ByteForever
ByteForever
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ZX81 Snake - high score attempt
Download for free at:
adrianpilko.itch.io/zx81-snake-game
Z80 assembly source code:
github.com/AdrianPilko/ZX81-1K-Experiments/blob/main/snake16K.asm
#snake
#zx81
#retrogaming
āļĄāļļāļĄāļĄāļ­āļ‡: 56

āļ§āļĩāļ”āļĩāđ‚āļ­

Linux cool-retro-term and tetris-bsd
āļĄāļļāļĄāļĄāļ­āļ‡ 65āļ§āļąāļ™āļ—āļĩāđˆāļœāđˆāļēāļ™āļĄāļē
If you have Linux installed somewhere then there;s this awesome terminal program called cool-retro-term which has the look and feel of a 1970's CRT terminal - including simulated scan/refresh and variations in brightness depending on what keys are pressed or how much is on the screen. I run up the old tetris-bsd which is part of bsd-games and freely available. Links (build from source on Linux)...
ZX81 - Maze - high score attempt?!
āļĄāļļāļĄāļĄāļ­āļ‡ 106āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
High score attempts not easy here because the game, by design, decreases your score when the guardian moves over the route you've taken adrianpilko.itch.io/zx81-maze z80 assembly language (assemble using pasmo) github.com/AdrianPilko/zx81-mazes/blob/main/maze_game.asm Great book on random mazes: www.mazesforprogrammers.com/ #zx81, #retrocomputing
ZX81 - Maze - with added enemy hunting you
āļĄāļļāļĄāļĄāļ­āļ‡ 173āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
adrianpilko.itch.io/zx81-maze Building on previous code to generate random mazes - now with an enemy that tries to thwart your journey. The maze generation subroutine may be swapped out at any time to create better mazes, as it still uses the simple "binary tree" algorithm. z80 assembly language (assemble using pasmo) github.com/AdrianPilko/zx81-mazes/blob/main/maze_game.asm Trying to follow th...
ZX81 Mazes turned into a simple game
āļĄāļļāļĄāļĄāļ­āļ‡ 104āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
adrianpilko.itch.io/zx81-maze Building on previous code to generate random mazes - now I've added a player character and money to collect, collect as much as you can then exit at the top right (the grey door). It didn't take too long to add this extra code and so I'm going to try to add more features like enemies running up and down the maze, player lives, and some other features to make it mor...
ZX81 Mazes - using ROM lookup for random number
āļĄāļļāļĄāļĄāļ­āļ‡ 45āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
adrianpilko.itch.io/zx81-maze Here you see that the user has to press S to start, and during this random length of time the a 16bit count is made of the time upto the size of the ROM (8K). This starting random seed is used to lookup into the ROM addresses 0 to 8191 - the value at that address is and'd with 0x01 and then the count incremented. This gives quite a good random number, I've found be...
zx81 random(ish) maze generation
āļĄāļļāļĄāļĄāļ­āļ‡ 209āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
adrianpilko.itch.io/zx81-maze z80 assembly language (assemble using pasmo) github.com/AdrianPilko/zx81-mazes/blob/main/maze.asm Trying to follow the following book and make a better random maze: www.mazesforprogrammers.com/ Eventually hope to have a game where you follow through screens of random mazes collecting items and solving puzzles. #zx81, #retrocomputing
ZX81 Pirate Invaders FAIL highscore attempt
āļĄāļļāļĄāļĄāļ­āļ‡ 101āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
First attempt at the high score failed to record properly lol then this one didn't get that far but did show the all the game features😀 See how high score you can get... download free from itch.io adrianpilko.itch.io/zx81-pirate-invaders Continuing this game development for the Sinclair ZX81 in assembly code, and here's what I have so far. The game is based on the classic arcade shooter but wit...
ZX81 Pirate Invaders v0.5.2
āļĄāļļāļĄāļĄāļ­āļ‡ 136āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
download free from itch.io adrianpilko.itch.io/zx81-pirate-invaders Continuing this game development for the Sinclair ZX81 in assembly code, and here's what I have so far. The game is based on the classic arcade shooter but with a maritime twist! Instead of aliens to shoot at, it's pirates, symbolized now by "peg leg" pirates with their swords waving. 1) when player gets "boarded" by pirate the...
ZX81 Pirate Invaders v0.4
āļĄāļļāļĄāļĄāļ­āļ‡ 138āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
Continuing this game development for the Sinclair ZX81 in assembly code, and this is what I have so far. The game is based on the classic arcade shooter but with a maritime twist! Instead of aliens to shoot at, it's pirates, symbolized now by "peg leg" pirates with their swords waving. So far the player's ship can move left right and fire it's "cannon", the pirates move left and right and down ...
ZX81 Pirate Invaders v0.3
āļĄāļļāļĄāļĄāļ­āļ‡ 90āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
