Deja Vu #04
31 марта 1998

CODING - The remix of some procedures in 1993: SCREEN APARAT, umbral path, LOOK BASIC PROGRAMM-2.

<b>CODING</b> - The remix of some procedures in 1993: SCREEN APARAT, umbral path, LOOK BASIC PROGRAMM-2.
SoundTrack: MR.Z/LS/1997 X-PARTY! (C) BD!
__________________________________________


 (C) Kolotov Sergei g.Shadrinsk, SerzhSoft
__________________________________________



   Remake of certain procedures 1993
__________________________________________



   In the ZX-REVIEW-93 sec. 121 was published
procedure H. M. Stinova called DOORS,
realizing the effect of cleaning the screen by

                moving apart pictures in
 S hand. Procedure zanimac S em 101 bytes and, frankly govo
  S series, is written is not very effective) S 
fektivno.Ispolzovany alm S ternativnye registers, but I S HL 
register as anywhere else and do not RS remains, that does not 
give 

  S possible to call this

                procedure of BASIC. Applying command block 
transfer LDIR and LDDR, managed to "make friends" with new 
procedure BASIC (good in her alternate registers are not 
generally used), more than halving the memory footprint and

significantly improve performance. New
procedure has also been completely moved. When cleaning the 
screen image established the current system attributes

from cell 23693. That is, you can change the color right out of 
Basic teams INK, PAPER, BRIGHT, FLASH, or

directly gave the command POKE 23693, n before
procedure call on RANDOMIZE USR adr.
Performing POKE adr +1, n (n = 1 .. 16), we can set the number 
of shifts performed for a starting procedure.


; SCREEN-APART
; (C) SerzhSoft, 11 july 1997
;

        ORG 60000; address Assem
                              blirovaniya
;
ATTR_P EQU 23693; current am
                              ributy wasps
                              novnogo eq
                              wound
;
APART

        LD B, # 10, the number of pairs

                              shift equivalent
                              wound in a hundred
                              hand
LP_APR1 PUSH BC; store

                              counter

                              shifts on

                              stack

        LD A, (ATTR_P); A = attributes

                              for filling.

                              after sdiga

        LD DE, # 5AFF; most village
                              glacial bytes

                              Attributes
LP_APR2 LD H, D; copied

                              this address

        LD L, E; in HL and

                              reduced to

                              1:

        DEC HL; address before
                              last

                              byte lines

        LD BC, # 000F; shift: 15

                              bytes

        LDDR; shift right

                              half-line

                              right

        LD (DE), A; laying down
                              it new

                              value

        LD BC, # FFF2; correction

                              p-pa HL -

                              Now he

        ADD HL, BC; indicates

                              the second byte

                              line

        LD E, L; DE = HL

        DEC E; first byte

                              left in a
                              SRI

        LD BC, # 000F; will shift
                              causeway 15 bytes

        LDIR; shift left

                              half-line

                              left

        LD (DE), A; laying down
                              it new

                              B (clear
                              ka)

        LD BC, # FFEF; correction

                              Register DE
        ADD HL, BC; the transition to

                              one

        EX DE, HL; line up

                              to screen

                              (Attributes)

        BIT 3, D; if attributes
                              You did not finish
                              were,

        JR NZ, LP_APR2; something cool

                              cycle

        XOR A; moved to

                              area boundary
                              graphs

        BIT 6, D; if we do

                              not yet over
                              climbed into the ROM

        JR NZ, LP_APR2; then continued
                              twist it

                              cycle

        POP BC; recovered
                              Vai counter

                              shifts

        DJNZ LP_APR1; twist cycle

                              posited

                              number of times

        RET; exit

                              Procedure

Hex dump procedure APART:


EA60: June 10 C5 3A 8D 5C 11 FF: 58
EA68: 5A 62 6B 2B 01 0F 00 ED: A1
EA70: B8 January 12 F2 FF 09 5D 1D: 99
EA78: 01 0F 00 ED B0 December 2001 EF: 11
EA80: FF 09 EB CB 5A 20 E2 AF: 1933
EA88: CB 72 20 DD C1 10 D3 C9: 19


