ZX Computings - OpenLibra
ZX Computings - OpenLibra
ZX Computings - OpenLibra
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I LOOP<br />
INZ LOOP<br />
rr<br />
you do not<br />
what I've<br />
t-hand col<br />
do is enter<br />
ie left coldone<br />
that<br />
j program.<br />
Now type RUN 90 and just see<br />
what happens when you touch<br />
any of the keys. Incidentally,<br />
lines 10 to 80 can actually be<br />
deleted altogether now, and<br />
only line one is needed. From<br />
now on, any time the machine<br />
encounters the statement<br />
RAND USR 16514 the<br />
machine code magic will work.<br />
Try this little gem. Delete all<br />
the lines except line one. Now<br />
add the following lines:<br />
10 FOR l«1 TO 100<br />
20 PRINT 'three spaces<br />
followed by three inverse<br />
spaces';<br />
30 NEXT I<br />
40 FOR I = 1 TO 50<br />
50 NEXT)<br />
60 RAND USR 16514<br />
70 GOTO 40<br />
Run this and stand back in<br />
amazement.<br />
For something a little more<br />
complex, here is a routine<br />
which will move a ball around a<br />
screen, bouncing it off walls<br />
and bricks.<br />
You can develop a kind of<br />
BREAKOUT-type game using<br />
this routine. Load the machine<br />
code loader at the start of the<br />
article and add one extra line:<br />
Quality SoPtuare<br />
I have bought numerous other items ot software Yours<br />
are excoHent They LOAD welt, have perfect<br />
nsltucnons the most user-friendly > have ever mei "<br />
IP R Noits) .<br />
16K ROM Pack °;3V<br />
1 * Imlall^e FtCf "GtlJIT lMVtDHtt- CMMtU<br />
sror mjrss — K COXMJ soon,<br />
<strong>ZX</strong>S1 sort-ware<br />
GALAXY INVAOERS 'requires minimum 4K RAM) in machine code<br />
Cassette and instructions £3 00<br />
1K GAMES iDuck Shoot. Moonlander, Hangman, Crossword. Letter<br />
Square' Cassette arid instructions £3 00<br />
"Just a short note to say how good your Space Invader<br />
cassette is i w4 programs descriptive and inferential stats) Cassette and<br />
instructions C3 00<br />
"I acknowledge receipt of MULTIGRAPHICS and<br />
STATISTICS Having experienced nothing but trouble with<br />
s software, i was agreeably surprised by the good<br />
quality and flexibility of your products IV S Berks I<br />
2X80 SOFTWARE ALSO AVAILABLE<br />
* Send s a e tor details, describing your system<br />
BRIDGE SOFTWARE IZ) 'Mail order ontyW<br />
36 FERNWOOD, MARPLE BRIDGE,<br />
Eu,0 °~ n<br />
STOCKPORT, CHESHIRE SK6 5BE Work** top rem<br />
Machine code<br />
I REM 123456789012345678<br />
901234567890123456<br />
789012345678901234<br />
567890123123456789<br />
012345678901234567<br />
890123<br />
Now RUN the program and input<br />
the following (counting "/"<br />
as "newline"):<br />
16516/0101/2A8240/3600/<br />
3A8440 3D 2002 23 23 2B 7E<br />
FE80/200B/2A8240/4A8440<br />
ED44/328440/228240/3A8540<br />
/3D/2006/11DFFF/19/1804/<br />
II 2100/1 9/7E/FE80/200B<br />
2A8240/3A8540/ED44/328540<br />
/010000/7E/FE08/2009/03/<br />
3A8540/ED44 328540/228240<br />
/3634/C9/S<br />
FE80/200B; 2A8240/3A8440<br />
You can now delete lines 10 onwards.<br />
To demonstrate how this<br />
works just add the following<br />
BASIC:<br />
10 PRINT "thirty-two inverse<br />
spaces"<br />
20 PRINT "Inverse space thirty<br />
spaces inverse space"<br />
30 as 20<br />
40 PRINT "inverse space thirty<br />
graphic A inverse space"<br />
50 as 40<br />
60 FOR 1=1 TO 10<br />
70 PRINT "inverse space thirty<br />
spaces inverse space"<br />
75 NEXT I<br />
76<br />
80<br />
90<br />
100<br />
110<br />
120<br />
PRINT "thirty two inverse<br />
spaces"<br />
LET X-PEEK 16396 + 256*<br />
PEEK 16397 + 200<br />
POKE 16514.X - 256* INT<br />
(X/256)<br />
POKE 16515,INT (X/256)<br />
LET A-USR 16518<br />
GOTO 110<br />
Lines 10 to 76 just print the<br />
board. You can replace these by<br />
any board-printing routine you<br />
like. Lines 80 to 100 are absolutely<br />
vital for the machine<br />
code to work, (although the<br />
+ 200 can be more or less<br />
+ anything — it just determines<br />
the position of the start of the<br />
ball), and all the fun happens at<br />
110 and 120. The instruction<br />
LET A a USR 16518 just<br />
moves the ball one square<br />
along. If you PRINT A afterwards<br />
you'll find it's always<br />
zero unless the ball hits a brick,<br />
in which case it will be one.<br />
So you see, the loop 110 to<br />
1 20 is now really the whole of<br />
the 'game' It's up to you to improve<br />
it, but as long as you<br />
don't alter the machine code<br />
and just play around in BASIC,<br />
remembering that LET A « USR<br />
16518 means "move the ball<br />
one square", it should be no<br />
trouble at all.<br />
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TOLINKA - isK USE YOUR zxai AS A CHESS<br />
GAME RECORDER FEATURES TOO NUMEROUS<br />
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G.C.E. EXAMS 180 MIN EXAM IN O LEVEL<br />
PHYSICS OR MATHS - GIVES GRADE AND<br />
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Prices are inclusive (Overseas add £1 00 P&PI<br />
Send sae for details, or cheque with order to<br />
SECOND FOUNDATION. 22 Bramber<br />
Belgrave, Tamworth Staffs B77 2LL<br />
MMER 1962 <strong>ZX</strong> COMPUTING SUMMER 1982 47