ZX Forum #04
19 ноября 1997

screen effects - clearing the screen of Zynaps.

<b>screen effects</b> - clearing the screen of Zynaps.
             ZYNAPS


   This program applies
The original reception screen-saver: it is not extinguished 
immediately, and smoothly. This is done by manipulating the 
attributes. 

   The procedure for realizing such
effect looks like.
1423.

   85AD 1E04 LD E, # 04

   85AF 0E07 LD C, # 2007

   85B1 FB EI

   85B2 0603 LD B, # 03

   85B4 210058 LD HL, # 5800

   85B7 76 HALT

   85B8 76 HALT

   85B9 76 HALT

   85BA 1976 HALT

   85BB 7E LD A, (HL)

   85BC A1 AND C

   85BD 1977 LD (HL), A

   85BE 2C INC L

   85BF 20FA JR NZ, # 85BB

1423. 85C1 24 INC H

   85C2 10F7 DJNZ # 85BB

   85C4 CB39 SRL C

   85C6 1D DEC E

   85C7 20E9 JR NZ, # 85B2

   85C9 C9 RET
2

   The algorithm of the procedure
next. Bit-off,
starting with the eldest, and ending
Jr., all bits of the attributes. You can slowly see how it all 
happens if you make a change: 1423.


   85BF 20F9 JR NZ, # 85BA
2
ie including the one last
HALT command in the inner loop.
You will see that first line going out familiarity, image with 
high brightness, then disappears green, then - red, then - the 
rest is blue. It should be borne in mind that the image itself 
- the display file - is not affected, the picture remains

only becomes INK 0: PAPER
0: BRIGHT 0. You can be sure
in this case, if the lodge, say,
this command:

PRINT AT 0,0; OVER 1 "32 spaces"


   Slow down the rate of
damping can be a substitute for:
1423.

   85C2 10F6 DJNZ # 85BA
2

   To obtain the code block
fade, you can use BASIC program:


   1 READ ram: CLEAR ram: READ f
$: READ st: READ len: FOR a = st T
O st + len-1: READ b: POKE a, b: NE
XT a: SAVE f $ CODE st, len

  1910 DATA 34220, "zyn", 34221,29
 100 DATA
030,004,014,007,251,006,003,033,
000,088,118,118,118,118,126,161,
119,044,032,250,036,016,247,203,
057,029,032,233,201


   The following program demonstrates the gradual decay of the 
screen. Here, in line 30 is booted from the program screen 
ZYNAPS (but it could be any other picture). 


  10 BORDER 0: PAPER 0: INK 7: C
LEAR 24999

  20 LOAD "zyn" CODE

  30 LOAD "zynaps $" CODE 16384

  1940 BEEP .1,26: BEEP .1,20: PAU
SE 0

  50 RANDOMIZE USR 34221







Other articles:

Help - Description of the shell of an electronic book "ZX-FORUM 4.

Secrets of Successful Design - Head for the book "Design your Programs

screen effects - Running a string of R-Type.

screen effects - clearing the screen of Zynaps.

screen effects - "minimize" the screen from Comando Tracer.

screen effects - smooth "decay" of the screen Sommando Tracer.

screen effects - changed the character set for the original stylized font from the game Rockstar.

screen effects - "running out the string" out of the game Rockstar.

screen effects - "pouring" the screen of the game Rockstar.

screen effects - a complex multi-effects from the game Bubbler.

New top 40 procedures - scrolling display, a fusion of two images, inverting screen, rotate characters, replacement of attributes, fill a closed loop, the calculation of addresses in the screen, copy of the screen, etc.

Technology sprites - Part 1: Introduction.

Technology sprites - Part 2: The hunt for sprites (search and pulling).

Technology sprites - Part 3: Format of sprites.

Technology sprites - Part 4: Format of sprites with a mask.

Technology sprites - Part 5: Structure sprite blocks (both co-exist in memory sprite and mask, what data to help us quickly find the address of the sprite in memory, and much more.)

Technology sprites - Part 6: preparation of data for publication.

Technology sprites - Part 8: Printing sprites (coordinates are given in familiarity).

Technology sprites - Part 9: Printing sprites (coordinates given in pixels).

Technology sprites - Part 10: a review of programs to work with sprites and graphics.

world of sound Spectrum - Chapter 1: The Physics of Sound.

world of sound Spectrum - Chapter 2: Operator BEEP, Creating effects on BEEPe, Making Music on BEEPe.

world of sound Spectrum - Chapter 3: How is the sound device (BEEP'ra and methods of sound production).

world of sound Spectrum - Chapter 4: Programming sound in assembler.

world of sound Spectrum - Chapter 4.1: Programming sound effects - Tone, Noise, Complexes effects.

world of sound Spectrum - Chapter 4.2: Programming Sound Effects - Volume Control.

world of sound Spectrum - chapter 4.3: Sound Effects - Management timbre.

world of sound Spectrum - Chapter 4.4: Programming sound effects - music programming.

world of sound Spectrum - Chapter 4.5: Programming sound effects - Polyphonic ringtones (polyphonic).

world of sound Spectrum - chapter 4.6: Treatment of external signals - digitization.

world of sound Spectrum - Chapter 4.7: Handling of external signals - Reverberation.

world of sound Spectrum - chapter 4.8: Synthesis of speech.

world of sound Spectrum - Chapter 4.9: audio playback interrupt.

world of sound Spectrum - Chapter 5: The operator PLAY for music coprocessor AY- 3-8910 (AY-3-8912).

world of sound Spectrum - Chapter 5.1: Creating effects operator PLAY.

world of sound Spectrum - Chapter 5.2: Making Music on PLAYe.

world of sound Spectrum - Chapter 6.1: Description of the coprocessor registers of the musical AY- 3-8910 (AY-3-8912).

world of sound Spectrum - Chapter 6.2: Programming effects and music under the musical coprocessor AY- 3-8910 (AY-3-8912).

world of sound Spectrum - Chapter 7: Software Review ZX-Spectrum to create sounds and music.

world of sound Spectrum - chapter 7.1: Editor, Sound Effects SUPER SOUND.

world of sound Spectrum - Chapter 7.2: Music Editor Wham the Music Box.

world of sound Spectrum - Annex 1, 2: Listings sound effects SUPER SOUND'a, tips assembler.


Темы: Игры, Программное обеспечение, Пресса, Аппаратное обеспечение, Сеть, Демосцена, Люди, Программирование

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