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  Updates
Posted by: britlion - 07-21-2010, 02:36 AM - Forum: Documentation - No Replies

I inserted documentation for

INK
PAPER
BORDER
INVERSE
BOLD
ITALIC


I added (Library Function) Input to the list, and changed CSRLIN and POS into versions that show they are (Library Functions) not inherently reserved words.

I then added INPUT and INKEY.

Print this item

  No INPUT?
Posted by: ref - 07-18-2010, 10:52 AM - Forum: Help & Support - Replies (7)

hi there,
There is no "INPUT" keyword in the ZXBASIC's list, so I guess it's not implemented. However, I got no error on compiler output about "input" (if I use it) yet it does not compile the program. I tried "input a" and it gives "Syntax Error. Unexpected token 'a' <ID>" and does not complain about input. Whatever, there is no documentation on input, or I couldn't be able to locate where it is.

So, what is the equivalent of sinclair basic "INPUT" command? I just need to ask an user to type a name or number, do I need to program whole input funciton with inkey(undocumented) and print, or there is an easy way to do it?

Print this item

  Does it suck?
Posted by: britlion - 07-17-2010, 10:59 PM - Forum: How-To & Tutorials - Replies (3)

Not as smooth as I'd like. *chuckle* But then, it is running on a spectrum..

<!-- m --><a class="postlink" href="http://dl.dropbox.com/u/4903664/DieRoller.z80">http://dl.dropbox.com/u/4903664/DieRoller.z80</a><!-- m -->

I think it shows what is possible with a few lines of basic (and some graphics, and some spritey type routines. Note that I wrote YET ANOTHER putblock routine - this goes across the whole sprite, then down a row. No attributes, and optimized for 32*32 bit character based sprites.


Code:
SUB dieSound()
DIM n as uByte
FOR n=1 to 2
BEEP rnd/600,9
BEEP rnd/100,(-14-(rnd*5))
PAUSE 1
NEXT n
END SUB

SUB putChars(x as uByte,y as uByte, dataAddress as uInteger)
asm
    BLPutChar:
             LD      a,(IX+5)
             ld      l,a
             ld      a,(IX+7)
             LD      b,a ; save it
             AND     24
             add     a,64 ; 256 byte "page" for screen - 256*64=16384. Change this if you are working with a screen address elsewhere, such as a buffer.
             ld      h,a
             ld      a,b ; y value
             AND     7
             rrca
             rrca
             rrca
             OR      l
             ld      l,a
    EX DE,HL
    PUSH DE ; save our address

    LD L,(IX+8) ; data address
    LD H,(IX+9)
    EX AF,AF'
    LD A,4   ;row counter
    EX AF,AF'
    BLPutCharLoop:
    LD B,8
    
    BLPutCharOneCharLoop:
    XOR A; LD A,0
    LD C,A
    
    ; gets screen address in DE, and bytes address in HL. Copies the row to the screen
    LDI  ; also decrements B.
    LDI
    LDI
    LDI ; 4 bytes copied.
    LD A,C
    ADD A,E ;(A should be -4)
    LD E,A
    INC D
    LD A,B
    OR A
    JP NZ,BLPutCharOneCharLoop
    
    EX AF,AF'
    DEC A
    JR Z, BLPutCharsEnd  ; We've done all 4 rows.
    EX AF,AF'
    
    ;need to sort our screen address for the next row. Is it right?
    LD A,E   ; DE has screen address
    ADD A,32 ; down to next character
    LD E,A
    JR C, BLPutCharsCont ; Not in next third.
    LD A,D
    SUB 8
    LD D,A

    BLPutCharsCont:
    JP BLPutCharLoop
    
BLPutCharsEnd:
    end asm
END SUB


SUB graphicsData()

