Search found 1925 matches
- Tue Feb 26, 2019 6:50 am
- Forum: Sinclair ZX
- Topic: SP1 and complex backgrounds (scr files)
- Replies: 7
- Views: 16121
- Tue Feb 26, 2019 6:45 am
- Forum: Sinclair ZX
- Topic: SP1 and complex backgrounds (scr files)
- Replies: 7
- Views: 16121
If you're paging the top 16k, you definitely have to make sure the code running, the stack and interrupt routines (if ints are enabled) are below 0xc000. By default, z88dk is going to place the stack up there and the suggested sp1 stack location is also up there so you will get a crash if you bank w...
- Tue Feb 26, 2019 6:38 am
- Forum: Sinclair ZX
- Topic: SP1 and complex backgrounds (scr files)
- Replies: 7
- Views: 16121
- Sat Feb 23, 2019 6:00 pm
- Forum: Sinclair ZX
- Topic: SP1 and complex backgrounds (scr files)
- Replies: 7
- Views: 16121
Nirvana is an entirely separate game engine that supports multi-colour graphics. In SP1, the tiles are 16-bit. If you print tiles that are only 8-bit (0-255) then the tile graphics are looked up like usual through the tile array. However, if you print 16-bit values such that the MSB is not 0, then t...
- Mon Feb 18, 2019 7:16 pm
- Forum: Sinclair ZX
- Topic: Efficiency of globals vs local variables in ZSDCC
- Replies: 2
- Views: 7310
SCCZ80 picks up a statement, generates code for it and is done. ZSDCC looks at all the code and decides how to allocate values to registers that persist across statements so that it doesn't have to constantly read/write to memory. For ZSDCC you always want to use locals because then the compiler can...
- Fri Jan 25, 2019 7:23 am
- Forum: Misc
- Topic: Plans for next release?
- Replies: 3
- Views: 8234
- Fri Dec 28, 2018 5:31 am
- Forum: z88dk-users
- Topic: [Z88dk-users] Is either SCCZ80 or ZSDCC single-pass or multi-pass?
- Replies: 2
- Views: 19705
- Sun Dec 23, 2018 9:05 pm
- Forum: z88dk-users
- Topic: [Z88dk-users] Global Optimization? Or just per file optimization?
- Replies: 1
- Views: 17625
Does the optimizer look at each file seperately? Or doing global optimization? In C, each translation unit (file) is consumed independently. The only kind of optimization that could be done across files is link-time optimization and nothing like that is being done now. Within a file, optimization i...
- Tue Nov 27, 2018 5:41 am
- Forum: Misc
- Topic: z80asm equ
- Replies: 11
- Views: 19105
I opened an issue on github:
https://github.com/z88dk/z88dk/issues/1018
https://github.com/z88dk/z88dk/issues/1018
- Tue Nov 27, 2018 5:37 am
- Forum: Sinclair ZX
- Topic: How to play AY music with z88dk?
- Replies: 44
- Views: 98119
I'm glad it worked out. SP1 is something I want to come back to to improve, mainly because the zx next makes some of the removed display modes relevant again. At one time it supported the timex hi colour mode and timex hi res mode (actually I think the hi res mode is still there) and at the same tim...
- Sun Nov 25, 2018 9:11 pm
- Forum: Sinclair ZX
- Topic: How to play AY music with z88dk?
- Replies: 44
- Views: 98119
Anyway the changes: 1. vt_sound.lib was modified by zobjcopy to change the code and data sections it uses to BANK_6. There is a readme.txt in the ay directory that shows how it was invoked. It was also used to make some symbols PUBLIC that weren't PUBLIC already. 2. misafu_ay.asm's section changed t...
- Sun Nov 25, 2018 8:02 pm
- Forum: Sinclair ZX
- Topic: How to play AY music with z88dk?
- Replies: 44
- Views: 98119
I'm having trouble applying the patch to your last main commit and I'm not sure if it has to do with the windows version of the patch utility. I'll post the patch and the current source in this zip:
https://drive.google.com/file/d/1NaCxq- ... sp=sharing
https://drive.google.com/file/d/1NaCxq- ... sp=sharing
- Sun Nov 25, 2018 7:04 pm
- Forum: Sinclair ZX
- Topic: How to play AY music with z88dk?
- Replies: 44
- Views: 98119
- Tue Nov 20, 2018 5:26 pm
- Forum: Sinclair ZX
- Topic: How to play AY music with z88dk?
