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Search Again :: Adv Search 147 results in 0.000s
<12345>
  • New game: Flappy Bird ZXAt last I finished it :) [B]Flappy Bird ZX[/B] [IMG]http://i62.tinypic.com/2f0517q.png[/IMG] The download: [url]http://www.sendspace.com/file/odftv…

    ... char of left edge
    REPT 8
    LD (HL),C ...
    Ralf Ralf April 2014 Brand new software
  • Double-Buffer ScreenFor my Alien Breed Speccy re-write I decided to use a Double Buffer (DB) or 'Back Screen' to draw all the game action onto, before shuffling the whol…

    ... is ...

    [CODE]
    REPT 32
    ldi
    ENDM ... )
    ld c, h
    REPT 32
    ldi
    ENDM ...
    polomint polomint April 2014 Development
  • Double-Buffer ScreenFor my Alien Breed Speccy re-write I decided to use a Double Buffer (DB) or 'Back Screen' to draw all the game action onto, before shuffling the whol…

    ... /> line_loop:
    pop de
    REPT 32
    ldi
    ENDM ...
    Ralf Ralf April 2014 Development
  • Double-Buffer ScreenFor my Alien Breed Speccy re-write I decided to use a Double Buffer (DB) or 'Back Screen' to draw all the game action onto, before shuffling the whol…

    ... /> line_loop:
    pop de
    REPT 32
    ldi
    ENDM ...
    polomint polomint April 2014 Development
  • Double-Buffer ScreenFor my Alien Breed Speccy re-write I decided to use a Double Buffer (DB) or 'Back Screen' to draw all the game action onto, before shuffling the whol…

    I'd still recommend using REPT macros to generate the screen table, rather than a chunk of code. It saves space overall.
    joefish joefish April 2014 Development
  • 30-column 8x2 multicolor (even in 48K)I don't recall any 8x2 multicolor routine for 30 columns that would work on all Spectrum models (including the Spectrum 48K), so I decided to write i…

    ... this:

    [CODE]
    REPT (ROWS 0 TO 23)
    Einar Saukas Einar Saukas May 2014 Development
  • Tile engine and slight colour flickerOver the past few nights I've been working on a simple tile game engine for a rock fold game I'm making. While all is going surprising well I've not…

    ... /> pop de
    REPT 32 ; Enter ldi 32 ... /> pop de
    REPT 32 ; Enter ldi 32 ... pop de
    REPT 32 ; Enter ldi 32 ...
    richdotward richdotward June 2014 Development
  • ZX-Modules app reportZX-Modules app report If You are interested, I want to report about the state and progress about my ZX-Modules programs. I would like to report at l…

    ... /> - MODULE..ENDMODULE
    - DUP..EDUP (REPT..ENDR, REPEAT..ENDREPEAT)
    - ORG ...
    clausjahn clausjahn July 2014 Emulators
  • BIFROST* ENGINE 1.2 released!Another improved version of the BIFROST* ENGINE is now available! Download it here: [url]http://www.worldofspectrum.org/infoseekid.cgi?id=0027405[/u…

    ... tiles
    push bc
    REPT 10
    call show_next_tile ; manually ...
    Einar Saukas Einar Saukas October 2014 Brand new software
  • clear a windowed area of the screenHi everyone! Ain't been on here for donkeys, but have recently started messing around with a little game. I'm looking for ideas/opinions on the bes…

    ... ,hl ; clear 24 columns
    REPT 12
    push de
    Einar Saukas Einar Saukas October 2014 Development
  • clear a windowed area of the screenHi everyone! Ain't been on here for donkeys, but have recently started messing around with a little game. I'm looking for ideas/opinions on the bes…

    ... ,hl ; clear 24 columns
    REPT 12
    push de
    Atari_Jetman Atari_Jetman October 2014 Development
  • SpritesYes yes, I know this has been hashed over plenty of times before, but... I have knocked up a quick tiling routine which works with my back buffer co…

    [QUOTE]I thought this was a standard technique,[/QUOTE]

    I have never seen this exact technique in any game and I have peeked into a code of a few.

