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  • Things we all hate.Right, we couldn't agree on a video game, a TV program, or even a food we all liked. So to have one last stab at agreement, here's a thread to find o…

    [QUOTE=RST#08;535189]Loudness in advertisements.[/ ...
    fog fog May 2011 Chit chat
  • Things we all hate.Right, we couldn't agree on a video game, a TV program, or even a food we all liked. So to have one last stab at agreement, here's a thread to find o…

    [QUOTE="RST#08"]7. Plus, squishing the ...
    Jimmo Jimmo May 2011 Chit chat
  • Proportional Print Routine...Hi Folks, Does anyone know of a good proportional printing routine for the ZX Spectrum? Ideally I am looking for something that prints with charact…

    ... )
    LD (HL),A
    RST 8
    DEFB 4
    chev chev May 2011 Sinclair Basic
  • Proportional Print Routine...Hi Folks, Does anyone know of a good proportional printing routine for the ZX Spectrum? Ideally I am looking for something that prints with charact…

    ... )
    ld (hl), a
    rst 8
    defb 4
    chev chev May 2011 Sinclair Basic
  • New game! Nanako in CJMC for ZX81!Yup, that's true. We've been busy in crafting a nice, small, simple library to code games in text mode (this is, standard, unexpanded) for the 16K ZX…

    ... on a routine to replace RST 16 to use with UDG ...
    Dr BEEP Dr BEEP May 2011 Brand new software
  • Frank N SteinThis one > [url]http://www.worldofspectrum.org/infoseekid.cgi?id=0001849[/url] Always seems to crash about level 7 (maybe a bit more) or so with an …

    ...
    LD A,21
    RST $10
    LD HL,colour ...
    LD A,L
    RST $10
    CALL 7341 ($1CAD ...
    Jimmy Jimmy May 2011 Games
  • Japan Tsunami AppealAs some of you will be aware, I've been tinkering with an open source version of SE Basic that could be distributed with hardware without infringing …

    ... changing color (not sure about RST #10, but i think that ...
    Ketmar Ketmar May 2011 Sinclair Basic
  • Proportional Print Routine...Hi Folks, Does anyone know of a good proportional printing routine for the ZX Spectrum? Ideally I am looking for something that prints with charact…

    ... /> ret ;

    err5:
    rst 0x08 ;
    defb 0x04 ;
    chev chev May 2011 Sinclair Basic
  • Proportional Print Routine...Hi Folks, Does anyone know of a good proportional printing routine for the ZX Spectrum? Ideally I am looking for something that prints with charact…

    ... )
    ld (hl), a
    rst 8
    defb 4
    chev chev May 2011 Sinclair Basic
  • fast font engine possible?inspired by the recent "proportional font" thread for zx basic and ideas for gui and having done some of the work on this in the past i wonder if it …

    ... support for channels (i.e. rst 10 printing).

    as ...
    tstih tstih May 2011 Development
  • Back to BASIC[U][B]Archaeology guide to programs compiled used MCODERII.d[/B][/U] After various people have been talking about "Frank'n'stein" I decided to finis…

    ... , 16 ; 27944 62 16
    RST 16 ; 27946 215
    LD ... , 18 ; 27961 62 18
    RST 16 ; 27963 215
    LD ... , 21 ; 27978 62 21
    RST 16 ; 27980 215
    LD ... the ZX FP calculator
    RST 40 ; 28054 239
    ;following ...
    Jimmy Jimmy May 2011 Development
  • Back to BASIC[U][B]Archaeology guide to programs compiled used MCODERII.d[/B][/U] After various people have been talking about "Frank'n'stein" I decided to finis…

    ... , 16 ; 28735 62 16
    RST 16 ; 28737 215
    LD ... A, L ; 28741 125
    RST 16 ; 28742 215
    CALL ...
    Jimmy Jimmy May 2011 Development
  • OpenSE Software CompatibilityWith the earlier Open82 project a page was set up on Wikia ([url]http://scratchpad.wikia.com/wiki/Open82[/url]) with compatibility information on var…

    ... need was somewhere (preferably a RST point if one is free ...
    AndyC AndyC June 2011 Sinclair Basic
  • OpenSE Software CompatibilityWith the earlier Open82 project a page was set up on Wikia ([url]http://scratchpad.wikia.com/wiki/Open82[/url]) with compatibility information on var…

    ... need was somewhere (preferably a RST point if one is free ...
    chev chev June 2011 Sinclair Basic
  • Print TextHow do i print text on the bottom left row(memory location in attribute 23295) of the screen in assembly? I understand the parts better on paper and …

    ... ) Recursively call PRINT-A with RST-10 and send the codes ...
    chev chev June 2011 Development
  • Print TextHow do i print text on the bottom left row(memory location in attribute 23295) of the screen in assembly? I understand the parts better on paper and …

    ... ) Recursively call PRINT-A with RST-10 and send the codes ...
    ooze48k ooze48k June 2011 Development
  • Print TextHow do i print text on the bottom left row(memory location in attribute 23295) of the screen in assembly? I understand the parts better on paper and …

