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  1. Faq (7,712 bytes)
    18: ===How do I get started in this community?===
    22: ...ined us with a project already in mind, you could start by posting some information about it to the [http...
    27: ===How do I get started programming for the BBC Micro?===
    29: ...se Invaders]] as a sample project to help you get started. Of course, feel free to post any questions yo...
    69: ...ile=http://funnyordie.vo.llnwd.net/o16/id.flv&autoStart=false[/flash]</nowiki></code>
  2. How to do the smooth vertical scrolling (16,382 bytes)
    14: ...en into separate blocks. Each block can have its start address set independently of the others, meaning ...
    21: ...he rupture technique and set up the bottom half's start address to be &3000.
    38: ...flyback will have started, and the TV is ready to start the new physical frame shortly. So the beginning...
    40: ...is is cached by the CRTC and will be used when it starts its new cycle.
    42: * Now we must wait until the new CRTC cycle has started. We already know this to take 5 character rows...
  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. SWIFT (8,800 bytes)
    4: [[Image:Swift-v4.2_ScreenShotThumb.png]]
    62: Work-around : Have comments or a blank line at start of file
    178: Q 2.) The application fails to start properly and I get a pop-up box with the words 'C...
  5. BeebAsm (37,462 bytes)
    97: [[Image:Beebasm.png|frame|right]]
    153: .start
    171: ...pan> <span style="color:#0080C0">"MyCode"</span>, start, end
    190: ...in this example, all of the assembled code (from .start to .end), with the filename 'MyCode'. This might...
    411: <tt><nowiki>MAPCHAR <start ascii code>, <end ascii code>, <remapped code></n...
  6. 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>
  7. The Fisherman's Quest (7,924 bytes)
    58: Wiki page started, please feel free to point out any spelling mis...
    62: ...ter 3 weeks of programing the game text engine is starting to take shape, the player can now walk around ...
    86: ...ut the first chapter and this week hopefully will start putting all the different parts together. Hopefu...
    90: ...irst chapter locations now in place more work can start on the difficult parts of the game engine. Chara...
  8. The Search For The Lost Football (7,684 bytes)
    13: ...hrough the window of an abandoned house. The game starts at the point of the boy attempting to break in a...
    37: [[Image:Football_screenshot1.png]]
    41: [[Image:Football_screenshot2.png]]
    52: ...ce code or plans for the original Amiga version I started trying to reconstruct the basics of the game de...
    55: Started programming the game. So far the locations with...
  9. Swift previous versions (13,559 bytes)
    155: ... label GF_PLotStart becuase it contains the word "Start".
  10. Basic Sprite plotter (10,507 bytes)
    20: .org $1900 ; load a traditional Beeb start address for a disk system
    21: ...ll load in other code lower than this after we've started
    76: ...ber X offset start, which needs to be the same at start of every new column
    77: .alias ScreenStartHighByte $30
    80: ; work out screen address that sprite starts at from xy ords
  11. BBC Micro Z-Machine Interpreter informz3 (2,562 bytes)
    1: [[Image:informv3idelogo.png|left|550x70px|Inform / Z-Machine v1.1 (Infocom v3...
    16: ===Getting Started===
    23: ...can start building your own game! You can make a start by reading the ''Inform Beginner's Guide'', as we...
  12. BASIC tokeniser/detokeniser in C (17,280 bytes)
    168: /* start at top of list, find correct insertion point */
    293: /* get the value of PAGE‚ start reading BASIC code from there */
    360: bool EndOfFile, NumberStart;
    433: /* check if this is a number start */
    434: NumberStart = false;
  13. Sparse Invaders (13,885 bytes)
    3: [[Image:SparseInvaders-WIPcover.png|right|375px|'''Sparse Invaders WIP cover by DaveM...
    85: * Fixed start level, so invaders appear correctly
    163: * Reduced delay to FIRE action on intro, start level and game over screens.
    164: * Sorted out the various level restart gfx glitchies.
