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- 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> - 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. ... - 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> - 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> - The Two Towers (2,801 bytes)
24: ...r (not lives), which depletes when falling from a high level - 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 ! ) - Detecting the TUBE (1,390 bytes)
40: <code > LDA #130:JSR OSBYTE :\ Read address high word - 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... - 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> - 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... - 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. - 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 - 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 - 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 - 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... - 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 - 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 - Sparse Invaders Source - Constants.txt (12,283 bytes)
35: ... .alias SCREENHIGH $30 ; screen start - high byte - Sparse Invaders Source - Relocate.txt (3,346 bytes)
73: ; high byte is equal, check lo byte - Square roots (1,180 bytes)
13: INC out+1:BNE sqr_loop :\ INC high byte and subtract again
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