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  1. SampleCodeLibrary (4,553 bytes)
    94: ...sked sprite plotter showing how to erase/plot and move sprites about. Written in [[SWIFT|Swift]] in P65 ...
  2. How to do the smooth vertical scrolling (16,382 bytes)
    8: ... the "total vertical adjust" register to actually move the screen by scanline amounts. I'll cover them ...
    72: [[Image:Rupture1.png|frame|right|Output from this [[Media:Rupture1.zip...
    97: ...anlines to the top border, which will essentially move the 'proper' screen down by scanline amounts.
    141: [[Image:smoothscroll.png|frame|right|Output from this [[Media:smoothscroll...
  3. XTHOPAC STUARC (3,360 bytes)
    18: ...ting routines, dozens of normal sized sprites can move on screen, and several huge (for example 4 80*80 ...
  4. BeebAsm (37,462 bytes)
    97: [[Image:Beebasm.png|frame|right]]
    133: * SKIPTO <addr> to move the address pointer to the specified address, gen...
    361: Moves the address pointer on by the specified number o...
    366: Moves the address pointer to the specified address. A...
    371: ...nter to the next boundary, e.g. use ALIGN &100 to move to the next page (useful perhaps for positioning ...
  5. Rich Tech 2 (1,222 bytes)
    18: ...f the player jumps sideways, then the screen will move in an arc around him.
    29: [[Image:RichTech2.png|left|320px|'''Rich Tech 2<br>(early developmental...
  6. The Fisherman's Quest (7,924 bytes)
    86: ...ave all rooms present, like other characters that move around. So Ive mapped out the first chapter and ...
    90: ...fficult parts of the game engine. Characters now move freely around the game, these can be interacted w...
  7. The Search For The Lost Football (7,684 bytes)
    37: [[Image:Football_screenshot1.png]]
    41: [[Image:Football_screenshot2.png]]
    55: ...ns are in place and the player has the ability to move between them.
    70: ...jects. Started adding conditional restrictions on movement, e.g. not being able to go through a door unl...
    94: ...moved. Improved the storage of location data to remove unnecessary data.
  8. Basic Sprite plotter (10,507 bytes)
    123: lda SpriteGraphicStructure ; move to start of actual graphics data
    124: adc #2 ; to move past width and height
    143: ;yes we moved to another character row, so we really want this...
    157: ; move to next column
    197: and #248 ; FIRST REMOVE THE 0 TO 7 VALUE that we don't need to resolve, a...
  9. BASIC tokeniser/detokeniser in C (17,280 bytes)
    98: {"MOVE", 0x02}, {"NEXT", 0x02}, {"ON", 0x02}, {"VDU",...
  10. Rocket Attack (3,171 bytes)
    41: 2. Player spaceship can be move anywhere within the screen boundary’s
    42: 3. Scrolling star field which detects and moves behind any objects or scenery
  11. ReverseEngineered Repton Infinity (9,785 bytes)
    205: Is removed - reproduce these from the header
    221: Not removed in Optimisation(!) even if preceded by a JSR; so...
    287: '''MOVE(x)'''
    471: |MOVE(
  12. White Light (10,469 bytes)
    30: |[[Image:WhiteLightTitleScreen.png|320px|'''White Light title screen '''<br>''Posted...
    31: |[[Image:WhiteLightScreenshot1.png|256px|'''The first enemy '''<br>''Posted: Apr 25,...
    33: |[[Image:WhiteLightScreenshot2.png|256px|'''Maximum upgraded firepower '''<br>''Post...
    34: |[[Image:WhiteLightScreenshot3.png|256px|'''The second level '''<br>''Posted: Apr 25...
    103: ...izontal tile to be plotted. For enemies that only move vertically, it's trivial to position them to avoi...
  13. Treasure Island (7,842 bytes)
    38: Main player sprite is currently able to move freely around the screen but no collision detecti...
    57: |[[Image:Treasure_Island_title_screen.png]]<br>'''Treasure Island BBC title screen'''<br>''...
    58: |[[Image:Treasure_Island_high_score.png]]<br>'''Treasure Island BBC high score screen'''<...
    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...
  14. Calculate Screen Address (14,429 bytes)
    58: [[Image:Mode2ScreenLayout.png]]
    156: ; so move the index value into Y
    159: iny ; move the index to point to the high byte in the
    286: inc YOrd ; move down one line
  15. Mode2 MaskedSprite Plotter (40,151 bytes)
    21: [[Image:SpritePlotDemo.png]]
    207: iny ; move index pointer (Y) to next byte of sprite data
    225: ... ; anything above that, an most sprites are move than
    294: ; To move blocks of data in memory (in this case sprite dat...
    348: adc #2 ; to move past width and height
  16. Calculate Screen Address10KMode (13,217 bytes)
    111: inc YOrd ; move down one line
    181: ; so move the index value into Y
    184: iny ; move the index to point to the high byte in the
  17. MovingSpritesMode2 (5,303 bytes)
    1: Mode 2 sprite movement
    13: ... sprites never cross over each other or you don't move them over anything more than a plain background t...
    31: ...s and change whether they move and the speed they move. Four Sprites are defined.
    40: The current number of sprites to plot/move etc. Currently set to the 4 sprites there are. If...
    47: [[Media:Mode2SpriteMovement.zip|The enitre Swift Project]] (Highly recomm...
  18. Sparse Invaders Source - Keyboard.txt (5,011 bytes)
    110: ... has this set to 'ENTER' ). With this function it moves the player sprite (checking for playing limits) ...
    114: ; Keyboard_MovePlayer -
    115: ; checks, moves player and fires as well
    118: Keyboard_MovePlayer:
    120: ; always do the fire, as well as the move left or right
  19. Sparse Invaders Source - SpriteControllert.txt (23,902 bytes)
    138: ; PLEASE PLEASE do not move this away from the YPOS adjust as I did! Sigh!
    197: ; SpriteMoveSprite -
    198: ; Moves the sprite to the adsolute pos passed in
    203: SpriteMoveSprite:
    222: SpriteMoveSpr:
  20. Sparse Invaders Source - Invaders Baddies.txt (31,763 bytes)
    35: .alias MOTHER_DELAYMOVE 2
    38: .alias MOTHER_STATE_MOVE 1
    259: BEQ DB_SkipRemove
    266: JSR Baddies_RemoveInvader
    270: DB_skipRemove:

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