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<1…28293031323334>
  • NEW KEMPSTON interface for ZXHi. Lotharek has released a new KEMPSTON interface for people who doesn't need AY on-board and want to have some really small device. [url]http:/…

    - better adress decoder : A7=0, A6=0, A5=0, IORQ=0, RD=0 - this device must ... ZX BUS via smd resistors 100 Ohm - agree.
    - add pull ...
    lotharek lotharek August 2011 Hardware
  • NEW KEMPSTON interface for ZXHi. Lotharek has released a new KEMPSTON interface for people who doesn't need AY on-board and want to have some really small device. [url]http:/…

    ... adress decoder : A7=0, A6=0, A5=0, IORQ=0, RD=0 - this device must ... ZX BUS via smd resistors 100 Ohm - agree.
    - add pull ...
    velesoft velesoft August 2011 Hardware
  • Cool BASIC tricks and tips!Following on from Dunny's excellent suggestion of a compendium of BASIC tips + tricks, I believe it would be better to have a topic dedicated to it. …

    ... me know.

    [CODE]100 REM -------------------------
    110 REM XINPUT ...
    Paddy Coleman Paddy Coleman August 2011 Sinclair Basic
  • Challenge Sprint 4x tape recorderHi, I noticed a [url="http://www.worldofspectrum.org/infoseekid.cgi?id=1000051"]Challenge Sprint[/url] on eBay, and checked out the WoS entry for it…

    ... the polarity correction circuit is 100% hardware, and transparent to the ... the polarity correction circuit is '0', so the XOR gate has ... firsts pulse is memorizedd as '0', then the output is '1 ...
    mcleod_ideafix mcleod_ideafix August 2011 Hardware
  • Casstte 50 compilation emulator game questionHi - Hope this is the right place to put this question? Wasn't sure? But I have just downloaded the 'Cassette 50' compilation from wos but can't w…

    ... 6 Crusher "
    100 PRINT AT 5,0;"7 Startrek ": PRINT ... Search ": PRINT AT 7,0;"11 Inferno "
    510 ... Mission ": PRINT AT 10,0;"17 MystCl Dmonds "
    ... Defence ": PRINT AT 11,0;"19 Cypher "
    590 ... Attacker ": PRINT AT 13,0;"23 Space Mission "
    ...
    fog fog August 2011 Games
  • Casstte 50 compilation emulator game questionHi - Hope this is the right place to put this question? Wasn't sure? But I have just downloaded the 'Cassette 50' compilation from wos but can't w…

    ... 6 Crusher "
    100 PRINT AT 5,0;"7 Startrek ": PRINT ... Search ": PRINT AT 7,0;"11 Inferno "
    510 ... Mission ": PRINT AT 10,0;"17 MystCl Dmonds "
    ... Defence ": PRINT AT 11,0;"19 Cypher "
    590 ... Attacker ": PRINT AT 13,0;"23 Space Mission "
    ...
    Dunny Dunny August 2011 Games
  • Streams - File HandlingHello there my fellow WoS'ers I am attempting to write a Z80 / Snapshot Launching program that is based on a category of files # - Z whereby each f…

    ... work

    [code]
    100 REM STREAM 4
    110 ... on [B]Fuse (Version 1.0.0)[/B], [b]EightyOne (Version 1 ... .0 10/03/08)[/b] and ... of course [b]ZXSpin (Version 0.666)[/b].

    All ...
    Zetr0 Zetr0 August 2011 Sinclair Basic
  • Cool BASIC tricks and tips!Following on from Dunny's excellent suggestion of a compendium of BASIC tips + tricks, I believe it would be better to have a topic dedicated to it. …

    ... following code:

    [CODE]100 CLS
    110 LET a ... =0
    120 LET a=a+ ... a
    140 LET a=0
    150 LET a=a ... a
    170 LET a=0
    180 LET a=a ...
    Paddy Coleman Paddy Coleman August 2011 Sinclair Basic
  • Gigascreen - programming guideDoes anyone know of a programming guide for the 128K gigascreen screen mode, specifically a persistence colours table, some code (pref. C level or BA…

    ... screen contain 192 lines - line 0 show vram1, line 1 show ... ) this mode exchange lines - line 0 show vram2, line 1 show ... length 2x6912(13824) bytes in 100% compatible method with true gigascreen ...
    velesoft velesoft August 2011 Development
  • writing an emulator-newbie needs helpHi, this is my first post here. I decided to write a minimalistic emulator of ZX Spectrum-no emulation of advanced peripherals, no emulation of sound…

    ... during gameplay (going from room 100 to room 101 crashes the ... LD (HL),A for HL=0, but the real problem was ... what made HL=0 at that particular point).
    PeterP PeterP August 2011 Emulators
  • Keys redefine routine and key check.I have written some asm code which allows me to redefine keys (for a game etc.), and also allows me to be able to check any keypresses for the redefi…