    But actually I've seen something similar in Green Beret.
    The sprites don't ...
    Ralf Ralf November 2014 Development
  • 64x48 monochrome big pixels display ideaHi. I was playing with this idea of having a simple 64x48 bytes buffer, 1 byte per pixel, then a renderer which would take that buffer and render it…

    ... ] ld (exit+1),sp
    REPT 48 ; copy 48 lines from ... buffer to screen
    REPT 2 ; copy 2 "half-lines ... hl
    pop af
    REPT 4 ; repeat each copy 4 ...
    Einar Saukas Einar Saukas December 2014 Development
  • New Game(s): Sir Ababol 2 and Sir Ababol DXHere is our own Christmas Present from Mojonia! We weren't going to release these games (at least, by the moment) but we decided just yesterday to fi…

    ... /> [CODE] ld de,1
    REPT 5
    ld a,??
    Einar Saukas Einar Saukas January 2015 Brand new software
  • Simple text scroller, first character problemin a text scroller, whole line scrolled to the left by 1 pixels using RL(HL) ; DEC L method. But at the rightmost character must be printed immediate…

    ... to screen again

    rept 32
    rl (hl)
    gasman gasman January 2015 Development
  • Strange keyboard port reads on 48+Hi all, I don't know whether it was already discussed (I also searched forum, but there are too much of results searching "48k keyboard" so I didn't…

    ... />
    test
    loop
    rept 63
    jp +
    ds ... 250+3
    +
    rept 25
    ld bc,+
    ub880d ub880d January 2015 Hardware
  • A vehicle for wireframe engineHi, I'm playing with wireframe graphics right now. I'm open for ideas for (simple) game that would use wireframe engine. So if you have an idea, plea…

    ... b,64
    _vec1_cls1
    REPT 32
    push hl
    _vec1_cls1
    REPT 32
    push hl
    Einar Saukas Einar Saukas February 2015 New game ideas
  • Multiplying. Again.Is there a faster way of hl=a*32 than doing add hl,hl 6 times?<div><br></div><div>I get the feeling that working with 8 bit registers for most of it …

    ...
    ld l,a
    REPT 5
    add hl,hl ...
    Einar Saukas Einar Saukas June 2015 Development
  • Multiplying. Again.Is there a faster way of hl=a*32 than doing add hl,hl 6 times?<div><br></div><div>I get the feeling that working with 8 bit registers for most of it …

    ... ,a
    xor a
    REPT 3
    rr h
    Einar Saukas Einar Saukas June 2015 Development
  • ZX-Spin assembler commands<p>Is there a list anywhere of the asm commands that the Spin assembler accepts?</p><p>I do plan to move onto pasmo&nbsp;for macros&nbsp;but the spin…

    ZXSpin also supports EQU (obviously) and REPT, which requires a corresponding ENDR (unlike Pasmo that requires ENDM)
    Einar Saukas Einar Saukas June 2015 Development
  • Code structureHi all, I'd be interested in opinions on the neatest way to do this. I've got a print string routine in which 0-31 are reserved for control codes, …

    ... with the unrolling of the REPT sections of the assembly in ...
    dbolli dbolli August 2015 Development
  • Subtract 4 from an addressThis is a novice Z80 question really: I'm trying to vertical scroll my back buffer, but I'm not sure of the quickest way to apply an offset and mo…

    ... decrementing BC
    loop:
    REPT 18
    ldd ; copy 18 ...
    Einar Saukas Einar Saukas September 2015 Development
  • Subtract 4 from an addressThis is a novice Z80 question really: I'm trying to vertical scroll my back buffer, but I'm not sure of the quickest way to apply an offset and mo…

    ... 2 from destination address
    REPT 18
    ldd ; copy 18 ...
    Einar Saukas Einar Saukas September 2015 Development
  • 40 Column Printing RoutineI've written a 40 column printing routine, which I'd like to share... It's my first piece of 'public' code so go easy on me! I don't think it is a…

    ...
    ld b, 0
    REPT 5
    add hl, bc ...
    Kiwi Kiwi September 2015 Development
  • 40 Column Printing RoutineI've written a 40 column printing routine, which I'd like to share... It's my first piece of 'public' code so go easy on me! I don't think it is a…

    ...
    ld d, 0
    REPT 6
    add hl, de ...
    Kiwi Kiwi September 2015 Development
<12345>

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