Search found 697 matches
- Thu Apr 11, 2024 6:22 am
- Forum: Programming
- Topic: Data prior to the default UDG bank
- Replies: 15
- Views: 313
Re: Data prior to the default UDG bank
just look at SP in debugger. ;-)
- Thu Apr 11, 2024 2:25 am
- Forum: Showcase your work!
- Topic: Abersoft fig-Forth Recompiled
- Replies: 107
- Views: 1792
Re: Abersoft fig-Forth Recompiled
one good thing about having only 8 sprites per interrupt: testing shows that sprite gfx can be in contended memory. this adds ~1K tstates, which is still acceptable. so we can have property map (768 bytes) and sprite data before $8000, leaving fast memory for the code. it is also ok to have 256 byte...
- Wed Apr 10, 2024 6:11 am
- Forum: Programming
- Topic: Kempston support
- Replies: 16
- Views: 316
- Wed Apr 10, 2024 1:23 am
- Forum: Showcase your work!
- Topic: Abersoft fig-Forth Recompiled
- Replies: 107
- Views: 1792
Re: Abersoft fig-Forth Recompiled
gif with demo animation (warning! ~2mb gif file!): gif animation.
upd: edited the link. gif now shows two possible modes for tiles: either don't print sprites over a tile, or print sprites, but keep tile attrs.
upd: edited the link. gif now shows two possible modes for tiles: either don't print sprites over a tile, or print sprites, but keep tile attrs.
- Wed Apr 10, 2024 12:57 am
- Forum: Showcase your work!
- Topic: Abersoft fig-Forth Recompiled
- Replies: 107
- Views: 1792
Re: Abersoft fig-Forth Recompiled
managed to implement "tile masking". sadly, only 8 sprites per frame now: missing about 1.5K tstates for 9. ;-) the code is not fully optimised, though, so i might be able to sqeeze 200-300 tstates more. still not enough for 9 sprites. :-( but i believe that this mode worth losing one &quo...
- Tue Apr 09, 2024 10:36 pm
- Forum: Programming
- Topic: Kempston support
- Replies: 16
- Views: 316
Re: Kempston support
that's how i detect kempston joystick in my code. HL is 0 if no kemprson joystick present, 1 otherwise. ld hl, # 0 ;; zero flag xor a ;; wait for the interrupt to avoid floating bus issue halt in a, () $1F ;; $FF? nothing's here inc a \ jr z, # .done ret z ;; test for some invalid values dec a ld e,...
- Tue Apr 09, 2024 10:33 pm
- Forum: Showcase your work!
- Topic: Abersoft fig-Forth Recompiled
- Replies: 107
- Views: 1792
Re: Abersoft fig-Forth Recompiled
also, i wonder if i can squeeze some more tstates to add "don't draw sprites over this tile at all" flag. it can be really useful. the problem is that i am not only out of tstates (i want to be able to redraw at least 9 sprites per frame, and that's what i have now), but out of registers t...
- Tue Apr 09, 2024 10:14 pm
- Forum: Showcase your work!
- Topic: Abersoft fig-Forth Recompiled
- Replies: 107
- Views: 1792
Re: Abersoft fig-Forth Recompiled
properly stolen room from Rex. now it looks like The Real Editor! ;-) https://files.catbox.moe/c0kvbr.png the editor supports 16x16 tiles too. faking them, i mean. just draw 4 consecutive tiles so they form a bigger 16x16 tile, and hold CS when drawing. the editor will put 16x16 tile. need to implem...
- Tue Apr 09, 2024 9:21 pm
- Forum: Games/Software
- Topic: Game of the day...
- Replies: 597
- Views: 97186
Re: Game of the day...
the best thing with Speccy b/w is that it is a nice shade of gray, ideal to implement fadeins and fadeouts: just inc/dec. which i did a lot in my programs with small z80 code snippets… and then i saw it on a color tv. had to remove all fades. ;-)
- Tue Apr 09, 2024 8:58 pm
- Forum: Games/Software
- Topic: Game of the day...
- Replies: 597
- Views: 97186
Re: Game of the day...
Personally I've always really loved the colours in Rick Dangerous. oh, memories… when i first played R.D., i had b/w display. yay, no color problems at all! i still can't convince myself that this colorful Rick is the same i played. because i spent literally monthes playing, i learned everything, a...
- Tue Apr 09, 2024 8:55 pm
- Forum: Programming
- Topic: Bank switching issue
- Replies: 32
- Views: 1081
Re: Bank switching issue
just to add more confusion to the thread: with +3 one can page in 16K RAM at $0000 (instead of ROM). yay. all go +3! ;-)
- Tue Apr 09, 2024 8:44 pm
- Forum: Showcase your work!
- Topic: Abersoft fig-Forth Recompiled
- Replies: 107
- Views: 1792
Re: Abersoft fig-Forth Recompiled
i can give you source snapshot of the current work, but i don't think that you'll be able to do much with it without documentation. and i am not ready to answer questions about it yet (because there will be a lot ;-). but if you feel adventurous, PM me… ;-)
- Tue Apr 09, 2024 8:38 am
- Forum: Showcase your work!
- Topic: Abersoft fig-Forth Recompiled
- Replies: 107
- Views: 1792
Re: Abersoft fig-Forth Recompiled
nope, the release is not ready yet. that download is obsolete demo. i will make a new download when i'll finish a demo game, and some other parts of the system i didn't finished yet (+3DOS/TR-DOS support, for example). also, the idea is that you are developing using Spectrum itself. ;-) that's basic...
