You should find it in /ResALL/Font96.FNT
I can see it in the MipsSource.7z on the website
Search found 479 matches
- Sun Jan 14, 2024 10:17 pm
- Forum: General Assembly Programming
- Topic: missing Font96.fnt?
- Replies: 1
- Views: 12626
- Sat Dec 09, 2023 9:04 am
- Forum: General Off topic
- Topic: Forth compiler for ZX
- Replies: 4
- Views: 38795
Re: Forth compiler for ZX
Moved to offtopic as this isn't about assembly.
- Fri Oct 06, 2023 11:10 pm
- Forum: Introductions
- Topic: ChibiAkumas game not running on MSX2+
- Replies: 1
- Views: 18291
Re: ChibiAkumas game not running on MSX2+
I can't see any reason it wouldn't work on that platform, it was tested on the WSX physical hardware
I can't remember if I tested it on physical hardware with the 9990, but I certainly tested that combo on an emulator.
Does it work without the V9990, can you try on another MSX2 system to check ...
I can't remember if I tested it on physical hardware with the 9990, but I certainly tested that combo on an emulator.
Does it work without the V9990, can you try on another MSX2 system to check ...
- Sat Sep 30, 2023 11:24 pm
- Forum: Introductions
- Topic: Hi retired Engineer from Japan
- Replies: 3
- Views: 31601
Re: Hi retired Engineer from Japan
Hello there! Thanks for signing up!
I'm very interested to hear you've used the FM7, and more specifically the FM77AV!
I never heard of either of these until the last few years, and While I've been able to find PDFs or print copies of old programming manuals on the FM7, I've not been able to find ...
I'm very interested to hear you've used the FM7, and more specifically the FM77AV!
I never heard of either of these until the last few years, and While I've been able to find PDFs or print copies of old programming manuals on the FM7, I've not been able to find ...
- Mon Sep 25, 2023 9:41 am
- Forum: X68000 Assembly Programming
- Topic: AkuSprite Editor now supports 'Morimoto Universe' SP files (Sprite bitmap data) and PAL files!!
- Replies: 1
- Views: 24289
Re: AkuSprite Editor now supports 'Morimoto Universe' SP files (Sprite bitmap data) and PAL files!!
Oh what the heck! I've also added a 'Palette rotation' option so you can switch the colors
By rotating 16 colors, you can switch to one of the alternate palettes... -16 will rotate backwards!
By rotating 16 colors, you can switch to one of the alternate palettes... -16 will rotate backwards!
- Mon Sep 25, 2023 8:55 am
- Forum: X68000 Assembly Programming
- Topic: AkuSprite Editor now supports 'Morimoto Universe' SP files (Sprite bitmap data) and PAL files!!
- Replies: 1
- Views: 24289
AkuSprite Editor now supports 'Morimoto Universe' SP files (Sprite bitmap data) and PAL files!!
At the request of a patreon, I've taken a look at adding 'SP file' support for files from 'Morimoto Universe' game 'Moon Lights 2' into AkuSprite Editor.
Fortunately this wasn't very hard, as the SP files are just raw 16x16 x68000 format 'raw sprite data'! (You can also use it to load the RAW ...
Fortunately this wasn't very hard, as the SP files are just raw 16x16 x68000 format 'raw sprite data'! (You can also use it to load the RAW ...
- Mon Aug 07, 2023 1:01 pm
- Forum: General Z80 Programming
- Topic: 2 things.
- Replies: 3
- Views: 18738
Re: 2 things.
Ok, before you try to do anything with disassembly / Game modding , you need to start from the basics and learn to program your own little projects in assembly. I don't mean a little bit, I mean you need to be very good at it.
I've been doing Z80 assembly for 7 years now and I would only consider ...
I've been doing Z80 assembly for 7 years now and I would only consider ...
- Thu Aug 03, 2023 11:18 pm
- Forum: General Z80 Programming
- Topic: 2 things.
- Replies: 3
- Views: 18738
Re: 2 things.
I have no idea what you mean 'do the assembly' in reference to that short byte sequence.
I dont think that sequence is code... 00 is a no-op, 90 would be sub b, 99 would be sbc c, and so on.
it looks more like bitmap data to me (lots of repetition of the same letters) , but it could be sound, text ...
I dont think that sequence is code... 00 is a no-op, 90 would be sub b, 99 would be sbc c, and so on.
it looks more like bitmap data to me (lots of repetition of the same letters) , but it could be sound, text ...
- Wed Jul 12, 2023 9:47 am
- Forum: ZX Spectrum Assembly Programming
- Topic: How to make a tile/grid based game?
- Replies: 3
- Views: 20823
Re: How to make a tile/grid based game?
The "Showtile" routine is in the included asm file "Z:\SrcALL\V1_SimpleTile.asm"
If you can't find things in a set of asm files it's worth using the "Find in Files" function of Notepad++ (Most other programmers editors have a similar function). With it you can search all ASM files in folders for a ...
If you can't find things in a set of asm files it's worth using the "Find in Files" function of Notepad++ (Most other programmers editors have a similar function). With it you can search all ASM files in folders for a ...
- Tue Jul 04, 2023 11:45 am
- Forum: ZX Spectrum Assembly Programming
- Topic: How to make a tile/grid based game?
- Replies: 3
- Views: 20823
Re: How to make a tile/grid based game?
Checkout Grime Z80.
https://www.chibiakumas.com/z80/grimez80.php
it used a 'tilemap' (bitmap 8x8 graphics), and is the simplest example of such that I have done.
The player could shoot and collide with the background, in a similar way to what you describe.
https://www.chibiakumas.com/z80/grimez80.php
it used a 'tilemap' (bitmap 8x8 graphics), and is the simplest example of such that I have done.
The player could shoot and collide with the background, in a similar way to what you describe.