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<1234567…34>
  • Spectrum Screen Memory MapWhat's the advantage (mistery?) behind ULA's spectrum screen memory interpretation? 6144 bytes divided into 3 blocks, 2048 bytes long. if you want t…

    ... (mistery?) behind ULA's spectrum screen memory interpretation?

    ... to draw something on screen you have to poke ... behind this implementation? Why screen memory isn't interpreted continuously? ... draw something on screen avoiding 3 block structure?
    Arda Arda October 2006 Development
  • Watching screen while debugging???I'll try to state my problem clearly, but I don't know if I'll succeed ..:) I load a Spectrum program into emulator (it doesn't matter which one at …

    ... single instructions writing data to screen memory. It works this way: ... per second, reading the screen memory [U]at the moment ... (16384),A a short line will appear in the corner ... waiting for interrupt (and executing next instructions meanwhile) to display ...
    Ralf Ralf December 2008 Development
  • BASin Release 6 available for DownloadHi all - It's another cut'n'paste from CSS :) I've been tapping away again, and seeing as a couple of people have recently seen BASin's latest bits…

    ... windows can't open off-screen, and are moved back into ... them).
    Added a simple memory viewer - readonly atm, but will ... (faster than an expression) and memory location bytes, words and DWords ... Menu Items "single step" and "next line" in the main window's ...
    Dunny Dunny June 2003 Emulators
  • How to get Grahics to wrap vertically around the screen?I am using the following code to draw an image to the screen. First I use HL to contain ROW and COLUM I then call the MapScreenFunction As I draw m…

    ... draw an image to the screen.

    First I use ... my sprite, it calls Next line to get the next line.

    However ... 192 lines, I want the next line to go to 0, thus ...
    robpearmain robpearmain May 2004 Development
  • Machine Code Sprites Example Code Using Char Based SystemBelow is my WIP code to do smooth screen wrapping sprites using char positions and offsets, as opposed to writing direct to a line (0-191) and shifti…

    ... ; On Entry:
    ; HL Contains Screen Address
    ; DE Contains Char ... /> INC H ; *256 to get next line
    LD A,(DE)
    memory to FB0Ah
    LD ...
    robpearmain robpearmain August 2004 Development
  • IM2 Machine Code Sprites Example Code Using Char Based SystemFurther to my earlier post, here are sprites running using char method with IM2 driving it Note, for 48k spectrum using TASM [code] ; ***********…

    ... ; On Entry:
    ; HL Contains Screen Address
    ; DE Contains Char ... /> INC H ; *256 to get next line
    LD A,(DE)
    memory to FB0Ah
    LD ...
    robpearmain robpearmain August 2004 Development
  • Smooth Color Masked Sprites using fast page flip on 48kHere is a quick demo of using char based sprites using the Page flip method: a) Background is copied to buffer b) Sprites drawn on buffer c) Buffer …

    ... MOVING 256 BYTES FORWARD IN MEMORY TO FB0AH
    LD ... ; ON ENTRY:
    ; HL CONTAINS SCREEN ADDRESS
    ; DE CONTAINS CHAR ... /> INC H ; *256 TO GET NEXT LINE
    LD A,(DE)
    robpearmain robpearmain September 2004 Development
  • Smooth Masked Sprites using fast page flip on 48k Part 2Ok, After all the suggestions in Part 1, which were all excellent (Thankyou), I opted on the following: I have 2 x 6k Offscreen areas (Yes, that's …

    ... MOVING 256 BYTES FORWARD IN MEMORY TO FB0AH
    LD ... ; ON ENTRY:
    ; HL CONTAINS SCREEN ADDRESS
    ; DE CONTAINS CHAR ... INC H ; *256 TO GET NEXT LINE
    INC B
    LD ...
    robpearmain robpearmain September 2004 Development
  • Comments for small "sprite" routine wantedI have just written my first machine code program and I am quite happy (and proud) to get it working! :smile: As a child I never learned anything e…

    ... one row on screen address
    inc de ;next graphic byte
    screen
    inc hl ;go to next byte to ... /> ld (hl),a ;write to screen memory
    dec hl ;move back ... /> inc h ;move down one line
    dec e ;decrease counter ...
    Rickard Rickard May 2007 Development
  • Tutorial - learn machine code in 30mins[B][I]Message from the moderators[/I] - bigjon has requested that readers' attention be drawn to a better version of this tutorial, one which is easi…

    ... four bytes are now at memory address 33000 by clicking in ... Spectrum's memory which have a direct effect on the screen display ... in which this memory area is mapped onto the screen.
    The ... next line'
    Insert line 16, 'add hl,de'
    To fill the screen ...
    bigjon bigjon November 2009 Development
  • Adjusting your code for screen refreshingOk, I'm aware that I should know it already after writing 5 Spectrum games in machine code but interrupts and screen refreshes were always my weaker …