- Replies: 44
- Views: 98119
The all-ram mode is only available on the +3 which is probably the least common spectrum model so it's better not to use that. Your program's 64k space consists of the bottom 16k rom, then 16k banks 5/2/0. This is the memory configuration spectrum basic runs out of and your program loads into. The 1...
- Mon Nov 12, 2018 5:54 pm
- Forum: Sinclair ZX
- Topic: Linking in a low memory data section
- Replies: 2
- Views: 7534
- Thu Nov 08, 2018 6:58 pm
- Forum: Sinclair ZX
- Topic: Debugging in SP1
- Replies: 4
- Views: 9973
- Wed Oct 31, 2018 3:52 am
- Forum: Sinclair ZX
- Topic: How to play AY music with z88dk?
- Replies: 44
- Views: 98119
I think I calculate about 4560 bytes required from the add_sprites_for_all_levels() function in defines.c. So there are probably still problems with the compile that runs with stack size 256 bytes. There are a few more things you can do. The clothes sprites, if they are always at the bottom priority...
- Wed Oct 31, 2018 3:33 am
- Forum: Sinclair ZX
- Topic: How to play AY music with z88dk?
- Replies: 44
- Views: 98119
Thanks for the advice, I'll change the code to test for sp1_CreateSpr not returning zero. Adding test code is ok for finding the problem, otherwise it just adds to the code size; you want to make sure the game always has sufficient memory otherwise it can't run anyway, test code or not. 3970 bytes ...
- Wed Oct 31, 2018 3:14 am
- Forum: Sinclair ZX
- Topic: How to play AY music with z88dk?
- Replies: 44
- Views: 98119
The crash branch has about 3970 bytes available for sprites. I tried adding more memory by reducing the expected size of the stack to 256 bytes by adding this pragma to zpragma.inc: #pragma output CRT_STACK_SIZE = 256 The default is 512 bytes reserved for the stack and that's very large. 256 bytes i...
- Mon Oct 29, 2018 8:00 pm
- Forum: Other targets
- Topic: Questions on porting to Z80 Membership Card kit
- Replies: 1
- Views: 5751
- Mon Oct 29, 2018 4:56 pm
- Forum: Sinclair ZX
- Topic: How to play AY music with z88dk?
- Replies: 44
- Views: 98119
Hi jordi, I downloaded a zip and built the game - it's looking good! It's a little finicky with jumping onto the barrels in the first level; I don't know if that's how the original works or not but if not maybe a little smoothing over there would help :) 2018-10-29 10:06 AM 22,823 misifu_CODE.bin Th...
- Thu Oct 18, 2018 7:18 am
- Forum: MSX, SVI, TMS99x8 and Sega Master System
- Topic: Rom of 48Kb for MSX
- Replies: 9
- Views: 17636
It can be done but I'm not sure how classic is handling org 0 code - it might not so you may have to provide a new crt if so. But otherwise it should be fairly straightforward by setting CRT_ORG_CODE to 0 and CRT_ORG_BSS or CRT_ORG_DATA to the location of your ram. It's fairly late here to delve int...
- Thu Oct 18, 2018 7:14 am
- Forum: Sinclair ZX
- Topic: quickly blit a custom 4x6 font character to screen?
- Replies: 13
- Views: 25285
This bit of code generates word-wrapped strings for output given a pixel width (output_terminal_width). It assumes the current x coord is at the left edge. It's written by Stefan Bylund and I don't think he will mind sharing this small snippet: static type8 *str_word_wrap(type8 *str) { type8 *line; ...
- Thu Oct 18, 2018 7:09 am
- Forum: Sinclair ZX
- Topic: quickly blit a custom 4x6 font character to screen?
- Replies: 13
- Views: 25285
There is a short example here showing use of the fzx structure. The link points at some rectangles used to define the fzx paper.
https://github.com/z88dk/z88dk/blob/mas ... odes.c#L25
https://github.com/z88dk/z88dk/blob/mas ... odes.c#L25
- Thu Oct 18, 2018 7:04 am
- Forum: Sinclair ZX
- Topic: quickly blit a custom 4x6 font character to screen?
- Replies: 13
- Views: 25285
There are about 100 fzx fonts you can look at in the library: https://github.com/z88dk/z88dk/tree/master/libsrc/_DEVELOPMENT/font/fzx/fonts The fzx routines are in classic but it looks like the header file was not included. That can be fixed fairly quickly. This is the header file: https://github.co...