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Search Again :: Adv Search 1000 results in 0.003s
<1…16171819202122…34>
  • Converting m$ to dataI created a maze using a matrix of 704 characters. In order to save memory, and since the maze it's just walls and spaces which could be interpreted …

    ... /> [code]
    10 CLEAR 59999: REM Reserve 368 bytes
    [/code ...
    BloodBaz BloodBaz May 2007 Sinclair Basic
  • Oneliner contestHello to you all, I dare you to make a program on 1 BASIC line. Here is the place to sent your ONELINERS [url]http://www.zxspectrum.00freehost.co…

    A few questions:

    -Must we always use CHR$ 144 instead of 'A' in graphics mode?
    -Can we store UDGs in a REM statemen instead of using DATA?

    Thanks.
    zxbruno zxbruno May 2007 Development
  • Oneliner contestHello to you all, I dare you to make a program on 1 BASIC line. Here is the place to sent your ONELINERS [url]http://www.zxspectrum.00freehost.co…

    ... we store UDGs in a REM statemen instead of using DATA ... .
    PEEKing your data from REM is therefore allowed
    Dr BEEP Dr BEEP May 2007 Development
  • Sceen$ helpMost people have used screen$ at some time or another and for me what I want to do is use it or something like it as a start screen before the game p…

    ... Let N=1020: Gosub 1000 : Rem Scr2mem
    30 Let N ... =1030: Gosub 1000 : Rem Mem2scr

    1000 Restore ... ,0,64,237,176,201 : Rem Scr2mem
    1030 Data 1 ... ,0,64,237,176,201 : Rem Mem2scr
    Dr BEEP Dr BEEP May 2007 Sinclair Basic
  • Sceen$ helpMost people have used screen$ at some time or another and for me what I want to do is use it or something like it as a start screen before the game p…

    ... Let N=1020: Gosub 1000 : Rem Scr2mem
    30 Let N ... =1030: Gosub 1000 : Rem Mem2scr

    1000 Restore ... ,0,64,237,176,201 : Rem Scr2mem
    1030 Data 1 ... ,0,64,237,176,201 : Rem Mem2scr[/QUOTE]

    Which ...
    DEATH DEATH May 2007 Sinclair Basic
  • Sceen$ helpMost people have used screen$ at some time or another and for me what I want to do is use it or something like it as a start screen before the game p…

    ... Let N=1020: Gosub 1000 : Rem Scr2mem
    30 Let N ... =1030: Gosub 1000 : Rem Mem2scr

    1000 Restore ... ,0,64,237,176,201 : Rem Scr2mem
    1030 Data 1 ... ,0,64,237,176,201 : Rem Mem2scr[/QUOTE]
    Toxitalk Toxitalk May 2007 Sinclair Basic
  • Oneliner contestHello to you all, I dare you to make a program on 1 BASIC line. Here is the place to sent your ONELINERS [url]http://www.zxspectrum.00freehost.co…

    ... we store UDGs in a REM statement instead of using DATA ... you store UDGs in a REM statement? Are you talking about ...
    BloodBaz BloodBaz May 2007 Development
  • Oneliner contestHello to you all, I dare you to make a program on 1 BASIC line. Here is the place to sent your ONELINERS [url]http://www.zxspectrum.00freehost.co…

    ... you store UDGs in a REM statement? Are you talking about ... use to store UDG in REM, since you must be able ... , but you might use a REM as DATA without the , seperator ...
    Dr BEEP Dr BEEP May 2007 Development
  • Mebrane fix or LOAD"" Poke equivelantHi!! I bought a rubber speccy from a guy on Ebay. Well,lots of buttons dont work,including J :( Two questions... *Is there a way to have a quick me…

    [QUOTE=Pyjamarama;191736]pitty that Merge button is also non-working :([/QUOTE]

