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  • scroll?Hey guys! Great website! Is there anyway I can make my 128 not say "scroll?" and just make it scroll automatically?

    yep that worked geoff.
    i know i sound really daft but what does the print at 10,0 do?
    JohnDoyle JohnDoyle January 2004 Sinclair Basic
  • clueless spectrum usersI was quite young when I owned a speccy and didn't know much about how it worked. When I loaded games via the tape recorder it said in the manual so…

    ... an ASCII code ... e.g. PRINT is 245, CLS is 251 ... /> for example:

    10 PRINT "HELLO"
    20 GOTO 10 ... IN MACHINE CODE AT 10:0"
    chaosmongers chaosmongers January 2004 Sinclair Miscellaneous
  • heighthow do i make a line of text centered vertically so it's in the middle of the screen?

    You could try:

    PRINT AT 11,0;"Some String"

    LET A$="Some String"
    PRINT AT 11,16-LEN A ... P+LEN A$-1
    PRINT AT Y,15;A$(Y ...
    Dunny Dunny February 2004 Sinclair Basic
  • Spectrum 128 Graphics - A missed opportunity?The Spectrum 128 is my favourite model of the Spectrum - the pinnacle of the Sinclair miracle before it was hijacked by Amstrad. But I can't help thi…

    ... , then you are ready to print new colours. The program will ... set up

    30 PRINT AT 10,10;INK;"A ... ;INK;"B"
    60 OVER 0

    What you should ...
    thx1138 thx1138 February 2004 Sinclair Miscellaneous
  • scroll?Hey guys! Great website! Is there anyway I can make my 128 not say "scroll?" and just make it scroll automatically?

    ... wrote:
    hmm i changed 0 to 35 and that fucked ... in each row, starting from 0 so the last one would ... error, and whatever character you print at column 31, it being ... last cell, you can only print one character cell. if it ...
    Sadako Sadako February 2004 Sinclair Basic
  • Making a mapI should learn Z80 assembly, but I don't have the time (really busy) and I feel like making a game. I've tried with Colt which gives me enough speed…

    ...
    9001 PRINT BRIGHT 1; PAPER 7; INK 0;AT y-1 ...
    9002 PRINT BRIGHT 1; PAPER 7; INK 0;AT y-1 ...
    9003 PRINT BRIGHT 1; PAPER 7; INK 0;AT y-1 ...
    9004 PRINT BRIGHT 1; PAPER 7; INK 0;AT y-1 ...
    na_th_an na_th_an March 2004 Development
  • Making a mapI should learn Z80 assembly, but I don't have the time (really busy) and I feel like making a game. I've tried with Colt which gives me enough speed…

    ... y=2: FOR i=0 TO 139: LET t=PEEK ... ld a,(de)
    call print
    inc de
    ...
    ret

    print:
    push bc
    ld ... ,a
    ld b,0
    ld l,a< ... br /> ld h,0
    add hl,hl '* ...
    Dr BEEP Dr BEEP March 2004 Development
  • Making a mapI should learn Z80 assembly, but I don't have the time (really busy) and I feel like making a game. I've tried with Colt which gives me enough speed…

    ... /> and

    PRINT USR 50000 : PAUSE 0

    and see ... after the A in the PRINT USR.)
    Dr BEEP Dr BEEP March 2004 Development
  • Making a mapI should learn Z80 assembly, but I don't have the time (really busy) and I feel like making a game. I've tried with Colt which gives me enough speed…

    ... in the "editing area" and PRINT USR does in the screen ... Upper Printer
    LD A,0 LD A,2 LD A ...
    Dr BEEP Dr BEEP March 2004 Development
  • How to tell if I have a Spectrum ZX 16K or 48K?Hi all, I'm a total newbie to the good old Spectrum and I got three spectrums in one box together with som other old computers. The spectrums seem…

