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Learning ASM and ZX Basic Compiler |
Posted by: oblo - 08-22-2011, 01:57 PM - Forum: Help & Support
- Replies (4)
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Hi all
I know it's a bit odd to ask this, because the compiler doesn't ask us to learn ASM but...
I'm starting to learn some ASM and besides read some books, I'm trying to get some examples from <!-- m --><a class="postlink" href="http://stu.pido.us/wiki/retrogames:index">http://stu.pido.us/wiki/retrogames:index</a><!-- m --> and <!-- m --><a class="postlink" href="http://members.fortunecity.com/jonathan6/egghead/id2.html">http://members.fortunecity.com/jonathan ... d/id2.html</a><!-- m -->, but every piece of code I try to compile between ASM and END ASM, end with a compiler error, for instance:
Code: ASM
ld a,2 ; upper screen
call 5633 ; open channel
loop ld de,string ; address of string
ld bc,eostr-string ; length of string to print
call 8252 ; print our string
jp loop ; repeat until screen is full
string defb '(your name) is cool'
eostr equ $
END ASM
...ends with "temp.bor:11: Error: illegal preprocessor character '$'. Compilation failed" And:
Code: ASM
; scroll izquierda
;
ld hl, 22527
ld c, 192
buc_2 ld b, 32
and a
buc_1 rl (hl)
dec hl
djnz buc_1
jr nc, noca_1
ld (var), hl
ld ix, (var)
set o, (ix+32)
noca_1 dec c
jr nz, buc_2
ret
;
; scroll derecha
;
ld hl, 16384
ld c, 192
buc_4 ld b, 32
and a
buc_3 rr (hl)
inc hl
djnz buc_3
jr nc, noca_2
ld (var), hl
ld ix, (var)
set 7, (ix-32)
noca_2 dec c
jr nz, buc_4
ret
var equ 23728
END ASM
...ends with "temp.bor:3: Error: Syntax error. Unexpected token 'LD' [LD]. Compilation failed"
Is there any consideration to use ASM code in the compiler, the code examples are wrong... or have I to use another compiler, like PASMO, to compile ASM?
Thanks in advance and cheers
EDIT: I've just found this post (<!-- l --><a class="postlink-local" href="http://www.boriel.com/forum/bug-reports/illegal-preprocessor-errors-on-some-files-solved-t603.html">bug-reports/illegal-preprocessor-errors-on-some-files-solved-t603.html</a><!-- l -->) but I can't manage to solve it
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Initialising an array of addresses |
Posted by: LTee - 08-10-2011, 11:25 AM - Forum: Help & Support
- Replies (2)
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I was trying to keep a list of memory addresses (pointing to tile data) in an array to use as a cheap lookup table. I tried to do something like this:
Code: 'data
Data:
asm
defb 0, 0, 191, 191, 191, 191, 191, 191, 0, 0, 253, 253, 253, 253, 253, 253
end asm
'array of addresses
dim tsAddress(TSMAXTILES) as uinteger => {@Data}
... which doesn't work, because @Data isn't a constant so I get an "Initializer expression is not constant" compiler error.
I could write and call a method which loads the array with the correct information on startup, but I just wanted to check that I wasn't missing an obvious trick which would allow me to avoid that? Thanks for any tips!
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Using Beepola with ZX BASIC |
Posted by: LTee - 08-09-2011, 09:09 AM - Forum: How-To & Tutorials
- Replies (15)
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Using Beepola to add tunes to your ZX BASIC projects is actually pretty easy. Beepola is able to export its players and songs as .TAP files, which you can then merge in with your own code and call from ZX BASIC using standard RANDOMIZE USR calls.
Here's a quick how-to:
1. Make your tune. I can't help much with this bit, but I've successfully managed to integrate the Music Box, Phaser1 and Special FX engines into ZX BASIC, so I surmise they will all work. You can download Beepola from here: http://freestuff.grok.co.uk/beepola/
2. Now you need to compile your tune so that it's useful from ZX BASIC. You do this by selecting 'Compile' from Beepola's 'Tools' menu, which pops up a window with some options. The most important thing here is to make sure you set the player and song to use an area of memory which won't interfere with your own program. I tend to set this high in memory (64000 and up), but bear in mind that each player uses a different amount of memory and you'll also need to leave room for your song data. Each player has a different set of options, but basically it's all up to you here - choose whatever's best for your tune and situation.
3. The easiest way to integrate the song and player is to choose to export from Beepola as a .TAP file. I usually choose the 'code block only' option because you're not going to need the BASIC loader. Once that's saved, you need to load your game AND the player into memory at the same time. It's actually pretty easy to automate all of this using batch files (or their equivalent if you're non-Windows), because .TAP files are remarkably easy to join together. During Dex development, I created a BASIC loader which loaded my game code and the music code and saved that as a .TAP file. Then I used a batch 'make' file like this to build and assemble the game into a single .TAP.
e.g. BASIC LOADER (saved as loader.tap)
Code: 10 CLEAR 29999: LOAD "" CODE: LOAD "" CODE: RANDOMIZE USR 30000
e.g. BATCH FILE (saved as make.bat)
Code: "\program files\zxbasic\zxb.py" dex.bas --output=dexgame.tap --org=30000 -t -Z
copy /b loader.tap + dexgame.tap + DexJingle.tap Dex.tap
The first line of the batch file compiles the game. Once done, the 'copy' command takes the loader, game code and tune and merges them all together into one large .TAP file (called Dex.tap) that I can just double-click and run. Don't forget the /b switch on the copy operation, otherwise the files will be copied as text rather than binary and probably won't work.
4. If your game is to have multiple tunes, you only need to have one copy of the player - you don't need a separate copy of the player for each tune. Each Beepola engine has a couple of POKEable memory addresses near the start of the player code which points to the tune to be played. If you make more than one tune, export those from Beepola as 'song data only' .TAP files. Make sure that you choose the same settings as for your main tune and that you place the song data at a memory location that is away from both your game code AND the first tune's code.
5. During all of these steps, remember to keep track of the memory addresses that you have compiled the music data to. This is rather important as without the addresses you won't know what to call from your game. Including the address in your filenames as a reminder might be a good idea! 
