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  [iremgdi-oliboochu] first test
Posted by: nitrofurano - 11-29-2016, 07:26 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 --> )



Attached Files
.zip   example01c_improving.zip (Size: 32.32 KB / Downloads: 823)
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  [invi-egghunt] first test
Posted by: nitrofurano - 11-25-2016, 04:06 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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.zip   example01d_improving.zip (Size: 24.81 KB / Downloads: 904)
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  [photonik2-brodjaga] first test
Posted by: nitrofurano - 11-20-2016, 07:27 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 --> )



Attached Files
.zip   example01c_startingtowork.zip (Size: 24.27 KB / Downloads: 832)
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  Arrays question
Posted by: rikokun - 11-06-2016, 02:55 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 - 11-06-2016, 12:30 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 - 11-06-2016, 11:45 AM - 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 - 11-02-2016, 11:11 AM - 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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  Float variable stores only integer value. Why ?
Posted by: Eqx - 10-29-2016, 04:08 AM - Forum: Help & Support - Replies (3)

I'm doing my first tests with ZX Basic. I've tried to create a timer and I found the following issue

Code:
REM timer test

DIM t1 as float = 0.00

border 0:paper 0:ink 2:cls


while (0=0)
    
    t1 = (65536 * peek 23674 +256 * peek 23673 + peek 23672) /50  
    
    pause int(10+25*RND)
    
    t1 = ((65536 * peek 23674 +256 * peek 23673 + peek 23672) /50) -t1  REM t1 ignores decimal part and has been declared as float

    print at 0,0;t1 REM result is always 0 or 1
    
    if inkey$="s" then
        end  
    end if
      
wend

In example, t1 is declared as float but the variable only stores the integer value, and the final result is wrong. In this case print result is always 0 or 1, ignoring the decimal part
There is something that escapes me or i don't understand?
The same example adapted to Sinclair basic displays and store decimal part correctly.

Thanks in advance

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  bug or missunderstood?
Posted by: Haplo - 10-27-2016, 04:35 PM - Forum: Bug Reports - Replies (5)

Hello, if I run this program:

Code:
cls
dim a,b as ubyte
dim dw1,dw2 as uinteger
dim valor as uinteger
a=10
b=5
valor=a*b
print "valor:";valor
a=100
valor=a*b
print "valor:";valor
valor=10000
print "valor:";valor
print
valor=a*b
print "valor:";valor
print
dw1=10
dw2=5
valor=dw1*dw2
print "valor:";valor
dw1=100
valor=dw1*dw2
print "valor:";valor

the output in screen is:

valor:50
valor:244
valor:10000

valor:244

valor:50
valor:500

This is a bug?

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  Radastan mode in ZX Basic
Posted by: symbolshift - 10-17-2016, 10:29 AM - Forum: How-To & Tutorials - Replies (7)

Hi everyone !

I'm new to this forum. Been using Boriel's Basic for about a year and now that I own a ZXUNO would like to use the Radastan Mode for making simple games.

I've read an old topic with a Plot routine. Are there more I could use? I know there is a kit in C by Radastan himself, but I'd be happy if I could continue programming with ZX Basic.

Thanks in advance and THANK YOU Boriel for bringing me back the joy of writing programs for my beloved ZX Spectrum.

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