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Search Again :: Adv Search 1000 results in 0.019s
<1…28293031323334>
  • Z88DK NOOB cplot INK colorHi I am a complete NOOB with Z88DK, I am trying to draw colored circles. How does ink, paper and border work with Z88DK. I started trying to wo…

    ... />
    address = zx_pxy2saddr(x,y,&mask);
    *address |= ...
    address = zx_pxy2saddr(x,y);
    *address |= zx_px2bitmask(x);

    *( ... /> zx_pxy2saddr() stands for "pixel x y to screen address" the first ...
    Alcoholics Anonymous Alcoholics Anonymous June 2016 Development
  • Z88DK NOOB cplot INK colorHi I am a complete NOOB with Z88DK, I am trying to draw colored circles. How does ink, paper and border work with Z88DK. I started trying to wo…

    ... (xcenter - y, ycenter - x);
    spec_plot(xcenter - y, ycenter + x);

    if (x x)
    y, ycenter - x);
    spec_plot(xcenter - y, ycenter + x);

    if (x x)
    Alcoholics Anonymous Alcoholics Anonymous June 2016 Development
  • Z88DK NOOB cplot INK colorHi I am a complete NOOB with Z88DK, I am trying to draw colored circles. How does ink, paper and border work with Z88DK. I started trying to wo…

    ... of circle
    {
    cd2-= (--x) - (++y);
    if (cd2 < 0 ... (xc+y, yc-x);//upper upper right
    spec_plot(xc+x, yc-y);//upper ... right right
    spec_plot(xc-x, yc+y);//lower ...
    andydansby andydansby June 2016 Development
  • BrexitThere's nothing like a nice healty Brexit to start the day!

    ... yes we accept! Here are x,y,z demands!
    Scotland: were ...
    Van_Dammesque Van_Dammesque June 2016 Chit chat
  • BrexitThere's nothing like a nice healty Brexit to start the day!

    ... yes we accept! Here are x,y,z demands!
    Scotland: were ...
    guesser guesser June 2016 Chit chat
  • BrexitThere's nothing like a nice healty Brexit to start the day!

    ... yes we accept! Here are x,y,z demands!
    Scotland: were ...
    VincentAC VincentAC June 2016 Chit chat
  • BrexitThere's nothing like a nice healty Brexit to start the day!

    ... yes we accept! Here are x,y,z demands!
    Scotland: were ... yes we accept! Here are x,y,z demands!
    Scotland: were ...
    Van_Dammesque Van_Dammesque June 2016 Chit chat
  • Character Based SpritesHi, I'm working through Jonathan's excellent guide to writing games, and have mastered the animation of single UDGs. Before or move onto Pixel…

    ... &colour tile (gnum) at x,y
    ld a,(gnum) ;get ... : ;arrive with d=y (0-23), e=x (0-31),convert to ...
    daveysludge daveysludge July 2016 Development
  • Is there a Beehive Bedlam type game for the Spectrum?I cant think of any, would it be hard to do?

    ... trigonometry calculations. A table of x/y displacements for the initial angles ... change the sign of the x displacement when the ball collides ...
    GReW GReW July 2016 New game ideas
  • Is there a Beehive Bedlam type game for the Spectrum?I cant think of any, would it be hard to do?

    ... would need more than 16 x/y displacements, and you would perhaps ...
    chriswyatt chriswyatt July 2016 New game ideas
  • Is there a Beehive Bedlam type game for the Spectrum?I cant think of any, would it be hard to do?