RETURN
dice:
ASM                                                      
; Name   : Dice
; Frame  : 0
; Size   : 32x32
; Palette: ZX Spectrum
; Masked : No
; RowOrder: Classic
end asm
Dice000:
asm
; pixels and mask bit pairs
defb   1,  83,  48,   0
defb   3,  83,  14,   0
defb   6, 200,  67,   0
defb   4, 200,  97, 128
defb  12, 136,  96,  96
defb   8,   4,  32,  24
defb  24,   4,   8,   4
defb  16,   4, 140,   4
defb  16,   2,  14,   4
defb  32,   7,   3,   0
defb  64,  12,  64,   2
defb  64,   8,  96,   2
defb 128,  24,  24,   2
defb 128,  18,   6,  96
defb   0,  51,   1, 249
defb 128,  35, 192, 241
defb 128,  67, 128,  57
defb  64, 192,   0,  12
defb   0, 128,   0,   7
defb  68, 158,   0,  33
defb  71,  30,   0, 241
defb  47,  30,   0, 113
defb  14,   8,   0, 243
defb  44,   0,   0,   2
defb  52, 240,   1,   4
defb  24, 240,   7, 136
defb  24, 240,   7, 136
defb   8,  64,   7, 144
defb   6,   0,   0,   0
defb   3,   0,   0,  32
defb   0, 192,  28,  64
defb   0, 112,  60,  64
; Name   : Dice
; Frame  : 1
; Size   : 32x32
; Palette: ZX Spectrum
; Masked : No
; RowOrder: Classic
end asm
Dice001:
asm
; pixels and mask bit pairs
defb   0,  28, 194, 128
defb   0,  49, 194, 128
defb   0, 193,  19,  64
defb   1, 128,  19,  32
defb  14,   0,   5,  32
defb  57,   0,   4,  16
defb  71,  16,  40,  24
defb 183,  48,  32,   8
defb  44, 115,  16,  12
defb   0, 199, 240,   4
defb   0,  15,  48, 130
defb  64,   6,  17, 195
defb  64,  56,  24, 193
defb   4, 225,  72, 193
defb  25, 129, 204,  64
defb 191,   3, 196,   1
defb 188,  33, 194,   1
defb  48, 120,   2,   2
defb 224, 120,   1,  64
defb 132, 120,   1,  98
defb 143,   0,   0, 226
defb 142,   0,   0, 228
defb 207,   0,   0,  96
defb  64,   0,   0,  36
defb  32,   0,  15,  44
defb  48,   0,  15,  24
defb  16,   0,  15,  24
defb   8,   1, 226,  24
defb   8,   1, 224, 120
defb   4,   1, 224, 224
defb   2,  56,  67, 128
defb   2,  60,  12,   0
; Name   : Dice
; Frame  : 2
; Size   : 32x32
; Palette: ZX Spectrum
; Masked : No
; RowOrder: Classic
end asm
Dice002:
asm
; pixels and mask bit pairs
defb 255, 255, 252,   0
defb 192,   0,   2,   0
defb 167, 128, 121,   0
defb 147, 192,  60, 128
defb 136,   0,   0,  64
defb 164,   3, 192,  32
defb 178,   1, 224,  16
defb 177,   0,   0,   8
defb 176, 158,   3, 196
defb 144,  79,   1, 226
defb 128,  63, 255, 255
defb 128, 160,   0,   1
defb 128, 224,   0,   1
defb 128, 227,  12,  49
defb 128, 231, 158, 121
defb 128, 103, 158, 121
defb 128,  35,  12,  49
defb 160,  32,   0,   1
defb 176,  32,   0,   1
defb 176,  32,   0,   1
defb 176,  32,   0,   1
defb 144,  32,   0,   1
defb  64,  32,   0,   1
defb  32, 160,   0,   1
defb  16, 224,   0,   1
defb   8, 227,  12,  49
defb   4, 231, 158, 121
defb   2, 103, 158, 121
defb   1,  35,  12,  49
defb   0, 160,   0,   1
defb   0,  96,   0,   1
defb   0,  63, 255, 255