    ... the red lines bit).
    * PRINT PEEK 23730+256*PEEK 23731 ... (RAMTOP) will print 32599 on a 16K machine ... on a 48K machine.
    * PRINT PEEK 40000 (ie an address ... not the 16K machine) will print 255 on a 16K machine ...
    Philip Kendall Philip Kendall March 2004 Sinclair Miscellaneous
  • UDG/sprite HelpRestore 5: For N=20 To 21: Read G$: For R=0 To 7: Read B: Poke Usr G$+r,b: Next R: Next N

    POKE USR "A"+0, BIN 11111111
    POKE USR " ... "+7, BIN 11111111

    PRINT CHR$ 144
    Dr BEEP Dr BEEP March 2004 Sinclair Basic
  • UDG/sprite HelpRestore 5: For N=20 To 21: Read G$: For R=0 To 7: Read B: Poke Usr G$+r,b: Next R: Next N

    ... wrote:
    POKE USR "A"+0, BIN 11111111
    POKE USR ... "+7, BIN 11111111

    PRINT CHR$ 144
    [/quote]
    0,+1,...,+7 bits are storing ...
    Alcoholics Anonymous Alcoholics Anonymous March 2004 Sinclair Basic
  • UDG/sprite HelpRestore 5: For N=20 To 21: Read G$: For R=0 To 7: Read B: Poke Usr G$+r,b: Next R: Next N

    ... wrote:
    POKE USR "A"+0, BIN 11111111
    POKE USR ... "+7, BIN 11111111

    PRINT CHR$ 144
    [/quote]
    0,+1,...,+7 bits are storing ... from UDG. Now you can print all your characters and read ...
    Dr BEEP Dr BEEP March 2004 Sinclair Basic
  • Why Hex in place of Denary?Ok - most MC books / tutorials advocate the use of hex instead of denary. But the Speccy doesn't actually have a Hex converter so you need to write …

    ... 40
    100 DATA 6,0,58,48,117,79,201 ... /> 110 DATA -1
    1000 PRINT USR 30000

    Now ... 30000 to 30006 with 6,0,58,48,117,79,201 ...
    jonrach73 jonrach73 March 2004 Development
  • Why Hex in place of Denary?Ok - most MC books / tutorials advocate the use of hex instead of denary. But the Speccy doesn't actually have a Hex converter so you need to write …

    ... :

    ld b,0
    ld a,(30000)

    PRINT USR 30004 will jump into ... :

    ld b,0
    ld a,(30004)
    ret

    PRINT USR 30000 (run the routine ... : POKE 30004,INT(nn/256): PRINT USR 30000

    ...
    monty.mole monty.mole March 2004 Development
  • An MC question (sorry, there's no MC forum to post to!)Ok, still struggling with learning MC - but am getting there. I just can't find anywhere on the web / in books that explains how to do arrays in MC.…

    ... 'h','e','l','l','o', 0 (zero) would store the characters ... string). If you wanted to print such a string, you would ... ) ; get first character
    cp 0 ;see if it is the ...
    Arjun Arjun April 2004 Sinclair Basic
  • EmuZWin supports 256 color gamesI am sorry starting new topic, but you see this info is important a bit: new version 2.4 of the EmuZWin is available to download, and it supports 25…

    ... in my program I print a UDG using 'PRINT PAPER 1; INK ... - it is mixed. But bits 0 are converted to 00, this ...
    Vladimir Kladov Vladimir Kladov April 2004 Emulators
  • simple z80 rom for test my emulatorHi there! Does anyone here have a very simple rom(in Z80 format) for testing my emulator. I need a very simple one that implements few opcodes and po…

    That still doesn't answer the question... but if all you want is something that simple, why not:

    10 PAUSE 0
    20 PRINT AT 10,10;"Hello, world!"
    30 CIRCLE 130,92,56

    RUN, Save in , load into your emulator, press key.
    Philip Kendall Philip Kendall April 2004 Emulators
  • Printing at line 22...The last legal line in BASIC is line 21. Using Print #0 allows you to print on line 23, but how does one get access to line 22? Anyone?