    ... would need more than 16 x/y displacements
    [/quote]
    Possibly ... flipping the sign of the x displacement; so you'd have ...
    GReW GReW July 2016 New game ideas
  • Unofficial AGD ToolsHello, wondered if this toolkit I've written in Sinclair BASIC is any use to AGD 4.6 users? There's a text COLOUR calculator, ASM calcs, and a…

    ... some tweaking. I originally used X,Y and seem to have stuffed ... up switching it to Y,X instead. I also just tried ...
    LoadingScreech LoadingScreech July 2016 Development
  • Line DemoI was looking in the source code of another game (that Akalabeth game), with lots of line drawings. The difference was that they don't use the PL…

    ... the calculator stack van X,Y naar X-X0,Y-Y0
    ld ... call STACKA ; stack will be X, Y, Y0, where STACKA equ $2d28 ... ; subtract, X,Y-Y0
    defb 01h ; exchange, Y-Y0,X
    defb ... subtract, Y-Y0, X-X0
    defb 01h ; exchange, X-X0, Y-Y0
    Timmy Timmy August 2016 Sinclair Basic
  • Running out of fingers in AssemblyDear all, Still trying to learn Assembly and have put a few routines together. However, as my routines become a little more involved I find myself…

    ... example: say, you need 5*X + Y. As you may know, 5 ... itself, twice, and then adding X. Not thinking about this, you ... /> [/code]
    But storing 4*X isn't needed: once calculated ... 5*X isn't necessary: once calculated, you can add Y immediately ...
    RetroTechie RetroTechie September 2016 Development
  • Akalabeth gamei found now that someone ported an ansi-basic game (coded in 1979?) to msx-basic - what about a zx-spectrum basic version of it? ;) https://plus.goo…

    ... .

    Whereas adjusting the X plots proportionally by 0.914 ... bit naff, simply constraining the X-axis to 255 shifted the ...
    Battle Bunny Battle Bunny September 2016 Sinclair Basic
  • 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…

    ... (r*3)
    340 LET x=128+118*SIN r
    350 LET y=82+23*COS r-t ... =j*b
    400 PLOT x,y+t: DRAW i,-t+l ... ,-l-k
    410 PLOT x,y+t: DRAW j,-t-k ... ,k-l
    420 PLOT x,y+t: DRAW -i,-t-l ... ,l+k
    430 PLOT x,y+t: DRAW -j,-t+k ...
    joefish joefish September 2016 Sinclair Basic
  • POKE taking a variable amount of time...Hi Folks, Does anyone know why the following POKE statements seem to vary in their execution time? [code]100 POKE 60000,10 110 POKE 60001,16…

    ... addresses. The values are character Y and X coordinates.

    ... br /> 10 POKE 60001,X: POKE 60002,Y
    20 RANDOMIZE USR ...
    20 RANDOMIZE FN a (x,y)
    [/code]

    ... /> [code]
    10 LET X=10: LET Y=20
    20 RANDOMIZE ...
    GReW GReW September 2016 Sinclair Basic
  • POKE taking a variable amount of time...Hi Folks, Does anyone know why the following POKE statements seem to vary in their execution time? [code]100 POKE 60000,10 110 POKE 60001,16…

    ... get the X coordinate into register C and the Y coordinate into ... ]
    10 POKE 60001,X: POKE 60002,Y
    20 RANDOMIZE USR ...
    20 RANDOMIZE FN a (x,y)
    [/code]
    [/quote]
    Paddy Coleman Paddy Coleman September 2016 Sinclair Basic
  • POKE taking a variable amount of time...Hi Folks, Does anyone know why the following POKE statements seem to vary in their execution time? [code]100 POKE 60000,10 110 POKE 60001,16…

    ... code, your values for X and Y are already part of the ... for DEF FN a(x,y) when x and y are integers between -65535 ... ,(IX+4) ; bottom byte of X coordinate
    LD B,(IX ... +11) ; bottom byte of Y coordinate
    [/code]
    GReW GReW September 2016 Sinclair Basic
  • Akalabeth gamei found now that someone ported an ansi-basic game (coded in 1979?) to msx-basic - what about a zx-spectrum basic version of it? ;) https://plus.goo…

    ... /> [code]
    DRAW X*0.91397849,-Y
    READ X,Y
    DATA ... r2 ... bytes, then I could derive 'X' directly. There are five arrays ...
    Battle Bunny Battle Bunny October 2016 Sinclair Basic
  • Akalabeth gamei found now that someone ported an ansi-basic game (coded in 1979?) to msx-basic - what about a zx-spectrum basic version of it? ;) https://plus.goo…

