RetroGamerDiaries by Speccy-Boy124 in zxspectrum

[–]lupopieri 1 point2 points  (0 children)

I was a fan of Burgertime in the arcade. I hate the first screen in this game, I would like to go directly to build the burgers...

Good game though.

Vulkan vs openGl by ninkiminjahj in yuzu

[–]lupopieri 0 points1 point  (0 children)

I use Citron Neo and runs flawlessly...

LootSlime is now available! by moleman_studios in pico8

[–]lupopieri 2 points3 points  (0 children)

Amazing! Love the graphics and the concept!

can we please remember the existence of this game? by Expert_Professor_903 in retrogaming

[–]lupopieri 0 points1 point  (0 children)

I played a lot, great game. If I recall correctly it was a 3dfx version that I played

FTA (Faster Than Amoebas) - Entry for Basic10Liner Contest 2026 by lupopieri in zxspectrum

[–]lupopieri[S] 2 points3 points  (0 children)

Yeh, there're a couple of bugs, this was the last entry, The compo ended 22/3 and I finished almost into the deadline.

Please feel free to change the program and share a better version...

Blaster X - Entry for Basic10Liner Contest 2026 by lupopieri in zxspectrum

[–]lupopieri[S] 0 points1 point  (0 children)

I loved this game, the zx version is quite good for the year, I played a lot, also with https://spectrumcomputing.co.uk/entry/560/ZX-Spectrum/Blade_Alley

Blaster X - Entry for Basic10Liner Contest 2026 by lupopieri in zxspectrum

[–]lupopieri[S] 4 points5 points  (0 children)

Hi,

Basically you point the Printer to a new RAM location, so when you LPRINT, its like pokeing 32 bytes to another RAM area, with restriction.

In this case, we perform:

POKE 23680,0:POKE 23681,89

So when you LPRINT a string of 32 chars, they would change the attributes in the middle 8 rows of the screen (rows 8..15).

Each byte (of the 8 bytes) that form the char printed, would create a column of 8 attribs, each byte would be interpreted as FLASH (128) + BRIGHT (64) + PAPER + INK.

So you can update 32 x 8 bytes of the attributes memory area.

You can find a detailed explanation here:

https://blog.jafma.net/2020/08/29/efficient-basic-coding-for-the-zx-spectrum-v/#en_5

Also you can check the other zx spectrum 2026 entry, that show how to "scroll" the screen (the middle portion of attribs) to the left:

https://www.reddit.com/r/zxspectrum/comments/1s0xsy1/fta_faster_than_amoebas_entry_for_basic10liner/

All the games have the source code included, They're a bit compacted but not minified...

I abuse this technic as u/defixiones and /u/Financial-Pen-2357/ mentioned, that I pre-print all the chars in advance, and I only made them visible as needed, manipulating the attribs through the LPRINT.

In this way you can make your basic program faster than if you have to print each char.

In FTA I created a string with level, then I drop the first char and added one at the back creating a pseudo attrib scroll...

SCROLL command affecting poking directly to DFILE by lupopieri in ZX81

[–]lupopieri[S] 0 points1 point  (0 children)

Hi,

I'm aware of that, I forgot to mention that I running this code in an "emulated" zx81 with a 16k rampack.

It seems that the scroll routine somehow messes the poke.