Search found 4696 matches
- Wed Aug 31, 2005 12:52 am
- Forum: General Topics
- Topic: Hiya All
- Replies: 4
- Views: 2182
Hi Ratamnim, Welcome to this forum. I'll take it for granted you've also used an Acorn RiscPC before... since your 'avatar' clearly is sa00.jpg from THE slide show. Seriously, yesterday I installed all those 100 images as screen saver slide show on my PC at work. :) What a coincidence. Greetings, Mi...
- Thu Aug 25, 2005 6:54 am
- Forum: Programming
- Topic: Sprites in ML
- Replies: 55
- Views: 26635
I've found the following code example:
http://wwwhome.cs.utwente.nl/~schooten/ ... bitmap.txt
It displays XOR'ed sprites (or should one say 'shapes' a la C16/+4/C128?) within a 176x176 bitmap.
Michael
http://wwwhome.cs.utwente.nl/~schooten/ ... bitmap.txt
It displays XOR'ed sprites (or should one say 'shapes' a la C16/+4/C128?) within a 176x176 bitmap.
Michael
- Wed Aug 17, 2005 5:55 am
- Forum: Programming
- Topic: ML routines in BASIC programs
- Replies: 9
- Views: 6114
This is my version, a BASIC/ML hybrid: 0 POKE1,18:POKE2,16:REM{39 Z's} 1 FORT=0TO38:READA:POKE4114+T,A:NEXT 2 DATA173,31,145,74,74,41,7,170,173,32,145,73,128,41,128,10,125,50,16,8 3 DATA168,173,57,16,40,16,2,169,255,76,145,211,255,21,233,255,255,22,234 RUN this once. After this you can delete the li...
- Tue Aug 09, 2005 2:03 pm
- Forum: Programming
- Topic: Tape Autostart
- Replies: 0
- Views: 1924
Tape Autostart
Hi, all, This one could probably fit in the section 'ML and Other Programs' as well, I decided against it, because it's only a tool, not a program in its full right. Anyway, here we go: Write a autostart header to tape: 10 FORT=1TO32:READA:M$=M$+CHR$(A):NEXT 11 N$="AUTOSTART" 12 S$=LEFT$(N...
- Wed Aug 03, 2005 1:11 am
- Forum: General Topics
- Topic: multicolor and hires graphics
- Replies: 10
- Views: 4540
I didn't see that CurtisP suggested top to bottom, then right to left , but ... at first the array DIM B(7) shall contain B(0)=128, B(1)=64, ... , B(7)=1 ... then, if you put the characters left to right, and then top to bottom you'll get this address-scheme (assuming double-height chars 20x12): 0| ...
- Mon Jul 25, 2005 1:51 am
- Forum: General Topics
- Topic: multicolor and hires graphics
- Replies: 10
- Views: 4540
@CurtisP:
Of course we don't want to re-create the, uhm rather interesting, addressing scheme of the C=64.
@Thomas:
I'd vote for 160x192, too. It makes optimal use of the memory between 4096 and 8191, and it doesn't clobber the bottom 1K. I employ this mode for my program VIC Life.
Michael
Of course we don't want to re-create the, uhm rather interesting, addressing scheme of the C=64.
@Thomas:
I'd vote for 160x192, too. It makes optimal use of the memory between 4096 and 8191, and it doesn't clobber the bottom 1K. I employ this mode for my program VIC Life.
Michael
- Wed Jun 01, 2005 3:13 am
- Forum: Programming
- Topic: Tip - Get a calculator that can use HEX, BIN etc!
- Replies: 24
- Views: 6277
- Tue May 31, 2005 9:34 am
- Forum: Programming
- Topic: Tip - Get a calculator that can use HEX, BIN etc!
- Replies: 24
- Views: 6277
- Tue May 31, 2005 1:03 am
- Forum: Programming
- Topic: Tip - Get a calculator that can use HEX, BIN etc!
- Replies: 24
- Views: 6277
- Mon Apr 25, 2005 3:11 am
- Forum: General Topics
- Topic: Continuous Music: Good or Bad?
- Replies: 11
- Views: 4828
Game music
For me, background music can add lots to the atmosphere of a game. I'm currently into 'Metroid: Zero Mission' (Gameboy Advance), and here each level, and all cut scenes are accompanied by their own theme. When you finish the game, a triumphal fanfare is played... well let's not get carried away. ;) ...
- Tue Apr 19, 2005 7:11 am
- Forum: Games
- Topic: Diamond Hunt
- Replies: 26
- Views: 8251
Hi, Robert, I gave Diamond Hunt a try. :) Nice game! Some suggestions: 1. Sound! A little tune in the title screen, blips for each step the monsters are moving, a 'wwwuuuiiip' when you are caught by a monster. You can make the sounds dependent of TI, so they run the same speed regardless whether the...
- Mon Apr 11, 2005 3:13 am
- Forum: General Topics
- Topic: DD vs. HD 5.25" Disks for a 1541
- Replies: 24
- Views: 13483
You really need DD disks. [...] DD - soft mud, big stick. HD - thick mud, pointy stick. [...] Lee. Ah, yes. ;) I always use the picture of a row of water buckets: DD: big diameter, not very tall, low volume HD: small diameter, tall, high volume and this is, what happens when writing the wrong media...
- Wed Mar 16, 2005 2:43 am
- Forum: Programming
- Topic: Calculated GOTO
- Replies: 6
- Views: 2092
I've found a way to avoid the problematic POKEGL,PEEK(GL) combination. Furthermore, it allows the line number to be passed as argument with the USR function. We need 6 bytes for a small ML routine, which fits nicely behind the screen memory... :) 100 S=8186:REM S=4602 for +8K RAM expansion, or more ...
- Wed Mar 16, 2005 1:55 am
- Forum: Programming
- Topic: Calculated GOTO
- Replies: 6
- Views: 2092
@Jeff: Calculated GOTOs are useful, if you have a LOT of jump targets, whose line-numbers follow a regular pattern, say, 300, 400, 500, ..., 1800, 1900,..., and you couldn't put all these in one ON GOTO command. @Rob: This surely won't work directly on a VIC, as the routine alters the USR vector to ...
- Fri Mar 11, 2005 2:02 am
- Forum: General Topics
- Topic: How to run cartridge dumps in PRG format
- Replies: 23
- Views: 10181
SYS57809
Here's the loader for Donkey Kong: 1 ONAGOTO20,30 10 A=1:FORI=0TO5:POKE7680+I,PEEK(45+I):NEXT 15 LOAD"DONK2000",8,1 20 A=2:FORI=0TO5:POKE45+I,PEEK(7680+I):NEXT 25 LOAD"DONKA000",8,1 30 SYS64802 Time to pop out SYS57809 off the hat... 10 POKE55,0:POKE56,32:CLR 20 READN$:IFN$=&quo...