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  • ...y 256 bytes (32*8) between lines. So the line number must be multiplied by 256 and added to the address. Then, to select the correct cell within that bloc ! 32768 !! 16384 !! 8192 !! 4096 !! 2048 !! 1024 !! 512 !! 256 !! 128 !! 64 !! 32 !! 16 !! 8 !! 4 !! 2 !! 1
    10 KB (1,620 words) - 15:42, 19 November 2020
  • * '''.shc''' is used for a screenshot in Timex 8x1 Hi-colour mode (256x192, 15 colors). * '''.slr''' is used for a lo-res screenshot (128x96, 256 colours).
    5 KB (886 words) - 22:22, 19 December 2023
  • ...xtRegNo|$44}}, so the next write there will be considered as first byte of colour. ...indices 0-127 (except full-ink colour mode, when all 0-255 indices are INK colour)
    2 KB (334 words) - 22:38, 11 November 2019
  • |ShortDesc=Uploads sprite positions, visibility, colour type and effect flags. %00 = 8-bit colour patterns (256 bytes), this sprite is "'''anchor'''"<br />
    8 KB (1,196 words) - 12:49, 4 May 2020
  • ...0-15 for 4-bit graphics), within the active sprite palette. After sending 256 bytes, the target pattern slot is auto-incremented. This auto-increment is
    1 KB (176 words) - 12:49, 4 May 2020
  • %00 = 8-bit colour patterns (256 bytes), this sprite is "'''anchor'''"<br /> %01 = this sprite is "'''relative'''" (4/8-bit colour is selected by "anchor" sprite) → see tables below<br />
    3 KB (320 words) - 00:31, 20 April 2019
  • %00 = 8-bit colour patterns (256 bytes), this sprite is "'''anchor'''"<br /> %01 = this sprite is "'''relative'''" (4/8-bit colour is selected by "anchor" sprite) → see tables below<br />
    2 KB (274 words) - 11:00, 14 April 2019
  • * Display surface is 320×256 overlapping the ULA screen by 32 pixels on each side * A per sprite palette offset allows sprites to share images but colour them differently
    25 KB (4,233 words) - 17:53, 5 October 2020
  • | 2 || $5B8C || COORDSHC || x,y coords of last point (hi-colour) | 1 || $5B8E || INKL || INK colour for Lo-res mode
    10 KB (1,519 words) - 16:39, 26 April 2019
  • ...ed to the ULA modes which allows for either 40x32 or 80x32, 16-colour or 2-colour, 8x8 tiles. bit 1: 0=256 tile mode, 1=512 tile mode
    4 KB (636 words) - 15:58, 8 March 2024
  • ...p to bottom (next pixel to right is at +1 address, next pixel below is at +256 address), total memory is 48kiB = three 16kiB banks, starting at bank set i ...olumns 0..63 (64 pixels width), the last fifth bank contains whole columns 256..319.
    2 KB (354 words) - 01:45, 4 January 2020
  • ZX Spectrum Next 320x192 image with 256 colour palette chosen from 512 colours (older project, created at times when Layer
    1 KB (161 words) - 08:35, 25 March 2021