Continuing this game development for the Sinclair ZX81 in assembly code, and this is what I have so far. The game is based on the classic arcade shooter but with a maritime twist! Instead of aliens to shoot at, it's pirates, symbolized now by "peg leg" pirates with their swords waving. The previous "Skull and cross bones" sprite will come into play as the end of "wave" boss to kill - not yet co...
ZX81 Pirate Invaders v0.2
āļĄāļļāļĄāļĄāļ­āļ‡ 124āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
Continuing this game development for the Sinclair ZX81 in assembly code, and this is what I have so far. The game is based on the classic arcade shooter but with a maritime twist! Instead of aliens to shoot at it will be the pirates, symbolized now by "peg leg" pirates with their swords waving. The previous "Skull and cross bones" sprite will come into play as the end of "wave" boss to kill - n...
ZX81 Pirate Invaders v0.1
āļĄāļļāļĄāļĄāļ­āļ‡ 121āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
I've just started this game development for the Sinclair ZX81 in assembly code, and this is what I have so far. The game is based on the classic arcade shooter but with a maritime twist! Instead of aliens to shoot at it will be the pirates, symbolized at the moment by a "Jolly Roger" or more properly a "Skull and cross bones" since it's not a flag. So far the player's ship can move left right a...
ZX81 jump v1.3 walkthrough
āļĄāļļāļĄāļĄāļ­āļ‡ 1742 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
Download game for free from adrianpilko.itch.io/zx81-jump skip to 4:00 for demo The Sinclair ZX81 en.m.wikipedia.org/wiki/ZX81 I used the excellent sprite editor by ChibiAkumas: www.chibiakumas.com/z80/simplesamples2.php github.com/AdrianPilko/ZX81-Jump-game/blob/main/jump.asm #zx81 #sinclairZX81 #assemblyLanguage
ZX81 Jump v1.2 - enemies horizontal and vertical
āļĄāļļāļĄāļĄāļ­āļ‡ 992 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
Download game for free from adrianpilko.itch.io/zx81-jump (This video only shows the first few rooms you'll will have to download and try yourself. There's also a neat ending see if you can get there!) I'm working on a new platform game called Jump for the Sinclair ZX81 en.m.wikipedia.org/wiki/ZX81 and its written in z80 assembly language. Building on the previous version the enemies can move v...
ZX81 Jump v1.1 - 11 rooms, more enemy types, player start from room config
āļĄāļļāļĄāļĄāļ­āļ‡ 762 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
ZX81 Jump v1.1 - 11 rooms, more enemy types, player start from room config
ZX81 Jump v0.9 - more rooms, 4 enemies sprites possible (2 at once)
āļĄāļļāļĄāļĄāļ­āļ‡ 1142 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
ZX81 Jump v0.9 - more rooms, 4 enemies sprites possible (2 at once)
ZX81 Jump v0.8 - enemy collision detect, lives and time
āļĄāļļāļĄāļĄāļ­āļ‡ 1522 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
ZX81 Jump v0.8 - enemy collision detect, lives and time
ZX81 Jump v0.7 - moving animated enemies
āļĄāļļāļĄāļĄāļ­āļ‡ 1372 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
ZX81 Jump v0.7 - moving animated enemies
ZX81 Jump v0.6 - basic animated enemies
āļĄāļļāļĄāļĄāļ­āļ‡ 1012 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
ZX81 Jump v0.6 - basic animated enemies
ZX81 Jump v0.5 - scoring, door opens, multiple rooms
āļĄāļļāļĄāļĄāļ­āļ‡ 1472 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
ZX81 Jump v0.5 - scoring, door opens, multiple rooms
ZX81 Jump v0.4 - gold and proper platforms jumps
āļĄāļļāļĄāļĄāļ­āļ‡ 1242 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
ZX81 Jump v0.4 - gold and proper platforms jumps
ZX81 Jump v0.3 - platforms(almost!), doors and other bits
āļĄāļļāļĄāļĄāļ­āļ‡ 1202 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
ZX81 Jump v0.3 - platforms(almost!), doors and other bits
ZX81 Jump v0.2 - player can jump!!!
āļĄāļļāļĄāļĄāļ­āļ‡ 2402 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
ZX81 Jump v0.2 - player can jump!!!
ZX81 Jump v0.1 - the start (of a long dev lol)
āļĄāļļāļĄāļĄāļ­āļ‡ 2942 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
ZX81 Jump v0.1 - the start (of a long dev lol)
commodore 64 and pi1541 on a breadboard
āļĄāļļāļĄāļĄāļ­āļ‡ 1995 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
commodore 64 and pi1541 on a breadboard
z80 computer, rom and ram
āļĄāļļāļĄāļĄāļ­āļ‡ 2067 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
z80 computer, rom and ram
z80 homebrew computer update
āļĄāļļāļĄāļĄāļ­āļ‡ 987 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
z80 homebrew computer update
ZX81 breakout modified from original by Toni Baker 1981
āļĄāļļāļĄāļĄāļ­āļ‡ 2358 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
ZX81 breakout modified from original by Toni Baker 1981
z80 homebrew computer - quick update and demo
āļĄāļļāļĄāļĄāļ­āļ‡ 758 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™
z80 homebrew computer - quick update and demo