    You could try entering 10 PRINT"" or 10 REM"" and then POKE 23759,239: RUN ? there are probably better ways to do this, but it [I]seems[/I] to work. :)
    zub zub May 2007 Hardware
  • Mebrane fix or LOAD"" Poke equivelantHi!! I bought a rubber speccy from a guy on Ebay. Well,lots of buttons dont work,including J :( Two questions... *Is there a way to have a quick me…

    [QUOTE=zub;191742]You could try entering 10 PRINT"" or 10 REM"" and then POKE 23759,239: RUN ? there are probably better ways to do this, but it [I]seems[/I] to work. :)[/QUOTE]

    Oops. Seems yomlogs beat me to it! Sorry about that. :)
    zub zub May 2007 Hardware
  • Game OptimisationBelow is a section of code Im using for movement enermy display and collision detect. What happens is that you move the sight with ,.qa and space do…

    ... />
    i.e.

    rem a=player x movement
    rem b=player y movement
    < ...
    Toxitalk Toxitalk May 2007 Sinclair Basic
  • Game OptimisationBelow is a section of code Im using for movement enermy display and collision detect. What happens is that you move the sight with ,.qa and space do…

    ... />
    i.e.

    rem a=player x movement
    rem b=player y movement
    < ... often in top)
    Place REM-comment at bottom.
    Place ...
    Dr BEEP Dr BEEP May 2007 Sinclair Basic
  • Game OptimisationBelow is a section of code Im using for movement enermy display and collision detect. What happens is that you move the sight with ,.qa and space do…

    ... often in top)
    Place REM-comment at bottom.
    Place ... the other thing it the rem statements. Sounds like I almost ... the compiler will remove the rem code?

    And the ...
    Toxitalk Toxitalk May 2007 Sinclair Basic
  • Game OptimisationBelow is a section of code Im using for movement enermy display and collision detect. What happens is that you move the sight with ,.qa and space do…

    ... RETURN
    530 REM variables
    540 REM a=player x
    550 REM b=player b ...
    560 REM c=old player ... x
    570 REM d=old player y
    580 REM e=enermy x
    590 ...
    Toxitalk Toxitalk May 2007 Sinclair Basic
  • Game OptimisationBelow is a section of code Im using for movement enermy display and collision detect. What happens is that you move the sight with ,.qa and space do…

    ... />
    let x1 = 10 : rem enermy 1 x position
    let y1 = 10 : rem enermy 1 y position
    let a1 = 1 :rem enermy 1 active
    let ...
    let y2 = 12 : rem enermy 1 y position
    let a2 = 0 :rem enermy 1 active

    Toxitalk Toxitalk May 2007 Sinclair Basic
  • Game OptimisationBelow is a section of code Im using for movement enermy display and collision detect. What happens is that you move the sight with ,.qa and space do…

    ... RETURN
    400 REM variables
    410 REM a=player x
    420 REM b=player b ...
    430 REM e=enermy x ...
    440 REM f=enermy ... y
    450 REM g=score
    460 REM c=redraw flag ...
    Toxitalk Toxitalk May 2007 Sinclair Basic
  • Game OptimisationBelow is a section of code Im using for movement enermy display and collision detect. What happens is that you move the sight with ,.qa and space do…

    ... )
    DIM y(10)
    REM Set position of monster 3 ...
    BloodBaz BloodBaz May 2007 Sinclair Basic
  • Game OptimisationBelow is a section of code Im using for movement enermy display and collision detect. What happens is that you move the sight with ,.qa and space do…

    ... )
    DIM y(10)
    REM Set position of monster 3 ...
    Toxitalk Toxitalk May 2007 Sinclair Basic
  • Cannon BubbleHello! I would really like to transffer this game ( [url]http://cezgs.computeremuzone.com/eng/card.php?id=14[/url] ) to my REAL +3 disk drive. Becau…

    ... that's stored in that REM.

