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  • Project: M.u.l.e.Wokani came up with a great idea about trying an open-development approach for spectrum games, and I thought why not try with a game I have under dev…

    ... only definition of the same sprite in the same file) but ... it looks the the mask option for sprite attributes is writing two ... copies of the mask rather than ... some weird stuff with the sprite graphics (eg drawing white pixels ...
    Alcoholics Anonymous Alcoholics Anonymous February 2008 Development
  • Project: M.u.l.e.Wokani came up with a great idea about trying an open-development approach for spectrum games, and I thought why not try with a game I have under dev…

    ... only definition of the same sprite in the same file) but ... it looks the the mask option for sprite attributes is writing two ... copies of the mask rather than ... some weird stuff with the sprite graphics (eg drawing white pixels ...
    Kiwi Kiwi February 2008 Development
  • Project: M.u.l.e.Wokani came up with a great idea about trying an open-development approach for spectrum games, and I thought why not try with a game I have under dev…

    ... an independent attr_mask for each sprite character -- well it speeds ... apply the same mask value to all sprite characters when outputting ... INK-only, PAPER-only sprite colours without any trouble ( ... to algorithmically colour the sprite char squares in these ...
    Alcoholics Anonymous Alcoholics Anonymous February 2008 Development
  • JSW... how does the game "finish" in assembly?It seems the ZX and C64 versions of Jet Set Willy suffer from the same "unfinishable" problem. Thankfully the ZX version has been patched with pokes …

    ... ' or 'even'
    8F0B AB XOR E ; MASH A WITH BOLLOCKS ... change the border colour or sprite position or end game or ...
    frobush frobush April 2008 Games
  • Project: M.u.l.e.Wokani came up with a great idea about trying an open-development approach for spectrum games, and I thought why not try with a game I have under dev…

    ... does not have a mask, then each sprite frame graphic will require ... following.

    When the sprite is created using "sp1_CreateSpr()" and ... as current animation frame, sprite size and sprite direction. This way the ...
    Alcoholics Anonymous Alcoholics Anonymous April 2008 Development
  • Announce: BASin r14b availableHere's the fix mentioned earlier for those of you that either are too lazy to update your OS (XP SP2 has been out aaaaages, Arjun!) or even junk that…

    ... it behaves like the UDG/Sprite creator. Clicking once paints a ... that actually. There's an XOR mode for the select tools ...
    Dunny Dunny May 2008 Emulators
  • VIC 20 emulation on the SpectrumI'm sure most people are aware of the my attempt at bringing the full Commodore experience to Sinclair users with the "Twenty Commodes" program. It e…

    ... /> ld a,(hl) ; x
    xor b ; reset bits
    [/code ... value be set from the mask? The zero flag should be ...
    obo obo August 2008 Sinclair Miscellaneous
  • Changing the way SCREEN$ is loadedThe way the speccy loads in a SCREEN$ is interesting - top two-thirds first, then middle and finally the bottom, which is due to the way the speccy d…

    ... ; get colour
    and 71 ; mask
    ld (hl), a ; poke ... ) ; get screen poke byte
    xor 255 ; inverse
    ld (drawline ...
    FrankT FrankT October 2008 Sinclair Miscellaneous
  • what were the things the Speccy architecture was good for?I don't know a hell of a lot about all the different computers hardware and I wanted to know if the way the Spectrum was built lent itself to certain…

    ... C64 by using it's sprite capabilities to lessen the CPU ... clever code to sort and mask them appropriately. Games where they ...
    Matt_B Matt_B November 2008 Sinclair Miscellaneous
  • ZX Spectrum (16K) sound/beepHi all, I think I'm in right place now, I've tried to find an answer how to generate two channel sound using ZX Spectrum 16K. Only think I've found …

    ... that drives the beeper.
    XOR A ; Zero accumulator.
    IN ... ; Complement result.
    AND 31 ; Mask keyboard bits.
    JP NZ ... (work2),A ; Decrease volume.
    XOR A
    LD (work7),A ...
    Matt_B Matt_B November 2008 Sinclair Basic
  • Skool Daze disassemblyWhile developing [url="http://pyskool.wordpress.com/"]Pyskool[/url], I've also been putting together a disassembly of Skool Daze and Back to Skool, m…

    ... AND mask or store it? (I store it).

