Search found 20 matches

by dwinters18
Tue Jan 01, 2019 8:31 pm
Forum: Programming
Topic: Spectrum 128
Replies: 5
Views: 1770

Re: Spectrum 128

Hi, Thanks - very interesting. 1) Out of curiosity, is the second screen something that can be used in conjunction with the first for something like double buffering for games or does it not work like that? 2) Also you say paging part of your memory - I am struggling to understand (if it's possible ...
by dwinters18
Tue Jan 01, 2019 8:12 pm
Forum: Programming
Topic: Spectrum 128
Replies: 5
Views: 1770

Re: Spectrum 128

Hi.

Thanks for that link.

It doesn't seem to really outline how you would go about coding something to use the extra memory.

I know it has to be paged, but how does that affect where your code is running from if you page to elsewhere in memory?

(Told you it's a silly question!)

D
by dwinters18
Tue Jan 01, 2019 7:26 pm
Forum: Programming
Topic: Spectrum 128
Replies: 5
Views: 1770

Spectrum 128

Hi, I know this will sound like a bit of a silly question to some of you out there, but I have been doing some z80 stuff for the 48k spectrum and would like to explore the spectrum 128 side of doing z80 for it - namely accessing the extra ram and using the AY sound chip. Is there any quick reference...
by dwinters18
Mon Dec 17, 2018 9:30 am
Forum: Design/Ideas
Topic: Game ideas / graphics
Replies: 7
Views: 2605

Game ideas / graphics

Hi all, Is there anyone out there with a game idea and/or able to do Spectrum game graphics? If so I would be interested to hear via this forum or private message. I don't have any good game ideas and I am no good at graphics/animation, but I am able to bring things to life on screen with code (I do...
by dwinters18
Thu Dec 13, 2018 11:25 am
Forum: Emulators
Topic: Add loading screen to .tap file
Replies: 31
Views: 9630

Re: Add loading screen to .tap file

Hi,

Yes that makes sense - I will look at that now. I am getting closer so all help is greatly appreciated!

D
by dwinters18
Thu Dec 13, 2018 9:44 am
Forum: Emulators
Topic: Add loading screen to .tap file
Replies: 31
Views: 9630

Re: Add loading screen to .tap file

Hello again, Also could you confirm please if I am making the loading screen tap file correctly - I am, using zx paintbrush, creating a new image 256 x 192, once I have drawn the picture, Export As -> .tap file. When asked for the header name, I enter SCREEN Once the .tap file is created, I can load...
by dwinters18
Thu Dec 13, 2018 8:59 am
Forum: Emulators
Topic: Add loading screen to .tap file
Replies: 31
Views: 9630

Re: Add loading screen to .tap file

I have two .tap files. screen.tap which is a scr file exported as screen.tap in zx paintbrush. When asked for Header name I entered Screen (I have been unable to change the address of this so assume 16384,6912) main.tap - this is the .tap file exported from SpecNetIDE visual studio editor/built in e...
by dwinters18
Thu Dec 13, 2018 5:34 am
Forum: Emulators
Topic: Add loading screen to .tap file
Replies: 31
Views: 9630

Re: Add loading screen to .tap file

Hello all, Thanks everyone for all the replies. Looks like I have opened a bit of a can of worms with this. I have tried some of the suggestions and so far none of them have worked. Either I am clearly doing something wrong or some of the instructions have bits missing which I guess is due to people...
by dwinters18
Wed Dec 12, 2018 10:08 am
Forum: Emulators
Topic: Add loading screen to .tap file
Replies: 31
Views: 9630

Re: Add loading screen to .tap file

Hi again oblo,
Personally, I use Basin's Tape Creator utility -it's simple and gets the work done. But if you need more features to work with tape blocks, ZX Blockeditor is a good option.
Maybe a step by step of how you got the contents of the screen grab you attached please?

