to activate (in-game). The border should go red and then ...
    Weyoun Weyoun August 2013 Announcements
  • The complete Knight Tyme (48k) RAM disassemblyHello! Just a quick note to let everyone know that the initial version of my [URL="http://www.dur.ac.uk/philip.anderson/disassemblies/knight-tyme-48…

    ... known.

    Do a POKE 23728, 255, then press the ... to activate (in-game). The border should go red and then ...
    hackersanon hackersanon August 2013 Announcements
  • Can a guy that traveled on the short bus learn machine code...Hmmm So after some soul searching I figured it was time to finaly nail spectrum machine code. Its so frustrating to sit infront of a basic listing w…

    ... /> 5 CLEAR 61439: INK 4: BORDER 0: PAPER 0: CLS
    60 POKE X,16*Y+Z
    wibble wibble August 2013 Development
  • 128 BASIC-compatible way of loading BASIC as code?On a 48K Speccy (or from 48 BASIC or USR 0 mode on a 128K machine), one can do a silly trick like this: [code];; load a 4000 byte BASIC program ld i…

    ... lines 3-8999
    7000 BORDER 4: PRINT "LOAD OK": ... /> RANDOMIZE clrto: POKE 23677,PEEK 23670: POKE 23678,PEEK 23671
    POKE 23680,PEEK 23627: POKE 23681,PEEK 23628 ... (23670):
    POKE 23627,PEEK 23680: POKE 23628,PEEK 23681:< ...
    Battle Bunny Battle Bunny September 2013 Development
  • Experimenting with turboloadersHello, My first post, having lurked here for a while. I'm a lifelong computer nerd, Spectrum fan since childhood in the eighties, and have recently…

    ... programmer!)

    The border stripes are done as "themes ... of a few macros: "border", that is responsible for ... switching the border on each tape edge, ... "set_data_border", that poke different numbers into the "border" routine to give ...
    stephenw32768 stephenw32768 September 2013 Development
  • 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…

    ... wrote to test plotting with POKE (that is, direct to the ... REM plotting with poke
    12 PAPER 0: BORDER 0: INK 6 ... (v/2)=v/2 THEN POKE adr,b(idx)+byte: REM ...
    JonB JonB 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…

    ... /b(p+1))*2) THEN POKE hl,w+b(p)
    poke
    121 PAPER 0: BORDER 0: INK 6 ...
    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
    121 PAPER 0: BORDER 0: INK 6: CLS :
    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…

    ... :
    defb numexp_nofops
    defw border

    p_continue:
    defb ... /> defb two_c_s_num, no_f_ops
    defw poke

    p_print:
    defb ...
    chev chev October 2013 Development
  • Games featuring... relevant bugsThere was a recent improvement to the WoS database in order to classify [URL="http://www.worldofspectrum.org/forums/showthread.php?t=34261"]Games fea…

    ... see the bug you can Poke 29409,0 during a game ... a line appear in the border to the left of the ...
    Bandit Bandit November 2013 Infoseek database
  • Games featuring... relevant bugsThere was a recent improvement to the WoS database in order to classify [URL="http://www.worldofspectrum.org/forums/showthread.php?t=34261"]Games fea…

    ... see the bug you can Poke 29409,0 during a game ... a line appear in the border to the left of the ...
    jp jp November 2013 Infoseek database
  • Worst examples of "Attribute Clash" (Colour Clash) in a gameHi all, you all know the spectrum's attribute clash / colour clash issues (I personally liked it, and thought it was interesting). I'm just wondering…

    ... /> poke 57542,0
    poke 57684,62

    [B]Black border around ... sprites:[/B]
    poke 57601,126
    Ralf Ralf November 2013 Games
  • 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
  • Getting aquainted with the IF1bisToday, fifteen days after dispatch, the IF1bis arrived at my door. In perfect order. No customs, no TVA and no handling fee involved. The arrival of …

    ... cause the flashing of the border are overwritten by two NOPs ... in BAS-rom
    50 POKE 5438,53: REM new year ... br /> 62 REM Kill flashing border
    70 LOAD*2;"tempcode ... /> 1003 REM #######################
    2000 POKE 60000,0: POKE 60001,0
    2010 ...
    roko roko December 2013 Hardware
  • 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…

