Top 10k strings from ZX Spectrum+ Graphics Pack (1985)(Dorling Kindersley Software)(Part 2 of 4).z80
in <root> / bin / z80 / software / Sinclair Spectrum Collection TOSEC.exe / Sinclair ZX Spectrum - Utilities & Educational / Sinclair ZX Spectrum - Utilities & Educational - [Z80] (TOSEC-v2007-01-01) /
Back to the directory listing
3 77)","s switch (0=stay, 1=disappear)","c collision detection flag 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 3 (0=continue, 1=stop)","n sprite number (1 2 ;"HOLD SPACE BAR DOWN TO END DEMO " 2 31)","n number of sprite to be 2 21)","l width of window (0 2 ,"l specifies length of scroll 2 scrolled (1 2 scroll (0=left, 1=right)" 1 ~2222~~~|4444|||z6666zzzx8888xxxv::::vvvt<<<<tttr>>>>rrrp@@@@pppnBBBBnnnlDDDDllljFFFFjjjhHHHHhhhfJJJJfffdLLLLdddbNNNNbbb`PPPP```^RRRR^^^\TTTT\\\ZVVVVZZZXXXX 1 t$,ad,ln,x$,p$,g$,sub,e$,f$ 1 sprite print 1 selection routine 1 sel=opnum+5 1 sel=opnum+4 1 sel=opnum+3 1 sel=opnum+1 1 save machine code routine 1 option routine 1 option for demo page 1 o$=o$+" INTRODUCTION/I 1 o$="PRESS ENTER FOR SPRITE EDITOR ORANY OTHER KEY TO QUIT PROGRAM " 1 o$=" TECH.INFORMATION/T MENU/M 1 o$=" PRESS A KEY TO CONTINUE 1 o$=" INTRODUCTION/I M/MENU 1 n$="MENU "+ 1 n$="INTRODUCTION": 1 menu print 1 interrupt driven window 1 initialise variables 1 hDH xx}~zxppp 1 g); see this routinefor more information","" 1 d$=d$+p$(n 1 a()-e()",5000 1 XXXVZZZZVVVT\\\\TTTR^^^^RRRP````PPPNbbbbNNNLddddLLL> 1 Quit routine 1 Print marker 1 Keyboard controlled sprite 1 Introduction page 1 INTRODUCTIONO 1 INTRODUCTION 1 EYDDNDZ<%O%0$ 1 E$F1G@HQIdJyK 1 Demo text + routines 1 Demo Routines Text 1 Demo Routine 'sel' 1 ;'"Start Address:"; 1 ;"What it does:"; 1 ;"TWO-FRAME ANIMATION" 1 ;"THREE-FRAME ANIMATION" 1 ;"SPACE moves the cursor"' 1 ;"ROUTINE PARAMETERS": 1 ;"PRESS PLAY NOW"' 1 ;"PRESS ANY OTHER KEY TO RETURN TOMENU PAGE 1 ;"PLEASE WAIT 2 MINS": 1 ;"Other Routines:"; 1 ;"NO DEMONSTRATION": 1 ;"Length:"; 1 ;"LOAD ""spritecode"" 1 ;"ENTER selects the option" 1 ;"Demo Finished" 1 ;"DESCRIPTION OF DEMO PROGRAM" 1 ;"Address"'': 1 ;" STOP TAPE NOW " 1 ;" ";x$;"." 1 ;" ";ln;" bytes" 1 ;" PRESS SPACE BAR TO END DEMO " 1 ;" 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 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 /[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 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 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 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 1 ,"k","gives examples of animation using two frames (a horse galloping) and three 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. 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. 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 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 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 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 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 1 '"This program ";f$;"." 1 '"The code starts at address 49000and is of length 6300." 1 '"Swop to menu ";(menu+1 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 "Master sprite",53700 1 "Master sprite",5250 1 "Master sprite",5050 1 "MASTER SPRITE",53700 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 up and down the screen" 1 sprites, and save them for lateruse","" 1 specified point on the screen","xyn" 1 several sprites across a window,and continues to operate what- ever is happening in BASIC","sxylndr" 1 several sprites across a window of specified dimension","xylndr" 1 routine does, a demonstration program, and a screen giving technical details of the routineparameters and how to use them." 1 further down the screen" 1 frames (a man walking)" 1 display all ten sprites con- tained in the sprite buffer. Thesequence is then repeated 1 contained in the buffer","" 1 TECH. INFO PRESS ANY OTHER KEY " 1 Move the sprite using the cursorkeys" 1 MENU PRESS ANY OTHER KEY " 1 Keep the space bar pressed to end the display" 1 DEMO/PRESS ANY KEY 1 (x<29, y<21)","n specifies sprite number 1 (0=off, 1=on)","n number of sprite (1 1 (0<l<256)","d specifies direction of 1 (0<l<176)","d specifies direction of 1 PRESS A KEY TO CONTINUE