; Name   : Dice
; Frame  : 3
; Size   : 32x32
; Palette: ZX Spectrum
; Masked : No
; RowOrder: Classic
end asm
Dice003:
asm
; pixels and mask bit pairs
defb   0,   1, 184,   0
defb   0,  26,  14,   0
defb   1, 160, 243, 128
defb  15,   0, 121, 192
defb  30, 224,  16, 112
defb  17, 248,   0,  28
defb  48, 112, 120,   6
defb  32,  52,  60, 131
defb  71,  14,   8,  28
defb 207,   3, 128,  15
defb 135,   0, 220,   0
defb 135,  56, 126,   0
defb   0, 120,  28,  12
defb   0,  56,   6, 192
defb   0,  57, 226,  11
defb   0,   1, 194, 115
defb   0,   1, 230,  22
defb   0,   0, 140,   0
defb 128,   0,  12,   1
defb 192,   0,  16,   1
defb 192,   0,  17, 195
defb 206,   0,  33, 130
defb  14,   0,  35,   4
defb  15,   0,  66,  12
defb  14, 112, 192,   8
defb 192, 112, 224,  24
defb  32, 121, 224,  16
defb   8, 113, 192,  48
defb   6,   3,  64, 160
defb   1,   6,   1, 160
defb   0, 196,  24,   0
defb   0, 125, 128,   0
; Name   : Dice
; Frame  : 4
; Size   : 32x32
; Palette: ZX Spectrum
; Masked : No
; RowOrder: Classic
end asm
Dice004:
asm
; pixels and mask bit pairs
defb   0, 125, 128,  96
defb   1, 196,  24,  32
defb   3,   7, 129, 160
defb   6,   3, 192, 176
defb  24, 113, 193,  48
defb  32, 121, 161, 216
defb 192, 112, 128, 216
defb   0,  80, 192, 232
defb   0,   0,  98,  12
defb   0,  14,  35,   4
defb 192,  15,  49, 130
defb 192,  14,  17, 195
defb 192,  14,  20,   1
defb 128,   0,  14,   1
defb   0,   0, 143,   0
defb  56,   1, 231,   6
defb  56,   1, 194,   3
defb 120,   1, 226,   3
defb  56,   0,   6, 192
defb   0,   0,  28,  40
defb 135,   0, 112,  24
defb 135,   0, 192,   4
defb 207,   3,   0,  15
defb  71,  12,   8,  28
defb  96,  48,  60,   3
defb  48, 124, 120,   6
defb  49, 248,   0,  28
defb  14,   0,   0, 112
defb  15,   0,   1, 192
defb   1, 160,   3, 128
defb   0,  26,  14,   0
defb   0,   1, 184,   0

; Name   : Die1
; Size   : 32x32
; Palette: ZX Spectrum
; Masked : No
; RowOrder: Classic
end asm
Die1:
asm
; pixels and mask bit pairs
defb 255, 255, 252,   0
defb 192,   0,   2,   0
defb 160,   0,   1,   0
defb 144,   0,   0, 128
defb 136,   0,   0,  64
defb 164,   3, 192,  32
defb 178,   1, 224,  16
defb 177,   0,   0,   8
defb 176, 128,   0,   4
defb 144,  64,   0,   2
defb 128,  63, 255, 255
defb 128,  32,   0,   1
defb 128,  32,   0,   1
defb 128,  35,   0,  49
defb 132,  39, 128, 121
defb 134,  39, 128, 121
defb 134,  35,   0,  49
defb 134,  32,   0,   1
defb 130,  32,   0,   1
defb 128,  32,  12,   1
defb 128,  32,  30,   1
defb 128,  32,  30,   1
defb  64,  32,  12,   1
defb  32, 160,   0,   1
defb  16, 224,   0,   1
defb   8, 227,   0,  49
defb   4, 231, 128, 121
defb   2, 103, 128, 121
defb   1,  35,   0,  49
defb   0, 160,   0,   1
defb   0,  96,   0,   1
defb   0,  63, 255, 255

; Name   : Die2
; Size   : 32x32
; Palette: ZX Spectrum
; Masked : No
; RowOrder: Classic
end asm
Die2:
asm
; pixels and mask bit pairs
defb 255, 255, 252,   0
defb 192,   0,   2,   0
defb 167, 128,   1,   0
defb 147, 192,   0, 128
defb 136,   0,   0,  64
defb 164,   0,   0,  32
defb 178,   0,   0,  16
defb 177,   0,   0,   8
defb 176, 128,   3, 196
defb 144,  64,   1, 226
defb 128,  63, 255, 255
defb 160, 160,   0,   1
defb 176, 224,   0,   1
defb 176, 227,   0,  49
defb 176, 231, 128, 121
defb 144, 103, 128, 121
defb 128,  35,   0,  49
defb 160, 160,   0,   1
defb 176, 224,   0,   1
defb 176, 224,   0,   1
defb 176, 224,   0,   1
defb 144,  96,   0,   1
defb  64,  32,   0,   1
defb  32, 160,   0,   1
defb  16, 224,   0,   1
defb   8, 227,   0,  49
defb   4, 231, 128, 121
defb   2, 103, 128, 121
defb   1,  35,   0,  49
defb   0, 160,   0,   1
defb   0,  96,   0,   1
defb   0,  63, 255, 255

