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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
  21. Denormalising (3,959 bytes)
    75: followed by the mantissa, high byte to low byte. For example:
  22. OnslaughtDiary20101203 (1,336 bytes)
    1: [[Image:MonsterEditor.png|frame|right|Beginnings of the monster editor...]]
    7: ...this format. Sprites needn't be 3 character rows high, so I can use the space exactly as I want, withou...
  23. OnslaughtDiary20101201 (3,488 bytes)
    21: ...sult of this is I now have quite a few very handy high-level subroutines which make writing detailed AI ...
  24. OnslaughtDiary20101129 (1,570 bytes)
    12: ...ments on the forum thread - it'll keep motivation high, particularly if DaveJ's happy to contribute a li...
  25. OnslaughtDiary20101030 (9,486 bytes)
    10: ...nly things that are missing seem to be the crappy high-score table I knocked up quickly for an Acorn Use...
    13: [[Image:OnslaughtSprites.png|frame|right|Sprites I found on the disc image in ...
  26. OnslaughtDiary20101031 (7,658 bytes)
    17: ...BeebAsm won't assemble it, but because the syntax highlighting on my text editor won't work... oh lah-de...
    29: * Interesting 'home' screen, with high score and demo mode
    42: [[Image:Onslaught-rupture.png|frame|right|Split screen, with double-buffered pl...
  27. OnslaughtDiary20101102 (6,696 bytes)
    6: [[Image:musicalnotes.png|frame|center|A piano keyboard, yesterday]]
    7: ...m 128 can manage. Beeb tunes tend to sound quite high pitched and without presence - of course there ar...
    10: ... So the solution is to have it generating such a high frequency waveform that, on average, it appears a...
    21: ;Highest level
  28. OnslaughtDiary20101108 (4,044 bytes)
    3: ...hat stuff I said in the last entry about creating high-level code structure out of 6502 assembler? ''Fo...
    36: ...ber of 'segments' of music, and then specifying a high-level running order of segments. This eliminates...
  29. OnslaughtDiary20101110 (1,402 bytes)
    3: [[Image:Spritetest.png|frame|left|Aaargh! Sprites! Thousands of 'em!]]
    4: ...lour 0 as a transparent colour), but there was no high-level code responsible for clipping slightly offs...
  30. Hard Hat Harry (5,978 bytes)
    24: ...is in charge of building the RS Tower. 20 stories high, it will dominate the sky of the Midlands. Only p...
    33: ...r this deadly mission. But the stakes couldn't be higher. Succeed, and he'll get a good reference and be...
    83: |[[Image:HardHatHarry-BBCLoading.png|320px|''Hard Hat Harry loading screen (BBC/Electr...
    84: |[[Image:HardHatHarry-BBCTitle.png|320px|''Hard Hat Harry title screen (BBC)'''<br>'...
    86: |[[Image:HardHatHarry-BBC.png|320px|''Level 1 (BBC)'''<br>''Posted: Jan 23, 201...
  31. ReverseEngineered Hobgoblin (5,043 bytes)
    112: ?1 = High byte of address of start sprite
    114: ?3 = High byte of address of start mask
  32. HyperViper (10,351 bytes)
    3: [[Image:HyperViper_cassette_inlay.png|right|375px|'''Hyper Viper cover by DaveM.'''<br>...
    53: * Highscore table
    76: |[[Image:HyperViper_loader.png|320px|BBC Micro Hyper Viper loading screen]]<br>'...
    77: |[[Image:HyperViper_Title_Screen.png|320px|BBC Micro Hyper Viper title screen]]<br>'''...
    79: ...gh score screen]]<br>'''''BBC Micro Hyper Viper'' high score screen'''<br>''Posted: 00:38, 21 Feb 2011''
  33. Mixed Grill March (5,351 bytes)
    29: * MODE 7 title and instructions screen - with high score table!
    82: |[[Image:MixedGrillMarchloadingscreen.png|300px|'''BBC Micro loading screen'''<br>''Posted:...
    83: |[[Image:mgm_title.png|320px|''BBC Micro WIP title screen'''<br>''Posted...
    85: |[[Image:mgm_level_1.png|320px|''BBC Micro In-Game screenshot #1 - Level 1...
    86: |[[Image:mgm_level_1_waggle.png|320px|''BBC Micro In-Game screenshot #2 - Waggle ...
  34. ReverseEngineered Shark (2,857 bytes)
    54: ...h four bits on the right. Each column is 12 tiles high.
  35. OnslaughtDiary20110527 (3,112 bytes)
    2: [[Image:blurptitlepage.png|frame|right|The title page with obligatory firewo...
    3: [[Image:blurp_ingame.png|frame|right|More recent in-game shot...]]
    13: As you can see, there's also no high score table. I know they're popular around these...
  36. Galaforce (5,677 bytes)
    18: ...yboard and joystick control; self-play demo mode; high score table and superb atmospheric music.
    76: [[Image:AtomGalaforceTitleScreen.png|320px|Atom Galaforce Title Screen early preview s...
    80: |[[Image:AtomGalaforceLoadingScreen.png|Galaforce Loading screen screenshot]]<br>'''''Gal...
    81: |[[Image:Galaforce_Intro.PNG|Galaforce Intro screenshot]]<br>'''''Galaforce'' ...
