Search found 1148 matches

by dr beep
Tue Feb 19, 2019 8:40 pm
Forum: Development
Topic: USCII, the User Specified Character Integrated Interpreter
Replies: 3
Views: 115

Re: USCII, the User Specified Character Integrated Interpreter

I coded DOGCATCH also in pure ZX81 BASIC.

That game is slower than the version in USCII.
This is possible due to a simpler numberprinting.

Both games run simultaneously (although bad resolution)
https://youtu.be/rwzcrSbIJkk
by dr beep
Tue Feb 19, 2019 12:25 pm
Forum: Development
Topic: USCII, the User Specified Character Integrated Interpreter
Replies: 3
Views: 115

USCII, the User Specified Character Integrated Interpreter

This is new software, but it is not a game so I set it here. This is USCII. Just see what it can do. You need a RAM-pack that can do hires (WRX). Add your comments in the thread... Video: https://youtu.be/gXOblyzVmgo The utility: USCII.p The manual: USCII-manual.txt A game with USCII: dogcatch.p EDI...
by dr beep
Sat Feb 16, 2019 10:01 am
Forum: Development
Topic: Generating a hi res display using flat assembler
Replies: 6
Views: 160

Re: Generating a hi res display using flat assembler

Your HL isn’t pointing to screen+32K.

See the routine here.

http://www.user.dccnet.com/wrigter/inde ... torial.htm
by dr beep
Sat Feb 16, 2019 9:24 am
Forum: Development
Topic: Generating a hi res display using flat assembler
Replies: 6
Views: 160

Re: Generating a hi res display using flat assembler

This is where I started with TRUE HIRES
1D76773B-54E9-44AF-AADD-E3D8B1C402BA.png
by dr beep
Sat Feb 16, 2019 9:20 am
Forum: Development
Topic: Generating a hi res display using flat assembler
Replies: 6
Views: 160

Re: Generating a hi res display using flat assembler

You don’t need the IN and OUT but you need to seed I and R before displaying a line of TRUE HIRES
Your screen is a full screen so you need to set the registers.

Second, you need to point to the data but the displaybuffer is also needed.

Your routine is a pseudohires routine.
by dr beep
Wed Feb 06, 2019 3:05 pm
Forum: ZX BASIC
Topic: 1k bouncing ball
Replies: 4
Views: 360

Re: 1k bouncing ball

NOT A will test if A=0

NOT 0 will give 1 as result
When A<>0 then NOT A will return 0 (false)

NOT A is 2 bytes, the shortest (bytesaving) test.
by dr beep
Mon Feb 04, 2019 10:35 pm
Forum: GAMES
Topic: New ZX81 Games
Replies: 131
Views: 70990

Re: New ZX81 Games

Definitely the ZXPAND-routine. Tested it on EO with ZXPAND. Works without, so I need to rewrite that part. Thanks for quick fix. :D All is good now Johan and the game is very enjoyable even for some one who plays as bad as me! I needed a different way to combine reading ZXPAND and keyboard together...
by dr beep
Mon Feb 04, 2019 1:39 pm
Forum: GAMES
Topic: New ZX81 Games
Replies: 131
Views: 70990

Re: New ZX81 Games

Definitely the ZXPAND-routine. Tested it on EO with ZXPAND.
Works without, so I need to rewrite that part.
by dr beep
Mon Feb 04, 2019 7:25 am
Forum: GAMES
Topic: New ZX81 Games
Replies: 131
Views: 70990

Re: New ZX81 Games

Weird.

Only thing I can think of is that on real hardware the reading of ZXPAND is wrong and therefore not working.