Автор: Dominic Robinson
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
Год: 1987
Издатели: Your Sinclair
Языки:
Формат:
Требования:
Ссылки:
STAR TIP 1
by Dominic Robinson
from Your Sinclair #20 (Aug.1987) - "Program Pitstop"
[files STARTIP1.*]
Ever looked at the flashy rainbow
coloured lettering on Hewson games and
thought "Corky! I wish I could do that
in my games!" Well now you can, because
those awfully nice Hewson people have
allowed Dominic Robinson, the
exceedingly talented chap behind the
Spectrum conversion of Uridium, to share
it with you. His programming life at
Hewson began when he worked on the team
that built Pyracurse, and after Uridium
and the game he's just completed,
Zynaps, he looks, at the tender age of
21, to be one of the top Spectrum
programmers of 1987.
The Rainbow Effects Processor is a very
tidy group of routines, used in both
Zynaps and Uridium to produce the
amazing rainbow 3D effects on the title
and hi-score screens. "In its simplest
form, the Rainbow Processor can be used
to increase the Spectrum's normal colour
resolution, giving you a different
colour on each pixel line, in a band
twenty characters wide in the centre of
the screen. With a little more work, the
bars can be animated to produce some
very un-Spectrum like effects. The
Rainbow Processor runs in Interrupt Mode
2, to keep it synchronised with the
generation of the TV picture, so that
different attribute values are fetched
for each pixel line."
Method
To use the Rainbow Processor, you must
set up a block of memory containing the
colour for each pixel line of your
display. This block can be 256 bytes
long, although at most 192 will be used
at one time, and it must not cross a
page boundary. Starting at a block at an
address which is a multiple of 256 will
ensure that this condition is met. For
example: 193*256-49408, which is
conveniently placed just above the end
of the code. Next POKE the address of
your data into 49189 and 49190; call the
routine at 49153 to initialise the
interrupts, then POKE 49188 with the
number of pixel lines you want
displayed. This value should be a
multiple of 8 for best results. Any
value outside of the range 1 to 192 will
switch off the rainbow effect until
another value is used. The deeper the
display you use, the less processor time
will be available for Basic or any other
code you have running. For this reason
the rainbow effect can only really be
used for title screens and special
effects.
Hex Dump
Feed this, eight bytes at a time, into
the Hex Loader from Peeker, and save it
as SAVE "democode" CODE 49153,145.
Demo Program
This small Basic program demonstrates
the facilities of the Rainbow Code. Save
it as SAVE "RAINBOW" LINE 2000. When you
run it, it will load and activate the
machine code, upon which the screen will
go black for a couple of minutes while
the demo picture is drawn. So be
patient; the result is stunning.
by Dominic Robinson
from Your Sinclair #20 (Aug.1987) - "Program Pitstop"
[files STARTIP1.*]
Ever looked at the flashy rainbow
coloured lettering on Hewson games and
thought "Corky! I wish I could do that
in my games!" Well now you can, because
those awfully nice Hewson people have
allowed Dominic Robinson, the
exceedingly talented chap behind the
Spectrum conversion of Uridium, to share
it with you. His programming life at
Hewson began when he worked on the team
that built Pyracurse, and after Uridium
and the game he's just completed,
Zynaps, he looks, at the tender age of
21, to be one of the top Spectrum
programmers of 1987.
The Rainbow Effects Processor is a very
tidy group of routines, used in both
Zynaps and Uridium to produce the
amazing rainbow 3D effects on the title
and hi-score screens. "In its simplest
form, the Rainbow Processor can be used
to increase the Spectrum's normal colour
resolution, giving you a different
colour on each pixel line, in a band
twenty characters wide in the centre of
the screen. With a little more work, the
bars can be animated to produce some
very un-Spectrum like effects. The
Rainbow Processor runs in Interrupt Mode
2, to keep it synchronised with the
generation of the TV picture, so that
different attribute values are fetched
for each pixel line."
Method
To use the Rainbow Processor, you must
set up a block of memory containing the
colour for each pixel line of your
display. This block can be 256 bytes
long, although at most 192 will be used
at one time, and it must not cross a
page boundary. Starting at a block at an
address which is a multiple of 256 will
ensure that this condition is met. For
example: 193*256-49408, which is
conveniently placed just above the end
of the code. Next POKE the address of
your data into 49189 and 49190; call the
routine at 49153 to initialise the
interrupts, then POKE 49188 with the
number of pixel lines you want
displayed. This value should be a
multiple of 8 for best results. Any
value outside of the range 1 to 192 will
switch off the rainbow effect until
another value is used. The deeper the
display you use, the less processor time
will be available for Basic or any other
code you have running. For this reason
the rainbow effect can only really be
used for title screens and special
effects.
Hex Dump
Feed this, eight bytes at a time, into
the Hex Loader from Peeker, and save it
as SAVE "democode" CODE 49153,145.
Demo Program
This small Basic program demonstrates
the facilities of the Rainbow Code. Save
it as SAVE "RAINBOW" LINE 2000. When you
run it, it will load and activate the
machine code, upon which the screen will
go black for a couple of minutes while
the demo picture is drawn. So be
patient; the result is stunning.