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  [kiwako-mrjong] first test
Posted by: nitrofurano - 2016-12-03, 03:21 PM - Forum: Other Archs - Replies (1)

first test for the kiwako’s Mr. Jong arcade machine
( the wiki page related to this thread is at - <!-- m --><a class="postlink" href="http://www.boriel.com/wiki/en/index.php?title=ZX_BASIC:Released_Programs_-_KiwakoMrJong">http://www.boriel.com/wiki/en/index.php ... wakoMrJong</a><!-- m --> )



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  [wing-superwing] first test
Posted by: nitrofurano - 2016-12-02, 07:08 PM - Forum: Other Archs - No Replies

first test for the Wing’s Super Wing arcade machine
( <!-- m --><a class="postlink" href="http://www.boriel.com/wiki/en/index.php/ZX_BASIC:Released_Programs_-_WingSuperWing">http://www.boriel.com/wiki/en/index.php ... gSuperWing</a><!-- m --> )



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  [jackson-flipperjack] first test
Posted by: nitrofurano - 2016-11-29, 08:37 PM - Forum: Other Archs - No Replies

first test for the Jackson’s Flipper Jack arcade machine
( <!-- m --><a class="postlink" href="http://www.boriel.com/wiki/en/index.php/ZX_BASIC:Released_Programs_-_JacksonFlipperJack">http://www.boriel.com/wiki/en/index.php ... lipperJack</a><!-- m --> )



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  [iremgdi-oliboochu] first test
Posted by: nitrofurano - 2016-11-29, 08:26 PM - Forum: Other Archs - No Replies

first test for the Irem/GDI’s Oli-Boo-Chu arcade machine
( <!-- m --><a class="postlink" href="http://www.boriel.com/wiki/en/index.php/ZX_BASIC:Released_Programs_-_IremGdiOliBooChu">http://www.boriel.com/wiki/en/index.php ... iOliBooChu</a><!-- m --> )



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  [invi-egghunt] first test
Posted by: nitrofurano - 2016-11-25, 05:06 PM - Forum: Other Archs - No Replies

first test for the Invi’s Egg Hunt arcade machine
( the wiki page related to this thread is at <!-- m --><a class="postlink" href="http://www.boriel.com/wiki/en/index.php/ZX_BASIC:Released_Programs_-_InviEggHunt">http://www.boriel.com/wiki/en/index.php ... nviEggHunt</a><!-- m --> )



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  [photonik2-brodjaga] first test
Posted by: nitrofurano - 2016-11-20, 08:27 PM - Forum: Other Archs - No Replies

first test for Photon-IK2 Brodjaga arcade machine (based on ZX-Spectrum hardware)
( the wiki page related to this thread is at <!-- m --><a class="postlink" href="http://www.boriel.com/wiki/en/index.php/ZX_BASIC:Released_Programs_-_PhotonIk2Brodjaga">http://www.boriel.com/wiki/en/index.php ... k2Brodjaga</a><!-- m --> )



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  Arrays question
Posted by: rikokun - 2016-11-06, 03:55 PM - Forum: Help & Support - Replies (3)

Hallo.

So i was looking for an answer on the forums but couldn't find it.
How do i change content of an array?
I have game maps in array of course and i want to load different screen layout to the same array i used before.

I know i can do:

dim a(10) as ubyte => {1,2,3,...}

Now how to change it to something else?

In the olden days i used data to fill arrays quickly, dut that doesn't seems to be case anymore ^_^

edit: well i guess i can make a 3D array and instead of loading data into 2D array, simply switch to another layer of 3D array. But i dont know what is better memory-wise. The data needs to be there any way, but i don't know, i just don't like having huuuuge 3D array of all the screens in the game in memory at all times...
Plus i was hoping i could load data to new area from file...

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  Manage +2A ramdisc with ZXBasic, is possible ?
Posted by: Eqx - 2016-11-06, 01:30 PM - Forum: Help & Support - Replies (9)

Hola,
Estoy haciendo una demo y necesito tener acceso al disco ram del +2a para almacenar una gran cantidad de imágenes comprimidas para un animación.
He intentado hacer ésto de la manera tradicional como se haría en Sinclair Basic con <save "m: block1" code xxxxx, xxxx>, pero no funciona.
Tampoco si lo intento como si fuera un +2 con <save ! "block1" code xxxxx, xxxxx> (en este caso ni me deja compilar)
¿Es posible manejar el disco ram del 128k desde el ZX Basic de alguna otra manera ?
Muchas gracias por la ayuda !


Hello,
I'm doing a demo and i need access to 128k +2A ramdisc disk to store a lot of compressed pictures for an animation
I tried it as i did in Sinclair Basic in a 128k + 2A with <save "m: block1" code xxxxx, xxxx> but does'nt work.
Either as a 128k / + 2 with <save ! "block1" code xxxxx, xxxxx>
It is possible to manage the 128k ram disc with ZX basic?
Thank you very much and sorry for my poor english

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  JRPG test and TileEditor
Posted by: rikokun - 2016-11-06, 12:45 PM - Forum: Gallery - Replies (8)

Hi there.

Haven't been here for a while, but this weekend i got back to do some coding. Spectrum Next is getting ever closer and i want to be ready ^_^
Anyhow, did a small test of possibility of making an JRPG game on speccy. Just one screen for now, no scrolling, just avatar walking about. But you can go to the roof ^_^
Use WASD to move

I did use PutTile library for drawing graphics, which are rather basic ATM. Nice pictures waren't priority.

[Image: 9IW8r6O.png]

https://drive.google.com/open?id=0Bw3kIW...jJMX2Vic2s

I also made a tool for designing the tiles and to keep it in the spirit of things, it's a zx basic program as well ^_^

[Image: oVaHobc.png]

https://drive.google.com/open?id=0Bw3kIW...XpIUHV5OUE

Use WASD to move the cursor, Space to place or remove pixel and I, P or B to set attributes.
Bu pressing C you can see the values you need to put into PutTile.
There may be some bugs.

Hope someone will find it interesting ^_^

See Ya

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  Different Sprites in FourSpriter MKIII
Posted by: symbolshift - 2016-11-02, 12:11 PM - Forum: How-To & Tutorials - Replies (1)

Hi BritLion!

I've been using your FourSpriter MKIII for a simple game and it's great. My knowledge of assembler is very basic so I don't dare getting near your code, but I'd like to ask if it would be possible to have smaller sprites, e.g.: 8x16, 16x8 or even 8x8. Maybe this would allow for more sprites on screen also.

Thank you for sharing your skills and thank you in advance for your response.

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