Search results
From Retrosoftware
You searched for Start.PNG
For more information about searching Retrosoftware, see Help.
Showing below up to 50 results starting with #1.
View (previous 50) (next 50) (20 | 50 | 100 | 250 | 500)
No page title matches
Page text matches
- 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> - 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... - 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> - 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... - 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... - 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 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... - 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... - Swift previous versions (13,559 bytes)
155: ... label GF_PLotStart becuase it contains the word "Start". - 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 - 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... - 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; - 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'' - 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'... - 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... - 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... - Crunching Using Pu Crunch (2,177 bytes)
34: .start:<br> - 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 ... - 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 - 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 - 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 ... - 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... - 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... - 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: - 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... - 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 - 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 - 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 - 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 - 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: - 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 - 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 - 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] - 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]]<... - 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... - 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 ... - 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! - 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 ... - 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... - 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]] == - Saga20110122 (2,212 bytes)
5: ...'' and ''The Arrow of Death part 1'' through from start to finish with no problems. I tried ''Time Machin... - Saga20101217 (2,034 bytes)
15: | C7F||Start - 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... - 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... - 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... - 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... - 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.... - 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 ... - 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... - 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
View (previous 50) (next 50) (20 | 50 | 100 | 250 | 500)