    209: ...start'''<br>''Posted: Feb 17, 2009'']]<br>'''Game start'''<br>''Posted: Feb 17, 2009''
  14. Zap (6,770 bytes)
    42: SPACE - Start Game
    72: ...reason the you can't see the player's ship at the start of this video, is because it's flashing on and of...
    78: |[[Image:Zap0.png|375px|'''Title screen'''<br>''Posted: Jan 29, 200...
    79: |[[Image:Zap1.png|375px|'''In-game 1'''<br>''Posted: Jan 29, 2009''...
    81: |[[Image:Zap2.png|375px|'''In-game 2 '''<br>''Posted: Jan 29, 2009'...
  15. Test Monospace (4,244 bytes)
    29: ===Using a single space to start each line===
    31: Use a single space at the start of each line, to pre-format the text, in a separa...
    36: ...example illustrating use of a single space at the start of lines</span></nowiki><br/>
    43: ...example illustrating use of a single space at the start of lines</span>
    50: ...arate box but, unlike using a single-space at the start of each line, wikitext markup (e.g. apostrophes u...
  16. Treasure Island (7,842 bytes)
    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...
    63: |[[Image:Treasure_Island_screenshot_4g.png]]<br>'''Treasure Island BBC screen 4g'''<br>''Pos...
  17. Crunching Using Pu Crunch (2,177 bytes)
    34: .start:<br>
  18. Calculate Screen Address (14,429 bytes)
    22: '''Calling Name : ScreenStartAddress'''
    58: [[Image:Mode2ScreenLayout.png]]
    60: ... in the diagram. &3008 is actually back up at the start of column 2 (x=1). Why is it like this ? Well, it...
    65: '''result=ScreenStartAddress+((((Y div 8)*NumberOfBytesPerCharacterRow)...
    68: In this case ScreenStartAddress is &3000 and NumberOfBytesPerCharacterRow ...
  19. Mode2 MaskedSprite Plotter (40,151 bytes)
    21: [[Image:SpritePlotDemo.png]]
    33: ...lias ScreenStartHighByte $30 ; high value of start of screen
    51: ; used by ScreenStartAddress,PlotSprite
    53: ...Ord $74 ; X ord passed to ScreenStartAddress
    54: ...Ord $75 ; Y ord passed to ScreenStartAddress
  20. Fast fixed-point multiplication library (23,151 bytes)
    27: ...ck interpolation between two values, e.g. <tt>x = start * t + end * (1-t)</tt>. As long as we can quickl...
    46: ...ifts. This approach would work fine, but this is starting to become very imprecise - the fractional part...
    155: .Start
    605: SAVE "Code", Start, End
  21. Calculate Screen Address10KMode (13,217 bytes)
    20: '''Calling Name : ScreenStartAddress'''
    52: '''result=ScreenStartAddress+((((Y div 8)*NumberOfBytesPerCharacterRow)...
    55: In this case ScreenStartAddress is &5800 and NumberOfBytesPerCharacterRow ...
    61: ... different modes you just need to know the screen start address for the mode and the number of bytes per ...
    69: ... assembler. The calculation toutine is '''''ScreenStartAddressYou'''''. You can set the variables to any ...
  22. MovingSpritesMode2 (5,303 bytes)
    16: ... has finished drawing the display and is about to start another. This is when we do our sprite plotting a...
  23. HowToCreateBeebEmVideoReviews (7,726 bytes)
    21: Start BeebEm, then:
    42: Start Audacity and position it close to BeebEm, side by...
    44: [[Image:Beebemaudacity.png|750px|Screenshot of BeebEm and Audacity]]
    57: ...ive it focus, then give Audacity a few seconds to start it's recording before beginning your video review...
    83: [[Image:VirtualDub.png|750px|VirtualDub Screenshot with Interleaving dia...
  24. Sparse Invaders Source - Main.txt (6,624 bytes)
    31: ...ORG $0900 ; Good place to start, so it fits ...
    52: '''Main''' is the starting point (0x900), this initializes the sound, vid...
    84: ...''main_restart''' main drops through into 'main_restart'. At this point the game is setup, so this is a g...