    ...
    20 CLS : PAPER 0: BORDER 0: INK 2: RANDOMIZE : CLS ... =0 TO 7: READ n: POKE USR a$+f,n: NEXT ... =0 TO 7: READ n: POKE USR a$+f,n: NEXT ... =0 TO 7: READ n: POKE USR a$+f,n: NEXT ... =0 TO 7: READ n: POKE USR a$+f,n: NEXT ... =0 TO 7: READ n: POKE USR a$+f,n: NEXT ...
    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? …

    ... :IF c>=0 THEN POKE a+b,c:LET b ... TO 4:POKE 23676,p-i:BORDER 6:PAUSE 10:BORDER 7:NEXT ... STEP -1:POKE 23676,p-i:BORDER 5:PAUSE 10:BORDER 7:NEXT ... FOR i=0 TO 4:POKE 23676,p-i:PRINT AT ... =3 TO 1 STEP -1:POKE 23676,p-i:PRINT AT ...
    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…

    ... /> char *strings[] = {
    "BEEP", "BIN", "BORDER", "BRIGHT", "CAT", "CIRCLE", "CLEAR", "CLOSE ... ", "OVER", "PAPER",
    "PAUSE", "PLOT", "POKE", "PRINT", "RANDOMIZE", "READ", "REM", "RESTORE ...
    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…

    ... /> char *strings[] = {
    "BEEP", "BIN", "BORDER", "BRIGHT", "CAT", "CIRCLE", "CLEAR", "CLOSE ... ", "OVER", "PAPER",
    "PAUSE", "PLOT", "POKE", "PRINT", "RANDOMIZE", "READ", "REM", "RESTORE ...
    Kweepa Kweepa 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…

    ...

    10 CLEAR 29999: BORDER 4
    20 INPUT TAB ... /> 40 BORDER 0: INK 0: PAPER 0: CLEAR 29999: POKE 23624,36 ... RANDOMIZE USR 23296
    45 BORDER 1: PAUSE 0: INK 6 ... : BORDER 4: STOP
    [/code]
    ... ...
    Battle Bunny Battle Bunny February 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…

    ... must be set with BORDER 0 and POKE 23624,0 (BORDCR). (Actually ... think that probably just the POKE would do.)

    The ...
    Battle Bunny Battle Bunny February 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…

    ... must be set with BORDER 0 and POKE 23624,0 (BORDCR). (Actually ... think that probably just the POKE would do.)[/quote]


    Thanks also regarding POKE 23624,0 (BORDCR). I didn ...
    Speccy_James Speccy_James February 2014 Development
  • OPUS Discocery DriveHi, since I am new here pls. excuse my bad English. I have a problem with 2 OPUS DISK Drive. One of them is working fine the other not. So I decided…

    ... 40Tr SS then!) you could poke 80 in the first disktable ... steps is crossing the 40 border.
    [QUOTE=schombi;758699]- The ...
    roko roko March 2014 Hardware
  • 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…

    ... program...

    [CODE]1 BORDER 0: PAPER 0: INK 7 ... TO 15
    5 POKE da,qlo: POKE da+1,qhi
    POKE a+1,FN l(loc ... ): POKE a+2,FN h(loc): POKE a+3, ... FN h(l)
    7 POKE a,0: NEXT a: ... LET a$=b$: POKE da+1,0: RETURN
    Hark0 Hark0 March 2014 Sinclair Basic
  • TAPlist - the emulator versionI've got this working reasonably well; there's just a couple of small extra features which I want to add. (Recall that TAPlist writes a formatted lis…

    ... (23627):
    POKE 23618,15:
    POKE 23619,39:
    POKE 23620,6 ... marg=INT ABS marg:
    POKE 23620,9+(6 AND (marg ... tabs=INT ABS tabs:
    POKE 23620,11+(6 AND (tabs ... to do that. Whenever the border flashes press a key to ...
    Battle Bunny Battle Bunny April 2014 Sinclair Basic
<1…12131415161718…34>

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