6. Once you have everything ready to go, all that's left to do is to call the player from within your own ZX BASIC code. This is actually very simple - just a standard RANDOMIZE USR xxxxx call (where xxxxx is the address you compiled the player to) will do the trick. However, if you're making this call from within a ZX BASIC sub or function block, be aware that you need to preserve the IX register or the Spectrum is likely to crash - more details on this below. If you wish to play one of the 'extra' tunes described in point 4, you'll first need to POKE the relevant memory addresses with the location of the new song data - Beepola's documentation will tell you how to calculate what these addresses are for each individual engine.
7. This all sounds a bit complicated, but it really isn't. It's probably easier to show in an example, so I'll show you how I created my music playing subroutine for Dex. See the code fragment below:
Code: 'some constants
const TUNESON as UBYTE = 1
const TUNEPLAYERADDR as UINTEGER = 64000
const TUNE1 as UINTEGER = 64798
const TUNE2 as UINTEGER = 64850
const TUNE3 as UINTEGER = 64900
const TUNEMAIN as UBYTE = 1
const TUNELEVELSTART as UBYTE = 2
const TUNELEVELEND as UBYTE = 3
const TUNEGAMEOVER as UBYTE = 4
'plays a piece of music
SUB playMusic(tune as UBYTE)
DIM SongAddr as UINTEGER = 0
'select the correct tune
if tune = TUNEMAIN then
SongAddr = TUNE3
elseif tune = TUNELEVELSTART then
SongAddr = TUNE1
elseif tune = TUNELEVELEND then
SongAddr = TUNE3
elseif tune = TUNEGAMEOVER then
SongAddr = TUNE2
end if
'call the music player
if TUNESON = 1 and SongAddr > 0 then
'poke the values for the tune start
poke TUNEPLAYERADDR + 1, SongAddr - 256 * INT(SongAddr / 256)
poke TUNEPLAYERADDR + 2, INT(SongAddr / 256)
'and play the tune (remember to preserve IX register or it'll crash)
asm
push ix
end asm
randomize usr TUNEPLAYERADDR
asm
pop ix
end asm
end if
END SUB
This routine is basically all of the stuff I described above squashed into a single sub. The main music player was compiled and loaded to 64000, which I've put into a constant. The three tunes I use also have their memory locations described by constants. To play a tune, I call 'playMusic(TUNEMAIN)' (or whatever) and the SUB does all the rest.
You'll see that the address of the tune is determined by the constant I pass - this address is then POKEd into the player engine as described in Beepola's docs. Because we're calling from a SUB, the IX register needs to be preserved - this is easily done with a simple 'push ix' in an ASM block. Once we've done that, it's safe to call the player with 'RANDOMIZE USR'. Once the player returns control to us, we 'pop' the value of IX to allow us to return safely from the subroutine.
Job done!
I hope this is clear, it seems a lot more complicated to write down than it is in my head. If anyone has further questions, please feel free to ask!
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IndexError: list index out of range (*solved*) |
Posted by: oblo - 08-05-2011, 10:34 PM - Forum: Bug Reports
- Replies (6)
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Hi all
I'm trying to compile a piece of code but I get the following output:
zxb.exe my_program.bor --org=27000 --heap-size=1024 -t -B -
Traceback (most recent call last):
File "zxb.py", line 312, in <module>
File "zxb.py", line 246, in main
File "zxbtrad.pyc", line 316, in traverse
File "zxbtrad.pyc", line 1035, in traverse
File "zxbtrad.pyc", line 316, in traverse
File "zxbtrad.pyc", line 1040, in traverse
File "zxbtrad.pyc", line 316, in traverse
File "zxbtrad.pyc", line 1035, in traverse
File "zxbtrad.pyc", line 316, in traverse
File "zxbtrad.pyc", line 1035, in traverse
File "zxbtrad.pyc", line 316, in traverse
File "zxbtrad.pyc", line 1035, in traverse
IndexError: list index out of range
What does it means? I'm using 1.2.8s715 version
Cheers
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New beta release 1.2.8s706 |
Posted by: boriel - 07-20-2011, 10:49 PM - Forum: Bug Reports
- Replies (4)
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Okay, a new beta release with an *important* fixes :!:
- ! Some operations with arrays leaded to corruption and program crash. Fixed. (thks. to Darkstar)
- ! Fixed a print bug discovered by Compiuter (thks). This also simplifies PRINT routines (shorted and slightly faster).
- ! Block comments (multiline comments) might crash the compiler and were being incorrectly parsed. Fixed.
- + Little assembler optimization under some circumstances.
You can download (as always) from <!-- m --><a class="postlink" href="http://www.boriel.com/files/zxb">http://www.boriel.com/files/zxb</a><!-- m -->
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Chessboard Attack + Source code |
Posted by: LCD - 07-17-2011, 07:48 PM - Forum: Gallery
- Replies (3)
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"Chessboard Attack" is finally out. You can download it from my website or WOS now.
![[Image: cba_shot.png]](http://members.inode.at/838331/zx/cba_shot.png)
<!-- m --><a class="postlink" href="http://www.worldofspectrum.org/infoseekid.cgi?id=0026121">http://www.worldofspectrum.org/infoseek ... id=0026121</a><!-- m -->
If someone want to peek at the code:
(Please note, song was linked externaly, so it os not included here)
Code: ' Chessboard Attack (c) 2011 By LCD, written using BorIDE, Retro-X and ZXBC
' Based on my "Blind King" unfinished game
dim x,y,x1,y1,col,a,scan,posx,posy,xpos,ypos,white,black,px,py,orgx,orgy,won,sets as ubyte
dim counter,figures,lives,oldtime,maxtime,multiplier as integer
dim key$ as string
dim scr,adr,score,actual as uinteger
function Lset(strg$ as string,fill$ as string,length as Ubyte) as string
while len(strg$)<length
strg$=fill$+strg$
wend
return strg$
end function
FUNCTION attrAddress(x as uByte, y as uByte) as uInteger
';; This function returns the memory address of the Character Position
';; x,y in the attribute screen memory.
