Jet pac, Jet Set willy, Exolon. How did programmers manage to get the character so big? I can only manage small versions
if not BASIC, then how, outside of assembly?
how did zx spectryum programmers make those big character graphics in games?
how did zx spectryum programmers make those big character graphics in games?
In Heck, there are two options for perpetual torment:
Eat the Puckerberry and suffer for eternity:
drink nothing but a cocktail of The Last Dab and Mexican Cake blended and served with
habanero slices

Eat the Puckerberry and suffer for eternity:
drink nothing but a cocktail of The Last Dab and Mexican Cake blended and served with
habanero slices

Re: how did zx spectryum programmers make those big character graphics in games?
Outside assembly?
Define UDGs and use those to print, like SMURFS
https://www.spectrumcomputing.co.uk/ent ... m/Schlumpf
Define UDGs and use those to print, like SMURFS
https://www.spectrumcomputing.co.uk/ent ... m/Schlumpf
Re: how did zx spectryum programmers make those big character graphics in games?
dr beep wrote: ↑Thu Feb 22, 2024 9:09 pm Outside assembly?
Define UDGs and use those to print, like SMURFS
https://www.spectrumcomputing.co.uk/ent ... m/Schlumpf
or make your own characterset
Re: how did zx spectryum programmers make those big character graphics in games?
Xavier ...on the Facebook groupe : "Zx81 France"(fr)
Re: how did zx spectryum programmers make those big character graphics in games?
Break into the listing of the Horizons tape or a 16/48k nagazine tape they use a machine code routine to do it.
Re: how did zx spectryum programmers make those big character graphics in games?
In BASIC, you had to print the word on the screen, test each pixel and print a colored space on the screen to get big chars.
The second way is to test a binary from an UDG.
In BASIC, this routine is very slow.
ASM routine:http://www.hebdogiciel.free.fr/hd-roms/ ... settes.zip
On ZX81 : http://abandonlistings.free.fr/ordi5/hd ... etters.zip
The second way is to test a binary from an UDG.
In BASIC, this routine is very slow.
ASM routine:http://www.hebdogiciel.free.fr/hd-roms/ ... settes.zip
On ZX81 : http://abandonlistings.free.fr/ordi5/hd ... etters.zip
Xavier ...on the Facebook groupe : "Zx81 France"(fr)
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Re: how did zx spectryum programmers make those big character graphics in games?
There is a faster way in BASIC, but it uses it's own "font" stored as DATA statements within the program. At seven or eight bytes per character, this does mean a lot of data statements to enter if you want the full character set... It also uses a lot of RAM in comparison.
Mark
Mark
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ZX81 Chip Pin-outs
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Step up to red alert. Sir, are you absolutely sure? It does mean changing the bulb

Spring approaching...