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xe03-spectrum.blogspot.com

Xe03 Spectrum

Sunday, December 16, 2007. Well I will forgive you for thinking that this project has gone on indefinite hiatus, but it has not been forgotten, when I have had the time (we have had a daughter, now 6 months old, so my "free" time has been limited), I have been moving the project to my new assembler, RKASM. I am pleased to report that it has all been moved over, and while I would like to do a bit of optimisation (plenty of scope for that), I have it all compiling and back in ship shape. At that point, I'l...

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Xe03 Spectrum | xe03-spectrum.blogspot.com Reviews
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Sunday, December 16, 2007. Well I will forgive you for thinking that this project has gone on indefinite hiatus, but it has not been forgotten, when I have had the time (we have had a daughter, now 6 months old, so my free time has been limited), I have been moving the project to my new assembler, RKASM. I am pleased to report that it has all been moved over, and while I would like to do a bit of optimisation (plenty of scope for that), I have it all compiling and back in ship shape. At that point, I'l...
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1 xe03 spectrum
2 xeo3 lives
3 rkasm
4 basic instructions
5 sna output
6 macros
7 structs
8 lists
9 unhook previous entry
10 if next
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xe03 spectrum,xeo3 lives,rkasm,basic instructions,sna output,macros,structs,lists,unhook previous entry,if next,else,if prev,dso movetotop,ld b h,ld l c,ld d h,ld a e,ld a c,ld c a,ld a l,progress,i'm back,draw sprite,add to cache,about me,name,links
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Xe03 Spectrum | xe03-spectrum.blogspot.com Reviews

https://xe03-spectrum.blogspot.com

Sunday, December 16, 2007. Well I will forgive you for thinking that this project has gone on indefinite hiatus, but it has not been forgotten, when I have had the time (we have had a daughter, now 6 months old, so my "free" time has been limited), I have been moving the project to my new assembler, RKASM. I am pleased to report that it has all been moved over, and while I would like to do a bit of optimisation (plenty of scope for that), I have it all compiling and back in ship shape. At that point, I'l...

INTERNAL PAGES

xe03-spectrum.blogspot.com xe03-spectrum.blogspot.com
1

Xe03 Spectrum: November 2006

http://xe03-spectrum.blogspot.com/2006_11_01_archive.html

Tuesday, November 21, 2006. It's been a while. Well I thought I should write something as it's been a while since I last posted. Currently I'm writing some tools to convert map data into the correct format for the scrolling routines and eliminate a lot of the mistakes I've been making because I've had to type the data in by hand. It's taken a while because well . no excuses really I've just not had the time recently. Posted by Russell Kay : 10:35 PM 0 comments. It's been a while. Anyway I've gotten it mo...

2

Xe03 Spectrum: Now with added sprites!

http://xe03-spectrum.blogspot.com/2007/07/now-with-added-sprites.html

Thursday, July 05, 2007. Now with added sprites! I now have a simple sprite routine up and running as outlined below, it all seems to be working pretty well and the sprite cache is working too which is a double plus. Currently it is not using masks or anything like that so it all looks very dull, but all the logic is in place now. Anyway, progress is being made and I hope to have something with several sprites flying around over the next few days. Posted by Russell Kay : 12:48 PM. View my complete profile.

3

Xe03 Spectrum: April 2007

http://xe03-spectrum.blogspot.com/2007_04_01_archive.html

Wednesday, April 25, 2007. Well it has been a while. but I'm back on the Spectrum XeO3, so many things have intervened in the meantime between work and home, but I'm back looking at the Sprite routines for XeO3 and I'm looking to get them sorted out in the next couple of months (being realistic about the time I can devote to the project). In Pseudo code the DrawSprite routine looks something like this. Calc sprite function to use (could be hard coded to Draw Sprite routine name). Calc address on screen.

4

Xe03 Spectrum: December 2007

http://xe03-spectrum.blogspot.com/2007_12_01_archive.html

Sunday, December 16, 2007. Well I will forgive you for thinking that this project has gone on indefinite hiatus, but it has not been forgotten, when I have had the time (we have had a daughter, now 6 months old, so my "free" time has been limited), I have been moving the project to my new assembler, RKASM. I am pleased to report that it has all been moved over, and while I would like to do a bit of optimisation (plenty of scope for that), I have it all compiling and back in ship shape. At that point, I'l...

5

Xe03 Spectrum: I'm Back!!!!

http://xe03-spectrum.blogspot.com/2007/04/im-back.html

Wednesday, April 25, 2007. Well it has been a while. but I'm back on the Spectrum XeO3, so many things have intervened in the meantime between work and home, but I'm back looking at the Sprite routines for XeO3 and I'm looking to get them sorted out in the next couple of months (being realistic about the time I can devote to the project). In Pseudo code the DrawSprite routine looks something like this. Calc sprite function to use (could be hard coded to Draw Sprite routine name). Calc address on screen.