';; Adapted from code by Jonathan Cauldwell - Adapted for ZX BASiC by Britlion from Na_TH_AN's fourspriter
asm
ld a,(IX+7) ;ypos
rrca
rrca
rrca ;' Multiply by 32
ld l,a ;' Pass to L
and 3 ;' Mask with 00000011
add a,88 ;' 88 * 256 = 22528 - start of attributes.
ld h,a ;' Put it in the High Byte
ld a,l ;' We get y value *32
and 224 ;' Mask with 11100000
ld l,a ;' Put it in L
ld a,(IX+5) ;' xpos
add a,l ;' Add it to the Low byte
ld l,a ;' Put it back in L, and we're done. HL=Address.
end asm
y=y
x=x
END FUNCTION
FUNCTION scrAddress(x as uByte, y as uByte) as Uinteger
asm
;' This fn returns the address into HL of the screen address
;' x,y in character grid notation.
;' Original code was extracted by BloodBaz - Adapted for ZX BASiC by Britlion from Na_TH_AN's fourspriter
; x Arrives in A, y is in stack.
and 31
ld l,a
ld a,(IX+7) ; Y value
ld d,a
and 24
add a,64
ld h,a
ld a,d
and 7
rrca
rrca
rrca
or l
ld l,a
end asm
y=y:x=x
END FUNCTION
sub putblock(x as Ubyte,y as ubyte,wid as ubyte,hgt as ubyte,adr as Uinteger)
dim scr,attribute as Uinteger
dim y1 as Ubyte
dim a as Ubyte
poke uinteger @putblock1+7,wid
poke uinteger @putblock2+7,wid
for y1=0 to hgt-1
scr=scrAddress(x,y+y1)
for a=0 to 7
poke uinteger @putblock1+1,adr
poke uinteger @putblock1+4,scr
putblock1:
asm
ld hl,1
ld de,2
ld bc,3
ldir
end asm
adr=adr+wid
scr=scr+256
next a
next y1
attribute=attrAddress(x,y)
for y1=0 to hgt-1
poke uinteger @putblock2+1,adr
poke uinteger @putblock2+4,attribute
adr=adr+wid
attribute=attribute+32
putblock2:
asm
ld hl,4
ld de,5
ld bc,6
ldir
end asm
next y1
End sub
function ScanField(x as integer,y as integer,mask as ubyte) as ubyte
dim result as ubyte
dim adr as uinteger
if x>=0 and x<8 and y>=0 and y<8 then
adr=@chessboard+(y*8)+x
result=peek adr&mask
end if
return result
end function
sub SetField(x as uinteger,y as uinteger,fig as ubyte)
dim adr as uinteger
adr=@chessboard+(y<<3)+x
poke adr,(peek adr)|fig
end sub
sub PutField(x as uinteger,y as uinteger,fig as ubyte) 'Not BORedwith figure
poke @chessboard+x+(y<<3),fig
end sub
function ScanDiagonal(x as integer,y as integer) as ubyte
'This scans diagonal fields from x,y until figure or end of field for queen or bishop
dim dist,f1,f2,f3,f4,d as Integer
dim hidden,result as ubyte
dist=1:f1=0:hidden=0:result=0
while dist<8 and hidden=0
d=ScanField(x-dist,y-dist,7)
if d=0 then
dist=dist+1
elseif d=5 then
f1=16:hidden=1
elseif d=4 then
f1=8:hidden=1
else
hidden=1
end If
wend
result=result bor f1
dist=1:f2=0:hidden=0
while dist<8 and hidden=0
d=ScanField(x+dist,y+dist,7)
if d=0 then
dist=dist+1
elseif d=5 then
f2=16:hidden=1
elseif d=4 then
f2=8:hidden=1
else
hidden=1
end If
wend
result=result bor f2
dist=1:f3=0:hidden=0
while dist<8 and hidden=0
d=ScanField(x+dist,y-dist,7)
if d=0 then
dist=dist+1
elseif d=5 then
f3=16:hidden=1
elseif d=4 then
f3=8:hidden=1
else
hidden=1
end If
wend
result=result bor f3
dist=1:f4=0:hidden=0
while dist<8 and hidden=0
d=ScanField(x-dist,y+dist,7)
if d=0 then
dist=dist+1
elseif d=5 then
f4=16:hidden=1
elseif d=4 then
f4=8:hidden=1
else
hidden=1
end If
wend
result=result bor f4
return result
end Function
function ScanStraight(x as integer,y as integer) as ubyte
'This scans straight fields until figure or end of field for queen or rook
dim dist,f1,f2,f3,f4,d as integer
dim hidden,result as ubyte
dist=1:f1=0:hidden=0:result=0
while dist<8 and hidden=0
d=ScanField(x-dist,y,7)
if d=0 then
dist=dist+1
elseif d=5 then
f1=16:hidden=1
elseif d=2 then
f1=2:hidden=1
else
hidden=1
end If
wend
result=result bor f1
dist=1:f2=0:hidden=0
while dist<8 and hidden=0
d=ScanField(x+dist,y,7)
if d=0 then
dist=dist+1
elseif d=5 then
f2=16:hidden=1
elseif d=2 then
f2=2:hidden=1
else
hidden=1
end If
wend
result=result bor f2
dist=1:f3=0:hidden=0
while dist<8 and hidden=0
d=ScanField(x,y-dist,7)
if d=0 then
dist=dist+1
elseif d=5 then
f3=16:hidden=1
elseif d=2 then
f3=2:hidden=1
else
hidden=1
end If
wend
result=result bor f3
dist=1:f4=0:hidden=0
while dist<8 and hidden=0
d=ScanField(x,y+dist,7)
if d=0 then
dist=dist+1
elseif d=5 then
f4=16:hidden=1
elseif d=2 then
f4=2:hidden=1
else
hidden=1
end If
wend
result=result bor f4
return result
end Function
function ScanNear(x as ubyte,y as ubyte) as ubyte
'This scans next fields of x,y until figure for king or pawn
dim result as ubyte
