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Search Again :: Adv Search 1000 results in 0.024s
<1…26272829303132…34>
  • SE Basic IV Buffy v4.1 source (WIP)I've been doing a major refactor on the SE Basic source and I'd appreciate a code review from anyone who has time to look at it. I've almost certainl…

    ... br /> pop bc ; discard scan-loop and
    pop bc ; ...
    class_5:
    pop bc ; discard scan-loop return ... br /> class_2:
    pop bc ; discard scan-loop return ... ; evaluate expression
    pop af ; unstack system variable ...
    chev chev October 2013 Development
  • SE Basic IV Buffy v4.1 source (WIP)I've been doing a major refactor on the SE Basic source and I'd appreciate a code review from anyone who has time to look at it. I've almost certainl…

    ... org 0x1cf0
    c_if:
    pop bc ; discard stmt-ret return address ... call each_stmt ; examine statements
    pop bc ; unstack end of line pointer ... return:
    pop bc ; stmt-ret address to BC
    pop hl ; error address ...
    chev chev October 2013 Development
  • SE Basic IV Buffy v4.1 source (WIP)I've been doing a major refactor on the SE Basic source and I'd appreciate a code review from anyone who has time to look at it. I've almost certainl…

    ... /> fce ; exit calculator
    pop bc ; restore arc count
    ret ... set
    pop bc ; diagonal step to BC'
    push bc ; put it ... exx ; alternate register set
    pop bc ; horizontal or vertical step to ...
    chev chev October 2013 Development
  • z88dk and im2I set up a minimal IM2 mode so I can draw sprites for a laff [code] #include <string.h> #include <stdio.h> #include <im2.h> #include <stdlib.h> #in…

    ... />
    push af
    push bc
    push de
    push ...

    pop hl
    pop de
    pop bc
    pop af

    Alcoholics Anonymous Alcoholics Anonymous October 2013 Development
  • z88dk and im2I set up a minimal IM2 mode so I can draw sprites for a laff [code] #include <string.h> #include <stdio.h> #include <im2.h> #include <stdlib.h> #in…

    ... backbuffer to screen
    #asm

    LD BC,999
    LD ... /> #asm


    LD BC,37000

    writeagain:

    LD (BC),A
    INC BC
    INC A
    screen is overwritten with 'hello'
    slenkar slenkar October 2013 Development
  • 128k programmingOk, I have had the normal man look (ie. not really), I want a good resource for 128k asm programming. Mostly just to find out how the RAM bank switc…

    Yes, but you save the need of an off-screen buffer you have to copy to the screen memory.
    na_th_an na_th_an November 2013 Development
  • 128k programmingOk, I have had the normal man look (ie. not really), I want a good resource for 128k asm programming. Mostly just to find out how the RAM bank switc…

    [QUOTE=na_th_an;734560]Yes, but you save the need of an off-screen buffer you have to copy to the screen memory.[/QUOTE]

    oh yeah thats true
    slenkar slenkar November 2013 Development
  • Documentation for SP1 for Z88DK?(I was going to post in [URL="http://www.worldofspectrum.org/forums/showthread.php?t=11729"]the other thread[/URL], so if a mod thinks this should go…

    ...
    push af
    push bc
    push de
    push ... /> pop iy
    pop ix
    pop hl
    pop de
    pop bc
    pop af ...
    slenkar slenkar November 2013 Development
  • That painter thing..I'm struggling to think of a non clunky way of detecting when a 'box' has been surrounded and can be highlighted, like in the pic: [IMG]http://i1142…

    ... /> ld bc,32
    ex af,af'
    pop af ;A ... djnz Loop5
    pop hl
    ld bc,32
    add ... br /> jr nz,Loop4
    pop bc
    jp NextBox
    < ...
    Battle Bunny Battle Bunny November 2013 Development
  • Simple memory transfer routineI'm looking for a simple memory transfer routine that shifts 32 bytes of data from the address HL is set to 55143, I have tried using LDIR, but cant …