    Sprite tiles ... to 11,360 bytes.
    Sprite "map": 4,960 bytes.
    Jmk Jmk November 2008 Development
  • Skool Daze disassemblyWhile developing [url="http://pyskool.wordpress.com/"]Pyskool[/url], I've also been putting together a disassembly of Skool Daze and Back to Skool, m…

    ... Does it calculate the AND mask or store it?[/QUOTE]
    mask?)

    Back to Skool ... sprite tiles (362 regular tiles + 362 mask tiles)
    1536 bytes for sprite ... " (128 sprites, 12 tiles per sprite)
    8192 bytes for skool ...
    SkoolKid SkoolKid November 2008 Development
  • A scrolling starfield - help needed!I have been messing on my speccy again recently and tried to do a scrolling (parallax - maybe) starfield. I know how to scroll using machine code but…

    ... /> Thanks to roko for the XOR plotting idea.

    Again ... /> LD A,E ; save the sprite rotation before it gets overwritten ... screen byte

    XOR (HL) ; XOR with current star byte
    Digital Prawn Digital Prawn December 2008 Development
  • A scrolling starfield - help needed!I have been messing on my speccy again recently and tried to do a scrolling (parallax - maybe) starfield. I know how to scroll using machine code but…

    ... /> LD A,E ; save the sprite rotation before it gets overwritten ... screen byte

    XOR (HL) ; XOR with current star byte
    Digital Prawn Digital Prawn December 2008 Development
  • A scrolling starfield - help needed!I have been messing on my speccy again recently and tried to do a scrolling (parallax - maybe) starfield. I know how to scroll using machine code but…

    ... intentional (Imagine a spacecraft sprite in the middle of the ... /> JR NZ,KEYTEST5
    XOR A
    LD (DIRECTION),A ... /> LD A,E ; save the sprite rotation before it gets overwritten ... byte

    XOR (HL) ; XOR with current star byte
    Digital Prawn Digital Prawn December 2008 Development
  • Atic Atac speed.Dear all, Excuse the noob question, but does anyone know how fast Atic Atac runs at? What I mean is, frames per second, or the amount of pixels the…

    ... byte sections of the old sprite image and replace it with ... my previous one, I happily XOR the sprites onto the screen ... , and XOR them back off again - one entire sprite at the ...
    Digital Prawn Digital Prawn January 2009 Games
  • Atic Atac speed.Dear all, Excuse the noob question, but does anyone know how fast Atic Atac runs at? What I mean is, frames per second, or the amount of pixels the…

    ... draw the graphics (WRITE, XOR, with/without MASK etc)

    [QUOTE ...
    BloodBaz BloodBaz January 2009 Games
  • Understanding the StackSorry folks. I guess I'm going to be a pain for a little while. Hope it's ok with everyone. I'm currently studying the stack and wrote the little pr…

    ... does DE point to - the sprite to be rendered? In which ... ]

    You interlace mask and sprite bytes in your graphic, and ... DE you load both values (mask & graphic) in just one ...
    Metalbrain Metalbrain January 2009 Development
  • Understanding the StackSorry folks. I guess I'm going to be a pain for a little while. Hope it's ok with everyone. I'm currently studying the stack and wrote the little pr…

    [QUOTE=Metalbrain;328496]You interlace mask and sprite bytes in your graphic, and ... DE you load both values (mask & graphic) in just one ... 't have much idea on sprite masking and so was puzzled ...
    Arjun Arjun January 2009 Development
  • "Wingman" demoHi, Just a quick post to inform you of a demo of my new game "Wingman" currently under development: [URL]http://www.ipear.co.uk/peargames/wing01.…

    ... the display, though I may mask the player depending on speed ... not then, maybe alter the sprite to fill those two spaces ...
    The Starglider The Starglider October 2009 Development
  • some debugger in emulators that is able to brakpoint when a mem address is accessed ?Is there a debugger (disassembler) available in some emulator that is able to stop (breakpoint) when a particular memory address is accessed ? For e…

    ... , there is a way to mask off specific data in a ... supports | for OR and ^ for XOR, or you can use the ... words AND / OR / XOR.