āļ„āļ§āļēāļĄāļ„āļīāļ”āđ€āļŦāđ‡āļ™

  • @danielgyllenbreider
    @danielgyllenbreider 15 āļ§āļąāļ™āļ—āļĩāđˆāļœāđˆāļēāļ™āļĄāļē

    yupp. i did that when i was 10 on my brand new c64. great memories!

  • @ncurtis1970
    @ncurtis1970 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    Like a fool, I still turn the volume up. Loving this channel, as a VIC20 man I know what it's like working with such a minimal machine. Kudos to you sir.

  • @gamesbecauseyes9067
    @gamesbecauseyes9067 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    Cool!

  • @nicadi2005
    @nicadi2005 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    Why not just LDIR your way through this?

  • @nosville22
    @nosville22 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    this uh it doesn'tlook solvable

  • @mrmurpleqwerty4838
    @mrmurpleqwerty4838 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    ah yes, my favorite program maz ge e ation byt forev r (youtube why have you recommended me this?)

  • @byteforever7829
    @byteforever7829 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    It could go much faster when i rewrite without using the PrintAt and Print ROM routines.

    • @JosipRetroBits
      @JosipRetroBits āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

      Ok, so You calculate and print immediately, but if You build the maze in the "background" and then just print all at once, it could be even faster, nice :)

  • @JosipRetroBits
    @JosipRetroBits āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    Very nice and fast 😀

    • @byteforever7829
      @byteforever7829 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

      Thanks 😀

  • @briankumanchik2474
    @briankumanchik2474 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    Very impressive, I love programming for the ZX81/ts1000 - I made a Invader demo myself: th-cam.com/video/7zUm6NhBYuA/w-d-xo.html

  • @scottyc7220
    @scottyc7220 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    Thank you for posting, bought back some memories. I had one of those printers with my ZX81, I can remember the smell as it printed what was like a receipt.