    Slower but 22 bytes

    [CODE] ld hl,51990
    ld b,(hl)
    ld de,$0020
    push de
    lp add hl,de
    djnz,lp
    ld de,udg-32-51990
    add hl,de
    ld de,55143
    pop bc
    ldir
    ret[/CODE]
    jamorski jamorski November 2013 Development
  • Simple memory transfer routineI'm looking for a simple memory transfer routine that shifts 32 bytes of data from the address HL is set to 55143, I have tried using LDIR, but cant …

    ... it for later use in BC
    lp add hl,de ... ;
    ld de,$D767 ;
    pop bc
    ldir
    ret[/CODE]
    jamorski jamorski November 2013 Development
  • Simple memory transfer routineI'm looking for a simple memory transfer routine that shifts 32 bytes of data from the address HL is set to 55143, I have tried using LDIR, but cant …

    ...
    pop af; 2
    pop bc; 4
    pop de; 6
    pop hl ... ; 8
    pop ix ...
    pop af; 14
    pop bc; 16
    pop de; 18
    pop hl ... ; 20
    pop ix ...
    chev chev November 2013 Development
  • Clear the screen from assemblerI want to clear the screen before I draw my graphic elements on it. Speed is not important so I was thinking of using the rom CLS option if that is p…

    ... I want to clear the screen before I draw my graphic ... similar routine to clear the screen?[/QUOTE]
    The quick ... ; top of screen + 1
    ld bc 17ffh ; size of screen -1
    screen
    ldir ; copy (hl)-> ...
    David Jones David Jones November 2013 Development
  • Clear the screen from assemblerI want to clear the screen before I draw my graphic elements on it. Speed is not important so I was thinking of using the rom CLS option if that is p…

    ... ; top of screen + 1
    ld bc 17ffh ; size of screen -1
    screen
    ldir ; copy (hl)-> ... attributes as well just make bc = 1affh

    There's ...
    David Jones David Jones November 2013 Development
  • Clear the screen from assemblerI want to clear the screen before I draw my graphic elements on it. Speed is not important so I was thinking of using the rom CLS option if that is p…

    ... want to clear the loading screen before my game starts properly ... ; top of screen + 1
    ld bc 17ffh ; size of screen -1
    screen
    ldir ; copy (hl)-> ...
    Mr Millside Mr Millside November 2013 Development
  • Collision Detection in SP1Hi, Does anyone have a well-documented example of using collision detection in spritelib. I've search WoS and Z88DK forums but no joy. Something wi…

    ... ;; get return address
    pop bc
    pop bc
    pop bc
    push de ;; put ...
    Alcoholics Anonymous Alcoholics Anonymous November 2013 Development
  • Converting an integer arbitrary large binary number into a printable decimal formThis was asked a long ago at the comp.sys.sinclair newsgroup. At that time, I came up with a solution by extrapolating the classic algorithm of suces…

    ... binary number
    push bc
    exx
    pop bc
    exx
    ;rst $10
    pop bc ;length of octal number in ... /> inc hl
    Next7: pop bc
    jr nz,Loop4
    Battle Bunny Battle Bunny November 2013 Development
  • Converting an integer arbitrary large binary number into a printable decimal formThis was asked a long ago at the comp.sys.sinclair newsgroup. At that time, I came up with a solution by extrapolating the classic algorithm of suces…

    ... (I was doing the PUSH/POP BC too often, and going around ... 10s overflows leftwards,
    push bc
    Loop4: add a,(hl ...
    inc hl
    Done6: pop bc
    ret
    [/code]
    Battle Bunny Battle Bunny December 2013 Development
  • Converting an integer arbitrary large binary number into a printable decimal formThis was asked a long ago at the comp.sys.sinclair newsgroup. At that time, I came up with a solution by extrapolating the classic algorithm of suces…

    ... fetch "last value" to BC
    ;BC=(BINsize)/3 (loop counter)< ...

    exx
    pop bc
    djnz Loop0a
    jp ... LoopIX

    EndLoop:pop bc
    ld a,2
    Battle Bunny Battle Bunny December 2013 Development
  • Converting an integer arbitrary large binary number into a printable decimal formThis was asked a long ago at the comp.sys.sinclair newsgroup. At that time, I came up with a solution by extrapolating the classic algorithm of suces…

