Автор: Raffaele Cecco
Год: 1987
Издатели: Your Sinclair
Языки:
Английский
Формат:
TAP лента
Требования:
ZX Spectrum 48K
Ссылки:
Страница на ZXArt
Страница на World Of Spectrum
Страница на Spectrum Computing
Скриншоты:
Год: 1987
Издатели: Your Sinclair
Языки:
Формат:
Требования:
Ссылки:
Скриншоты:
STAR TIP 7 - sprite mover
by Raffaelle Cecco
from Your Sinclair #24 (December 1987)
[files STARTIP7.*]
Hewson has been very good to use since we started the jolly old Pitstop.
You remember Dominic Robinson's Rainbow Processor program? Well, here's
another Hewson superstar, Raffaelle Cecco, with a great sprite moving
program which, apart from being really nifty, is possible the smallest
chunk of sprite code we've ever seen. And it really couldn't be easier
to use either.
Method
All you have to do is type in the tiny Basic listing ... well, the
single line, actually, and save that off to tape. Then, pass the hex
dump through the Hex Loader, and save that off. Voila! Instant sprites,
just add water. To see a sprite demo, just type:
RANDOMIZE USR 65000
and little YS-shaped sprites will bounce all over the screen. To use the
sprites in a more meaningful way, you have to POKE the following infor-
mation into memory:
POKE 65148 and 65149 with the address of the first sprite (default 65342)
POKE 65129 with X co-ordinate of sprite (0-255)
POKE 65130 with Y co-ordinate of sprite (0-191)
POKE 65131 with sprite number (0-255)
RANDOMIZE USR 65127 to print the sprite on-screen
NOTE: To POKE the address to 65148 and 65149, you need to first convert
the figure into hex (so, for example, 65342 = FF3E), cut it in two (so
you've got FF and 3E hex, or 255 and 62 decimal). Now, the FF bit is
called the 'Hi Byte', and 3E is the 'Lo Byte'. So now you have to POKE
the Lo Byte into 65148 and the Hi Byte into 65149. This way of splitting
up four digit hex numbers is the usual way of POKEing them into memory,
Lo Byte first, Hi Byte second.
by Raffaelle Cecco
from Your Sinclair #24 (December 1987)
[files STARTIP7.*]
Hewson has been very good to use since we started the jolly old Pitstop.
You remember Dominic Robinson's Rainbow Processor program? Well, here's
another Hewson superstar, Raffaelle Cecco, with a great sprite moving
program which, apart from being really nifty, is possible the smallest
chunk of sprite code we've ever seen. And it really couldn't be easier
to use either.
Method
All you have to do is type in the tiny Basic listing ... well, the
single line, actually, and save that off to tape. Then, pass the hex
dump through the Hex Loader, and save that off. Voila! Instant sprites,
just add water. To see a sprite demo, just type:
RANDOMIZE USR 65000
and little YS-shaped sprites will bounce all over the screen. To use the
sprites in a more meaningful way, you have to POKE the following infor-
mation into memory:
POKE 65148 and 65149 with the address of the first sprite (default 65342)
POKE 65129 with X co-ordinate of sprite (0-255)
POKE 65130 with Y co-ordinate of sprite (0-191)
POKE 65131 with sprite number (0-255)
RANDOMIZE USR 65127 to print the sprite on-screen
NOTE: To POKE the address to 65148 and 65149, you need to first convert
the figure into hex (so, for example, 65342 = FF3E), cut it in two (so
you've got FF and 3E hex, or 255 and 62 decimal). Now, the FF bit is
called the 'Hi Byte', and 3E is the 'Lo Byte'. So now you have to POKE
the Lo Byte into 65148 and the Hi Byte into 65149. This way of splitting
up four digit hex numbers is the usual way of POKEing them into memory,
Lo Byte first, Hi Byte second.