- Tue Apr 09, 2024 4:58 am
- Forum: Showcase your work!
- Topic: Abersoft fig-Forth Recompiled
- Replies: 107
- Views: 1792
Re: Abersoft fig-Forth Recompiled
started implementing room editor…
it is crude, but allows puting tiles! ;-)
Spoiler
- Tue Apr 09, 2024 12:23 am
- Forum: Showcase your work!
- Topic: Abersoft fig-Forth Recompiled
- Replies: 107
- Views: 1792
Re: Abersoft fig-Forth Recompiled
and somewhat unrelated, but inspired by looking at the code i recently wrote: evolution of ZX Spectrum programmer. ketmar, circa 1994, hacking some game: oh, they are storing the same sprites, only shifted, again and again! i wonder if they even know about RRA — they can shift data as necessary, not...
- Mon Apr 08, 2024 11:05 pm
- Forum: Showcase your work!
- Topic: Abersoft fig-Forth Recompiled
- Replies: 107
- Views: 1792
Re: Abersoft fig-Forth Recompiled
implemented keyboard and kempston joystick control for the arrow. because why not? ;-) i developed the universal input scanning routine long time ago, and there is no reason to not use it. it can read up to 8 keys (or kempston and 3 keys), all redefinable. up to 8 because there are no more bits in t...
- Mon Apr 08, 2024 8:44 pm
- Forum: Games/Software
- Topic: Game of the day...
- Replies: 597
- Views: 97186
Re: Game of the day...
@R-Tape, wow! a nice platformer i never knew about! despite… let's say, not the best graphics, it is suprisingly fun to play. thank you!
- Mon Apr 08, 2024 6:17 pm
- Forum: Showcase your work!
- Topic: Abersoft fig-Forth Recompiled
- Replies: 107
- Views: 1792
Re: Abersoft fig-Forth Recompiled
That's amazing progress to make such a tool within a day or two. Are you writing the forth code on the PC and injecting it into the fig thingie on the spectrum? thank you! yes, i am writing on PC, but technically there is nothing that cannot be done on ZX, with almost the same speed, or maybe even ...
- Mon Apr 08, 2024 7:49 am
- Forum: Showcase your work!
- Topic: Abersoft fig-Forth Recompiled
- Replies: 107
- Views: 1792
Re: Abersoft fig-Forth Recompiled
tile gfx editor GUI:
Spoiler
- Mon Apr 08, 2024 2:54 am
- Forum: Showcase your work!
- Topic: Abersoft fig-Forth Recompiled
- Replies: 107
- Views: 1792
Re: Abersoft fig-Forth Recompiled
non-micro$oft windows demo video ! ;-) pure Forth, no assembler (except the arrow driver). saving/restoring scr$ area is in Forth too, of course. arrow is controlled by kempston mouse, but i'll add kempston joystick and keyboard control later. it is interrupt-driven, so you don't have to do anythin...
- Sun Apr 07, 2024 8:18 pm
- Forum: Showcase your work!
- Topic: Abersoft fig-Forth Recompiled
- Replies: 107
- Views: 1792
Re: Abersoft fig-Forth Recompiled
windows, buttons, arrow: https://files.catbox.moe/qu5fzy.png the arrow is interrupt-driven (reading new mouse coords, repainting), everything else is in Forth. hot areas are specified like this: ;; demo hot area create hot-test ( x) -4 c, ( y) -1 c, ( text) ," OK " ( udata) 0 , ( x) -11 c,...
- Sat Apr 06, 2024 7:59 pm
- Forum: Showcase your work!
- Topic: Abersoft fig-Forth Recompiled
- Replies: 107
- Views: 1792
Re: Abersoft fig-Forth Recompiled
as i need to build rooms somehow, let's build the room builder! of course, with kempston mouse, because i refuse to use any kind of such visual editor without a mouse. lucky me: ZXEmuT has API to read and write host files, so i don't have to mess with snapshots. for others it will be the usual block...
- Sat Apr 06, 2024 12:20 am
- Forum: Showcase your work!
- Topic: Abersoft fig-Forth Recompiled
- Replies: 107
- Views: 1792
Re: Abersoft fig-Forth Recompiled
screenshot:
also, sprites are rendered from their borrom line now. and sprite origin is its bottom line: i used to this in XTE, and i believe that it is more useful than "origin at the top" mode.
Spoiler
- Sat Apr 06, 2024 12:13 am
- Forum: Showcase your work!
- Topic: Abersoft fig-Forth Recompiled
- Replies: 107
- Views: 1792
Re: Abersoft fig-Forth Recompiled
implemented sprite attributes, and property map. property map covers the whole screen (32x24), and if bit 7 in property byte is set, it means "don't replace attributes". this map can also be used for other tile properties, like "passable" and such. currently, attribute mask for s...
- Fri Apr 05, 2024 8:35 pm
- Forum: Showcase your work!
- Topic: Abersoft fig-Forth Recompiled
- Replies: 107
- Views: 1792
Re: Abersoft fig-Forth Recompiled
trying to optimise things a little, and add attribute control. but for this we need 768-byte "screen property map", so the engine could skip overwriting tile attributes. this map can be put in contended memory, i believe, because it is not heavily used. for now, i can (re)print 11 sprites ...