  • @ncurtis1970
    @ncurtis1970 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    I know the blocky gfx dont help but each time the drop a line , couldnt you make the 'invaders' a little bit bigger, give it some tye of 3d perspective? Still great work. might have to get myself a ZX81 because of ur channel. inspired me to fire up my VIC20.

    • @byteforever7829
      @byteforever7829 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

      Probably make the game logic more complicated but would be doable😀

  • @Xperimenter
    @Xperimenter āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    I like how the pirates are so difficult to kill. The flying saucer could be a whale :)

  • @byteforever7829
    @byteforever7829 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    This ironically was easier to code than the arduino space invaders i did some time ago - even though its coded in assembly and not C the zx81 handles the display signal generation

    • @briankumanchik2474
      @briankumanchik2474 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

      I also found Z80 assembly easier than 6502 assembly

  • @JohnMDiLiberto
    @JohnMDiLiberto āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    Arrr, great work, matey!

  • @BengalEmpire767
    @BengalEmpire767 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    Cool. I think youve already made more software for the poor machine than anyone else has ðŸ˜Ē

    • @byteforever7829
      @byteforever7829 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

      Someone has to😀 it's a simple machine but can do a lot. It's still a z80 running at 3.25MHz, just has extremely basic video and no sound🙈

  • @whatamalike
    @whatamalike āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    You do have a flair for nice chunky graphics on the zx81

  • @DanielSmith-if2no
    @DanielSmith-if2no 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    I'm new to Commodore and you helped me learn a bit more about basic thanks 🙂

  • @chaeobods
    @chaeobods 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    This has been interesting. The closest I got to assembler was buying the Amiga Dev Kit way back in the day - it got zero use as I couldn't understand it. Beyond that it was just Purebasic on the PC, which is a pretty cool language. I've been on a retro binge for some time now, I'm 52 and started off on a Pong console thing, then to the Atari 2600 (I knew it as the VCS), C16, Spectrum 128K, Atari 800XL, C64, bunch of Amigas and a Megadrive. Never really got into the newer consoles. Good times though. Great memories. It is so beyond cool these things are still in use by others.

    • @byteforever7829
      @byteforever7829 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

      Glad to hear you're into retro computers. There's quite a lot these days for all the old systems whether it be new hardware(sd card readers etc) or software. Back when I was growing up, I never did any assembly programming - could only just manage a bit of C64 BASIC. It did ignite an interest at an early age, which I'm convinced has helped me in later education and beyond - I've been a C/C++ developer for 25years. It's only relatively recently I've got into this assembly programming. The zx81 is actually a great place to start as it's got a relatively simple display, straightforward memory model, and has the ubiquitous z80 CPU. Added to that the difference in speed between a zx81 BASIC program and assembly is more noticable than on any other home computer of that era. There's a massive amount of resources available to help out there - and expect it to crash, crash a lot - for me that's all part of the problem solving puzzle and i get a buzz out of that as much as the rare times it "just works first time" 😄

  • @AK-vx4dy
    @AK-vx4dy 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    ZX81 "0" and "1" strings look so "binary"

  • @byteforever7829
    @byteforever7829 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    Checkout itch.io (link in description) for the latest updates. In version 1.1 there's now 11 rooms (0 to 10) and the player can start anywhere in the room. The game .p file is now nearly 6Kb so could add a lot more rooms, I really need a room editor to create them quicker.

