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Coding Adventures with the ZX Spectrum
zxspectrumcoding.wordpress.com
My adventures and insights on game coding for the ZX Spectrum
- Posts
- 133 from 6 Dec 2017 to 13 Dec 2025
- Posting
- now and then (1 in the last year)
- Kind
- personal blog
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2025 7
- Handy Macros for usage in Z88dk or any C compiler
- Converting Bresenham to Assembler (pass 3)
- Converting Bresenham to Assembler (pass 2) Part 2
- Converting Bresenham to Assembler (pass 2) Part 1
- Converting Bresenham to Assembler (pass 1)
- Exploring the Bresenham Line routine
- A fast pixel routine for the ZX Spectrum
2022 5
- 128k Programming basics using Z88DK and the SCCZ80 compiler Lesson 13
- 128k Programming basics using Z88DK and the SCCZ80 compiler Lesson 12
- 128k Programming basics using Z88DK and the SCCZ80 compiler Lesson 11
- 128k Programming basics – Vortex Tracker part 2
- 128k Programming basics – Vortex Tracker part 1
2021 15
- 128k Programming basics using Z88DK and the SCCZ80 compiler Lesson 10 WYZ Tracker and Player
- 128k Programming basics using Z88DK and the SCCZ80 compiler Lesson 9
- 128k Programming basics using Z88DK and the SCCZ80 compiler Lesson 8
- Programming basics using Z88DK and the SCCZ80 compiler Lesson 7
- 128k Programming basics using Z88DK and the SCCZ80 compiler Lesson 6
- Disassemble Interrupt Mode on some popular ZX Spectrum 128k Games
- 128k Programming basics using Z88DK and the SCCZ80 compiler Lesson 5-1 : IM2 revisited and corrections
- 128k Programming basics using Z88DK and the SCCZ80 compiler Lesson 5
- 128k Programming basics using Z88DK and the SCCZ80 compiler Lesson 4
- 128k Programming basics using Z88DK and the SCCZ80 compiler Lesson 3
- 128k Programming basics using Z88DK and the SCCZ80 compiler Lesson 2 part 3
- 128k Programming basics using Z88DK and the SCCZ80 compiler Lesson 2 part 2
- 128k Programming basics using Z88DK and the SCCZ80 compiler lesson 2, part 1
- 128k Programming basics using Z88DK and the SCCZ80 compiler lesson 1
- 128k Programming basics using Z88DK and the SCCZ80 compiler – Introduction
2019 15
- Z88dk Bank Switching Part 6: Object files
- Z88dk Bank Switching– Notes for the ZX Next machine
- Z88dk Bank Switching Part 5: SECTIONS
- Z88dk Bank Switching Part 4: Data Compression
- Z88dk Bank Switching Part 3: Bank Switch Loader
- Z88dk Bank Switching Part 2: Basic loader
- Z88DK Bank Switching Part 1 : Overview
- Moving upwards to Z88dk 1.99b
- Correcting a small bug in Z88dk 1.99b
- Tweaking the bullet operation
- Rewriting the End Game
- Using an Alternate Sound Engine. Steve Turner’s sound engine.
- Sound effects in your game
- Integrating Phaser into Z88dk
- Integrating Tritone into Z88dk
2018 48
- Z88dk Memory Visualizer
- Integrating Squeeker into Z88dk
- Integrating Anteater into Z88dk
- Nanobeep Code
- Happy Thanksgiving
- Making music with 1Tracker
- Using Beepola to create a song using the Huby engine.
- Z88dk and Sound engines
- Making Music
- Finding musical inspiration
- High score entry
- Thank goodness for backups
- Insertion Sort
- High Scores, soaring even higher
- Wipe Screen Follow-up
- Wiping the Screen
- Fase and the tile color scheme
- Using the Keyboard
- Time to play variable cleanup
- Enemy movement, it’s not a bug, it’s a feature.
- Shooting yourself in the foot, dealing with Bullets
- Moving along, enemy movement using a route.
- Wavefront, beginning estimations
- Grassfire using a kernel approach – the code.
- A new concept for Grassfire.
- Wavefront Challange, many different ways to skin a cat.
- Off to catch a WaveFront, Using the Wavefront Algorithm to find a pathway.
- The problem with Taxicab, examining a different graphing technique.
- Taxicab Difference part 2, optimzations
- A different approach to enemy movement. Taxicab Difference
- Spastic fantastic, Enemy movement problems part 3
- Spastic fantastic, Enemy movement problems part 2
- Spastic fantastic, Enemy movement problems part 1
- Driving while Blind, Directional enemy steering
- Giving a Blind octopus 4 white canes, directional obstacle collision detection for enemies.
- Quick Explanation of my progress
- Running into a Tile, Tile based Collision
- Quick, think of a number between 1 and X. Random Numbers
- Optimizing memory part 3
- Optimizing memory part 2, let’s play Limbo
- Optimizing your Memory part 1
- I’ve got a problem and the problem is me – Debugging
- Grace Hopper
- Collision detection Revisited part 3 – Pythagoras was a gamer
- Collision detection Revisited part 2 – Bounding Box much faster
- Collision detection Revisited part 1
- Moving Along – Animating your character Sprite
- Changing your sprites
2017 43
- I’m feeling a movement part 4 – Hurry up and slow it down
- I’m feeling a movement part 3 – Artifical Stupidity
- I’m feeling a movement part 2 – Pretzel logic
- I’m feeling a movement part 1 – Exploratory Surgery
- Well, that’s not how everyone else does it.
- Mystery array solved
- Merry Christmas
- Moving the Main character placement to a function, or How Jimmy Buffet helps me program.
- A WordPress Blog you need to follow
- The I hate Hex conversion table
- Placing your main character
- Got stuck in a rut
- How to tell if you’ve stepped in something
- When one is not enough
- Testing charcter placement
- FASE Forum messages
- A little tester routine
- Roll Back time
- Post found in the Mojon Twins Forum
- Dixel Scrolling (2 pixel at a time scroll)
- Arrays and z88dk
- Quick setting Tiles
- Clarification from Antonio Villena
- Rearranging the Blog Post entries
- Changing the map size
- Quick edge test
- Resizing map quest
- Cleaning up a Leek (leak)
- My memory is taking a leak
- Functions and Pointers to clean out the main loop
- Exploritary support programs
- Further examination of the Fase.bat
- Looking at the settings for FASE
- Fowl Language ahead
- Redo, restart, relearn
- Wait…Wait…Stop.
- Playing around with the current game.
- “Missteak” discovered
- Installing and setting up FASE
- Inital Fase Setup
- Making a game with FASE
- Blog for my next game – title still not important
- New Blog