    ... stored at a certain address (0=UP; 1=NONE, 2= ... results stored at another address (0=LEFT, 1=NONE, 2= ... directly returned as specific values (0=NONE, 1=FIRE, 2=PAUSE ... kinda like this:
    [CODE]100 LET R=USR startaddress
    0
    170 IF R ...
    Einar Saukas Einar Saukas September 2011 Development
  • Keys redefine routine and key check.I have written some asm code which allows me to redefine keys (for a game etc.), and also allows me to be able to check any keypresses for the redefi…

    ... stored at a certain address (0=UP; 1=NONE, 2= ... results stored at another address (0=LEFT, 1=NONE, 2= ... directly returned as specific values (0=NONE, 1=FIRE, 2=PAUSE ... kinda like this:
    [CODE]100 LET R=USR startaddress
    0
    170 IF R ...
    polomint polomint September 2011 Development
  • Keys redefine routine and key check.I have written some asm code which allows me to redefine keys (for a game etc.), and also allows me to be able to check any keypresses for the redefi…

    ... /> [/code]

    In your delay routine, replacing
    [code]ld ... a,0[/code]
    with
    [code ... hit zero, the ld a, 0 and dec a are a ...
    BloodBaz BloodBaz September 2011 Development
  • Keys redefine routine and key check.I have written some asm code which allows me to redefine keys (for a game etc.), and also allows me to be able to check any keypresses for the redefi…

    ... =BloodBaz;562919]
    In your delay routine, replacing
    [code]ld ... a,0[/code]
    with
    [code ... hit zero, the ld a, 0 and dec a are a ... , true, but it gives the delay and pretty colours I like ...
    polomint polomint September 2011 Development
  • File size in 128K RAM diskHi Folks, Is there a way to get the size of a file stored in the 128K RAM disk from within a BASIC program? Many thanks Paddy

    ... BORDER 0: PAPER 0: INK 7: CLS
    20 PRINT AT 0,0;"RAM ... f(20,3): LET n=0
    80 OUT 32765,16 ... : LET n=n+1
    100 FOR b=a TO a ...
    Paddy Coleman Paddy Coleman September 2011 Sinclair Basic
  • File size in 128K RAM diskHi Folks, Is there a way to get the size of a file stored in the 128K RAM disk from within a BASIC program? Many thanks Paddy

    ... br />
    [CODE]100 BORDER 0: PAPER 0: INK 7: CLS
    110 PRINT AT 0,0;"RAM DISK TEST"
    120 ...
    130 PRINT AT 2,0;"FILENAME = ";
    140 FOR ... br /> 170 PRINT AT 3,0;"FILE TYPE = ";PEEK 23409 ... br /> 180 PRINT AT 4,0;"FILE SIZE = ";PEEK 23410 ...
    Paddy Coleman Paddy Coleman September 2011 Sinclair Basic
  • Othello/Reversi Validate and Make MovesI'm working an Othello/Reversi game The board is represented as a 2d array 8*8 ie: 00000000 00000000 00000000 00012000 00021000 00000000 00000000 000…

    ... /> 36 LET a(x,y)=0
    37 NEXT y: NEXT ... ***** board set up end
    100 REM Sub to draw board ...
    fortyeightkay fortyeightkay September 2011 Development
  • Othello/Reversi Validate and Make MovesI'm working an Othello/Reversi game The board is represented as a 2d array 8*8 ie: 00000000 00000000 00000000 00012000 00021000 00000000 00000000 000…

    ... ***** board set up end
    100 REM Sub to draw board ... /> 150 IF a(x,y)=0 THEN INK 3: CIRCLE (x ...
    fortyeightkay fortyeightkay September 2011 Development
  • Othello/Reversi Validate and Make MovesI'm working an Othello/Reversi game The board is represented as a 2d array 8*8 ie: 00000000 00000000 00000000 00012000 00021000 00000000 00000000 000…

    ... ***** board set up end
    100 REM Sub to draw board ... /> 150 IF a(x,y)=0 THEN INK 3: PRINT "X ...
    fortyeightkay fortyeightkay September 2011 Development
  • Othello/Reversi Validate and Make MovesI'm working an Othello/Reversi game The board is represented as a 2d array 8*8 ie: 00000000 00000000 00000000 00012000 00021000 00000000 00000000 000…

    ... ***** board set up end
    100 REM Sub to draw board ... /> 150 IF a(x,y)=0 THEN INK 3: PRINT AT ...
    fortyeightkay fortyeightkay September 2011 Development
  • Othello/Reversi Validate and Make MovesI'm working an Othello/Reversi game The board is represented as a 2d array 8*8 ie: 00000000 00000000 00000000 00012000 00021000 00000000 00000000 000…

