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  • Fairlight 2, once againOK, so I'm determined to make Fairlight 2 crumble and reveal its secrets. I've been running around in part 2 with a "go through all locked doors" POK…

    ... . Note though that the player sprite faces at 90 degress to ...
    mjwilson mjwilson July 2004 Games
  • Best scrolling everHi All - I've been lurking here for a while enjoying reminiscing about my magical 10 years of rubber-keyed fun back in my youth! What game featured …

    ... rather than simply moving the sprite! (I'd love to play ...
    Gwyn Gwyn July 2004 Games
  • Decimals, bcd etc in z80...Working bloody full-time on my Ragnar Revival game right now - just finished the basic sprite engine and before I go on coding the actual 3d engine (…

    ... now - just finished the basic sprite engine and before I go ...
    ekoman ekoman July 2004 Development
  • InterruptsA small piece intended for the FAQ. Comments, corrections, additions welcome. Notably: * How long does the 48K ULA hold /INT low? * What happens i…

    ... JP to your 'real' interrupt routine. However, this doesn't work ... tstates to reach the interrupt routine:

    * M1: 7 tstates ... you have a short interrupt routine, it is possible that the ... set to 0x0066. An NMI routine should end with RETN, which ...
    Philip Kendall Philip Kendall July 2004 Development
  • TommyGun - Utility ... what's going on...For those interested, Tony has been busy lately and unable to put as much time into TG as he'd like. He also has a child on the way soon. He told me…

    ... . Then the functions of the Sprite Editor and Tile Editor were ...
    Sadako Sadako July 2004 Development
  • Interrupt driven code at overclocked pace....Is it possible for a MC coder to do a routine (i.e. interrupt music player, for within/during Basic)if he knows said machine is running at 400 percen…

    ... MC coder to do a routine (i.e. interrupt music player ...
    CKay CKay August 2004 Sinclair Miscellaneous
  • Dave Perry InterviewI conducted this interview with Dave Perry, famous for games like Turtles, Trantor, Extreme and Dan Dare 3 to name but a few... Enjoy! Dave Perry wa…

    ... Games had a much better sprite for the Turtles and a ...
    zeropolis79 zeropolis79 August 2004 Sinclair Miscellaneous
  • Video codecs in Spin?Hi all! A question regarding Spin: I would like to do a video capture (when I move my Ragnar sprite behind blocks - yiihah!) but I have some problem…

    ... (when I move my Ragnar sprite behind blocks - yiihah!) but I ...
    ekoman ekoman August 2004 Emulators
  • A few questions regarding EmuZwinA few questions regarding EmuzWin 1. I have been trying to write a program to generate multicolour effects on the Spectrum,ie more than 2 attributes…

    ... per character square. Although the routine is working ok, when timing ...
    dmsmith dmsmith August 2004 Development
  • A few questions regarding EmuZwinI had posted this in the development forum and then remembered there was an emulators forum, so apologies for the repetition. 1. I have been trying …

    ... per character square. Although the routine is working ok, when timing ...
    dmsmith dmsmith August 2004 Emulators
  • Wanted: Machine Code Sprites and Graphics BookWould anyone be willing to either sell or swap this book. Its full title is Machine Code Sprites and Graphics for the ZX Spectrum : A complete guide…

    ... Spectrum : A complete guide to sprite coding

    By John ...
    dmsmith dmsmith August 2004 Wanted
  • need help with speed optimization. this procedure draws a sprite with mask from memory onto the screen with x-coordinate in pixels. it doesn't shift sprites in realtime, it just uses …

    ... left and right sides of sprite.
    DB %00000000
    sprite in memory (sprite is stored in such ... ,(SPRXLEN) ;| taking width of sprite
    DEC A
    ... ' preshifted bytes of mask and sprite.
    DRAWEND
    ...
    moroz1999 moroz1999 August 2004 Development
  • Calculate screenaddressWho knows where the topic about the fastest screenaddressroutine is? I can't find it in a search.. The fastest routine was to load a large table of …

    ... search..

    The fastest routine was to load a large ... />
    I think that this routine is a nice compromise between ...
    Dr BEEP Dr BEEP August 2004 Development
  • 3 in 1 NTG3 in 1 name that game 1) You are a ninja cyborg or something. A side view flip screen. Most screens look alike with just a few details different. Th…

    ... through mountains. Wireframe landscape, plus sprite objects. You had bombs and ...
    Erlstoned Erlstoned August 2004 Games
  • 128k sound effectsCan anyone supply a short routine for producing 128k sound effects. All I am looking for is a laser sound and an explosion. Thanks Derek

    Can anyone supply a short routine for producing 128k sound effects. All I am looking for is a laser sound and an explosion.