    82: ...aforce Highscore screenshot]]<br>'''''Galaforce'' High Score screenshot'''<br>''Posted: 16:22, 17 Aug 20...
  37. GalaforceAtomDevDiary (17,239 bytes)
    23: ...08-11-2011</b></td><td>Solved input name error at high score</td></tr>
    54: [[Image:colours.PNG]]
    59: [[Image:coloursets.PNG]]
    165: 330 DATA MUSIC1,MUSIC2,:2.MUSIC3,:2.TITLE,:2.HIGH
    185: * HIGH, Handle highscore and name input
  38. JungleJourneyBBCMicroElectronDiary (31,213 bytes)
    16: |[[Image:Map10-small.png|A generated maze for a dungeon exploration game, ...
    17: |[[Image:Level-96.png|A generated level for Jungle Journey, Posted: 18:...
    27: 3 rows high. This leaves two rows for us to use for status it...
    51: [[Image:Boomerang.png|Jungle Journey: using the boomerang round a corne...
    55: ...ne today: inter-level screens, sounds, titles and high scores. Finally, I play tested the game
  39. Read Joystick (951 bytes)
    12: ( Returns 0 - 65535 Right Low, Left High )
    16: ( Returns 0 - 65535 Down Low, Up High )
  40. SGAP (15,674 bytes)
    51: |[[Image:UrbanUpstartLoadingScreen.png|384px|BBC Micro Urban Upstart loading screen]]<br...
    83: |[[Image:GalaxiasLoadingScreen.png|384px|BBC Micro Galaxias Retro Software loading s...
    123: |[[Image:ProjectXMicroManLoadingScreen.png|320px|Project-X: The Micro Man Retro Software loa...
    124: |[[Image:ProjectXMicroMan1.png|320px|Project-X: The Micro Man instructions scree...
    126: ...jectXMicroMan2.png|320px|Project-X: The Micro Man high score screen]]<br>'''BBC Micro ''Project-X: The M...
  41. NyanSIDBBCMicroDevDiary (28,092 bytes)
    10: <center>[[Image:Nyan_bbc.png|320px]]</center>
    89: <center>[[Image:Pc_nyan.png]]</center>
    128: <center>[[Image:Sid_dialog.png|500px]]</center>
    143: <center>[[Image:Nyan_2012_02_19.png]]</center>
    149: <center>[[Image:Nyan_2012_02_20.png|320px]]</center>
  42. JSnakeDevDiary180212 (9,304 bytes)
    12: ...nstructions to accomplish something, whereas in a high level language, only one or two lines of code may...
    20: [[Image:Colours.PNG]]
    42: [[Image:Mode2_screen_address_layout_8pixels.png]]
    53: [[Image:Greenline.png]]
  43. JSnakeDevDiary280412 (5,948 bytes)
    65: f2 keep highest score
    66: f3 high score table
  44. MixedGrillMarchBBCMicroDiary (8,238 bytes)
    22: * High Score table (or at least some record of high score)
    53: ... no longer means you are unable to enter any more highscores)
  45. JSnake (1,688 bytes)
    28: v1.03 Uploaded 22/08/14 : Fixed high score table and collision detection bugs <br>
    46: |[[Image:Jsnake102 ingame.png|JSnake in-game screenshot|350px]]<br>'''''JSnake'...
    47: ...h score table screenshot|350px]]<br>'''''JSnake'' high score table screenshot'''<br>
  46. Cavern Racer (8,692 bytes)
    37: [[Image:Cavernracertechdemo.png|Cavern Racer v0.1 Tech Demo, Posted: 09:38, 07 Au...
    58: ...evel, to make it a lot more fun to zip through at high speeds without crashing into anything.
    60: ...and it's quite good fun racing along the level at high speeds :)
  47. May - November 2012 (3,441 bytes)
    16: ====High score table====
    17: ...(i.e. C, C++, Java et al) but in assembler for 10 high score entries on a machine with very limited memo...
    21: ...o point to the next (“sorted”) element as new high score entries occur.
    24: New score > highest score in current table.
    26: New score < highest score and >=lowest score
  48. JsnakeDevDiaryDec12Jan13 (2,184 bytes)
    5: ====High score table====
    6: ...(i.e. C, C++, Java et al) but in assembler for 10 high score entries on a machine with very limited memo...
    10: ...o point to the next (“sorted”) element as new high score entries occur.
    13: New score > highest score in current table.
    15: New score < highest score and >=lowest score
  49. JsnakeDevDiaryApril2013 (3,917 bytes)
    5: ...ffee, nursing a hangover, and trying to graft the high score table on to the game in time for the show. ...
    7: ... thereafter. I solved the bug, so I had a working high score table in the game. At this point the game ...
    20: [[Image:Jsnake_lemon_beebspriter.png|350px]]
    30: ...big speed jumps). I have set the score threshold higher before speed increases, but behaviour is otherw...
  50. Castle Raider/DevelopmentDiary/Part3 (23,767 bytes)
    21: ... number of monsters that will be seen together in high density areas if other monsters have already been...
    41: |[[Image:2014-03-16-characters.png|The character selection screen.]]
    51: |[[Image:2014-03-16-monsters.png|Dodging monsters in a tricky descent.]]
    65: |[[Image:2014-03-18-lives.png|The panel now shows the number of lives left.]]
    97: ...ctures can be located there, saving memory in the higher pages for program code. In addition, we can per...

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