    The .dsk version ...
    zxbruno zxbruno June 2007 Games
  • Help with having more than 21 UDGSHi All, I'm trying to work out how to have multiple banks of UGS. What I've read so far is that the default memory area for. 48K is 65368 16K is 326…

    ... 65367

    10 REM DEFINE BANK 1
    15 ... GO SUB 200: PRINT "A": REM GRAPHICS A

    ... GO SUB 200: PRINT "A": REM GRAPHICS A

    ... SUB 200: PRINT "A": REM GRAPHICS A
    100 STOP ...

    200 REM SET BANK ADDRESS
    210 ...
    Phil2 Phil2 June 2007 Sinclair Basic
  • Game OptimisationBelow is a section of code Im using for movement enermy display and collision detect. What happens is that you move the sight with ,.qa and space do…

    ...
    400 REM variables
    410 REM a=player x
    450 REM g=score
    460 REM c=redraw flag ... x position
    490 REM d(x,2)=enermy y ... position
    500 REM d(x,3)= enermy active ...
    510 REM z=general counter
    [/QUOTE ...
    Toxitalk Toxitalk June 2007 Sinclair Basic
  • Help with having more than 21 UDGSHi All, I'm trying to work out how to have multiple banks of UGS. What I've read so far is that the default memory area for. 48K is 65368 16K is 326…

    ... ABCDEFGHIJKLMNOPQRSTU"
    76 PRINT "ABCDEFGHIJKLMNOPQRSTU": REM GRAPHICS A-U

    86 REM PRINT "ABCDEFGHIJKLMNOPQRSTU": REM GRAPHICS A-U
    96 PRINT "ABCDEFGHIJKLMNOPQRSTU": REM GRAPHICS A-U

    Phil2 Phil2 June 2007 Sinclair Basic
  • New Spectrum HardwareHi all. Well its Friday so it seems as good a time as any (business is a bit slack at the moment) to start up a thread about creating new Spectrum ha…

    ... :

    RANDOMIZE USE 15619:REM:LOAD"MYFILE"CODE

    Sonic Sonic July 2007 Hardware
  • Plus 3 lengthHi all, I have won myself a Spectrum+3 from eBay, I have a slide table under my computer table. My Spectrum+2B fits nicely, how ever I think the+3 is…

    ... doesn't even have a slider table for the computer keyboard ...
    Arjun Arjun July 2007 Sinclair Miscellaneous
  • Compressors are available for Speccys ?Hi folks, although I was an wasn't strictly a speccy coder in the glory days (amstrad & amiga for the most part), I have secides to arse about with …

    ... ]

    Depacker is in REM line usually - short, about 45 ...
    piters piters July 2007 Development
  • Compressors are available for Speccys ?Hi folks, although I was an wasn't strictly a speccy coder in the glory days (amstrad & amiga for the most part), I have secides to arse about with …

    ... ]

    Depacker is in REM line usually - short, about 45 ...
    Fikee Fikee July 2007 Development
  • External tape player into +2AMy tape player keeps acting up on my beloved :roll: +2A, tried cleaners and adjusting the head. No luck. Is there any way of connecting an external …

    ... and move master and wav slider to the maximum while loading ...
    ZX64 ZX64 July 2007 Hardware
  • Project: M.u.l.e.Wokani came up with a great idea about trying an open-development approach for spectrum games, and I thought why not try with a game I have under dev…

    ... = res.quot;
    *col = res.rem;
    }
    [/code]

    rem" members holding quotient and remainder ... {
    int quot;
    int rem;
    };

    typedef struct ...
    Alcoholics Anonymous Alcoholics Anonymous August 2007 Development
  • Using a multiface to exit to BasicBack in the days I was always fascinated with the idea of getting access to BASIC listings inside a program or game. I was able to work a way around …

    ... reset. Sometimes those listings have REM statements with messages that are ...
    Marcelo Marcelo August 2007 Sinclair Basic
  • Using a multiface to exit to BasicBack in the days I was always fascinated with the idea of getting access to BASIC listings inside a program or game. I was able to work a way around …

    ... I consider the line '10 REM something', I know that the ...
    zxbruno zxbruno August 2007 Sinclair Basic
<1…16171819202122…34>

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