    86: Intro screen is displayed, followed by start level screen - then clears and draws the score, l...
    90: main_restart:
  25. Sparse Invaders Soruce - Timer.txt (5,060 bytes)
    37: ; Timer_Init - starts the interrupt off, activating the timer
    41: ; TI_VSync - restarts user timer2
    56: ; start the timer, so allowing monitoring when the scan l...
  26. Sparse Invaders Source - SpriteControllert.txt (23,902 bytes)
    37: ; SpriteStart - Adds sprite into control system
    88: ; SpriteStart:
    89: ; Starts the sprite, activating it...
    97: SpriteStart:
    377: ; calculate the offset to the start of active sprite data
  27. Sparse Invaders Source - Invaders Baddies.txt (31,763 bytes)
    34: .alias FRAME_UPDATESTARTDELAY 25
    46: ; initializes at the start of game...
    51: STA BadStartHeight
    52: LDA #FRAME_UPDATESTARTDELAY
    53: STA INVADER_RESTARTDELAY
  28. Sparse Invaders Source - Invaders Bases.txt (14,327 bytes)
    43: .alias BASE1_X 4 ; block x start for base 1
    44: .alias BASE2_X 9 ; block x start for base 2
    45: .alias BASE3_X 14 ; block x start for base 3
    47: .alias PIXELS_BASE_Y1START 22*8 ; pixel start for Y position of top row
    48: .alias PIXELS_BASE_Y2START 23*8 ; pixel start for Y position of mid row
  29. Sparse Invaders Source - Invaders Bullets.txt (9,102 bytes)
    55: LDA #24-1 ; total invaders - starts at the bottom...
    81: ; start bullet off ...
    141: JSR SpriteController.SpriteStart
    176: CMP #PLAYER_STARTY+8
    179: CMP #PLAYER_STARTY
  30. Sparse Invaders Source - Invaders Player.txt (12,433 bytes)
    39: ; initializes the player at the start of the level and game...
    44: LDA #PLAYER_STARTX
    46: LDA #PLAYER_STARTY
    65: JSR SpriteController.SpriteStart
    93: ; Player_BulletStart:
  31. Sparse Invaders Source - Constants.txt (12,283 bytes)
    35: .alias SCREENHIGH $30 ; screen start - high byte
    36: .alias SCREENLOW $00 ; screen start - low byte
    91: .alias INVADER_RESTARTDELAY $3f ; invader restart delay...
    152: .alias GAME_STATE_STARTLEVEL 1 ; starting level screen
    172: .alias PLAYER_STARTX 38 ; player starting and movement limits
  32. Sparse Invaders Source - Relocate.txt (3,346 bytes)
    71: ... BNE CopyFrom ; Go back to start of loop if not equal
    79: JSR $0900 ; start of code to run
  33. BeebSID (19,427 bytes)
    3: ...//www.retrosoftware.co.uk/images/BeebSIDlogothumb.png
    113: ...://stardot.org.uk/forums/viewtopic.php?f=3&t=2530&start=390#p23445 Disk#1]
    116: ...://stardot.org.uk/forums/viewtopic.php?f=3&t=2530&start=420#p25248 Disk#2]
    119: ...://stardot.org.uk/forums/viewtopic.php?f=3&t=2530&start=420#p25749 Disk#3]
    122: ...://stardot.org.uk/forums/viewtopic.php?f=3&t=2530&start=450#p26326 Disk#4]
  34. MercurialRepoInfo (8,420 bytes)
    6: ...ow, esp. in the area of merging. A good place to start investigating ''Mercurial'', is the [http://hgini...
    16: == Getting Started with the RS ''Mercurial'' repository and ''Tort...
    20: ...Hg'' context menu:<br/><br/>[[Image:Hgcontextmenu.png|350px|Screenshot of TortoiseHg context menu]]<br/...
    21: ... Proxy settings:<br/><br/>[[Image:Hgproxysettings.png|350px|Screenshot of TortoiseHg proxy settings]]<b...
    22: ...iladdress>'''":<br/><br/>[[Image:Hgcommitsettings.png|350px|Screenshot of TortoiseHg commit settings]]<...