    ... /> 60 GO TO 1000
    100 REM Sub to draw board ... +1
    208 IF p=0 THEN LET p=1
    210 IF q=0 THEN LET q=1
    1010 GO SUB 100
    1020 GO SUB 200 ...
    fortyeightkay fortyeightkay September 2011 Development
  • Othello/Reversi Validate and Make MovesI'm working an Othello/Reversi game The board is represented as a 2d array 8*8 ie: 00000000 00000000 00000000 00012000 00021000 00000000 00000000 000…

    ... 60 GO TO 1000
    100 REM Sub to draw board ...
    208 IF p=0 THEN LET p=1
    210 IF q=0 THEN LET q=1
    1010 GO SUB 100
    1020 GO SUB ... PRINT AT y,x; INVERSE 0; INK a(x,y)+ ...
    208 IF p=0 THEN LET p=1
    210 IF q=0 THEN LET q=1
    fortyeightkay fortyeightkay September 2011 Development
  • Othello/Reversi Validate and Make MovesI'm working an Othello/Reversi game The board is represented as a 2d array 8*8 ie: 00000000 00000000 00000000 00012000 00021000 00000000 00000000 000…

    ... /> 60 GO TO 1000
    100 REM Sub to draw board ... +1
    208 IF p=0 THEN LET p=1
    210 IF q=0 THEN LET q=1
    0; FLASH 1; INK a(p ... subs
    1010 GO SUB 100
    1020 GO SUB 200 ...
    fortyeightkay fortyeightkay September 2011 Development
  • Where to start?..Hello, First off, sorry if this is in the wrong and sorry if the questions I'm about to ask have been asked and answered numerous time! Little back…

    ... /> [code]/Users/xxxxxxx/Downloads/pasmo-0.5.2-macosx.sitx Folder ... [code]/Users/xxxxxxx/Downloads/pasmo-0.5.2-macosx.sitx Folder ... .

    I'm almost 100% I've got something wrong ...
    meow meow September 2011 Development
  • Othello/Reversi Validate and Make MovesI'm working an Othello/Reversi game The board is represented as a 2d array 8*8 ie: 00000000 00000000 00000000 00012000 00021000 00000000 00000000 000…

    [QUOTE=Rebelstar without a cause;564327]If you wanted to tidy it up a bit


    [PHP]204 IF INKEY$="q" AND p>1 THEN PRINT AT p,q; INVERSE 1; INK a(p,q)+3;"XOO"(a(p,q)+1):: LET p=p-1
    205 IF INKEY$="a" AND p1 THEN PRINT AT p,q; INVERSE ...
    fortyeightkay fortyeightkay September 2011 Development
  • Othello/Reversi Validate and Make MovesI'm working an Othello/Reversi game The board is represented as a 2d array 8*8 ie: 00000000 00000000 00000000 00012000 00021000 00000000 00000000 000…

    ... LET v=1: LET o=0: LET e=1: REM player ... TO 8: LET d(x)=0: NEXT x: REM define a ... ;"to check";p,q;" ": PAUSE 0
    303 REM --check if ... ,2;d$
    3030 PAUSE 0
    3040 RETURN
    5000 ... /> 5005 LET d$="gosub to 100 - draw board": GO SUB 3000 ...
    fortyeightkay fortyeightkay September 2011 Development
  • Keys redefine routine and key check.I have written some asm code which allows me to redefine keys (for a game etc.), and also allows me to be able to check any keypresses for the redefi…

    ... jr gk_exit
    gk_key_is_pressed: set 0,d ; indicate key is pressed ... getting confused, :)

    ; -----------------------------------------------
    delay: ld bc,32768
    ld ... msg_define: defm CC_PAPER,4,CC_INK,0,CC_AT,1,7,"Press key ...
    polomint polomint September 2011 Development
  • New Tool: CheqEdit[b]CheqEdit[/b] it's a simple and small program that helps you to draw 64x48 graphics on screen in GRAPHICS MODE. Program can output as text in CHR$ …

    ... 1
    10 PRINT AT 0,0;CHR$ 141;CHR$ 131; ... 142
    11 BRIGHT 0
    20 PRINT AT 1 ... /> 30 PRINT AT 2,0;CHR$ 143;CHR$ 138; ... $ 131;CHR$ 131
    100 PRINT AT 9,4;CHR ... 129
    111 REM BRIGHT 0
    120 PRINT AT 11 ... 138
    141 BRIGHT 0
    150 PRINT AT 14 ...
    fog fog September 2011 Announcements
  • Physics of a bombim sure a few of you clever chaps can answer this. Im flying a plane at 100km and hour my altitude about ground level is 1km im flying dead level…

    ... .28s. In 14.28s at 100 mph you and the bomb ... will have travelled 0.3967 miles or 638.37 ...
    joefish joefish October 2011 Chit chat
<1…28293031323334>

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