    ... br />
    pop bc
    exx
    pop bc
    djnz Loop0a< ... LoopIX

    EndLoop:pop bc
    push de
    ld ... ;CHAN_OPEN
    pop hl
    ld bc,0
    ld ...
    Battle Bunny Battle Bunny December 2013 Development
  • Converting an integer arbitrary large binary number into a printable decimal formThis was asked a long ago at the comp.sys.sinclair newsgroup. At that time, I came up with a solution by extrapolating the classic algorithm of suces…

    ... The Loop5 section from PUSH BC to POP BC becomes:
    [code]
    push bc
    ld b,0 ... LHS of number
    pop hl
    ex de, ... ;DE=LHS address
    pop bc
    [/code]
    Battle Bunny Battle Bunny December 2013 Development
  • array offset (z88dk)Im trying to simulate a 2 dimensional array by using an offset [code] #include <fzx.h> char scr[768]; int arrayoffset(char x,char y) { return (x*…

    The macro will work but it's like inlining code -- it will lead to a larger code footprint, which is what slenkar was trying to reduce.

    If code footprint is important you can modify the macro to call a function to compute the index instead -- ...
    Alcoholics Anonymous Alcoholics Anonymous January 2014 Development
  • What Spectrum projects (Software/Games/Utility)(Hardware)(Others) are you working on?So, basically that :) You dont have to give names or more clues if you dont want to ;) Also, if you are working on more than one, you can tell all of…

    ... hl
    ldir
    pop hl

    ...
    pop af
    pop bc
    pop de
    pop hl
    ...
    push hl
    push de
    push bc ... br />
    pop hl
    pop bc
    pop de
    ex ...
    Alcoholics Anonymous Alcoholics Anonymous January 2014 Development
  • Isometric GamesAs a longer term project I'm thinking of attempting an isometric game, along the lines of Alien8, but with Magic Knight. No promises though, because …

    ... that Ultimate redraw the whole screen every frame - that would be ... redraw chunks into a full screen buffer and then copy the changed ... chunks to the main screen.
    This would be a ...
    Kweepa Kweepa January 2014 Development
  • Animated attribute revealA new challenge to solve next. I would like to create an animated attribute reveal in machine code by having my 768 byte attributes held in ram whic…

    ... =blue]
    ld bc,1024 ;size of 10 ... + 1
    push bc
    jp FirstDE[/color]< ... /> ld (de),a
    pop de

    ld ... />
    SKIPDE: pop bc
    dec bc
    ld a,b ...
    Battle Bunny Battle Bunny February 2014 Development
  • Colission detection problems.G'ah...it's always the same (I've asked before too) - I'm always struggling when it comes to doing box colission checks, so I'm basically hoping you …

    ... table

    DELSHOT PUSH BC
    PUSH HL
    DEC ...
    DEC (HL)
    POP HL
    POP BC
    RET Z
    dmsmith dmsmith February 2014 Development
  • Machine Code Routine of the weekHow about a thread that has a routine each week that is in [B]assembly language[/B] and is also described in great detail what the hell is going on …

    ... of 2nd line on screen display

    pop de ; load bomber ... of 10th line on screen display

    pop de ; load bomber ... of 16th line on screen display

    pop de ; load bomber ...
    Einar Saukas Einar Saukas February 2014 Development
  • Using the stack to blit bufferI was using a ldir to blit my back buffer to the screen RAM, and it was working pretty well if not rather slow. After reading about using the stack …

    ... /> pop hl
    pop de
    pop bc
    pop af
    exx
    pop hl ...
    pop de ...
    pop bc
    VBI VBI February 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…

    [QUOTE=joefish;765476]So, your screen buffer is in linear order instead ... of Spectrum screen order? Good move.

    chev chev 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…

    [QUOTE=joefish;765476]So, your screen buffer is in linear order instead ... of Spectrum screen order? Good move.[/QUOTE]
    screen to the display area, while ...
    LuMan LuMan April 2014 Development
<1…26272829303132…34>

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