if ScanField(x-1,y-1,7)=1 or ScanField(x+1,y-1,7)=1 then result=1:end if
if ScanField(x-1,y-1,7)=6 or ScanField(x,y-1,7)=6 or ScanField(x+1,y-1,7)=6 or ScanField(x-1,y,7)=6 or ScanField(x+1,y,7)=6 or ScanField(x-1,y+1,7)=6 or ScanField(x,y+1,7)=6 or ScanField(x+1,y+1,7)=6 then result=result bor 32:end if
return result
end Function
function ScanKnight(x as ubyte,y as ubyte) as ubyte
'This scans field x,y if attacked by knight
dim result as ubyte
if ScanField(x-1,y-2,7)=3 or ScanField(x+1,y-2,7)=3 or ScanField(x-1,y+2,7)=3 or ScanField(x+1,y+2,7)=3 or ScanField(x-2,y-1,7)=3 or ScanField(x+2,y-1,7)=3 or ScanField(x-2,y+1,7)=3 or ScanField(x+2,y+1,7)=3 then result=4:end if
return result
end Function
function ScanFields(x as ubyte,y as ubyte) as ubyte
dim scan,fig1,fig2,fig3,fig4,fig5,fig6 as ubyte
scan=ScanNear(x,y)
fig1=scan band 1
fig6=scan band 32
scan=ScanKnight(x,y)
fig3=scan band 4
scan=ScanStraight(x,y)|ScanDiagonal(x,y)
fig2=scan band 2
fig4=scan band 8
fig5=scan band 16
if fig1 then print at 2,25;"\APawn";:else print at 2,25;" ";:end If
if fig2 then print at 3,25;"\BRook";:else print at 3,25;" ";:end If
if fig3 then print at 4,25;"\CKnight";:else print at 4,25;" ";:end If
if fig4 then print at 5,25;"\DBishop";:else print at 5,25;" ";:end If
if fig5 then print at 6,25;"\EQueen";:else print at 6,25;" ";:end If
if fig6 then print at 7,25;"\FKing";:else print at 7,25;" ";:end If
end Function
sub ScoreBoard()
print at 0,24;"\{p1}\{b1}\{i7}Attacked";
print at 8,24;"\{p2}\{i7}\{b1}Pieces: ";
print at 11,24;"\{p4}\{i7}\{b1} Lifes: ";
print at 14,24;"\{p6}\{i0}\{b1} Time: ";
print at 17,24;"\{p3}\{i7}\{b1} Score: ";
end sub
sub waitnokey()
while inkey$<>""
wend
end sub
sub DisplaySinglePiece(x as ubyte,y as ubyte)
dim scan,a,x1,y1,white,black as ubyte
scan=ScanField(x,y,255)
a=scan band 7
x1=x*3
y1=y*3
white=scan band 32
black=scan band 64
if scan band 128 then putblock(x1,y1,3,3,@HiddenGFX)
elseif a=1 and white then putblock(x1,y1,3,3,@PawnGFX1)
elseif a=1 and black then putblock(x1,y1,3,3,@PawnGFX2)
elseif a=2 and white then putblock(x1,y1,3,3,@TowerGFX1)
elseif a=2 and black then putblock(x1,y1,3,3,@TowerGFX2)
elseif a=3 and white then putblock(x1,y1,3,3,@KnightGFX1)
elseif a=3 and black then putblock(x1,y1,3,3,@KnightGFX2)
elseif a=4 and white then putblock(x1,y1,3,3,@LaeuferGFX1)
elseif a=4 and black then putblock(x1,y1,3,3,@LaeuferGFX2)
elseif a=5 and white then putblock(x1,y1,3,3,@QueenGFX1)
elseif a=5 and black then putblock(x1,y1,3,3,@QueenGFX2)
elseif a=6 and white then putblock(x1,y1,3,3,@KingGFX1)
elseif a=6 and black then putblock(x1,y1,3,3,@KingGFX2)
end if
end sub
sub ShowPieces()
dim x,y as ubyte
for y=0 to 7
for x=0 to 7
DisplaySinglePiece(x,y)
next x
next y
end sub
sub AttrSquare(x as ubyte,y as ubyte,col as ubyte)
dim adr as uinteger
adr=attrAddress(x*3,y*3)
poke adr,col:poke adr+1,col:poke adr+2,col
poke adr+32,col:poke adr+33,col:poke adr+34,col
poke adr+64,col:poke adr+65,col:poke adr+66,col
end sub
sub StoreAttr(x as ubyte,y as ubyte)
dim adr,adr1 as uinteger
adr=attrAddress(x*3,y*3)
adr1=@Attrbuffer
poke adr1,peek adr:poke uinteger adr1+1,peek (uinteger,adr+1)
poke adr1+3,peek (adr+32):poke uinteger adr1+4,peek (uinteger,adr+33)
poke adr1+6,peek (adr+64):poke uinteger adr1+7,peek (uinteger,adr+65)
end sub
sub RestoreAttr(x as ubyte,y as ubyte)
dim adr,adr1 as uinteger
adr=@Attrbuffer
adr1=attrAddress(x*3,y*3)
poke adr1,peek adr:poke uinteger adr1+1,peek (uinteger,adr+1)
poke adr1+32,peek (adr+3):poke uinteger adr1+33,peek (uinteger,adr+4)
poke adr1+64,peek (adr+6):poke uinteger adr1+65,peek (uinteger,adr+7)
end sub
sub EmptyField(x as ubyte,y as ubyte)
dim scan as ubyte
dim adr as uinteger
scan=ScanField(x,y,127)
if scan & 32 then adr=@EmptyGFX1
elseif scan & 64 then adr=@EmptyGFX2
end if
putblock(x*3,y*3,3,3,adr)
PutField(x,y,ScanField(x,y,scan))
end sub
function Clock(tim as uinteger) as String
dim mins,sec,secs as uinteger
dim s$,m$,f$ as String
secs=int(tim/50)
if secs<16 then
f$="\{f1}"
Else
f$="\{f0}"
end if
mins=int(secs/60)
sec=secs mod 60
m$=str(mins)
if len(m$)=1 then
m$="0"+m$
end if
s$=str(sec)
if len(s$)=1 then
s$="0"+s$
end if
return f$+m$+":"+s$
'return str(int(tim/50))+" "
end function
function timer(limit as uinteger) as uinteger
dim time1 as uinteger
time=limit-peek(uinteger,23672)
time1=int(time/50)
