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<1234567…34>
  • joining lines of BASICDue to overwhelming demand - well, one demand - well, more of a suggestion, really - here's a routine to join together lines of BASIC. The vertical c…

    ... together lines of BASIC. The vertical cursor motion code is based ... out of editing mode to scroll up/down through the full ... />
    Not being able to scroll through the listing while editing ...
    Battle Bunny Battle Bunny February 2012 Sinclair Basic
  • Need to scroll one column using m.c.I've used many of the available routines to scroll the entire screen in any direction, but I'm not being able to find one that would allow me to scro…

    ... of the available routines to scroll the entire screen in any ... that would allow me to scroll a specified column (1 x ...
    zxbruno zxbruno May 2012 Development
  • Deceiving gamesWhat games you had good expectations. Games which yourself hope to have been better the more you played, but simply doesnt evolved. The first which …

    ... style cover, good and smooth scroll.. reasonably good controls, graphics and ... to be a kind of vertical [I]Defender-cross-SpyHunter[/I ...
    judasEZT judasEZT May 2012 Games
  • New recoloured game -Curro JimenezAs promised, here's my new project that brings colour to a monochrome game Apart from adding colour I retouched graphics a little (check tents and c…

    ... every game that uses a tile table and has a bit ... later levels which use smooth vertical scrolling. I did what I ...
    Ralf Ralf July 2012 Games
  • BIFROST* Advanced Programming - part 1In BIFROST*, it's much easier to just make changes in the tile map and let the engine automatically draw & animate everything in multicolor for you. …

    ... char tile[NUM_TILES]; // tile number
    int lin[NUM_TILES]; // hi-res vertical tile position ... /> int dlin[NUM_TILES]; // hi-res vertical tile movement
    int dcol[NUM_TILES ...
    Einar Saukas Einar Saukas July 2012 Development
  • BIFROST* Advanced Programming - part 2This second demo shows animated and moving tiles together, and also how to implement collision detection. This knowledge should be enough to implemen…

    ... lin[NUM_TILES]; // hi-res vertical tile position
    int col[ ... int dlin; // hi-res vertical tile movement
    int px, ... next frame
    tile[f] = (tile[f] & 0xfc) + ((tile[f]+1) & ...
    Einar Saukas Einar Saukas July 2012 Development
  • BIFROST* Advanced Programming - part 3This new demo demonstrates the BIFROST* built-in sprite support that I mentioned before. In BIFROST*, "sprite tiles" are 2 special tiles that BIFROS…

    ... , linPlayer; // hi-res vertical tile position
    int colEnemy, ... tile position
    int dlinEnemy, dlinPlayer; // hi-res vertical ... ;
    default: // empty tile
    BIFROST_setTile(px, py, ...
    Einar Saukas Einar Saukas July 2012 Development
  • BIFROST* Advanced Programming - part 4In previous posts I demonstrated how to move multicolor tiles up and down smoothly by a single pixel, and sideways by an entire char (8 pixels). Thi…

    ... char tile[NUM_TILES]; // tile number
    int lin[NUM_TILES]; // hi-res vertical tile position ... /> int dlin[NUM_TILES]; // hi-res vertical tile movement
    int dhrc[NUM_TILES ...
    Einar Saukas Einar Saukas August 2012 Development
  • BIFROST* Advanced Programming - part 5In my [URL="http://www.worldofspectrum.org/forums/showthread.php?t=40437"]previous post[/URL] I demonstrated how to move multicolor images smoothly i…

    ... int linPlayer; // hi-res vertical tile position
    int hrcPlayer; ... tile position
    int dirPlayer; // hi-res vertical ... br /> // update player vertical position (up/down stairs ...
    Einar Saukas Einar Saukas August 2012 Development
  • Vertical Shoot'em Up's: Humans.Ok. This topic is about those vertical shoot'em up's in which you control a human. Why? Because I say so. It's just a nitpicking categorization. And…

    ... . This topic is about those vertical shoot'em up's in ...
    WhenIWasCruel WhenIWasCruel August 2012 Games
  • Vertical Shoot'em Up's: Ground Vehicles.Ok, the topic says it all. We're talking about tanks, jeeps, cars, pogo sticks and futuristic vehicles (as in Marauder). There's no really substanti…

