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<1…28293031323334>
  • Drawing a dotted line...Hi Folks, I cannot be the first person to want this (?) so here goes! Does anyone have a MC routine that does the same as the BASIC DRAW command bu…

    ... PRINT AT 0,15;d,: POKE 23681,d: REM dot pattern ... ,0: LET bc=-255=175+USR DOTS: REM DRAW coords on ... ,175: LET bc=-255=-175+USR DOTS
    40 PLOT 127 ... ,0: LET bc=0=175+USR DOTS
    50 PLOT 0 ... ,87: LET bc=255=0+USR DOTS
    70 PAUSE 0 ...
    Battle Bunny Battle Bunny July 2014 Sinclair Basic
  • Drawing a dotted line...Hi Folks, I cannot be the first person to want this (?) so here goes! Does anyone have a MC routine that does the same as the BASIC DRAW command bu…

    ... PRINT AT 0,15;VAL (CHR$ 196+d$),: REM dot pattern ... d$(8)="0" THEN POKE 23677,px: POKE 23678,py
    740 ...
    Battle Bunny Battle Bunny July 2014 Sinclair Basic
  • Drawing a dotted line...Hi Folks, I cannot be the first person to want this (?) so here goes! Does anyone have a MC routine that does the same as the BASIC DRAW command bu…

    ... PRINT AT 0,15;VAL (CHR$ 196+d$),: REM dot pattern ... d$(8)="0" THEN POKE 23677,px: POKE 23678,py
    740 ...
    Paddy Coleman Paddy Coleman July 2014 Sinclair Basic
  • Drawing a dotted line...Hi Folks, I cannot be the first person to want this (?) so here goes! Does anyone have a MC routine that does the same as the BASIC DRAW command bu…

    ... PRINT AT 0,15;d,: POKE 23681,d: REM dot pattern ... 0: LET bc=-255=175+USR DOTS: REM DRAW coords on ... 175: LET bc=-255=-175+USR DOTS
    40 PLOT 127 ... 0: LET bc=0=175+USR DOTS
    50 PLOT ... 87: LET bc=255=0+USR DOTS
    70 PAUSE 0 ... A+B-1: READ B: POKE C,B: NEXT C: ...
    Paddy Coleman Paddy Coleman July 2014 Sinclair Basic
  • +2A fixing Loaders request: Ghosts N? Goblins, Travel with Trashman and DuetIf anyone fancies, I would appreciate a lot to get the loaders, you know, the BASIC listing with a lot of DATAs, to type them, save them in cassette …

    ... of POKEs before the RANDOMIZE USR 25009 and SAVE that out ... /> [CODE]
    POKE 43796,175: POKE 43797,60: RANDOMIZE USR 25009[/CODE]
    jp jp July 2014 Games
  • analysing program variable usageIf I wanted to count the number of times each variable is referenced while a program is running (not the number of times each variable is referenced …

    ... wherever, put:
    "CLEAR 63999: POKE 64000,128"
    at the ... *PEEK (a+2)):
    PRINT CHR$ b0;")" AND b0=40," "(TO ... TO 8942
    8946 PRINT CHR$ b0;: LET a=a+1 ... with:
    ;CLEAR [below 64000]: POKE 64000,128
    org 23296 ...
    Battle Bunny Battle Bunny July 2014 Sinclair Basic
  • How to stop a block name appearing on load[FONT=Calibri][SIZE=3]I am putting together a tape loader for my game and so far it works apart from one problem. After loading the ?loading screen? …

    save your machine code file with

    SAVE chr$ 22+chr$ 1+chr$ 0+"Bytes:" CODE start,length


    In your basic loader program

    PRINT OVER 1; AT 1,0;: LOAD "" CODE

    PRINT OVER 0: RANDOMIZE USR .....
    MatGubbins MatGubbins August 2014 Development
  • How to stop a block name appearing on load[FONT=Calibri][SIZE=3]I am putting together a tape loader for my game and so far it works apart from one problem. After loading the ?loading screen? …

    ... always go for the POKE 23739,111 (there'll ... any ROM routines this POKE can interfere with them ... BORDER wibble:LOAD "" SCREEN$:POKE 23739,111:LOAD "game"CODE ... :PAUSE 0:CLEAR:RANDOMIZE USR wibble

    ... instead you could just POKE 23739,244 to restore ...
    R-Tape R-Tape August 2014 Development
  • Why no PLOT, etc. on bottom two lines?I was pondering if there was any way to get PLOT, etc. to address the full screen from BASIC without having to write a few lines of assembler to bypa…

    ... BASIC routine can "PLOT" (using POKE) to any point on the ... +1):
    LET loc=VAL (CHR$ 196+h$(3 TO 5 ... )+l$( TO 5))
    +VAL (CHR$ 196+"010"+h$( TO 2 ... ): LET p$(bit)="1": POKE loc,VAL (CHR$ 196+p$):
    RETURN ...
    Battle Bunny Battle Bunny August 2014 Sinclair Basic
  • Definitive list of games incompatible with +2A/+3 and of compatible versions (if any)I am trying to compile the definitive list of games which are incompatible with the +2A and the +3 and of their compatible versions, if they are pres…

    ...
    2 POKE 23336,195: RANDOMIZE USR 23296
    3 POKE 49734,59 ... : RANDOMIZE USR 49605[/CODE ... run in either 48K or USR 0 mode
    jp jp August 2014 Games
<1…28293031323334>

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