if time1<>int(oldtime/50) then
print ink 7;at 15,25;Clock(time)
end if
oldtime=time
return time1
end Function
sub SetFigures(counter as byte,figure as ubyte)
while counter>0
x=int(rnd*7.9999):y=int(rnd*6.9999)
if ScanField(x,y,7)=0 then
SetField(x,y,figure):counter=counter-1
end If
end while
end sub
sets=1
' randomize usr 24576 'Init Sound (not included in this source code)
' randomize usr 33026 'Start interrupts (not included in this source code)
beginn:
' Copy reseted board to board work-buffer
for a=0 to 63
poke @chessboard+a,peek (@chessboard1+a)
next a
'Init screen, prepare fonts and UDG
paper 0:ink 6:bright 1:flash 0:border 0:cls
Dim font (767) As uByte => { _
0,0, 0, 0, 0, 0, 0, 0, 0, _
16, 16, 16, 16, 16, 0, 16, 0, _
40, 40, 40, 0, 0, 0, 0, 0, _
40, 40,254, 40,254, 40, 40, 0, _
16,124,144,124, 18,252, 16, 0, _
66,164, 72, 16, 36, 74,132, 0, _
32, 80, 32, 82,148,136,118, 0, _
32, 64, 0, 0, 0, 0, 0, 0, _
8, 16, 32, 32, 32, 16, 8, 0, _
32, 16, 8, 8, 8, 16, 32, 0, _
16, 84, 56,254, 56, 84, 16, 0, _
16, 16, 16,254, 16, 16, 16, 0, _
0, 0, 0, 0, 32, 32, 64, 0, _
0, 0, 0,254, 0, 0, 0, 0, _
0, 0, 0, 0, 0, 96, 96, 0, _
2, 4, 8, 16, 32, 64,128, 0, _
124,134,138,146,162,194,124, 0, _
16, 16,112, 16, 16, 16,124, 0, _
124,130, 2,124,128,130,254, 0, _
124,130, 2, 60, 2,130,124, 0, _
8, 24, 40, 72,136,254, 8, 0, _
254,128,128,252, 2,130,124, 0, _
124,130,128,252,130,130,124, 0, _
254,130, 2, 4, 8, 16, 16, 0, _
124,130,130,124,130,130,124, 0, _
124,130,130,126, 2,130,124, 0, _
0, 32, 32, 0, 0, 32, 32, 0, _
0, 32, 32, 0, 32, 32, 64, 0, _
12, 16, 32, 64, 32, 16, 12, 0, _
0, 0,254, 0,254, 0, 0, 0, _
96, 16, 8, 4, 8, 16, 96, 0, _
124,130, 4, 8, 16, 0, 16, 0, _
124,130,154,170,158,128,124, 0, _
56, 68,130,254,130,130,130, 0, _
252, 34, 34, 60, 34, 34,252, 0, _
60, 66,128,128,128, 66, 60, 0, _
248, 36, 34, 34, 34, 36,248, 0, _
254, 34, 40, 56, 40, 34,254, 0, _
254, 34, 40, 56, 40, 32,112, 0, _
60, 66,128,128,142, 66, 60, 0, _
238, 68, 68,124, 68, 68,238, 0, _
254, 16, 16, 16, 16, 16,254, 0, _
14, 4, 4, 4,132,132,120, 0, _
238, 68, 72,112, 72, 68,238, 0, _
112, 32, 32, 32, 32, 34,254, 0, _
198,108, 84, 84, 84, 68,238, 0, _
238, 68,100, 84, 76, 68,238, 0, _
56, 68,130,130,130, 68, 56, 0, _
252, 34, 34, 60, 32, 32,112, 0, _
56, 68,130,146,138, 68, 58, 0, _
252, 34, 34, 60, 40, 36,114, 0, _
124,130,128,124, 2,130,124, 0, _
254,146, 16, 16, 16, 16, 56, 0, _
238, 68, 68, 68, 68, 68, 56, 0, _
238, 68, 68, 68, 68, 40, 16, 0, _
238, 68, 68, 84, 84, 84, 40, 0, _
238, 68, 40, 16, 40, 68,238, 0, _
238, 68, 40, 16, 16, 16, 56, 0, _
254,132, 8, 16, 32, 66,254, 0, _
56, 32, 32, 32, 32, 32, 56, 0, _
128, 64, 32, 16, 8, 4, 2, 0, _
56, 8, 8, 8, 8, 8, 56, 0, _
16, 56, 84,146, 16, 16, 16, 0, _
0, 0, 0, 0, 0, 0,255, 0, _
28, 34, 32,120, 32, 34,254, 0, _
0,112, 8,120,136,136,124, 0, _
224, 64, 64,120, 68, 68,248, 0, _
0, 56, 68,128,128, 68, 56, 0, _
28, 8, 8,120,136,136,124, 0, _
0,120,132,132,248,128,124, 0, _
24, 32, 32,112, 32, 32,112, 0, _
0,120,132,132,124, 4,120, 0, _
224, 64, 64,120, 68, 68,238, 0, _
0, 16, 0, 48, 16, 16,124, 0, _
8, 0, 24, 8, 8, 72, 48, 0, _
224, 72, 80, 96, 80, 72,228, 0, _
64, 64, 64, 64, 64, 72, 48, 0, _
0,104, 84, 84, 84, 68,238, 0, _
0,120, 68, 68, 68, 68,238, 0, _
0, 48, 72,132,132, 72, 48, 0, _
0,248, 68, 68,120, 64,224, 0, _
0,124,136,136,120, 8, 28, 0, _
0,248, 68, 68, 64, 64,224, 0, _
0,120,128,120, 4,132,120, 0, _
192, 64,112, 64, 68, 68, 56, 0, _
0,238, 68, 68, 68, 68, 56, 0, _
0,238, 68, 68, 68, 40, 16, 0, _
0,238, 68, 84, 84, 84, 40, 0, _
0,204, 72, 48, 48, 72,204, 0, _
0,238, 68, 68, 60, 4,120, 0, _
0,252,136, 16, 32, 68,252, 0, _
60, 32, 32,192, 32, 32, 60, 0, _
16, 16, 16, 16, 16, 16, 16, 0, _
240, 16, 16, 12, 16, 16,240, 0, _
136, 84, 34, 0, 0, 0, 0, 60, _
66,153,161,161,153, 66, 60 _
}
Poke uInteger 23606, (@font (0)) - 256 'Pointer to Font
Poke uInteger 23675,@UDGs 'Pointer to UDG
print at 0,0;"\{i7}\{p1}\{b1} Chessboard Attack 2011 by LCD ";
print at 2,1;"Software used:";
print at 3,2;"*) ZX BASIC Compiler (Boriel)";
print at 4,2;"*) Retro-X";
print at 5,2;"*) BorIDE";
print at 6,2;"*) ZX Spin Emulator";
print at 9,1;"Setup:";
print at 10,1;"[1] 2-Minutes game (profi)";
print at 11,1;"[2] 5-Minutes game (normal)";
print at 12,1;"[3] 10-Minutes game (easy)";
print at 13,1;"[D] Double chess pieces";
print at 15,1;"Use keys: Q,A,O,P,M/Space & H";