    ... in the gameplay from the Vertical Shoot'em Up's with ... is among the finest Vertical (and non-vertical) Shoot'em Up's ...
    WhenIWasCruel WhenIWasCruel August 2012 Games
  • Vertical Shoot'em Up's: Spacecrafts.what's missing? for updated lists look [URL="https://sites.google.com/site/concealedwords/home/zxspectrumgames/vertical-shoot-em-up-s"]here[/URL]. …

    ... .com/site/concealedwords/home/zxspectrumgames/vertical-shoot-em-up-s"]here ...
    WhenIWasCruel WhenIWasCruel August 2012 Games
  • BIFROST* Advanced Programming - part 6The purpose of this demo is somewhat different from previous ones. Instead of teaching a new technique, the main goal here is to demonstrate how much…

    ... />
    int linPlayer; // hi-res vertical tile position
    int hrcPlayer; // hi ... /> int lin[NUM_ENEMIES]; // hi-res vertical tile position
    int hrc[NUM_ENEMIES ...
    Einar Saukas Einar Saukas September 2012 Development
  • multi-scroll m/c subroutine for BASICArising from recent posts, here's a scrolling routine that will manage multiple left/right scrollings for any (sensible) line width or step; (ie. whe…

    Arising from recent posts, here's a scrolling routine that will manage multiple left/right scrollings for any (sensible) line width or step; (ie. where width is
    Battle Bunny Battle Bunny October 2012 Sinclair Basic
  • 24-Wide or 26-Wide Multicolour Tile EngineI've been playing about with more multicolour routines (8x1, 8x2 etc.) and have one a bit clever and suitable for a tile-based game. No particular d…

    ... clever and suitable for a tile-based game. No particular details ... restriction on some of your tile sprites.

    This means ... worth it for an extra tile in width, or is a ...
    joefish joefish August 2013 Development
  • Another vertical scrolling questionwhile talking about w256 x h128 vertical scrolling, are 128k modes have any advantages over 48k models? has extra ram or swappable screen buffer any…

    while talking about w256 x h128 vertical scrolling, are 128k modes have any advantages over 48k models?

    has extra ram or swappable screen buffer any use on scrolling?
    Arda Arda October 2013 Development
  • Tile routinesHi all, Please does anyone have any examples of tile routines in pure asm to set up maptile screens. I would like to try and understand them and ti…

    Hi all,

    Please does anyone have any examples of tile routines in pure asm to set up maptile screens.

    I would like to try and understand them and tinker around and learn.

    Thankyou for your help :-)
    alienbanana alienbanana February 2014 Development
  • Scrolling Bi-Colour Engine for 4-Player GamesJust putting this code up for people to have a look at. Far from finished. Should simply compile and run a bit of a demo. Only good for 128K and +…

    ... -around attribute map to allow vertical attribute-based scrolling.
    ;Use ...
    ld a,(multicolour_A_offset) ;'HW' scroll factor
    ld l,a ...
    joefish joefish March 2014 Development
  • ScrollsHello. Ive been working in scroll routines and I want to show you them. First, one vertical 2 pixels scroll routine with 13 sprites [youtube]D-T3…

    ... />
    Ive been working in scroll routines and I want to ... br />
    First, one vertical 2 pixels scroll routine with 13 sprites ... is a multidirectional 2 pixels scroll. I think that I ... /> And a multidirectional 4x4 pixel scroll routine. Perhaps this can be ...
    climacus climacus April 2014 Development
  • Tile engine and slight colour flickerOver the past few nights I've been working on a simple tile game engine for a rock fold game I'm making. While all is going surprising well I've not…

    ... been working on a simple tile game engine for a rock ...
    richdotward richdotward June 2014 Development
  • Tile engine and slight colour flickerOver the past few nights I've been working on a simple tile game engine for a rock fold game I'm making. While all is going surprising well I've not…

    ... been working on a simple tile game engine for a rock ...
    richdotward richdotward June 2014 Development
  • FZX ScrollI wrote a routine to scroll message in ZX Spectrum screen, using [URL="http://www.worldofspectrum.org/forums/showthread.php?t=44088"]FZX[/URL] fonts.…

    I wrote a routine to scroll message in ZX Spectrum screen, ... . Feel free to use FZX Scroll.

