Skip to content

Rendering Patterns

Sprites, scrolling, screen effects

26
Patterns
5
Platforms

Commodore 64

4 patterns

Sinclair ZX Spectrum

8 patterns
Sinclair ZX Spectrumintermediate

Attribute Clash

The Spectrum stores one ink-and-paper colour per 8×8 cell, so pixels and colour live on different grids — the source of colour clash. Understanding it, and the design craft that turns the constraint into the platform's look.

Sinclair ZX Spectrumbeginner

Attribute Writing

Write colours directly to attribute memory for fast, flicker-free graphics without touching pixel data.

Sinclair ZX Spectrumintermediate

Bitmap Addressing

Turn an (x, y) pixel into a Spectrum screen address — where consecutive lines are nowhere near each other in memory. The interleaved layout that every Spectrum drawing routine has to reckon with.

Sinclair ZX Spectrumbeginner

Character Printing

Print ASCII characters to the screen using the ROM character set. Direct display file access for fast text rendering.

Sinclair ZX Spectrumadvanced

Masked Sprites

The Spectrum has no hardware sprites, so a moving object is drawn by hand — AND a mask to punch a hole in the background, OR the image into it — with pre-shifted copies for pixel-accurate, fast movement.

Sinclair ZX Spectrumbeginner

Numeric Display

Convert a number (0-99) to two ASCII digits and print them. Essential for scores and counters.

Sinclair ZX Spectrumbeginner

Progress Bar (BASIC)

Horizontal progress bar with colour thresholds — blue through yellow, red, to white. Useful for health, temperature, or timers.

Sinclair ZX Spectrumbeginner

Seven-Segment Digits (BASIC)

Draw large seven-segment display digits using PLOT/DRAW. Cell-aligned with 1px outline. 10 DATA strings define all digits 0-9.

Nintendo Entertainment System

5 patterns

Commodore Amiga

7 patterns

Cross-Platform

2 patterns