    The conditions you ...
    Ralf Ralf November 2009 Emulators
  • 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 …

    ... INTs will happen
    XOR A ;reset 'FRAMES' to ... takes it to run the MASK-INT routine.
    -------------------------------------------------------------------
    XOR A
    LD (23672 ... proving that indeed 10000 MASK-INT's had been ...
    roko roko November 2009 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... (We shall assume that the mask as well as the sprites ... consider this maximum sized sprite the default sprite, or would it be ... about reusing body parts for sprite recycling (and thus not ... above are made, then perhaps sprite work could begin immediately, for ...
    kgmcneil kgmcneil January 2010 Development
  • reimport of exported asm in 7upI know it may seem a cryptic title but is there a way of importing an asm file ( created using the export data option within 7up) back into 7up or an…

    ... has, and if it uses mask, set it to use it ... " in Data Outputted option and "Sprite" in Interleave. "As 9th byte ...
    Metalbrain Metalbrain February 2010 Development
  • shifting spriteshi. have anyone experience with shifting sprites by table ? some neat tricks ? i don't want to see complete code (really don't want, it trashes thr…

    ... data for each on screen sprite, i.e. you can't ... the anim frames for the sprite or you'll get out ... table instead of shifts, and mask the right and left edges ... /left mask as you draw right and left sections of the sprite ...
    Paradigm Shifter Paradigm Shifter February 2010 Development
  • shifting spriteshi. have anyone experience with shifting sprites by table ? some neat tricks ? i don't want to see complete code (really don't want, it trashes thr…

    ... (that you have to mask off) will be 256* ... having 8 copies of your sprite routine, each one doing ... time to draw the sprite. This is similar to ... half the rows of your sprite already mirrored, to balance ... written a pixel-positioning sprite routine for the Speccy ...
    joefish joefish February 2010 Development
  • Platform Game Designer 2Right, with Telly Heroes out of the way, I've decided to have a second attempt at this. I've ditched the old PGD2 source, and started again with the…

    ... feature).

    The only sprite related request I would ask ... /> Okay, I've programmed these sprite types:

    horizontal patrols ... involve giving each block a mask, and taking up another 6144 ... bytes for a dummy mask screen. You'd be looking ...
    jonathan jonathan February 2010 Development
  • Platform Game Designer 2Right, with Telly Heroes out of the way, I've decided to have a second attempt at this. I've ditched the old PGD2 source, and started again with the…

    ... and something other than box sprite collision detection. Otherwise horizontally the ... will get lost as it XOR's over it ([I]I ...
    BiNMaN BiNMaN March 2010 Development
  • Platform Game Designer 2Right, with Telly Heroes out of the way, I've decided to have a second attempt at this. I've ditched the old PGD2 source, and started again with the…

    ... and something other than box sprite collision detection. Otherwise horizontally ... will get lost as it XOR's over it ([I] ... There are two types of sprite collision detection available in SEUD ... background is deadly) the sprite collision detection is pixel perfect ...
    jonathan jonathan March 2010 Development
  • My first platformerHi all! How do you do? Been lurking here for a while, but never had the courage to join the forum. :) The Speccy was my first computer, so I've alw…

    ... s = sp1_CreateSpr(..,..,1,..,..); // sprite is 1x1
    sp1_AddColSpr(s ... ,SP1_DRAW_MASK2RB,..,0,..); // sprite is now 1x2
    ... ' parameter in a sprite's struct_sp1_ss actually determines ... sprite graphic down one pixel? Easy... subtract 1 (or 2 if mask ...
    Alcoholics Anonymous Alcoholics Anonymous March 2010 Development
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