    The [URL="http ...
    TK90XFan TK90XFan June 2014 Development
  • Brick tile in games[IMG]http://i1016.photobucket.com/albums/af288/Thirdharmoniser/brick_tile_zpsdc6df85d.png[/IMG] This single character brick tile must have been used…

    ... />
    This single character brick tile must have been used in ...
    Morkin Morkin August 2014 Games
  • Uridium possible with more colour??Having seen the MSX version of Uridium mentioned in another thread I wondered if the Spectrum could produce anything similiar, and had a go at a mock…

    ... stayed locked horizontally, with only vertical movement by character square there ... you can tolerate. It could scroll quite smoothly as along as ...
    dmsmith dmsmith January 2015 New game ideas
  • Vertical XOR filler.. anyone?Hi, I was just wondering whether a vertical filler using XOR has ever been used on Speccy demos/games and if yes when for the first time? Just tryin…

    Hi,

    I was just wondering whether a vertical filler using XOR has ever been used on Speccy demos/games and if yes when for the first time? Just trying to find some references..
    mr.spiv mr.spiv February 2015 Development
  • New game released: EXPLORER<div><span style="font-size: 13.3333330154419px; line-height: normal; font-family: 'Courier New';">- EXPLORER -</span></div><div><span style="font-si…

    ... I've seen an alternate vertical-scrolling version in a TV ... Spectrum POKE 23692,0 to scroll vertically the whole screen. I ... , including an Assembly routine to scroll a screen window, in order ... weak attempt to play a vertical clone of my favourite arcade ...
    Luca Bordoni Luca Bordoni June 2015 Brand new software
  • ZX Spectrum Sprite chipHi everyone. As I said some time ago, I wanted to make a 'virtual' Sprite chip for the ZX spectrum, on my ZEsarUX emulator. The idea is to make so…

    ... can be mirrored horizontal or vertical

    Every Sprite is ... display.

    -you can scroll the main video memory on ...
    chernandezba chernandezba November 2015 Emulators
  • 128k Paging a tile routine to a double bufferHi happy new year all :) Does anyone have an example of how to page a routine to the screen ie a tile routine? Thanks :)

    Hi happy new year all :)

    Does anyone have an example of how to page a routine to the screen ie a tile routine?

    Thanks :)
    alienbanana alienbanana December 2015 Development
  • Variable sized tiles /tile routineHow would you do a variable sized tile routine where the tiles have position variables too? Thanks would be interested to learn :)

    How would you do a variable sized tile routine where the tiles have position variables too?

    Thanks would be interested to learn :)
    alienbanana alienbanana January 2016 Development
  • Vertical Lines Spectrum +3Hi, My Spectrum +3 boots up and shows the following: Grey border with vertical black lines: http://www.sinclairzxworld.com/viewtopic.php?f=22&p=19…

    ... following:
    Grey border with vertical black lines:
    http://www ...
    ScottC2010 ScottC2010 March 2016 Hardware
<1234567…34>

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Related Threads

  • Horizontal scrollDoes anyone know how to do a 2 or 4 pixel left or right horizontal scroll of the spectrum screen.<br /> <br /> <br /> I can make a 1 one pixel scroll…
  • scroll?Hey guys! Great website!<br /> <br /> Is there anyway I can make my 128 not say "scroll?" and just make it scroll automatically?
  • Vertical ScrollersI like finding classic Speccy games which i've never really heard of or played before. I like vertical scrollers, any gems i might have missed from …
  • How can I scroll a line of text and wrap perfectlyI know this is easy for most of you but for some reason I am messing it up.<br /> <br /> In Assembly Language I want to do the following:<br /> <br /…
  • Anyone help re-factoring a tile functionI had some excellent feedback for re-factoring my function that displays the colour for my screen tiles. Can anyone offer some help to improve the fu…
  • hi-colour tile editorSee [url="http://www.worldofspectrum.org/forums/showthread.php?t=14369"]this post[/url]. The compiled version is available in the CSSCGC 2008 collect…
  • Mode 2 Tile Editor SourceA Timex Mode 2 Tile Editor incorporating a byte mirror table. The compiled version is available in the CSSCGC 2008 collection from the WoS archive. <…
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  • Tile Map HelpI've got a 256x256 map. This is split into 64 chunks of 32x32. Each cell takes up one byte so only four chunks are held in memory at any given time. …
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