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  1. ProjectsInDevelopment (29,752 bytes)
    10: ...i/images/thumb/b/b0/CyroidX_2.png/180px-CyroidX_2.png]</span></div>
    22: ...iki/images/thumb/e/e2/Jeltron3.png/180px-Jeltron3.png]</span></div>
    28: ...umb/2/24/Demodlavailable.png/40px-Demodlavailable.png]</span></div>''Jeltron'' was written in the early...
    40: ...umb/2/24/Demodlavailable.png/40px-Demodlavailable.png]</span></div>The second game for the BBC Micro wo...
    46: ...eLightScreenshot2.png/180px-WhiteLightScreenshot2.png]</span></div>
  2. How to do the smooth vertical scrolling (16,382 bytes)
    61: ...l. Of course we could equally set R6 to anything higher than 16; it won't display any more because ther...
    72: [[Image:Rupture1.png|frame|right|Output from this [[Media:Rupture1.zip...
    141: [[Image:smoothscroll.png|frame|right|Output from this [[Media:smoothscroll...
    177: * ''(line 400)'' it's a 1 row high status area, so set R6 to display just one row. ...
  3. RetroReleases (34,352 bytes)
    12: ...eenshot.png/180px-Repton-TheLostRealms_Screenshot.png]</span></div>
    26: ...untainPanicInGame1.png/180px-MountainPanicInGame1.png]</span></div>
    35: ...umb/2/24/Demodlavailable.png/40px-Demodlavailable.png]</span></div>An original arcade adventure based o...
    47: ...nshot1.png/180px-TheKrystalConnection_Screenshot1.png]</span></div>
    61: ....co.uk/wiki/images/thumb/4/4f/Zap1.png/180px-Zap1.png]</span></div>
  4. BBC Micro Image Converter (25,331 bytes)
    27: [[Image:ImportTTX.png]]
    30: ...rsion of BBC Micro Mode 7 screens to BMP, JPG and PNG images.<br>
    34: [[Image:Bbcimagecon020.png]]
    41: [[Image:Bbcimagecon0772.png]]
    59: [[Image:Tmnt.png]] [[Image:Seven.png]]<br>
  5. The Two Towers (2,801 bytes)
    24: ...r (not lives), which depletes when falling from a high level
  6. Basic Sprite plotter (10,507 bytes)
    77: .alias ScreenStartHighByte $30
    83: lda #ScreenStartHighByte
    217: and #7 ; remove unwanted high order bits leaving us with just the lower 3 bits
    293: ...ift_CodeNameDroid.zip|The enitre Swift Project]] (Highly recommended, just load into Swift and run ! )
  7. Detecting the TUBE (1,390 bytes)
    40: <code > LDA #130:JSR OSBYTE :\ Read address high word
  8. ReverseEngineered Repton Infinity (9,785 bytes)
    137: |High byte of the address of the DEFINE ACTION routine/...
    145: |High byte of the address of the DEFINE HITS routine/sp...
  9. Sparse Invaders (13,885 bytes)
    3: [[Image:SparseInvaders-WIPcover.png|right|375px|'''Sparse Invaders WIP cover by DaveM...
    28: * High score.
    44: ...e over screens. There is the addition of a simple high score screen. The basic game consists of 24 inva...
    100: ''13 Feb 2009 - Beta Download - Highscore addition and tidy up''<br>
    214: ...High Score'''<br>''Posted: Feb 17, 2009'']]<br>'''High score'''<br>''Posted: Feb 17, 2009''<br>
  10. Treasure Island (7,842 bytes)
    27: * High score table
    57: |[[Image:Treasure_Island_title_screen.png]]<br>'''Treasure Island BBC title screen'''<br>''...
    58: ...Island_high_score.png]]<br>'''Treasure Island BBC high score screen'''<br>''Posted: 15:00, 31 December 2...
    60: |[[Image:Treasure_Island_elk_title_screen.png]]<br>'''Treasure Island Electron title screen'''<...
    61: |[[Image:Treasure_Island_screenshot_2c.png]]<br>'''Treasure Island BBC screen 2c'''<br>''Pos...
  11. Calculate Screen Address (14,429 bytes)
    34: ...nAddress : 2 byte result, low in XYScreenAddress, high in XYScreenAddress +1. Common to the Mode 2 spri...
    58: [[Image:Mode2ScreenLayout.png]]
    60: ...CRT character generator (characters being 8 lines high).
    86: .alias ScreenStartHighByte $30 ; high value of start of screen
    151: ; very first byte and the high byte is in the second byte of the table.
  12. Mode2 MaskedSprite Plotter (40,151 bytes)
    21: [[Image:SpritePlotDemo.png]]
    33: .alias ScreenStartHighByte $30 ; high value of start of screen
    60: ...70 ; and $71. Holds the address (low in $70, high
    90: ... ; ScreenStartAddress : holds the high byte
    144: lda (SpriteCollection),Y ; Get high offset value
  13. Fast fixed-point multiplication library (23,151 bytes)
    240: LDA MultTableHigh,X ; C guaranteed to be set her...
    241: SBC MultTableHigh,Y
    268: LDA MultTableHigh,X
    269: SBC MultTableHigh,Y
    297: LDA MultTableHigh,X
  14. Calculate Screen Address10KMode (13,217 bytes)
    32: ...nAddress : 2 byte result, low in XYScreenAddress, high in XYScreenAddress +1. Common to the Mode 2 spri...
    75: .alias ScreenStartHighByte $58 ; high value of start of screen
    176: ; very first byte and the high byte is in the second byte of the table.
    184: ... ; move the index to point to the high byte in the
    186: lda LookUp320,Y ; get the high byte result of the mulitplication
  15. MovingSpritesMode2 (5,303 bytes)
    21: ...ite "shearing". One easy solution is to limit how high you plot your sprites (put in a nice big status b...
    47: ...de2SpriteMovement.zip|The enitre Swift Project]] (Highly recommended, just load into Swift and run !, co...
  16. Sparse Invaders Source - SpriteControllert.txt (23,902 bytes)
    420: ; NOTE - RTS pops the low then high byte, adds one
    422: ; 6502.org shows the high byte od SDA_Return with -1
    893: LDA #SCREENHIGH
  17. Sparse Invaders Source - Invaders Hiscore.txt (10,143 bytes)
    60: BNE ICS_itshigh
    66: ICS_itshigh:
    429: HSTitle1: .byte 2,2,"high score table",0
  18. Sparse Invaders Source - Constants.txt (12,283 bytes)
    35: ... .alias SCREENHIGH $30 ; screen start - high byte
  19. Sparse Invaders Source - Relocate.txt (3,346 bytes)
    73: ; high byte is equal, check lo byte
  20. Square roots (1,180 bytes)
    13: INC out+1:BNE sqr_loop :\ INC high byte and subtract again

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