  35. Saga20101126 (3,015 bytes)
    2: [[Image:sagaconditions.png|right]]
    11: ...should be able to play through the adventure from start to finish. For convenience I need to fix a few bu...
  36. OnslaughtDiary20101203 (1,336 bytes)
    1: [[Image:MonsterEditor.png|frame|right|Beginnings of the monster editor...]]
    4: ...editor (maybe on my old dead laptop), so I had to start this from scratch, but just a couple of evenings ...
  37. Saga20101116 (2,255 bytes)
    2: [[Image:sagamovement.png|right]]
    6: ...ions and information from the game header (player start room, light length).
    37: ...ing inc loc(or adc); bne (or bcc); inc loc+1. I'm starting to wish I was doing this on a Z80 now!
  38. Saga20101119 (3,760 bytes)
    23: ...sage you have to touch every byte from the string start to the string end. If we change this slightly so ...
  39. OnslaughtDiary20101201 (3,488 bytes)
    12: ...ites I need for a particular level just before it starts - this needn't be a quick routine, so I needn't ...
    18: ... I need a couple of other tables which denote the start and end sprite indices for every monster type, so...
  40. SAGADiary (10,168 bytes)
    8: == How To Start ==
    34: ... the header to give an easy to use offset for the start of each section, just to make things easier for t...
    62: ...is that synonyms can be made by adding a * to the start of the synonym, for example:
    82: ...an optional noun attached; followed by a byte for starting location.
    173: == 14/11/2010: [[saga20101114|Coding Starts]] ==
  41. Saga20110122 (2,212 bytes)
    5: ...'' and ''The Arrow of Death part 1'' through from start to finish with no problems. I tried ''Time Machin...
  42. Saga20101217 (2,034 bytes)
    15: | C7F||Start
  43. Saga20101205 (2,688 bytes)
    2: [[Image:sagagbfinished.png|right]]
    40: ...managed to play through ''The Golden Baton'' from start to finish successfully. Of course I haven't check...
  44. Saga20101212 (1,537 bytes)
    4: ...do was to do some code reduction and clean up the start and end code. The code reduction has mainly being...
  45. OnslaughtDiary20101030 (9,486 bytes)
    13: [[Image:OnslaughtSprites.png|frame|right|Sprites I found on the disc image in ...
    26: ...ching themselves off the edge. Be careful if one starts to chase you, they won't let up!
    105: Well that's all for today. Tomorrow, I've got to start porting the code over to BeebAsm so that I can fi...
  46. OnslaughtDiary20101031 (7,658 bytes)
    42: [[Image:Onslaught-rupture.png|frame|right|Split screen, with double-buffered pl...
    43: So I've decided that my strategy is to be that I start off with the engine from scratch, and I'll then b...
  47. OnslaughtDiary20101102 (6,696 bytes)
    6: [[Image:musicalnotes.png|frame|center|A piano keyboard, yesterday]]
    102: ...o get this system in place more or less from that start. Now all I have to do is get that music written....
  48. OnslaughtDiary20101117 (4,025 bytes)
    6: ...ntially store loads of levels. When the level is started, a 24x24 image of the map is built, for quick a...
    15: [[Image:Texttest.png|frame|right|Go on, you know you wanna...]]
    28: ...lotting text every frame by any means, but at the start/end of a game, and on the title screen, it'll be ...
  49. BeebSpriter (9,186 bytes)
    15: The best start is probably just to download the pre-release vers...
    26: [[Image:NewSprite.png|frame|right]]
    58: [[Image:ExportOptions.png|frame|right]]
    110: ...re-release), and is reasonably untested! You can start a discussion on any issues encountered, here in t...
  50. ReverseEngineered Hobgoblin (5,043 bytes)
    44: The maps themselves start at &3000. The first &B70 bytes are map scenery da...
    111: ?0 = Low byte of address of start sprite
    112: ?1 = High byte of address of start sprite
    113: ?2 = Low byte of address of start mask
    114: ?3 = High byte of address of start mask

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