print at 16,1;"or Sinclair Joystick";
print at 18,1;"Written for Scene+ Disczine";
print at 19,1;"Code&GFX by Leszek Chmielewski"
print at 20,1;"Music by Kriss"
print at 22,1;"Press S to Start the game";
a=0
waitnokey()
'Set Maximal time until game over, in frames
maxtime=30050
multiplier=1 'Bonus Multiplicator
print at 12,2;"\{f1}3"
if sets=1 then
print at 13,2;"\{f0}D";
Else
print at 13,2;"\{f1}D";
end If
while a=0
key$=inkey$
if key$="3" then maxtime=30050:multiplier=1:print at 10,2;"\{f0}1";at 11,2;"\{f0}2";at 12,2;"\{f1}3";:end If
if key$="2" then maxtime=15050:multiplier=2:print at 10,2;"\{f0}1";at 11,2;"\{f1}2";at 12,2;"\{f0}3";:end If
if key$="1" then maxtime=6050:multiplier=5:print at 10,2;"\{f1}1";at 11,2;"\{f0}2";at 12,2;"\{f0}3";:end If
if key$="s" then a=1:end if
if key$="d" and sets=1 then
sets=2
print at 13,2;"\{f1}D";
waitnokey()
elseif key$="d" and sets=2 then
sets=1
print at 13,2;"\{f0}D";
waitnokey()
end If
wend
'Set random seed and reset timer
randomize
cls
score=0
poke Uinteger 23672,0 'Reset the Seed system variable
ScoreBoard()
'Setup pieces on field
SetFigures(8*sets,1) 'Pawn
SetFigures(2*sets,2) 'Rook
SetFigures(2*sets,3) 'Knight
SetFigures(2*sets,4) 'Bishop
SetFigures(1*sets,5) 'Queen
SetFigures(1*sets,6) 'King
'Set variables
figures=16*sets 'figures to find
lives=5 'how often you can point an unoccupied field
won=0 'Win-condition flag
ShowPieces() 'Display the pieces
posx=7:posy=7 'Position of my king piece
ScanFields(posx,posy) 'Scan which pieces are in attacking position
print at 12,26;lives;" ";
print at 9,25;figures;" ";
print at 18,25;"\{p0}\{i2}\{b1}000000";
Mainloop:
x1=posx*3+1:y1=posy*3+1
gosub DisplayMyKing
KeyLoop:
'Check controls keys and move my king around
key$=inkey$
if (key$="o" or key$="6") and posx>0 then EmptyField(posx,posy):posx=posx-1:goto move:end if
if (key$="p" or key$="7") and posx<7 then EmptyField(posx,posy):posx=posx+1:goto move:end if
if (key$="q" or key$="9") and posy>0 then EmptyField(posx,posy):posy=posy-1:goto move:end if
if (key$="a" or key$="8") and posy<7 then EmptyField(posx,posy):posy=posy+1:goto move:end if
'Check for fire key
if key$=" " or key$="m" or key$="0" then waitnokey():gosub search:waitnokey():end if
if key$="h" then gosub hold:end if
'If moved into the field occupied by another chess piece, it is game over. All lifes are lost and display where the figures are
if ScanField(posx,posy,7) or lives=0 then
goto PlayerLoss
end if
if won then
goto PlayerWins
end If
gosub Checktime
goto KeyLoop
End
move:
ScanFields(posx,posy):gosub DisplayMyKing:waitnokey():goto Mainloop
move1:
StoreAttr(px,py):AttrSquare(px,py,24):waitnokey():return
search:
'Cursor movement
px=posx
py=posy
orgx=px
orgy=py
StoreAttr(px,py)
AttrSquare(px,py,24)
do
key$=inkey$
if (key$="o" or key$="6") and px>0 then RestoreAttr(px,py):px=px-1:gosub move1:end If
if (key$="p" or key$="7") and px<7 then RestoreAttr(px,py):px=px+1:gosub move1:end If
if (key$="q" or key$="9") and py>0 then RestoreAttr(px,py):py=py-1:gosub move1:end If
if (key$="a" or key$="8") and py<7 then RestoreAttr(px,py):py=py+1:gosub move1:end If
if key$="h" then gosub hold:end if
gosub Checktime
loop until key$=" " or key$="m" or key$="0"
RestoreAttr(px,py)
scan=ScanField(px,py,255)
if (px=orgx and py=orgy) or (scan band 128)=0 then
goto searchEnd
end if
if (scan band 15)=0 then
EmptyField(px,py)
lives=lives-1
print at 12,26;lives;" ";
else
PutField(px,py,scan band 127)
DisplaySinglePiece(px,py)
for a=0 to 15 'Flashing square
AttrSquare(px,py,23)
pause 2
AttrSquare(px,py,55)
pause 2
next a
PutField(px,py,scan band 96)
EmptyField(px,py)
ScanFields(orgx,orgy)
figures=figures-1
if figures=0 then won=1:end if
print at 9,25;figures;" ";
restzeit=int((maxtime-peek(uinteger,23672))/500)
score=score+(sets*multiplier*restzeit)
print at 18,25;"\{p0}\{i2}\{b1}"+Lset(str(score),"0",6);
end if
searchEnd:
key$=""
return
DisplayMyKing:
scan=ScanField(posx,posy,255)
white=scan&32
black=scan&64
if white then adr=@OKingGFX1
elseif black then adr=@OKingGFX2
end if
putblock(posx*3,posy*3,3,3,adr)
return
PlayerWins:
cls
score=score+1000
print at 10,7;"\{f1}Yess! Yes! Yeeees!!!";
print at 12,1;"\{f1}Congratulations, you did it!!!";
print at 14,1;"\{f1}Score: ";score;" Points";
while inkey$<>" ":wend
waitnokey()
goto beginn
PlayerLoss:
