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Search Again :: Adv Search 1000 results in 0.037s
<1…6789101112…34>
  • Manipulating attributes...Hi Folks, I have written a routine that allows a blue bar to be scrolled up and down a list to select an item. Each item in the list occupies two l…

    ... to 7 step 2:
    POKE 23693,Color(f):
    PRINT ... $:
    POKE 23693,Color(f+1):
    PRINT AT f+1,0;b ... with something like Dim Color[8] and then have the data ... a For f=0 to 8: read Color(f): Next f ...
    kgmcneil kgmcneil November 2010 Sinclair Basic
  • Manipulating attributes...Hi Folks, I have written a routine that allows a blue bar to be scrolled up and down a list to select an item. Each item in the list occupies two l…

    ... LET y=0
    220 OVER 1
    230 LET ar1=ATTR ... =ATTR (y+1,0)
    250 PAUSE 1
    260 POKE 23693,79 ... AND y0)
    THEN
    POKE 23693,ar1:
    PRINT AT ... y,0;l$(1, TO 32);:
    POKE 23693,ar2:
    Paddy Coleman Paddy Coleman November 2010 Sinclair Basic
  • Manipulating attributes...Hi Folks, I have written a routine that allows a blue bar to be scrolled up and down a list to select an item. Each item in the list occupies two l…

    ... 190 LET y=0:
    OVER 1
    200 LET ar1= ... LET ar2=ATTR (y+1,0):
    PRINT AT ... y,0; PAPER 1; INK 7,,,,
    210 ... ):
    IF zy THEN POKE 23693,ar1:
    PRINT ... AT y,0,,:
    POKE 23693,ar2:
    PRINT ,,:< ...
    Einar Saukas Einar Saukas November 2010 Sinclair Basic
  • Manipulating attributes...Hi Folks, I have written a routine that allows a blue bar to be scrolled up and down a list to select an item. Each item in the list occupies two l…

    ... LET y=0
    220 OVER 1
    230 LET ar1=ATTR ... (y+1,0)
    250 POKE 23693,WhiBlu1
    260 PAUSE 1
    THEN
    POKE 23693,ar1:
    PRINT AT ... y,0;,,:
    POKE 23693,ar2:
    PRINT ,,:
    Paddy Coleman Paddy Coleman November 2010 Sinclair Basic
  • Manipulating attributes...Hi Folks, I have written a routine that allows a blue bar to be scrolled up and down a list to select an item. Each item in the list occupies two l…

    ... /> [CODE]200 LET b(1)=0:
    OVER 1
    210 LET b ... (1)+1,0):
    POKE 23693,WhiBlu1:
    PAUSE 1:
    PRINT AT b(1 ... b(5)b(1)
    THEN
    POKE 23693,b(2):< ... br /> PRINT AT b(1),0;,,:
    POKE 23693,b(3):
    Paddy Coleman Paddy Coleman November 2010 Sinclair Basic
  • Stopping the loading messages...Hi Folks, As you know, the ZX BASIC kindly reports the program, bytes or data that you have loaded on the screen. To stop these appearing I was thi…

    ... memory, and set OVER 1, INK,PAPER,BRIGHT,FLASH to 8.
    message ...
    Fikee Fikee November 2010 Sinclair Basic
  • Stopping the loading messages...Hi Folks, As you know, the ZX BASIC kindly reports the program, bytes or data that you have loaded on the screen. To stop these appearing I was thi…

    ... memory, and set OVER 1, INK,PAPER,BRIGHT,FLASH to 8.
    message ...
    Dr BEEP Dr BEEP November 2010 Sinclair Basic
  • Stopping the loading messages...Hi Folks, As you know, the ZX BASIC kindly reports the program, bytes or data that you have loaded on the screen. To stop these appearing I was thi…

    [QUOTE=Fikee;492702]the safe way is [b]setup font to empty memory[/b], and set OVER 1, INK,PAPER,BRIGHT,FLASH to 8.
    message is "printed" but with this setup screen is not changed at all.[/QUOTE]

    you did something wrong
    Fikee Fikee November 2010 Sinclair Basic
  • A thousand core CPU?Maybe this is old news to most people on here, but according to: [url]http://www.zdnet.co.uk/news/emerging-tech/2010/12/25/intel-why-a-1000-core-chi…

