ZX Forum #04
Magazine
This issue covers Description of the shell of an electronic book "ZX-FORUM 4, Head for the book "Design your Programs, Running a string of R-Type, clearing the screen of Zynaps, "minimize" the screen from Comando Tracer, smooth "decay" of the screen Sommando Tracer, changed the character set for the original stylized font from the game Rockstar, "running out the string" out of the game Rockstar, "pouring" the screen of the game Rockstar, and a complex multi-effects from the game Bubbler.
Issue contents:
- Help - Description of the shell of an electronic book "ZX-FORUM 4.
- Secrets of Successful Design - Head for the book "Design your Programs
- screen effects - Running a string of R-Type.
- screen effects - clearing the screen of Zynaps.
- screen effects - "minimize" the screen from Comando Tracer.
- screen effects - smooth "decay" of the screen Sommando Tracer.
- screen effects - changed the character set for the original stylized font from the game Rockstar.
- screen effects - "running out the string" out of the game Rockstar.
- screen effects - "pouring" the screen of the game Rockstar.
- screen effects - a complex multi-effects from the game Bubbler.
- New top 40 procedures - scrolling display, a fusion of two images, inverting screen, rotate characters, replacement of attributes, fill a closed loop, the calculation of addresses in the screen, copy of the screen, etc.
- Technology sprites - Part 1: Introduction.
- Technology sprites - Part 2: The hunt for sprites (search and pulling).
- Technology sprites - Part 3: Format of sprites.
- Technology sprites - Part 4: Format of sprites with a mask.
- Technology sprites - Part 5: Structure sprite blocks (both co-exist in memory sprite and mask, what data to help us quickly find the address of the sprite in memory, and much more.)
- Technology sprites - Part 6: preparation of data for publication.
- Technology sprites - Part 8: Printing sprites (coordinates are given in familiarity).
- Technology sprites - Part 9: Printing sprites (coordinates given in pixels).
- Technology sprites - Part 10: a review of programs to work with sprites and graphics.
- world of sound Spectrum - Chapter 1: The Physics of Sound.
- world of sound Spectrum - Chapter 2: Operator BEEP, Creating effects on BEEPe, Making Music on BEEPe.
- world of sound Spectrum - Chapter 3: How is the sound device (BEEP'ra and methods of sound production).
- world of sound Spectrum - Chapter 4: Programming sound in assembler.
- world of sound Spectrum - Chapter 4.1: Programming sound effects - Tone, Noise, Complexes effects.
- world of sound Spectrum - Chapter 4.2: Programming Sound Effects - Volume Control.
- world of sound Spectrum - chapter 4.3: Sound Effects - Management timbre.
- world of sound Spectrum - Chapter 4.4: Programming sound effects - music programming.
- world of sound Spectrum - Chapter 4.5: Programming sound effects - Polyphonic ringtones (polyphonic).
- world of sound Spectrum - chapter 4.6: Treatment of external signals - digitization.
- world of sound Spectrum - Chapter 4.7: Handling of external signals - Reverberation.
- world of sound Spectrum - chapter 4.8: Synthesis of speech.
- world of sound Spectrum - Chapter 4.9: audio playback interrupt.
- world of sound Spectrum - Chapter 5: The operator PLAY for music coprocessor AY- 3-8910 (AY-3-8912).
- world of sound Spectrum - Chapter 5.1: Creating effects operator PLAY.
- world of sound Spectrum - Chapter 5.2: Making Music on PLAYe.
- world of sound Spectrum - Chapter 6.1: Description of the coprocessor registers of the musical AY- 3-8910 (AY-3-8912).
- world of sound Spectrum - Chapter 6.2: Programming effects and music under the musical coprocessor AY- 3-8910 (AY-3-8912).
- world of sound Spectrum - Chapter 7: Software Review ZX-Spectrum to create sounds and music.
- world of sound Spectrum - chapter 7.1: Editor, Sound Effects SUPER SOUND.
- world of sound Spectrum - Chapter 7.2: Music Editor Wham the Music Box.
- world of sound Spectrum - Annex 1, 2: Listings sound effects SUPER SOUND'a, tips assembler.