Search found 4696 matches

by Mike
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...
by Mike
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
by Mike
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...
by Mike
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...
by Mike
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| ...
by Mike
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
by Mike
Wed Jun 01, 2005 3:13 am
Forum: Programming
Topic: Tip - Get a calculator that can use HEX, BIN etc!
Replies: 24
Views: 6277

First of all: 3735928559=57005*65536+48879

And they are useful values to indicate uninitialised memory, when read in Hex. ;)
by Mike
Tue May 31, 2005 9:34 am
Forum: Programming
Topic: Tip - Get a calculator that can use HEX, BIN etc!
Replies: 24
Views: 6277

Octal numbers are used in the chmod command in Un*x. In former times there were machines with 6-bit bytes (as the CDC's), where 2-digit octal numbers "naturally" fit into. And, to get back to: [...]decimal equivalence of $7CBA?[...] I just could ask, what is the hexadecimal equivalence of ...
by Mike
Tue May 31, 2005 1:03 am
Forum: Programming
Topic: Tip - Get a calculator that can use HEX, BIN etc!
Replies: 24
Views: 6277

aneurysm wrote:I just wonder why they still put OCTAL on calculators. Do they force people to practice that numeric system somewhere?
In Duckburg perhaps? Count the fingers of my avatar... ;)

And do you know why programmers can't tell Helloween from Christmas?

Michael
by Mike
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. ;) ...
by Mike
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...
by Mike
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...
by Mike
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 ...
by Mike
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 ...
by Mike
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...