Top 10k strings from ZX Spectrum+ Graphics Pack (1985)(Dorling Kindersley Software)(Side B).tzx in <root> / bin / z80 / software / Sinclair Spectrum Collection TOSEC.exe / Sinclair ZX Spectrum - Utilities & Educational / Sinclair ZX Spectrum - Utilities & Educational - [TZX] (TOSEC-v2007-01-01) /

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   3 ;"    PRESS ANY KEY TO CONTINUE   ":
   3 ;"       "
   3 77)","s   switch (0=stay, 1=disappear)","c   collision detection flag        (0=continue, 1=stop)","n   sprite number (1
   3 51    horizontal
   3 ,"x,y specify top left-hand corner    of sprite (x<232, y<155)","d   direction of travel (0=left,    1=right, 2=up, 3=down)","l   distance moved (vertical
   2 ;"HOLD SPACE BAR DOWN TO END DEMO "
   2 31)","n   number of sprite to be          scrolled (1
   2 21)","l   width of window (0
   2 '"Use the 5,6,7 and 8 keys to movethe sprite cursor. Use these    keys together with SYMBOL SHIFT to fill squares."
   1 ~2222~~~|4444|||z6666zzzx8888xxxv::::vvvt<<<<tttr>>>>rrrp@@@@pppnBBBBnnnlDDDDllljFFFFjjjhHHHHhhhfJJJJfffdLLLLdddbNNNNbbb`PPPP```^RRRR^^^\TTTT\\\ZVVVVZZZXXXX
   1 t$,ad,ln,x$,p$,g$,sub,e$,f$
   1 spritecode
   1 sprite print
   1 selection routine
   1 sel=opnum+5
   1 sel=opnum+4
   1 sel=opnum+3
   1 sel=opnum+1
   1 scr4      
   1 save machine code routine
   1 option routine
   1 option for demo page
   1 o$=o$+"  INTRODUCTION/I         MENU PRESS ANY OTHER KEY    "
   1 o$="PRESS ENTER FOR SPRITE EDITOR ORANY OTHER KEY TO QUIT PROGRAM   "
   1 o$="   TECH.INFORMATION/T  MENU/M          DEMO/PRESS ANY KEY       "
   1 o$="    PRESS A KEY TO CONTINUE     "
   1 o$="    INTRODUCTION/I  M/MENU       TECH. INFO PRESS ANY OTHER KEY "
   1 o$="     DEMO/D":
   1 o$="           "
   1 n$="MENU "+
   1 n$="INTRODUCTION":
   1 menu print
   1 m$="                                "
   1 intro page
   1 interrupt driven window 
   1 initialise variables
   1 hDH xx}~zxppp
   1 g); see this routinefor more information",""
   1 d$=d$+p$(n
   1 a()-e()",5000
   1 XXXVZZZZVVVT\\\\TTTR^^^^RRRP````PPPNbbbbNNNLddddLLL>
   1 SPRITES   
   1 SPRITED   <
   1 Quit routine
   1 Print marker
   1 PRESS ENTER FOR SPRITE EDITOR ORANY OTHER KEY TO QUIT PROGRAM   A
   1 LOADER    ~
   1 Keyboard controlled sprite
   1 Introduction page
   1 Help screen
   1 EYDDNDZ<%O%0$
   1 E$F1G@HQIdJyK
   1 Demo text + routines
   1 Demo Routines Text
   1 Demo Routine 'sel'
   1 Created with Ramsoft MakeTZX
   1 ;g$;" ";v;" " 
   1 ;'"Start Address:";
   1 ;"to SAVE or LOAD";
   1 ;"the sprite buffer"
   1 ;"sprite (a-j), or";
   1 ;"Z  to select another"';
   1 ;"What it does:";
   1 ;"U  to flip up/down"
   1 ;"TWO-FRAME ANIMATION"
   1 ;"THREE-FRAME ANIMATION"
   1 ;"STOP TAPE NOW"
   1 ;"SPACE moves the cursor"'
   1 ;"ROUTINE PARAMETERS":
   1 ;"R  to flip left/right"'"CAPS SHIFT";
   1 ;"PRESS PLAY NOW"'
   1 ;"PRESS ANY OTHER KEY TO RETURN TOMENU PAGE                       "
   1 ;"PLEASE WAIT 2 MINS": 
   1 ;"Other Routines:";
   1 ;"NO DEMONSTRATION":
   1 ;"Length:";
   1 ;"LOADING TITLE SCREEN PLEASE WAIT"
   1 ;"LOAD ""spritecode"" 
   1 ;"I  to invert sprite"'"CAPS SHIFT";
   1 ;"H  for help page"'"CAPS SHIFT";
   1 ;"ENTER selects the option"
   1 ;"Demo Finished"
   1 ;"DESCRIPTION OF DEMO PROGRAM"
   1 ;"Address"'':
   1 ;" STOP TAPE NOW "
   1 ;" ";x$;"."