    ... 8 cores you've gained 50% of the possible theoretical speedup over 1 ...
    Winston Winston February 2011 Chit chat
  • A thousand core CPU?Maybe this is old news to most people on here, but according to: [url]http://www.zdnet.co.uk/news/emerging-tech/2010/12/25/intel-why-a-1000-core-chi…

    ... screen data as a 1:1 copy of the screen. ... enough for anyone". Windows 8/9/10 will probably ... .g. Radeon 6970) with over a thousand cores, so its ... 8 cores you've gained 50% of the possible theoretical speedup over 1 ... can be processed via 1,000 or so different, ...
    ewgf ewgf February 2011 Chit chat
  • SE Basic Type-ins^Pete suggested creating a sticky thread for SE Basic discussion. I thought a Type-ins thread might also be useful. Up to the mods if they want to ma…

    ... can be played across 8 octaves (1 to 8 ). The octave must ... VAL "7": LET G=VAL "8": LET Ab = VAL "9": ...
    20 DIM n$(8,12,2)
    30 ... FOR o=5 TO 8: FOR n=1 TO 12: READ ... /> 70 LET n$(o,n,1)=CHR$ 0
    80 LET ... 210 DATA 9,61,8,184,8,59,7,197,7,85 ...
    chev chev April 2011 Sinclair Basic
  • Serial protocol, help!Hi, simply trying to find best way to transfer programs from PC to real ZX Spectrum for testing purposes. Under Windows I tried using Spxfr and it w…

    ... " :wink: 8)

    this code works over common interface 1 serial port ... the pc side are 115200-8-N-1. the main loop sends ... to serial port at 115200-8-N-1
    ;; input
    ;; ( ... /> srl d ; MSB to carry... | 8 t-states
    rla ; ...and ...
    tstih tstih May 2011 Development
  • Frank N SteinThis one > [url]http://www.worldofspectrum.org/infoseekid.cgi?id=0001849[/url] Always seems to crash about level 7 (maybe a bit more) or so with an …

    ... 1100):
    [CODE]1100 BRIGHT 8: IF p=5 THEN LET ... : RETURN
    1410 POKE 59197,1: GOSUB 8010: POKE 59197,0: IF PEEK ... :
    [CODE]8010 PAPER 8: BRIGHT 1: LET p1=PEEK 23675: LET ... /> 8305 POKE 59197,0: POKE 23675,p1: POKE 23676,p2: BRIGHT 1: RETURN
    Jimmy Jimmy June 2011 Games
  • Help Wanted: Playtest BUGFIXED games!There's an ongoing effort at WoS to fix classic Spectrum games with serious bugs that make them impossible to complete, crash frequently, etc. More d…

    ... at 12:00 in room 1 (6 minutes not added there ... :48.

    Add Poke 45679,8 ($b26f,$08 ) to recognise 48 ... .

    Edit: Although that poke will be temporary as the ...
    Bandit Bandit June 2011 Games
  • 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…

    [QUOTE=Einar Saukas;544887]
    [URL="http://www.worldofspectrum.org/infoseekid.cgi?id=0000157"][B]Alien Syndrome[/B][/URL] - problem mentioned [URL="http://www.worldofspectrum.org/forums/showpost.php?p=546411&postcount=177"]here[/URL][/quote]
    ...
    Bandit Bandit July 2011 Infoseek database
  • 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…

    ... ; .03 THEN CLS
    3 POKE v, PEEK v-2: PLOT ... *RND, 99*RND, v*RND:POKE v,PEEK v+2: GO ... list it.

    Enter 'over 1' and then 'continue' for an ...
    Geoff Geoff October 2011 Sinclair Basic
  • 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 …

    ... and 8 pixels (1 char) tall.

    If you poke ... the data with shift=0 into columns 0 and 1 ... poke the data with shift=1 into columns 0 and 1 ... br /> ....

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

    2- Poke the shifted sprite data into ...
    Alcoholics Anonymous Alcoholics Anonymous November 2011 Development
  • Xor-shift random number generator for Z80[QUOTE=Patrik Rak;320244]Come on, people, [URL="http://www.jstatsoft.org/v08/i14/paper"]xor-shift generators[/URL] devised by Marsaglia, that's the w…

    ... Random No(1-42)
    390 REM
    400 POKE 23692,255 ... : PRINT a;TAB 8;b;TAB 14 ... br /> 460 REM Check that 1 and 42 are generated
    1 THEN LET b101=b101+1
    490 ... and generates random number between 1 and 42.