  • @idranardone4500
    @idranardone4500 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    This is uhh.. interesting

  • @Shnowz
    @Shnowz 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    Nice

  • @girofrank
    @girofrank 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    I could never get my head around this. Basic was easy and today I understand html but this, no, machine code no, even java script today, no

    • @byteforever7829
      @byteforever7829 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

      I struggle when i've not done any assembly for a while, and i'm a C++ programmer normally. Easy things in other programming laguages like "if x < 5 then..." are more complicated in assembly. I find i tend to try to change the logic around to make it easier to write or just experiment until it works and when i need that again, i'll copy/paste.

  • @EkafReN
    @EkafReN 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    ummm wata sigma

  • @JosipRetroBits
    @JosipRetroBits 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    Nice build :) Yap, somethimes stuff from ebay can have faults or issues... Cheers!

  • @whatamalike
    @whatamalike 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    That's shitloads better! The platforms only slight dissappear which for a zx81 is wizardry 😅

  • @ncurtis1970
    @ncurtis1970 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    is it basic or assembly, always found z80 easier than 6502?

    • @byteforever7829
      @byteforever7829 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

      Yes it's z80 assembly code, the link to the source code on github is in the description.

  • @ncurtis1970
    @ncurtis1970 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    im loving this, never owned any ZX computer, always a VIC20 man, It bring backs such nice memorys of programming with limited gfx and memory, KUDOS for these jump videos. keep them coming.

    • @byteforever7829
      @byteforever7829 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

      Thanks I'm really enjoying coding this, it's giving my brain a real workout. I like assembly programming on the zx81because it has a simple display layout.

  • @whatamalike
    @whatamalike 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    Impressive stuff. Ceetainly a million miles beyond what i can do. Is there no way on the zx81 to walk at the side of the platforms without them disappering though?

    • @byteforever7829
      @byteforever7829 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

      You have todo everything manually with the display. I'm working on something along drawSprite routine or'ing with existing background and instead of a "blankSprite" drawing over only the last frame of the player sprite

  • @alwaysgoingleft
    @alwaysgoingleft 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    Whoa.

  • @EGC316
    @EGC316 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    Thanks for clearing that up.

  • @disdroid
    @disdroid 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    Machine Code Sprites and Graphics was my favourite

  • @trumpet_boooi
    @trumpet_boooi 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    one day he jumped too high... and never came back down

  • @MSBenwastaken
    @MSBenwastaken 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    i can finally jump in the game called jump this is gaming at it's finest

  • @Olivier_le_Roy
    @Olivier_le_Roy 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    16514 I cannot forget this address...

  • @Xperimenter
    @Xperimenter 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    epic start!

  • @whatamalike
    @whatamalike 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    He's jumping for 🍚

  • @whatamalike
    @whatamalike 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    Tasty. Is this in 1k?

    • @byteforever7829
      @byteforever7829 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

      I think by the end it'll definitely be 16k. I'm hoping to have loads of rooms and large moving enemies to dodge. That's the plan anyway😀

  • @RichSzerman
    @RichSzerman 3 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    where can you get the SD card to work with this please? Any idea about the latest firmware?

    • @byteforever7829
      @byteforever7829 3 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

      There's a post here that tells you about the file browser www.sinclairzxworld.com/viewtopic.php?t=671 but you don't need the file browser just drop files on a fat32 formated sd card (probably is a size limit 16Gb bit not sure), you can then use the key shortcuts i think i nentioned or the standard load save etc

  • @hardyready2981
    @hardyready2981 4 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    Thanks for the video. ;-)

  • @georgeanderson7180
    @georgeanderson7180 4 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    Came from Ben heck’s video awesome to see.

  • @rafaelmmartinez9170
    @rafaelmmartinez9170 4 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    When I type it I'm gettin error in line 20, not sure why

    • @byteforever7829
      @byteforever7829 4 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

      Line 20 is reading the data so if you've got to few numbers in the DATA statements then you will get an error.

  • @The_Living_Room_Tapes
    @The_Living_Room_Tapes 4 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    Is there no assembler for the Z80? I had one around 1981 for the trs80 color computer. Never heard of using basic to poke an assembly language program.