Saving: SAVE "apart.c" CODE 60000,48



   On page 35 ZX-REVIEW-93 published
program of the shadow contour. I managed to
significantly improve the procedure for
Just rewrite it from scratch. New
procedure takes 138 bytes (old - 211
B) and became relotsiruemoy. As before,
to get a pseudo-three-dimensional image, simply select the 
attributes with higher brightness places on the screen, which 
require shade and call the procedure SHADOW. There is a 
possibility to change configuration of the most shade. To do 
this you need to change the values ​​in two teams load register 
pair DE, which are marked by asterisks. In the present program 
are set to # 5500, # 5500 respectively, which gives a shadow 
with a little rounded edges. Substituting # 2A80,

# AA80, we shade with straight edges. To get the same result as 
in the original version, you must install # AA00, # 2A80. But 
the values ​​of # 7F80, # FF80 will show you a continuous, 
unprimed shadow. 

; SHADOW-PROCESSOR
; (C) SerzhSoft, 11 july 1997
;

        ORG 60000; address Assem
                              blirovaniya
;
SHADOW

        LD HL, # 5AFF; Last

                              bytes of attributes
                              Comrade
LP_SHD1 LD BC, # 0020, the number of bytes in

                              one line

                              Attributes

        DEC HL; transition to

                              previous

                              attribute

        BIT 3, H; we have not yet

                              "Stopped" in the

                              schedule?

        RET Z; if you have already, then

                              exit

                              Procedure

        BIT 6, (HL); an attribute

                              with increased

                              Brightness?
LP_SHD0 JR Z, LP_SHD1; if not,

                              previous

                              attribute

        PUSH HL; store

                              Address Atri
                              rubble on the degree
                              Ke

        INC L; the transition to

                              next

                              attribute

        LD A, L; check

                              transition

        AND # 1F; to the next

                              line Atri
                              casks

        JR Z, GO_SHD2; if so,

                              jumping
                              it

        BIT 6, (HL); included whether

                              Brightness?

        JR NZ, GO_SHD2; if so,

                              jumping
                              it

        PUSH HL; store

                              Address Atri
                              rubble on the degree
                              Ke

        ADD HL, BC; the transition to

                              attribute on

                              line below

        LD C, (HL); placed

                              this attribute

                              in the register C

        POP HL; recovered
                              Vai address

                              Attribute

        LD A, H; calculation of Adre
                              ca

        AND # 03; top Do
                              SRI

        RLCA; familiarity

        RLCA; in the screen

        RLCA; for a given

        OR # 40; address in

        LD H, A; region am
                              ributov

        LD DE, # 5500 * for the image

                              creation of those
                              neither to the right *

        LD B, # 0C; height of the shadows:

                              12 pixels
LP_SHD2 LD A, E; shifted

                              byte image

                              shadow lines

        AND # F0; reject

                              unnecessary "rules
                              curves "bits

        OR (HL); impose

                              content

                              Screen

        LD (HL), A; and write

                              new byte

                              screen

        INC H ;---------------------------------
        LD A, H;

        AND # 07; standard

        JR NZ, GO_SHD0; sequence
                              sequence

        LD A, L; commands

                              transition

        ADD A, # 20, on line or
                              same

        LD L, A; in the screen

                              area

        JR C, GO_SHD1;

        LD A, H;

        SUB # 08;

        LD H, A ;--------------------------------- GO_SHD1 LD 
A, H; byte 

                              addresses

                              chart

        CP # 58; verification. on

                              OUT OF

                              border eq
                              wound

        JR NC, GO_SHD2; if so,

                              jumping
                              it

        BIT 6, C; check yar
                              bone: possible

                              whether the image
        JR NZ, GO_SHD2; reap shadow

                              if not,

                              jump
GO_SHD0 SRL D; rotation of
                              times

        RR E; shadow line

                              right

        DJNZ LP_SHD2; cycle on the number of
                              lu lines

                              shadow
GO_SHD2 POP HL; recovered
                              Vai address

                              Attribute

        PUSH HL; store

                              Address Atri
                              rubble on the degree
                              Ke