   1 ;" ";ln;" bytes"
   1 ;"  PRESS SPACE BAR TO END DEMO   "
   1 ;"   SPRITE EDITOR INTRODUCTION   "
   1 ;"   SPRITE EDITOR HELP SCREEN   "
   1 ;"   PRESS SPACE BAR TO END DEMO  "
   1 ;"    PRESS ANY KEY TO CONTINUE   "
   1 8X$@%)5:TW_!\L
   1 77)","s   switch (0=stay, 1=disappear)","f   number of frames(1
   1 4y5d6Q7@819$:
   1 4[6BV;_-C$TF*26.:L
   1 255)","n   sprite number (1
   1 154)","c   collision detection flag        (0=off, 1=on)","n   number of sprite (1
   1 10)","d   direction of scroll (0=right    1=left)","r   repeat flag(1=off, 0=repeat)"
   1 10)","d   direction of scroll (0=right    1=left)","r   repeat flag(0=repeat, 1=off)"
   1 10)","c   collision (0=off, 1=on)","v   animation speed (1
   1 0p08 <@B||R
   1 080p @BB@@b
   1 /[a:'XR' N
   1 ,"x,y start co-ordinates (0
   1 ,"x,y specify top left-hand corner    of sprite (x<232, y<155)","d   direction of travel (0=left,    1=right, 2=up, 3=down)","l   distance (vert
   1 ,"x,y specify print position          (x<29, y<21)","n   specifies sprite number         (1
   1 ,"scrolls the screena specified distance up or down","ld"
   1 ,"scrolls the screena specified distance left or    right","ld"
   1 ,"s   switch (0=off, 1=on)","x,y specify top left-hand corner    (x
   1 ,"s   stop flag (0=normal, 1=stop)","x,y start co-ordinates (0
   1 ,"prints a sprite   from the sprite buffer at a     specified point on the screen","xyn"
   1 ,"o","LISTs a section of a program, displays a sprite,   and then scrolls everything con-tained in a rectangular area of the screen"
   1 ,"n","selects sprites    from the sprite buffer and movesthem across the screen and back"
   1 ,"moves one or      several sprites across a window,and continues to operate what-  ever is happening in BASIC","sxylndr"
   1 ,"l","LISTs a section of the program, and scrolls it to  the left and back"
   1 ,"l","LISTs a section of the program, and scrolls it     up and down the screen"
   1 ,"l   specifies length of scroll      (0<l<256)","d   specifies direction of          scroll (0=left, 1=right)"
   1 ,"l   specifies length of scroll      (0<l<176)","d   specifies direction of          scroll (0=left, 1=right)"
   1 ,"k","gives examples of  animation using two frames (a   horse galloping) and three      frames (a man walking)"
   1 ,"j","moves a double uni-cycle sprite across the screen. Keep the space bar pressed to   end the display"
   1 ,"i","moves a double car sprite across the screen.       Keep the space bar pressed to   end the display"
   1 ,"h","prints a sprite andrandom blocks on the screen.    Since the collision detectiion  flag is set to 0, the sprite    remains on the screen when it   hits an obstacle.               Move the sprite using the cursorkeys"
   1 ,"g","calls the routine  to move a train backwards and   forwards across the screen, and then calls the routine again to join other engines to it"
   1 ,"f","calls the sprite   print routine ten times to      display all ten sprites con-    tained in the sprite buffer. Thesequence is then repeated       further down the screen"
   1 ,"displays and movestwo sprites joined vertically","xydlscn"
   1 ,"displays and movestwo sprites joined horizontally","xydlscn"
   1 ,"a()-e",""
   1 ,"Window",49600
   1 ,"Uses a sequence ofsprites from the sprite buffer  to give the effect of animation","xydlsfcvn"
   1 ,"This routine is always used withother sprite routines. If used  on its own, you will not see    anything happen.","The master sprite routine is    called every time sprites are   used."