    Thanks

    Derek
    dmsmith dmsmith August 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…

    ... LD IX,sprites ; Point to sprite data
    LD B,TOTALSPRITES ... return so we can print sprite to screen

    sprite
    LD E,(IX+3 ... char, 9 chars per 16x16 sprite)
    gfx:

    ...
    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] ; ***********…

    ... /> LD IX,sprites ; Point to sprite data
    LD B,TOTALSPRITES ... /> PUSH BC

    ; Is sprite enabled, ignore if not
    ; Get beginning of graphics for sprite
    LD E,(IX+3 ...
    robpearmain robpearmain August 2004 Development
  • Smooth Screen ScrollingHi Everyone, Any suggestions on what is the best way to do horizontal scrolling ie. in Zynaps fashion. I am working on a routine at the moment, whi…

    ... /> I am working on a routine at the moment, which uses ...
    dmsmith dmsmith September 2004 Development
  • TZX and the ZX81Evenin All. EightyOne is now is a state where I can support a more descriptive tape format. I know how some people have been calling for tzx suppor…

    ... tapes use the standard ROM routine. So, for an example, if ...
    MikeW MikeW September 2004 Emulators
  • Why relativly bad colour on Spec compared to other 8bit?Why relatively bad colour on Spec compared to other 8-bit machines like the Master system or even c64? I understand the 8x8 block that you could hav…

    ... the smoothness of say a sprite on the Spectrum is better ...
    HonoredShadow HonoredShadow September 2004 Games
  • Broken ZX 48kHey all. I have acquired a broken ZX 48k. It looks in good condition - tried the membrane and it is working with my other 48k very well. When you tu…

    ... starts with the normal Reset routine (the Red stripes on the ...
    Tom-Cat Tom-Cat September 2004 Sinclair Miscellaneous
  • Can Anyone explain sprites in Jet Pac/Atic Atac etcJet Pac was 16k, and yet the sprites were impressively fast. I notice they had a slight flicker at times, but were notmally pretty flicker free. W…

    ... only areas that have changed" sprite type, how exactly did this ...
    robpearmain robpearmain September 2004 Development
  • The incredible shrinking screendumpIn this topic I stated that I would be impressed if the screendump could be smaller than 37 bytes. [url="http://www.worldofspectrum.org/forums/viewt…

    ... ]

    I rewrote the routine and it is now 36 ...
    Dr BEEP Dr BEEP September 2004 Development
  • Cobra - scrollingHi everyone, I have been studying some of the code in Ocean' Cobra game using a debugger, in the hope of improving my own scrolling routines. In cas…

    ... . But the key to the routine is how this is translated ... format which the screen redrawing routine can use.

    Strangely ...
    dmsmith dmsmith October 2004 Development
  • How can I see how long it took for IM2 to runHow can i see how many cycles it took for my interrupt routine to run, is there some way with Spectaculator debugger etc to see how long it has taken…

    How can i see how many cycles it took for my interrupt routine to run, is there some way with Spectaculator debugger etc to see how long it has taken from entering the IM2 routine to RETI
    robpearmain robpearmain October 2004 Development
  • Star Tip 2 - Tim Follin's 3 Channel Sound - info reqd.Hello there, I've decided to throw myself in at the deep end and decipher Tim Follin's "Star Tip 2", which produced some incredible 3 channel sound …

    ... they start with #FF - the routine uses #FF to distinguish between ...
    nickunt nickunt October 2004 Development
  • Announce: EmuZWin 2.5 Release 2.2 Post-FinalEmuZWin Version 2.5 Release 2.2 post-FINAL (16-Oct-2004): [-] A small pause added between TAP blocks while loading tape from .TAP image (otherwise s…

    ... .ZX and .SP snapshots.
    [*] Sprite Finder made available without switching ...
    Vladimir Kladov Vladimir Kladov October 2004 Emulators
  • SpeedloadersSince I read Lee Tonks' post about the speedloaded version of MM3 he did, I've been playing around with various speedload routines I found on TTFn & …

    ... - which was the fastest speedload routine used on the Spectrum, & ... anyone know of a speedload routine that will run in the ...
    darkman darkman October 2004 Sinclair Miscellaneous
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