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128K ROM 0 Disassembly updatedSome updates to my 128K ROM 0 Disassembly at [url="http://www.mjwilson.demon.co.uk/rom/"]http://www.mjwilson.demon.co.uk/rom/[/url] Thanks to Rui Tu…
I think a fair bit of PLAY and RAMdisc are in there, at least in terms of the simple mechanics of interpreting the BASIC commands. Give me a shout if there's any particular bits you want me to look at, and I'll try and find time to have a look. -
help on creating +3 disk imagesHi, I have found the SDP web page, and I noticed that I have a few +3 programs that are reported as missing: - Times of Lore - Bard's Tale, The - Pr…
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I've got the ASM source to it here but ... -
ANNOUNCE: BASin Release 12 ready for downloadWell, after a rather large break, BASin's latest incarnation is ready for public use. Probably. BASin is a Sinclair Spectrum development environme…
Yes, the project I'm working on now is mainly asm with a little bit of basic. So, I'll continue to use SPIN for the asm part, but Basin remains invaluable for typing in those pesky basic tokens, Cheers DP -
Suggestion for EmulatorsHi, Could I make a suggestion as to a feature to be included in future emulator updates. Not so much an emulator feature, rather a feature of the b…
Phillip, surely you are not saying its easier to write code using an asm. external to the emu.?
RE: New features - One other suggestion: Local Labels -
128 ramdisk loaderanyone got a program which will save the contents of ramdisk to tape in one go, rather than saving each file seperately then loading them and save!in…
... use SAVERAM. To save the RAMdisc:
[code]
10 ... " CODE 32768
[... get the RAMdisc set up how it should ... -
Which assembler to useHello again, another question. As I just started fiddling with assembler I used whatever tools were in front of me. In this case, the built-in assem…
... it for including Binary and ASM files, so hopefully the author ... here PASMO would be their ASM of choice.
Derek -
Bug in EMUZWINIt's quite minor actually and is in the Assembler. Ocassionally when assembling the ASM gives the wrong address to a label. For instance I used the l…
... bug:
In the ASM when using DEFW with a ... -
Bug in EMUZWINIt's quite minor actually and is in the Assembler. Ocassionally when assembling the ASM gives the wrong address to a label. For instance I used the l…
I still working on it. Fixing bugs (mainly in asm), speeding up (so on), etc. If something wrong please e-mail, I'll read. New updated is planned today tonight (31-Aug). -
Bug in EMUZWINIt's quite minor actually and is in the Assembler. Ocassionally when assembling the ASM gives the wrong address to a label. For instance I used the l…
EmuZWin 2.7 Build 1.4 uploaded. Fixes in asm (again), small improvements in asm (again). Nothing else. -
Bug in EMUZWINIt's quite minor actually and is in the Assembler. Ocassionally when assembling the ASM gives the wrong address to a label. For instance I used the l…
Version 2.7 build 1.8 (small fix in asm for RST n, now it s compiled like directive, allowing argument 0..7 or 0,8,16,...56 in any numeric base or as an expression). -
Bug in EMUZWINIt's quite minor actually and is in the Assembler. Ocassionally when assembling the ASM gives the wrong address to a label. For instance I used the l…
include aaa.asm
and do not forget to add a path to include list:
C:\myasmdir\
next time i'll fix it and "aaa.asm" and c:\mydirasm also will be working. -
Bug in EMUZWINIt's quite minor actually and is in the Assembler. Ocassionally when assembling the ASM gives the wrong address to a label. For instance I used the l…
The emulator/assembler locks up when I assemble using the include directive.
For example:
INCLUDE C:\ASMINC\ ; SET THE PATH
INCLUDE TILEGFX.ASM ; FILE TO INCLUDE
Derek -
Shoot-em-up Demo 4 availableHi, Work continues on my Shoot-em-up game which will now be known as Retro Fighter (working title). Since the last demo, I have added collision det…
... combined, ie. sprite masking and ASM code creation on Tommy Gun ... -
Graphics RepositoryJust had an idea! Would it be possible to start a graphics repository here on the website perhaps for original spectrum graphics, ie. sprites, tiles…
Shoot-em-up Demo 4 availableHi, Work continues on my Shoot-em-up game which will now be known as Retro Fighter (working title). Since the last demo, I have added collision det…
... combined, ie. sprite masking and ASM code creation on Tommy Gun ... /level editing, and coding in ASM (others later eg. C, Forth ...Shoot-em-up Demo 4 availableHi, Work continues on my Shoot-em-up game which will now be known as Retro Fighter (working title). Since the last demo, I have added collision det…
... /level editing, and coding in ASM (others later eg. C, Forth ...Waiting for retraceHi. Is there any code available that performs a simple wait for the screen retrace thats callable from C? Thanks.
Use an asm block with the HALT opcode?Waiting for retraceHi. Is there any code available that performs a simple wait for the screen retrace thats callable from C? Thanks.
Which assembler to useHello again, another question. As I just started fiddling with assembler I used whatever tools were in front of me. In this case, the built-in assem…
... great assembler.
I started asm programming on my Speccy using ...z88dk+splib2 sprites question.I'm creating a game and I have several "states" for my main sprite, such as jump, facing left, facing right, etcetera. All those states require a dif…
z88dk+splib2 sprites question.I'm creating a game and I have several "states" for my main sprite, such as jump, facing left, facing right, etcetera. All those states require a dif…
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[code]
;###
;### uncrunch.asm -- Standalone Pucrunch decompressor
;### Based ...z88dk + splib2: another question (sprite instancing)I'm making some tests with z88dk+splib2, with the idea of creating a game sometime in the future, and I have come across a problem. Let's suppose I …
... by editing the sp_CreateSpr.asm and sp_AddColSpr.asm functions and then recompiling ...Which assembler to useHello again, another question. As I just started fiddling with assembler I used whatever tools were in front of me. In this case, the built-in assem…
[quote]
On 2005-08-20 11:16, maten149 wrote:
There must be some de-facto standard like the ASM-One on amiga or something like that
[/quote]
I always though PhxAss was the de-facto standard assembler for the Amiga.BASin and the 128k commandsI've decided to look at incorporating the 128k commands PLAY and LOAD!, SAVE!, MERGE!, VERIFY! for the ramdisk. It won't be full 128k emulation. No …
A deeper exploration of the SpectrumI've been reading a lot of posts in the BASIC and development forums and they've really intrigued me. Although my knowledge of the deeper working of …
... only really started with z80 asm just recently, and it took ...Pocket Clive - 2 QuestionsHello, I've just started using Pocket Clive on my iPaq pocket PC, excellent emulator BTW. 1. I have just wrote a small BASIC program to randomly pi…
... ,79,201
The asm code was generated using BASin ... using the below asm listing:-
org 65268 ...Help, my Sprite Code wont workI have zipped it all up here: [url="http://www.peargames.co.uk/downloads/galagorf.zip"]http://www.peargames.co.uk/downloads/galagorf.zip[/url] If y…
... .
Basically main4.asm and main6.asm are the same with ... . If you look at main4.asm, when I draw the sprite ...ANN: midi2ay 0.1Well, here's the MIDI-to-AY converter I promised. I've named it "midi2ay" (original name eh?) [url="http://es.geocities.com/qllaria/midi2ay/midi2ay-…
... /> Anyway you can try the -asm option and have a look ...