   1 ,"There are no parameters needed  with these routines.  However   they cannot be used without the BASIC Sprite Editor program.    This program can be loaded by   selecting the 'Quit menu/load   editor' option from the menu."
   1 ,"Sprite print",54100
   1 ,"Sprite handling",53500
   1 ,"Sprite buffer",54600
   1 ,"Sprite animation",51700
   1 ,"Prints and moves asingle sprite on the screen","xydlscn"
   1 ,"Moves one or      several sprites across a window of specified dimension","xylndr"
   1 ,"Keyboard-controlled sprite",53100
   1 ,"Interrupt-driven window",49200
   1 ,"Horizontal scroll",51500
   1 ,"Holds ten sprite  designs in memory. Sprites can  be LOADed from the buffer or    SAVEd to it using the sprite    editor routine. The sprite printroutine will display any or all of the sprites currently        contained in the buffer",""
   1 ,"Double vertical sprite",52100
   1 ,"Double horizontal sprite",52400
   1 ,"Displays on the   screen a sprite which can be    controlled by the cursor keys","sxycn"
   1 ,"Always used to-   gether with the sprite-handling routine (
   1 ,"Allows the user todesign and edit up to ten       sprites, and save them for lateruse",""
   1 ,"24x21 Sprite editor",54200
   1 )'"Save all machine code"'"Quit menu/load Sprite editor" 
   1 ''''"This cassette gives an explana- tion and demonstration of each  machine-code routine contained  in Book Four."
   1 '''"Press 'S' to save all the code  for the sprite routines."''"To load the routines back into  memory use the command shown    below:-"
   1 '''"Each routine has an introductoryscreen explaining what the      routine does, a demonstration   program, and a screen giving    technical details of the routineparameters and how to use them."
   1 '"This program enables you to     design your own sprites and savethem in the sprite buffer in    memory. You may then LOAD or    SAVE the contents of the sprite buffer to cassette."
   1 '"This program ";f$;"."
   1 '"The code starts at address 49000and is of length 6300."
   1 '"Swop to menu ";(menu+1
   1 '"Sprites can be inverted, flippedup/down or left/right by using  CAPS SHIFT with keys I,U and R."
   1 '"Press the following keys to     manipulate the current sprite:"''"CAPS SHIFT";
   1 '"Other commands"''"CAPS SHIFT";
   1 '"If you have any difficulty,     press CAPS SHIFT H for the Help page."
   1 "spritecode"
   1 "WINDOW ROUTINE",49600
   1 "Vertical scroll",50900
   1 "VERTICAL SCROLL",50900
   1 "Sprite editor",5200
   1 "Sprite editor",5150
   1 "Sprite editor 
   1 "SPRITE PRINT",54100
   1 "SPRITE HANDLING",53500
   1 "SPRITE BUFFER",54600
   1 "SPRITE ANIMATION",51700
   1 "SAVE ";n$:
   1 "Master sprite",53700
   1 "Master sprite",5250
   1 "Master sprite",5050
   1 "MASTER SPRITE",53700
   1 "LOAD ";n$:
   1 "Key-controlled   sprite",5450
   1 "KEYBOARD-CONTROLLED SPRITE",53100
   1 "INTERRUPT-DRIVEN WINDOW",49200
   1 "HORIZONTAL SCROLL",51500
   1 "DOUBLE VERTICAL SPRITE",52100
   1 "DOUBLE HORIZONTAL SPRITE",52400
   1 "24X21 SPRITE EDITOR",54200
   1