Started by geebus, 23:09, 10 January 19
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MEMORY &7FFF:LOAD"sm.bin",&9000CALL &9000
Quote from: Fessor on 00:55, 11 January 19This is described in the last paragraphs on page 46. If you're writing a program that needs these commands, you'll need to load that binary file and call it once to implement the RSX.
Quote from: Johnny Olsen on 15:30, 11 January 19Please can you upload the main file spritemaker 2.3 Here?
Quote from: Johnny Olsen on 15:30, 11 January 19I have updated the program and included smhello and smcheck.Run smhello stop it "but not do a reset" then run smcheck ,now it'spossible to see the width, heigt and where in memory the sprite is stored.If using WinApe go to Debug/Find Graphics to see the sprite.
QuoteI type a lot of type-ins, mostly game because i could see what happening if i made some change to the program.
Quote from: geebus on 00:58, 12 January 19After playing with this for a little while at work (during my lunch break boss), I was wondering how useful this program was going to be seeing as you need to load the sprite maker along with your game. So, it'll first load the sprite maker, then your game..What is a better way of doing this? Just learn assembly?
110 IF PEEK(&9000)=0 THEN MEMORY &7FFF:LOAD"sm.bin",&9000:CALL &9000
Quote from: PuzCPC on 01:22, 12 January 19Hi,The best way is to learn the assembly! Not much harder than BASIC. Especially if you look at the keith56 tutorials with vampires that are here on CPCwiki.You can do then REAL games.
Quote from: LambdaMikel on 17:46, 06 March 19True. But BASIC has it's strenghts, too - for once, it is very immediate, interactive, and great for prototyping! Not all projects need the speed of MC.
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