    ... understand correctly Zx Spectrum does screen refreshing 50 times per ... line D. Then it immediately goes to A again to start next ... computer will wait until screen refreshing reaches line A. This is some ... refresh is at line C (end of game screen, beginning of ...
    Ralf Ralf November 2009 Development
  • Small Machine Code Routines Which Maybe UsefulAs part of creating Flynn's Adventure in Bombland I created a lot of little routines to do all sorts of things. A lot of these I created based on inp…

    ...
    ; **********************************
    ; xy coords to screen pixel position
    ; **********************************
    ld ... /256 ; 7t - bring in screen pixel memory start
    ld h,a ... h ; 4t - down another for next line
    dec l; 4t - back ...
    TomD TomD April 2011 Development
  • Kiwi OS for z80 computerHi everyone, Nearly made my z80 computer with 2K ROM 32K RAM. It has an OS im still writing called Kiwi (apple, blackberry, you get the idea ;D) he…

    ... A, $C0 ;LOAD A WCITH NEXT LINE STARTING ADDRESS
    IN A ... />
    LD A, $01 ;CLEAR SCREEN COMMAND
    OUT (1), A ... />
    LD A, $01 ;CLEAR SCREEN COMMAND
    OUT ($1), A ... controller (to save to I2C memory for removable storage)
    Port ...
    Robin Robin August 2011 Announcements
  • 28-character wide multicolour(ish) on 48k SpectrumLong-time lurker here... I've always been interested in rainbow effects on the 48k Spectrum, mainly from a perspective of "Just what [I]would [/I]ha…

    ... of the screen by directly changing the PUSH instructions in memory. This ... PUSHed, because nothing in the screen update period affects the flags ... -most 8 characters of the next line
    PUSH DE ; At ... area of the 9th line of the screen (not really needed for ...
    AMW AMW April 2012 Development
  • Moving a line down the display in assembler?...It's not a "[I]how can I do it[/I]" question, it's more a "am I missing something in trying to do it a new way" kinda question. What I've been doing…

    ... , how do I get a screen address from that. It seems ... code and you get the screen address in HL.

    line to the next below it?

    next line[/I]" than this, because if ...
    Sokurah Sokurah June 2012 Development
  • Adding TAP file contents to a Spectrum +3e DOS PartitionHello my fellow WoS'ers, This thread is a companion to a great little guide from a fellow AmiBayer [B]mnjnurney[/B] you can view his thread by [URL…

    ... exactly the size oft he screen memory of the Spectrum - so ...
    LOAD "" SCREEN$

    This is loading the next file in ...
    This is loading the next file in the sequence as ... /> [/code]This line prints (at the information line - line 22) in bright ...
    Zetr0 Zetr0 January 2013 Games
  • TAPlist - the emulator versionI've got this working reasonably well; there's just a couple of small extra features which I want to add. (Recall that TAPlist writes a formatted lis…

    ... the BASIC program in memory to a TAP file. ... Additional "alignable" commands defined in line 9996. These are a selection ... screen is erased and formatting continues at the start of the next line ... to match any original on-screen formatting.
    [*]Uses TXT2Emu ...
    Battle Bunny Battle Bunny March 2014 Sinclair Basic
  • Help needed with calculating screen addressesCan anyone help me finally crack Jonathan Cauldwell's screen addressing calculator and, more to the point, is the reason I'm struggling because this …

    ... y,x coordinate and the screen memory address I'm aiming to ... .[/B]

    and 7 ; line 0-7 within character square ... = 16384 = start of screen display.
    ld d,a ; line * 256.
    Jagd Tiger Jagd Tiger April 2014 Development
  • Where does the BASIC program sit 48K Spectrum memory?Hi there First post so be gentle, I've had a spectrum since the 80's and have recently started programming it for fun again. I wrote the followin…

    ... POKE command directly to the screen memory.