    ...
    Paddy Coleman Paddy Coleman December 2011 Development
  • Faster CLS...Hi Folks, Looking at the CLS command in the Spectrum ROM disassembly it seems rather complex. Does anyone know of a simpler/quicker routine that wi…

    ... set the attributes. Setting the 8 pixel bytes of a character ... printing routine and it uses OVER 1 then setting the attributes only ...
    Paddy Coleman Paddy Coleman January 2012 Sinclair Basic
  • 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…

    ... : POKE 47455,12: POKE 47456,32: POKE 47457,0: POKE 47458,55: POKE 47459,8: POKE 47460 ... : POKE 48190,1: POKE 48191,14: POKE 48192,2: POKE 48193,9: POKE 48194,1: POKE 48195,48: POKE ...
    Einar Saukas Einar Saukas January 2012 Infoseek database
  • DATA vs PRINT and OVERjust messing about and came across this alternative way of drawing a map....now before I start mucking about with my actual program.....is there any …

    ... away should be printed OVER again to restore the ... [code]
    1 PRINT AT 1,1;1;OVER 1;AT 1,1;2;AT 1,1;1
    2 PRINT ... AT 2,2;1;OVER 1 ... statement rather than having to POKE it somewhere else.
    ...
    Battle Bunny Battle Bunny February 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…

    ... /introduction-to-z88dk-part-1-installation-compilation/"]blog entry[/ ... /****************************************

    sp1 Sprite Demo 1

    A simple demo ... [] = {
    {0,128,88,1,1}, {0,128,120,2,0 ... },
    {0,96,56,1,1}, {0,160,88,2,0 ...
    AndyOaks AndyOaks March 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?

    PRINT OVER 1; INK 8; would do the trick alongisde joefish's suggestions ;)
    na_th_an na_th_an May 2012 Development
  • Machine Code Routine of the weekHow about a thread that has a routine each week that is in [B]assembly language[/B] and is also described in great detail what the hell is going on …

    ... segment down
    add a,8
    ld h,a
    defb 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, R-Tape R-Tape June 2012 Development
  • Changing the colour Atributes at y,x (+3e BASIC)Hello there my fellow WoS'ers I am currently writing away on my +3e and I am wonder is there a way I can just effect the Paper / Ink attributes at Y…

    For the former: PRINT AT y,x; OVER 1; PAPER this; INK that;" "
    To do a whole line: PRINT AT y,0; OVER 1; PAPER this; INK that,,
    For the latter: PRINT AT y,x; PAPER 8; INK 8;"whatever"
    Battle Bunny Battle Bunny July 2012 Sinclair Basic
  • Changing the colour Atributes at y,x (+3e BASIC)Hello there my fellow WoS'ers I am currently writing away on my +3e and I am wonder is there a way I can just effect the Paper / Ink attributes at Y…

    ... 10,5; INK 6; PAPER 1; BRIGHT 1;"Process List"
    20 ... 5; PAPER 2; BRIGHT 0; OVER 1;TAB 17
    [/code]
    POKE loop. Using PRINT ... OVER is easier.
    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…

    ... 32876
    30 READ A: POKE F,A
    40 LET ... GO TO 100
    80 POKE F,A
    90 LET ... ,0
    200 DATA 0,1,0,0,237
    210 ...
    340 DATA 91,8,169,1,121,175,[B][COLOR="Red ...
    jp jp August 2012 Games
  • INKEY$ giving me troubleHello, I have been using BASin (great program by the way...) Sad though it seems during the typhoon here I have been re-learning my spec-skills an…

    ... start of the program with POKE 23658,8 (on) or 0 ( ... :
    [code]
    2 POKE 23658,0
    ...
    ... br /> [code]
    2 POKE 23658,0: DEF FN c ... c()+(INKEY$="")
    n+1 LET q$=INKEY$: GO TO ... ... or ...
    n FOR q=1 TO PEEK 23561*5: NEXT ...
    Battle Bunny Battle Bunny August 2012 Sinclair Basic
<1…6789101112…34>

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