    • @byteforever7829
      @byteforever7829 4 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

      Yes there's a few like zxas i've videos on those as well th-cam.com/video/t77zdXxKYCo/w-d-xo.htmlsi=01VVQL2JJJZlG099

    • @ncurtis1970
      @ncurtis1970 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

      alot of programmers used rem statements on the vic20 for short routines, must be a small memory thing.

    • @The_Living_Room_Tapes
      @The_Living_Room_Tapes 2 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

      @@ncurtis1970 that is old school AF, we really did have to walk uphill both ways back then

  • @mrdarbab
    @mrdarbab 4 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    I learned assembly language to fill the screen. no other way to do it. good stuff.

  • @SimonSeabridgeSnookerCoaching
    @SimonSeabridgeSnookerCoaching 5 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    Mind boggling. Could never get my head around it.

  • @dr.ignacioglez.9677
    @dr.ignacioglez.9677 5 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    I LOVE MY C64 âĪ

  • @syrus3k
    @syrus3k 5 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    This is so much more horrid than asm!

  • @K.F-R
    @K.F-R 6 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    That book changed my life. Thanks for sharing.

  • @welsh1lad
    @welsh1lad 6 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    Thing is we did use compilers , TRS80 ran the compiler , RS232 uploaded the code to spectrum. Later Especially for Atari / Amega 386/486 Pc where used with cross compilers. As even 16bit was slow at compiling. Rem Statements where really using in Magazines. And as a basic Learning key to Assembler. The Back of the Spectrum Horizon hand book was unique as it had the ascii to Sudo Assembler Language listed in its Index pages. 'ld a,8 ' ld hl,234 'etc so that you could have the 8bit decimal code. Spectrum Assemblers arrived as more RAM become available. But the preferd method outlined above was still sued by software houses.

  • @fredflintstone3787
    @fredflintstone3787 6 āļŦāļĨāļēāļĒāđ€āļ”āļ·āļ­āļ™āļāđˆāļ­āļ™

    Gosh that’s painful. The problem really is that back then the tool sets they could provide on the zx81 were limited. So although you assume they typed the rem statement in, they didn’t, they actually wrote it directly in assembler. Nobody actually used that translation set you see in the manual. Yes, as you show it is possible, although extremely painful to type in the character set representing the assembler instruction no programmer did that. If you see the link below, the guy writing this set of videos explains how back in 70’s and 80’s they built their own computers at Marconi Radar Systems In Chelmsford and coded the air traffic control systems for the UK in assembler. He’d be pleased I’m sure to think they had brains the size of planets but he explains how it was done and how to actually build a computer. He shows it being coded in assembler and then compiling that assembler code into machine code and then loading that into memory on the computer. Back then there was no computers no internet so you couldn’t google a solution and you had to build your own and work it out yourself. The Zilog chip was used by Marconi also, and in Rochester in Kent in the British Aerospace factory in the 80’s they used the zilog microprocessor to build a computer rather than the 8086 and that computer they build was coded for submarine hunting. Here the code for the Zilog was written not in Assembler but a high level language called Coral 66, this was then compiled into machine code and then loaded into memory of the Zilog computer they designed. On the zx81 it would have been coded in assembler and not done via the rem and character representation as that’s just too convoluted, and hard to do. As you show it can be done that way, but they just wanted to provide some mechanism using what was available on the zx81 at the time to show how this character representation could be used to create assembler, but in reality it was coded directly in assembler th-cam.com/video/tOkGg0UEm9w/w-d-xo.htmlsi=9PcEQ9frNw2-Mrew

    • @AK-vx4dy
      @AK-vx4dy 22 āļ§āļąāļ™āļ—āļĩāđˆāļœāđˆāļēāļ™āļĄāļē

      It was... most of the times and don't even bother to save first version to tape...