    ... /> In deference to fans of RST 10 I will admit this ...
    Turkwel Turkwel June 2011 Development
  • GUI/OS for the Spectrum?Hi, Is anybody working on a WIMP/GUI system for the Spec? Is there anything current out there? [url]http://snakeoillabs.com/wordpress/2005/10/30/8…

    ... ), a ; clear AT flag
    rst 8h ; error
    defb 10 ...
    chev chev June 2011 Development
  • Print TextHow do i print text on the bottom left row(memory location in attribute 23295) of the screen in assembly? I understand the parts better on paper and …

    ... A,22 ;AT INSTRUCTION
    RST 16 ;FAST CALL, don't ... BOTTOM SECTION OF SCREEN)
    RST 16 ;
    LD A,6 ... ;COLUMN
    RST 16 ;
    ld bc,(score ...
    R-Tape R-Tape June 2011 Development
  • Print TextHow do i print text on the bottom left row(memory location in attribute 23295) of the screen in assembly? I understand the parts better on paper and …

    ... A,22 ;AT INSTRUCTION
    RST 16 ;FAST CALL, don't ... BOTTOM SECTION OF SCREEN)
    RST 16 ;
    LD A,7 ... ;COLUMN
    RST 16 ;
    ld bc,(score ...
    ooze48k ooze48k June 2011 Development
  • Print TextHow do i print text on the bottom left row(memory location in attribute 23295) of the screen in assembly? I understand the parts better on paper and …

    ... case, with the Calls and RST 16's you are using ... />
    This means using more RST 16 Control Codes. I avoid ... /> [CODE] ld a,16
    rst 16
    ld a,7 ...
    rst 16
    ld a,17 ...
    ld a,4
    rst 16[/CODE]
    ...seems right ...
    Turkwel Turkwel June 2011 Development
  • Print TextHow do i print text on the bottom left row(memory location in attribute 23295) of the screen in assembly? I understand the parts better on paper and …

    ... ;set ink colour
    rst 16
    ld a,5 ... ,22 ;AT INSTRUCTION
    RST 16 ;FAST CALL, don't ... BOTTOM SECTION OF SCREEN)
    RST 16 ;
    LD A, ... 6 ;COLUMN
    RST 16 ;
    ld bc,(score ... />
    These codes before RST 16 or in the defbs ...
    R-Tape R-Tape June 2011 Development
  • Print TextHow do i print text on the bottom left row(memory location in attribute 23295) of the screen in assembly? I understand the parts better on paper and …

    ... ) you can use the normal RST 16 for all characters on ...
    Dr BEEP Dr BEEP June 2011 Development
  • Print TextHow do i print text on the bottom left row(memory location in attribute 23295) of the screen in assembly? I understand the parts better on paper and …

    ... print


    pr rst 16
    inc hl
    Dr BEEP Dr BEEP June 2011 Development
  • Why doesn't my routine work?I have a "level" defined by 504 bytes (28 squares across x 18 squares down) I'm trying to write a routine that will take an X,Y coordinate in pixels…

    ... program
    ret z
    rst 16 ; display key (also ENTER ...
    Dr BEEP Dr BEEP June 2011 Development
  • (part of) screen to UDGHere is a routine to copy a Y,X-position on screen to a UDG. 0<=y<=23 0<=x<=31 144<=udg<=165 (UDG "A" to UDG "U") [code] ; start code with ; PRINT …

    ... set back by a simple RST 16 of the valid UDG ...
    Dr BEEP Dr BEEP June 2011 Development
  • Move objectHi again, I am using paper colors to represent game objects. I have a "paddle" that is 4 pixels wide. I save its position as a 2 byte word in memory…

    ... control code

    RST 16 ; fast call
    ... code

    RST 16 ; fast call
    ... white\\

    RST 16 ; fast call
    ... AT synbol

    RST 16 ; fast call
    < ... column 7

    RST 16 ; fast call
    < ...
    ooze48k ooze48k July 2011 Development
  • Move objectHi again, I am using paper colors to represent game objects. I have a "paddle" that is 4 pixels wide. I save its position as a 2 byte word in memory…

    ... control code

    RST 16 ; fast call
    ... code

    RST 16 ; fast call
    ... white\\

    RST 16 ; fast call
    ... AT synbol

    RST 16 ; fast call
    < ... column 7

    RST 16 ; fast call
    < ...
    ooze48k ooze48k July 2011 Development
  • RFC: 64 column font codeIn BASIC, type CLEAR 49999 then import the code at 50000. Then type RANDOMIZE USR 50000. This will create a new channel and attach stream #4 to it. A…

    ... (hl), b ; reset AT_FLAG
    rst 8 ; error "B Integer out ...
    Einar Saukas Einar Saukas July 2011 Development
  • RFC: 64 column font codeIn BASIC, type CLEAR 49999 then import the code at 50000. Then type RANDOMIZE USR 50000. This will create a new channel and attach stream #4 to it. A…

    ... ]#4[/B] and use [B]RST 10[/B] as usual:
    ret z
    rst 0x10 ; print A
    inc ...
    Einar Saukas Einar Saukas July 2011 Development
<1…17181920212223…34>

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