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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 - Denormalising (3,959 bytes)
75: followed by the mantissa, high byte to low byte. For example: - 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... - 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 ... - OnslaughtDiary20101129 (1,570 bytes)
12: ...ments on the forum thread - it'll keep motivation high, particularly if DaveJ's happy to contribute a li... - 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 ... - 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... - 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 - 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... - 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... - 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... - ReverseEngineered Hobgoblin (5,043 bytes)
112: ?1 = High byte of address of start sprite
114: ?3 = High byte of address of start mask - 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'' - 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 ... - ReverseEngineered Shark (2,857 bytes)
54: ...h four bits on the right. Each column is 12 tiles high. - 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... - 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... - 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 - 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 - Read Joystick (951 bytes)
12: ( Returns 0 - 65535 Right Low, Left High )
16: ( Returns 0 - 65535 Down Low, Up High ) - 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... - 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> - 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]] - JSnakeDevDiary280412 (5,948 bytes)
65: f2 keep highest score
66: f3 high score table - 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) - 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> - 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 :) - 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 - 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 - 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... - 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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