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dailly.blogspot.com dailly.blogspot.com

The life of a Games Programmer: Improving the runner

http://dailly.blogspot.com/2014/01/improving-runner.html

The life of a Games Programmer. My personal thoughts and musings. Wednesday, January 01, 2014. So, I thought it might be fun to look back at some of the changes we've made to the runner, why, and what impact it's had on performance. Back when we started, the main complaint with Game Maker was that it was too slow, and that for more complex games, it just didn't cut it. This is clearly not the case any more, so what's really changed? Couple this with the new texture pages, and if you were just drawing spr...

dailly.blogspot.com dailly.blogspot.com

The life of a Games Programmer: C64 raster splits

http://dailly.blogspot.com/2008/07/c64-raster-splits.html

The life of a Games Programmer. My personal thoughts and musings. Saturday, July 05, 2008. C64 sprites are great and all, but they really screw with your raster splits. Depending on how many sprites are over a raster, what character line we're on you may end up with virtually NO cpu cycles left at all! Looking up some timing info on the VIC ( HERE. Shows that BAD lines all sprites leaves you with less that 10 CPU cycles a scanline, and only 4 write cycles at the start. Your post inspired me to write this.

dailly.blogspot.com dailly.blogspot.com

The life of a Games Programmer: May 2010

http://dailly.blogspot.com/2010_05_01_archive.html

The life of a Games Programmer. My personal thoughts and musings. Sunday, May 02, 2010. DMA Design radio program. A while back the BBC did a little radio program on Dave and DMA Design, it's a pretty good program and well worth a listen. It's mainly four of us talking about how it all started, and you can hear Dave, Me, Russell and Steve talking about how it all got going. Anyway. it's pretty good, so have a listen. 2 Smart arse replys. Subscribe to: Posts (Atom). Been a Games Programmer for 26(!

dailly.blogspot.com dailly.blogspot.com

The life of a Games Programmer: October 2014

http://dailly.blogspot.com/2014_10_01_archive.html

The life of a Games Programmer. My personal thoughts and musings. Friday, October 17, 2014. Why aiming for 60fps or full 1080p is a pointless goal. So yet again on the web I've seen posts by journalists that 1080p is worthwhile, and that devs should be spending all their time trying to make full 1080p/60fps games, and yet again, it gets my back up. A few year back I did a post about the mass market, which was an article I did way back in 2004 ( A new direction in gaming. The same is true of games, sure y...

dailly.blogspot.com dailly.blogspot.com

The life of a Games Programmer: 2013 - The year of travelling.

http://dailly.blogspot.com/2013/12/2013-year-of-travelling.html

The life of a Games Programmer. My personal thoughts and musings. Tuesday, December 31, 2013. 2013 - The year of travelling. 2013 kicked off with a trip to CES where we had been invited to take part in MIPS presence at the show. Sandy, knowing my utter love of all things MIPS asked if I'd like to go, and I jumped at the chance! It was decided to get a proper stand this year, something Russell and I were overjoyed about, as we wouldn't have to carry the stand over there this time! So job done, we packed u...

dailly.blogspot.com dailly.blogspot.com

The life of a Games Programmer: August 2014

http://dailly.blogspot.com/2014_08_01_archive.html

The life of a Games Programmer. My personal thoughts and musings. Sunday, August 24, 2014. The beginners guide to Ray Tracing. So, I was asked recently on Twitter how Ray Tracing works, but it's not something that you can easily explain in 140 characters, so I thought I'd do a small post to explain it better. Doing Ray Tracing, is no different. First create a box aligned with the Z axis, so the planes run along the "X" axis. something like. (values not real/worked out! Float fx,fy,fdx,fdy; float nz = 0&#...

dailly.blogspot.com dailly.blogspot.com

The life of a Games Programmer: RetroEdit to-do list

http://dailly.blogspot.com/2009/01/retroedit-to-do-list.html

The life of a Games Programmer. My personal thoughts and musings. Sunday, January 18, 2009. So, heres my current to-do list. I'll update THIS blog entry as I change things, so you can always check back here to see where I am. I'll add a link on the right for easy access. Paint with colour 1 (left mouse). Paint with colour 2 (right mouse). Rotate frame (up,down,left,right). Cursor key movement or cursor. Brush paste (like a sprite, drops out the background colour). Save data (native format).

dailly.blogspot.com dailly.blogspot.com

The life of a Games Programmer: The beginners guide to Ray Tracing

http://dailly.blogspot.com/2014/08/the-beginners-guide-to-ray-tracing.html

The life of a Games Programmer. My personal thoughts and musings. Sunday, August 24, 2014. The beginners guide to Ray Tracing. So, I was asked recently on Twitter how Ray Tracing works, but it's not something that you can easily explain in 140 characters, so I thought I'd do a small post to explain it better. Doing Ray Tracing, is no different. First create a box aligned with the Z axis, so the planes run along the "X" axis. something like. (values not real/worked out! Float fx,fy,fdx,fdy; float nz = 0&#...

dailly.blogspot.com dailly.blogspot.com

The life of a Games Programmer: September 2014

http://dailly.blogspot.com/2014_09_01_archive.html

The life of a Games Programmer. My personal thoughts and musings. Wednesday, September 17, 2014. When Scotland changes forever. In a world of history, a truly historic event is rare, but that's what Scotland gets tomorrow. On the 18th of September 2014, we the people of Scotland, get to vote on Independence. We get to decide whether we break away from the United Kingdom, or whether we stay. But either way, things look like they'll change, for the worse or better is anyone's guess. Well, at the start I wa...

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xe03-spectrum.blogspot.com xe03-spectrum.blogspot.com

Xe03 Spectrum

Sunday, December 16, 2007. Well I will forgive you for thinking that this project has gone on indefinite hiatus, but it has not been forgotten, when I have had the time (we have had a daughter, now 6 months old, so my "free" time has been limited), I have been moving the project to my new assembler, RKASM. I am pleased to report that it has all been moved over, and while I would like to do a bit of optimisation (plenty of scope for that), I have it all compiling and back in ship shape. At that point, I'l...

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