Jet pac, Jet Set willy, Exolon. How did programmers manage to get the character so big? I can only manage small versions
if not BASIC, then how, outside of assembly?
how did zx spectryum programmers make those big character graphics in games?
how did zx spectryum programmers make those big character graphics in games?
In Heck, there are two options for perpetual torment:
Eat the Puckerberry and suffer for eternity:
drink nothing but a cocktail of The Last Dab and Mexican Cake blended and served with
habanero slices
![Twisted Evil :twisted:](./images/smilies/icon_twisted.gif)
Eat the Puckerberry and suffer for eternity:
drink nothing but a cocktail of The Last Dab and Mexican Cake blended and served with
habanero slices
![Twisted Evil :twisted:](./images/smilies/icon_twisted.gif)
Re: how did zx spectryum programmers make those big character graphics in games?
Outside assembly?
Define UDGs and use those to print, like SMURFS
https://www.spectrumcomputing.co.uk/ent ... m/Schlumpf
Define UDGs and use those to print, like SMURFS
https://www.spectrumcomputing.co.uk/ent ... m/Schlumpf
Re: how did zx spectryum programmers make those big character graphics in games?
dr beep wrote: ↑Thu Feb 22, 2024 9:09 pm Outside assembly?
Define UDGs and use those to print, like SMURFS
https://www.spectrumcomputing.co.uk/ent ... m/Schlumpf
or make your own characterset
Re: how did zx spectryum programmers make those big character graphics in games?
Xavier ...on the Facebook groupe : "Zx81 France"(fr)