    5 LET a ... LET a=0
    30 NEXT x

    This draws ... part of memory first then dump it to the screen quickly? Where ...
    ivanb303 ivanb303 September 2016 Sinclair Basic
  • A sped up pixel-shift routine for 1-byte–wide spritesHere’s an optimized (for speed) real-time sprite shifting routine for sprites that are one byte wide. It uses no memory variables for storage of inte…

    ... byte wide. It uses no memory variables for storage of intermediate ... needs to be aligned in memory with something like
    ... overflow, we're on the next line
    ;of char row, ... /> msl_shift_done
    ex de,hl ;screen address -> DE, spite data ...
    Ast_A_Moore Ast_A_Moore February 2017 Development
  • SpecBAS 0.900 ReleasedAgainst my better judgement, here's 0.900. It's got lots and lots new, but mostly the new shiny is the editor. You can indent your code, you can e…

    ... /Down to jump to line starts prev/next
    Added Ctrl+Backspace ... many operations (mostly graphics, but memory filling and allocation too)
    Fixed small character sized screen updates that line up with the right ...
    Dunny Dunny April 2017 Sinclair Basic
  • ZXSCLZF - Yet another Screen CompressorQuick disclaimer before I continue, this compressor does not shrink screens as small as some of the others posted here, in particular the very good z…

    ... that covers the Spectrum Screen Memory (6912bytes so only 13bits ... br /> i-=2; //move to next option
    } else if(strncmp ... - next mem
    ld (de),a ; 7t - literal to screen
    inc hl ; 6t - next
    jr _ulzfa020 ; 12t - ...
    TomD TomD April 2017 Development
  • Fastest emulator screen renderingHi, I'm developing an algorithm for fast emulator screen rendering and here is what I came up with. 1) Use 4bpp indexed image format as target …

    ... main algorithm.[code]byte=next screen byte // get next screen byte
    p32 ... from 16384 for each screen line as[code]uint16_t offsets[ ... simply find the start line for y and continuously ... 32 bytes from speccy screen for every line directly into bitmap) ...
    tstih tstih November 2019 Development
  • Console frameworkStill working on Specotron, but at the point where working out the diagonal lines collision is not good at beer o'clock. In the meantime I've knoc…

    ... also saves 768 bytes of memory.

    ... /> ; base address of the screen
    SCRBUF_BASEADDR EQU #4000 ... next line of font
    ld (de), a ; draw to screen ...
    inc d ; move down a line
    screen
    inc h ; move down a line
    Paradigm Shifter Paradigm Shifter August 2022 Development
  • PAW questionThis may not be the right place but anyways there it goes: I've been trying to figure out how to import graphic files in .SCR format in the PAW parse…

    ... screen) is to shift the interpreter to start text at the line ... start the adventure. The next two bytes are poked with ... LDIR ; now we load the screen memory with the information at HL ... because the way the spectrum screen memory is organised using these chunks ...
    cyborg cyborg November 2001 Sinclair Miscellaneous
  • ScrollingBit of a daft topic but anyway... Which game had the best scrolling? I would have to volunteer Commando and its silky-smooth scrolling. A particula…

    ... to the next line down but to the next
    ; screen segement (we ... memory, the next line down is
    ; 32+the original address of the screen memory ... ld hl,57FFh ; end of screen memory
    nextln ld b,32 ... set us up for the next line
    inc hl ; scroll ...
    Anonymous Anonymous June 2002 Games
  • Any Errors?Any errors you feel Sinclair Research or even Amstrad made with the speccy??

    ... a requirement of making the screen memory contiguous. The idea behind the ... takes you right one pixel line (assuming you don't hit ... or line).

    After 32 INC Ls, you start the next ... for the next byte.

    Therefore the Speccy screen ends up ...
    Philip Kendall Philip Kendall March 2004 Sinclair Miscellaneous
  • IM2 Machine Code Sprites Example Code Using Char Based SystemFurther to my earlier post, here are sprites running using char method with IM2 driving it Note, for 48k spectrum using TASM [code] ; ***********…

    ... ; On Entry:
    ; HL Contains Screen Address
    ; DE Contains Char ... /> INC H ; *256 to get next line
    LD A,(DE)
    memory to FB0Ah
    LD ...
    robpearmain robpearmain August 2004 Development
  • IM2 Machine Code Sprites Example Code Using Char Based SystemFurther to my earlier post, here are sprites running using char method with IM2 driving it Note, for 48k spectrum using TASM [code] ; ***********…

    ... moving 256 bytes forward in memory to FB0Ah
    LD ... ; On Entry:
    ; HL Contains Screen Address
    ; DE Contains Char ... /> INC H ; *256 to get next line
    LD A,(DE)
    robpearmain robpearmain August 2004 Development
  • Smooth Color Masked Sprites using fast page flip on 48kHere is a quick demo of using char based sprites using the Page flip method: a) Background is copied to buffer b) Sprites drawn on buffer c) Buffer …

    ... MOVING 256 BYTES FORWARD IN MEMORY TO FB0AH
    LD ... ; ON ENTRY:
    ; HL CONTAINS SCREEN ADDRESS
    ; DE CONTAINS CHAR ... /> INC H ; *256 TO GET NEXT LINE
    LD A,(DE)
    robpearmain robpearmain September 2004 Development
<1234567…34>

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