adr=@chessboard
for a=0 to 63
poke adr+a,peek(adr+a) band 127
next a
ShowPieces()
print at 10,9;"\{f1}Oh noooooo!!!";
print at 12,1;"\{f1}Sorry, but it is not your day!";
print at 14,1;"\{f1}Score: ";score;" Points";
while inkey$<>" ":wend
waitnokey()
goto beginn
Checktime:
if timer(maxtime)=0 then
goto PlayerLoss
end if
return
hold:
actual=peek(uinteger,23672)
waitnokey()
print ink 7;flash 1;at 15,25;"Pause"
while inkey$="":wend
poke uinteger 23672,actual
return
chessboard:
asm
defb 0,0,0,0,0,0,0,0
defb 0,0,0,0,0,0,0,0
defb 0,0,0,0,0,0,0,0
defb 0,0,0,0,0,0,0,0
defb 0,0,0,0,0,0,0,0
defb 0,0,0,0,0,0,0,0
defb 0,0,0,0,0,0,0,0
defb 0,0,0,0,0,0,0,0
end asm
chessboard1:
asm
defb 160,192,160,192,160,192,160,192
defb 192,160,192,160,192,160,192,160
defb 160,192,160,192,160,192,160,192
defb 192,160,192,160,192,160,192,160
defb 160,192,160,192,160,192,160,192
defb 192,160,192,160,192,160,192,160
defb 160,192,160,192,160,192,160,192
defb 192,160,192,160,192,160,192,32
end asm
overlay:
'0=Leer
'1=Bauer (1)
'2=Turm (2)
'3=Springer (4)
'4=Läufer (8)
'5=Königin (16)
'6=König (32)
'+128=hidden
'+64=White field
'+32=Black field
asm
defb 111,079,111,079,111,079,111,079
defb 079,111,079,111,079,111,079,111
defb 111,079,111,079,111,079,111,079
defb 079,111,079,111,079,111,079,111
defb 111,079,111,079,111,079,111,079
defb 079,111,079,111,079,111,079,111
defb 111,079,111,079,111,079,111,079
defb 079,111,079,111,079,111,079,111
end asm
' Graphics:
UDGs:
asm
DEFB 000,000,016,056,056,016,124,000
DEFB 000,084,124,056,056,124,124,000
DEFB 000,016,056,120,024,056,124,000
DEFB 000,016,048,108,124,056,124,000
DEFB 000,084,040,016,108,124,124,000
DEFB 000,016,056,016,056,068,124,000
end asm
Attrbuffer:
asm
defb 0,0,0,0,0,0,0,0,0
end asm
PawnGFX1:
asm
DEFB 000,000,000,000,000,000,000,000
DEFB 000,000,060,000,000,126,000,000
DEFB 255,000,000,255,000,000,255,000
DEFB 000,255,000,000,126,000,001,255
DEFB 128,000,126,000,000,060,000,000
DEFB 060,000,000,060,000,000,126,000
DEFB 000,126,000,000,126,000,000,255
DEFB 000,003,129,192,007,255,224,007
DEFB 255,224,003,255,192,000,000,000
DEFB 111,111,111,111,111,111,111,111
DEFB 111
end asm
PawnGFX2:
asm
DEFB 000,000,000,000,000,000,000,000
DEFB 000,000,060,000,000,126,000,000
DEFB 255,000,000,255,000,000,255,000
DEFB 000,255,000,000,126,000,001,255
DEFB 128,000,126,000,000,060,000,000
DEFB 060,000,000,060,000,000,126,000
DEFB 000,126,000,000,126,000,000,255
DEFB 000,003,129,192,007,255,224,007
DEFB 255,224,003,255,192,000,000,000
DEFB 079,079,079,079,079,079,079,079
DEFB 079
end asm
TowerGFX1:
asm
DEFB 000,000,000,000,000,000,000,000
DEFB 000,015,060,240,015,060,240,015
DEFB 060,240,015,255,240,015,255,240
DEFB 007,255,224,002,000,064,003,255
DEFB 192,003,255,192,003,255,192,003
DEFB 255,192,003,255,192,003,255,192
DEFB 003,255,192,003,255,192,007,255
DEFB 224,014,000,112,031,255,248,031
DEFB 255,248,015,255,240,000,000,000
DEFB 111,111,111,111,111,111,111,111
DEFB 111
end asm
TowerGFX2:
asm
DEFB 000,000,000,000,000,000,000,000
DEFB 000,015,060,240,015,060,240,015
DEFB 060,240,015,255,240,015,255,240
DEFB 007,255,224,002,000,064,003,255
DEFB 192,003,255,192,003,255,192,003
DEFB 255,192,003,255,192,003,255,192
DEFB 003,255,192,003,255,192,007,255
DEFB 224,014,000,112,031,255,248,031
DEFB 255,248,015,255,240,000,000,000
DEFB 079,079,079,079,079,079,079,079
DEFB 079
end asm
KnightGFX1:
asm
DEFB 000,000,000,000,003,128,000,031
DEFB 128,000,127,000,001,191,000,007
DEFB 255,128,031,255,128,031,255,128
DEFB 007,255,192,015,191,192,000,127
DEFB 192,000,255,224,001,255,224,003
DEFB 255,224,007,255,224,007,255,224
DEFB 003,255,192,000,255,000,001,255
DEFB 128,003,000,192,015,255,240,015
DEFB 255,240,007,255,224,000,000,000
DEFB 111,111,111,111,111,111,111,111
DEFB 111
end asm
KnightGFX2:
asm
DEFB 000,000,000,000,003,128,000,031
DEFB 128,000,127,000,001,191,000,007
DEFB 255,128,031,255,128,031,255,128
DEFB 007,255,192,015,191,192,000,127
DEFB 192,000,255,224,001,255,224,003
DEFB 255,224,007,255,224,007,255,224
DEFB 003,255,192,000,255,000,001,255
DEFB 128,003,000,192,015,255,240,015
DEFB 255,240,007,255,224,000,000,000
DEFB 079,079,079,079,079,079,079,079
DEFB 079
end asm
LaeuferGFX1:
asm
DEFB 000,000,000,000,024,000,000,060
DEFB 000,000,060,000,000,038,000,000
DEFB 159,000,001,207,128,003,231,192
DEFB 003,247,192,007,255,224,007,255