    ... , so I can hold every x,y coordinate in 2 bytes rather ...
    Battle Bunny Battle Bunny October 2016 Sinclair Basic
  • Akalabeth gamei found now that someone ported an ansi-basic game (coded in 1979?) to msx-basic - what about a zx-spectrum basic version of it? ;) https://plus.goo…

    ... TO 380
    170 READ X,Y
    180 REM
    ... REM F=0 - PLOT, X=+ve, Y=+ve
    240 REM ... F=1 - DRAW, X=+ve, Y=+ve
    250 REM ... F=2 - DRAW, X=-ve, Y=+ve
    260 REM ... F=3 - DRAW, X=+ve, Y=-ve
    270 REM ... F=4 - DRAW, X=-ve, Y=-ve
    280 REM ...
    Paddy Coleman Paddy Coleman October 2016 Sinclair Basic
  • Akalabeth gamei found now that someone ported an ansi-basic game (coded in 1979?) to msx-basic - what about a zx-spectrum basic version of it? ;) https://plus.goo…

    ... TO 380
    170 READ X,Y
    180 REM
    190 ... REM F=0 - PLOT, X=+ve, Y=+ve
    240 REM F ... =1 - DRAW, X=+ve, Y=+ve
    250 REM F ... - DRAW, X=-ve
    260 REM F=3 - DRAW, Y=-ve
    X=-ve, Y=-ve
    280 REM
    Paddy Coleman Paddy Coleman October 2016 Sinclair Basic
  • Akalabeth gamei found now that someone ported an ansi-basic game (coded in 1979?) to msx-basic - what about a zx-spectrum basic version of it? ;) https://plus.goo…

    ... TO 390
    180 READ X,Y
    190 REM
    200 ... REM F=0 - PLOT, X=+ve, Y=+ve
    250 REM F ... =1 - DRAW, X=+ve, Y=+ve
    260 REM F ... - DRAW, X=-ve
    270 REM F=3 - DRAW, Y=-ve
    X=-ve, Y=-ve
    290 REM
    Paddy Coleman Paddy Coleman October 2016 Sinclair Basic
  • MuCho multiple choise adventure engine, release 2 - little to no programming neededRelease 2 of the MuCho multiple choise adventure (CYOA, choose your own adventure, gamebook) game engine. http://iki.fi/sol/zip/mucho_02.zip Fo…

    ... you can do stuff like x+1, x==3, x-=y, x
    Sol_HSA Sol_HSA October 2016 Development
  • Noob's guide to joysticksWhy on earth would I be asking this *now*, I hear you all scream? The answer... curiosity. Back in the day all I ever had was a +2 and Sinclair's …

    ... to a Kempston Mouse interface X/Y pins and see if I ...
    joefish joefish November 2016 Hardware
  • So where is the random number in the Speccy ?So I am messing around with ZX Spectrum Assembler and I want a random number. I looked up previous posts and one of the links said that random number…

    ... onscreen sprites, sprite sizes and X/Y positions
    - Internal object behavior ... easy, R.E.L.A.X.[/url]
    Hikaru Hikaru November 2016 Assembler
  • So where is the random number in the Speccy ?So I am messing around with ZX Spectrum Assembler and I want a random number. I looked up previous posts and one of the links said that random number…

    ... onscreen sprites, sprite sizes and X/Y positions
    - Internal object behavior ...
    Alcoholics Anonymous Alcoholics Anonymous November 2016 Assembler
  • Graphics program in AssemblyHi so I think I'm getting the hang of this so I've done this program. It writes directly to the screen. I'm using ZX Spin. [code] LD HL,16384 LD B,…

    ... score or a character's X.Y position, then a memory location ...
    chriswyatt chriswyatt November 2016 Assembler
<1…28293031323334>

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