    From memory (and I haven't tested this!), it might be:

    [code]PRINT #1; AT 0,0;"Hello World!"[/code]
    monty.mole monty.mole May 2004 Sinclair Basic
  • Getting basic program listings into a text fileHi - can anyone tell me if there is an easy way of getting basic program listings out of an (any) Spectrum emulator and into a text file on your PC? …

    ... print BASIC listings from a ZX Spectrum snapshot (and since version 0.0.0 ...
    Golfareninsweden Golfareninsweden June 2004 Sinclair Basic
  • BASIC OptimisationsOk, BASin is maturing fast and now I want to add some more special "stuff". A guy called Chris requested by email that I include a REM killer, to s…

    Multiple print statements...

    PRINT: PRINT : PRINT: PRINT

    would become PRINT'''

    Numbers ... ...

    Numbers such as 0 become NOT PI, 1 SGN ...
    Mr. Anonymous Mr. Anonymous June 2004 Development
  • VariablesVariable Help: Can BASIC discriminate between odd and even variables? If so, what simple syntax can express it?

    ... )
    Returns 0.8.

    Example 2
    PRINT FN m ... (5, -1.4)
    Returns -0.6.

    Example 3
    PRINT FN m ... )
    Returns 0.6.

    Example 4
    PRINT FN m ...
    Geoff Geoff June 2004 Sinclair Basic
  • BASIC OptimisationsOk, BASin is maturing fast and now I want to add some more special "stuff". A guy called Chris requested by email that I include a REM killer, to s…

    ... .

    10 If x=0 then blah blah blah
    0 and 1)... then

    0
    have let x=not ... . If x>y then print "hello"

    becomes

    print "hello" AND x>y ...
    Mr. Anonymous Mr. Anonymous June 2004 Development
  • IM2 Machine Code Sprites Example Code Using Char Based SystemFurther to my earlier post, here are sprites running using char method with IM2 driving it Note, for 48k spectrum using TASM [code] ; ***********…

    ... /> LD C,(IX+0) ; X Pos

    ; Print Column 1
    CP 0
    RET Z

    ; Print 3rd column, checking ... for wrapping as we move along 0,1 ...
    robpearmain robpearmain August 2004 Development
  • IM2 Machine Code Sprites Example Code Using Char Based SystemFurther to my earlier post, here are sprites running using char method with IM2 driving it Note, for 48k spectrum using TASM [code] ; ***********…

    ... /> LD C,(IX+0) ; X Pos

    ; Print Column 1
    CP 0
    RET Z

    ; Print 3rd column, checking ... for wrapping as we move along 0,1 ...
    robpearmain robpearmain August 2004 Development
  • PokesDoes anyone know where I can find a list of Pokes for my Speccy games? I am trying to find some for On the Bench ! Thanks

    ... you can type [B]INK 0[/B] (just so you can ... 22: INPUT T$(A,B): PRINT A;"-";B;"-";T$(A,B ...
    jil jil September 2004 Games
  • Smooth Color Masked Sprites using fast page flip on 48kHere is a quick demo of using char based sprites using the Page flip method: a) Background is copied to buffer b) Sprites drawn on buffer c) Buffer …

    ...

    ; PCHAR

    ; PRINT A 1*8 CHAR TO ... DEFB 255,0
    DEFB 255,0
    DEFB 255,0
    ... DEFB 255,0
    ...
    robpearmain robpearmain September 2004 Development
  • Smooth Color Masked Sprites using fast page flip on 48kHere is a quick demo of using char based sprites using the Page flip method: a) Background is copied to buffer b) Sprites drawn on buffer c) Buffer …

    ...

    ; PCHAR

    ; PRINT A 1*8 CHAR TO ... DEFB 255,0
    DEFB 255,0
    DEFB 255,0
    ... DEFB 255,0
    ...
    robpearmain robpearmain September 2004 Development
  • Smooth Color Masked Sprites using fast page flip on 48kHere is a quick demo of using char based sprites using the Page flip method: a) Background is copied to buffer b) Sprites drawn on buffer c) Buffer …

    ...

    ; PCHAR

    ; PRINT A 1*8 CHAR TO ... DEFB 255,0
    DEFB 255,0
    DEFB 255,0
    ... DEFB 255,0
    ...
    robpearmain robpearmain September 2004 Development
<1…6789101112…34>

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