DEFB 224,007,255,224,007,255,224,003
DEFB 255,192,001,255,128,000,255,000
DEFB 000,255,000,001,255,128,003,255
DEFB 192,007,000,224,015,255,240,015
DEFB 255,240,007,255,224,000,000,000
DEFB 111,111,111,111,111,111,111,111
DEFB 111
end asm
LaeuferGFX2:
asm
DEFB 000,000,000,000,024,000,000,060
DEFB 000,000,060,000,000,038,000,000
DEFB 159,000,001,207,128,003,231,192
DEFB 003,247,192,007,255,224,007,255
DEFB 224,007,255,224,007,255,224,003
DEFB 255,192,001,255,128,000,255,000
DEFB 000,255,000,001,255,128,003,255
DEFB 192,007,000,224,015,255,240,015
DEFB 255,240,007,255,224,000,000,000
DEFB 079,079,079,079,079,079,079,079
DEFB 079
end asm
QueenGFX1:
asm
DEFB 000,000,000,000,024,000,000,060
DEFB 000,000,060,000,000,102,000,001
DEFB 255,128,071,126,226,094,060,122
DEFB 076,153,050,097,195,134,063,255
DEFB 252,031,255,248,015,255,240,007
DEFB 255,224,003,255,192,002,000,064
DEFB 015,255,240,011,102,208,031,255
DEFB 248,024,000,024,063,255,252,063
DEFB 255,252,031,255,248,000,000,000
DEFB 111,111,111,111,111,111,111,111
DEFB 111
end asm
QueenGFX2:
asm
DEFB 000,000,000,000,024,000,000,060
DEFB 000,000,060,000,000,102,000,001
DEFB 255,128,071,126,226,094,060,122
DEFB 076,153,050,097,195,134,063,255
DEFB 252,031,255,248,015,255,240,007
DEFB 255,224,003,255,192,002,000,064
DEFB 015,255,240,011,102,208,031,255
DEFB 248,024,000,024,063,255,252,063
DEFB 255,252,031,255,248,000,000,000
DEFB 079,079,079,079,079,079,079,079
DEFB 079
end asm
KingGFX1:
asm
DEFB 000,000,000,000,126,000,000,102
DEFB 000,000,090,000,030,090,120,051
DEFB 102,204,097,255,134,076,102,050
DEFB 095,102,250,095,060,250,079,153
DEFB 242,103,219,230,055,219,236,019
DEFB 219,200,027,219,216,008,000,016
DEFB 015,255,240,011,102,208,031,255
DEFB 248,024,000,024,063,255,252,063
DEFB 255,252,031,255,248,000,000,000
DEFB 111,111,111,111,111,111,111,111
DEFB 111
end asm
KingGFX2:
asm
DEFB 000,000,000,000,126,000,000,102
DEFB 000,000,090,000,030,090,120,051
DEFB 102,204,097,255,134,076,102,050
DEFB 095,102,250,095,060,250,079,153
DEFB 242,103,219,230,055,219,236,019
DEFB 219,200,027,219,216,008,000,016
DEFB 015,255,240,011,102,208,031,255
DEFB 248,024,000,024,063,255,252,063
DEFB 255,252,031,255,248,000,000,000
DEFB 079,079,079,079,079,079,079,079
DEFB 079
end asm
OKingGFX1:
asm
DEFB 000,000,000,000,126,000,000,102
DEFB 000,000,090,000,030,090,120,051
DEFB 102,204,097,255,134,076,102,050
DEFB 095,102,250,095,060,250,079,153
DEFB 242,103,219,230,055,219,236,019
DEFB 219,200,027,219,216,008,000,016
DEFB 015,255,240,011,102,208,031,255
DEFB 248,024,000,024,063,255,252,063
DEFB 255,252,031,255,248,000,000,000
DEFB 110,106,104,110,106,104,110,106
DEFB 104
end asm
OKingGFX2:
asm
DEFB 000,000,000,000,126,000,000,102
DEFB 000,000,090,000,030,090,120,051
DEFB 102,204,097,255,134,076,102,050
DEFB 095,102,250,095,060,250,079,153
DEFB 242,103,219,230,055,219,236,019
DEFB 219,200,027,219,216,008,000,016
DEFB 015,255,240,011,102,208,031,255
DEFB 248,024,000,024,063,255,252,063
DEFB 255,252,031,255,248,000,000,000
DEFB 078,074,072,078,074,072,078,074
DEFB 072
end asm
EmptyGFX1:
asm
DEFB 000,000,000,000,000,000,000,000
DEFB 000,000,000,000,000,000,000,000
DEFB 000,000,000,000,000,000,000,000
DEFB 000,000,000,000,000,000,000,000
DEFB 000,000,000,000,000,000,000,000
DEFB 000,000,000,000,000,000,000,000
DEFB 000,000,000,000,000,000,000,000
DEFB 000,000,000,000,000,000,000,000
DEFB 000,000,000,000,000,000,000,000
DEFB 104,104,104,104,104,104,104,104
DEFB 104
end asm
EmptyGFX2:
asm
DEFB 000,000,000,000,000,000,000,000
DEFB 000,000,000,000,000,000,000,000
DEFB 000,000,000,000,000,000,000,000
DEFB 000,000,000,000,000,000,000,000
DEFB 000,000,000,000,000,000,000,000
DEFB 000,000,000,000,000,000,000,000
DEFB 000,000,000,000,000,000,000,000
DEFB 000,000,000,000,000,000,000,000
DEFB 000,000,000,000,000,000,000,000
DEFB 072,072,072,072,072,072,072,072
DEFB 072
end asm
HiddenGFX:
asm
DEFB 255,255,254,213,085,084,170,190
DEFB 170,213,097,084,170,128,170,213
DEFB 028,084,171,042,106,214,086,084
DEFB 170,108,106,213,216,212,170,177
DEFB 170,213,099,084,170,198,170,213
DEFB 077,084,170,250,170,213,085,084
DEFB 170,186,170,213,069,084,170,198
DEFB 170,213,069,084,170,186,170,213
DEFB 085,084,170,170,170,000,000,000
DEFB 087,087,087,087,087,087,087,087
DEFB 087
end asm
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