D
by dwinters18
Wed Dec 12, 2018 9:33 am
Forum: Emulators
Topic: Add loading screen to .tap file
Replies: 31
Views: 9630

Re: Add loading screen to .tap file

Hi, Thanks for your reply. Sadly your suggestion isn't without it's issues (for me at least). I have tried ZX Blockeditor and just fail each and everytime to achieve adding a loading screen$ to an existiing .tap file. Likewise, BASin once unzipped has a broken help CHM file so it is impossible to le...
by dwinters18
Wed Dec 12, 2018 3:54 am
Forum: Emulators
Topic: Add loading screen to .tap file
Replies: 31
Views: 9630

Add loading screen to .tap file

Hi, I am creating a .tap file using SpecNet IDE for visual studio. How do I add a screen$ / loading screen at 16384 to my .tap file - I have seen a few utils that say they do it but I couldn't get them to work - is there a "simple" straight-forward way to do this? Any help appreciated - th...
by dwinters18
Sun Dec 09, 2018 1:26 pm
Forum: Programming
Topic: Accurate collision detection with tile block background
Replies: 8
Views: 2020

Re: Accurate collision detection with tile block background

Ok great thanks.

I am using pre-shifted sprites as per (i think!) that tutorial you linked to, so I presume your method works for that?

D
by dwinters18
Sun Dec 09, 2018 1:13 pm
Forum: Programming
Topic: Accurate collision detection with tile block background
Replies: 8
Views: 2020

Re: Accurate collision detection with tile block background

Hi,

Thanks for that. Makes sense - it was the principal I was after which you have provided thank you. I was overlooking the obvious!

D
by dwinters18
Sun Dec 09, 2018 11:10 am
Forum: Programming
Topic: Accurate collision detection with tile block background
Replies: 8
Views: 2020

Re: Accurate collision detection with tile block background

Thanks for that information.

Do you have any similar suggestions for map tile blocks that form the play area, as your advice seems to be for sprite to sprite which is great thank you as info I didn't know so always helpful!

D
by dwinters18
Sun Dec 09, 2018 2:44 am
Forum: Programming
Topic: Accurate collision detection with tile block background
Replies: 8
Views: 2020

Accurate collision detection with tile block background

Hello, If I have a game screen made up of 16x16 tiles, and using 16x16 sprites (that are actually 24x16 as each sprite has four pre-shifted frames) - what is the most accurate way of doing collision detection (for example as seen in this URL - https://goo.gl/images/j2dq5z ) So as the sprite is using...
by dwinters18
Sun Dec 02, 2018 12:44 am
Forum: Programming
Topic: Exomizer 2.0.10
Replies: 11
Views: 3467

Re: Exomizer 2.0.10

Hi,

Thanks for your reply.

That worked perfectly thank you!

I changed the mode to raw and using the exo_simple asm code everything as expected.

Thanks again! :)

D
by dwinters18
Sat Dec 01, 2018 10:20 pm
Forum: Programming
Topic: Exomizer 2.0.10
Replies: 11
Views: 3467

Re: Exomizer 2.0.10

Hi

No its not returning to basic. It is part of a setup of a main loop that will eventually be using the unpacked data. (if that makes sense.)

Its all an assembler thing no basic (apart from what runs it)

D
by dwinters18
Sat Dec 01, 2018 10:11 pm
Forum: Programming
Topic: Exomizer 2.0.10
Replies: 11
Views: 3467

Re: Exomizer 2.0.10

Thanks for the reply. I have tried exo_mapbasebits at the end of the deexo source code (where it was originally when first removed from the zip) and I have also tried org'ing it to for example 49152 (for testing) which I think caters for the 256 boundary thing (correct me if I am wrong please). But ...
by dwinters18
Sat Dec 01, 2018 9:50 pm
Forum: Programming
Topic: Exomizer 2.0.10
Replies: 11
Views: 3467

Re: Exomizer 2.0.10

Just to add to my last post, in the z80 readme says The deexo_simple.asm and deexo_simple_b.asm decrunchers don't handle literal sequences and assumes that the table for bits and base is aligned to a 256 boundary. Although I am not sure what part of the example deexo.asm files the above bits and bas...
by dwinters18
Sat Dec 01, 2018 6:49 pm
Forum: Programming
Topic: Exomizer 2.0.10
Replies: 11
Views: 3467

Re: Exomizer 2.0.10

Hi, I am having similar issues with exomizer. I have tried both versions of the decruncher that come with the main zip and both just don't decompress properly, fill the screen with garbage and then reset. I am passing the compressed data to HL and target memory to DE and calling the deexo function. ...