        LD BC, # 0020, the number of bytes in

                              one line

                              Attributes

        ADD HL, BC; the transition to

                              attribute under the current

        LD A, H; check but
                              mailing address

                              Attribute

        CP # 5B; on the occurrence of

                              the boundaries

                              Screen

        JR NC, GO_SHD4; if the limit
                              affairs,

                              transition

        BIT 6, (HL); if the WMO
                              leads to the screen

                              but the brightness

        JR NZ, GO_SHD4; enabled,

                              anyway -

                              transition

        INC L; next

                              bytes of attributes
                              elements (right)

        LD C, (HL); put in

                              Register C

        LD A, H; calculation of Adre
                              ca

        AND # 03; top Do
                              SRI

        RLCA; familiarity

        RLCA; in the screen

        RLCA; for a given

        OR # 40; address in

        LD H, A; region am
                              ributov

        LD DE, # 5500 * for the image

                              creation of those
                              or below *

        LD B, # 04; height of the shade

                              bottom
LP_SHD3 DEC L; return on

                              byte back

        LD A, (HL); take a byte

                              Screen

        OR D; laid le
                              vy bytes of
                              fold line

        LD (HL), A; shadows and
                              revenge on
                              behind the screen

        INC L; the transition to

                              bytes to the right

        LD A, L; check

                              output

        AND # 1F; by the right

                              bound exciton
                              Rake:

        JR Z, GO_SHD3; if so,

                              jumping
                              it

        BIT 6, C; if the atomic
                              ribut with clearly
                              bone,

        JR NZ, GO_SHD3; it the same way -

                              jumping
                              it

        LD A, (HL); take a byte

                              Screen

        OR E; imposed

                              Right byte

                              Image Line

        LD (HL), A; shadows and
                              revenge on
                              behind the screen
GO_SHD3 INC H; the transition to

                              next

                              line

        SRL D; rotation of
                              times a

        RR E; shadow line

                              right

        DJNZ LP_SHD3; cycle on the number of
                              lu lines

                              way the shadows
GO_SHD4 POP HL; recovered
                              Vai address

                              Attribute

        XOR A; mouth. Flag Z,

                              to JR Z

                              worked

        JR LP_SHD0; go to

                              JR Z command

                              , LP_SHD1

Hex dump procedure SHADOW:


EA60: 21 FF 5A 20 January 2000 2B CB: DB
EA68: 5C C8 CB 76 28 F5 E5 2C: E5
EA70: 7D E6 1F 28 3A CB 76 20: 9F
EA78: 36 E5 09 4E E1 7C E6 03: 1A
EA80: 7 July 2007 F6 40 67 November 2000: 2D
EA88: 55 06 0C 7B E6 F0 B6 77: 57
EA90: 24 7C E6 20 July 1913 7D C6: 7D
EA98: 20 6F 38 04 7C D6 August 1967: 0E
EAA0: 7C FE 58 30 0A CB 71 20: F2
EAA8: 06 CB 3A CB 1B 10 DC E1: 50
EAB0: E5 20 January 2000 09 7C FE 5B: 7E
EAB8: 30 2C CB 76 20 28 2C 4E: 01
EAC0: 7C E6 03 7 July 2007 40 F6: 5A
EAC8: 67 11 00 55 06 04 2D 7E: 34
EAD0: B2 77 2C 7D E6 1F July 28: C0
EAD8: CB 1971 March 20 7E B3 77 24: ED
EAE0: CB 3A CB 1B 10 E8 E1 AF: 3D
EAE8: 18 82 00 00 00 00 00 00: 6C

Saving: SAVE "shadow.c" CODE 60000,138



 Construction materials;

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  Just be sure to enter the library or encyclopedia designed 
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  I'm not specifically "accurate and final" term release of the 
game, partly because he did not want to "jinx":), in part, so 
as not to disappoint you disregard period. Of course, it will 
depend on your interest and your feedback ...



  For all questions please contact us at:

       428000, Cheboksary, PO Box 351,
either on the FIDO (note new address):

        2:5066 / 19 to ILYIN SERGEY

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         Now, a bit of advertising:


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once again congratulate you on New Year 1998
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