; Name   : Die3
; Size   : 32x32
; Palette: ZX Spectrum
; Masked : No
; RowOrder: Classic
end asm
Die3:
asm
; pixels and mask bit pairs
defb 255, 255, 252,   0
defb 192,   0,   2,   0
defb 167, 128,   1,   0
defb 147, 192,   0, 128
defb 136,   0,   0,  64
defb 164,   3, 192,  32
defb 178,   1, 224,  16
defb 177,   0,   0,   8
defb 176, 128,   1, 228
defb 144,  64,   0, 242
defb 128,  63, 255, 255
defb 128, 160,   0,   1
defb 128, 224,   0,   1
defb 128, 224,   0,   1
defb 132, 224,   0,   1
defb 134,  96,   0,   1
defb 134,  32,   0,   1
defb 166,  32,   0,   1
defb 178,  32,   0,   1
defb 176,  32,  12,   1
defb 176,  32,  30,   1
defb 144,  32,  30,   1
defb  64,  32,  12,   1
defb  32, 160,   0,   1
defb  16, 224,   0,   1
defb   8, 224,   0,   1
defb   4, 224,   0,   1
defb   2,  96,   0,   1
defb   1,  32,   0,   1
defb   0, 160,   0,   1
defb   0,  96,   0,   1
defb   0,  63, 255, 255

; Name   : Die4
; Size   : 32x32
; Palette: ZX Spectrum
; Masked : No
; RowOrder: Classic
end asm
Die4:
asm
; pixels and mask bit pairs
defb 255, 255, 252,   0
defb 192,   0,   2,   0
defb 167, 128, 121,   0
defb 147, 192,  60, 128
defb 136,   0,   0,  64
defb 164,   0,   0,  32
defb 178,   0,   0,  16
defb 177,   0,   0,   8
defb 176, 158,   3, 196
defb 144,  79,   1, 226
defb 128,  63, 255, 255
defb 160, 160,   0,   1
defb 176, 224,   0,   1
defb 176, 227,   0,   1
defb 176, 231, 128,   1
defb 144, 103, 128,   1
defb 128,  35,   0,   1
defb 160, 160,   0,   1
defb 176, 224,   0,   1
defb 176, 224,   0,   1
defb 176, 224,   0,   1
defb 144,  96,   0,   1
defb  64,  32,   0,   1
defb  32, 160,   0,   1
defb  16, 224,   0,   1
defb   8, 224,   0,  49
defb   4, 224,   0, 121
defb   2,  96,   0, 121
defb   1,  32,   0,  49
defb   0, 160,   0,   1
defb   0,  96,   0,   1
defb   0,  63, 255, 255

; Name   : Die5
; Size   : 32x32
; Palette: ZX Spectrum
; Masked : No
; RowOrder: Classic
end asm
Die5:
asm
; pixels and mask bit pairs
defb 255, 255, 252,   0
defb 192,   0,   2,   0
defb 167, 128, 121,   0
defb 147, 192,  60, 128
defb 136,   0,   0,  64
defb 132,   3, 192,  32
defb 130,   1, 224,  16
defb 129,   0,   0,   8
defb 128, 158,   3, 196
defb 128,  79,   1, 226
defb 128,  63, 255, 255
defb 128,  32,   0,   1
defb 128,  32,   0,   1
defb 128,  35,   0,   1
defb 132,  39, 128,   1
defb 134,  39, 128,   1
defb 134,  35,   0,   1
defb 134,  32,   0,   1
defb 130,  32,   0,   1
defb 128,  32,  12,   1
defb 128,  32,  30,   1
defb 128,  32,  30,   1
defb  64,  32,  12,   1
defb  32,  32,   0,   1
defb  16,  32,   0,   1
defb   8,  32,   0,  49
defb   4,  32,   0, 121
defb   2,  32,   0, 121
defb   1,  32,   0,  49
defb   0, 160,   0,   1
defb   0,  96,   0,   1
defb   0,  63, 255, 255

; Name   : Die6
; Size   : 32x32
; Palette: ZX Spectrum
; Masked : No
; RowOrder: Classic
end asm
Die6:
asm
; pixels and mask bit pairs
defb 255, 255, 252,   0
defb 192,   0,   2,   0
defb 167, 128, 121,   0
defb 147, 192,  60, 128
defb 136,   0,   0,  64
defb 164, 240,  15,  32
defb 178, 120,   7, 144
defb 177,   0,   0,   8
defb 176, 158,   3, 196
defb 144,  79,   1, 226
defb 128,  63, 255, 255
defb 128, 160,   0,   1
defb 128, 224,   0,   1
defb 128, 227,   0,  49
defb 128, 231, 128, 121
defb 128, 103, 128, 121
defb 128,  35,   0,  49
defb 160,  32,   0,   1
defb 176,  32,   0,   1
defb 176,  32,  12,   1
defb 176,  32,  30,   1
defb 144,  32,  30,   1
defb  64,  32,  12,   1
defb  32, 160,   0,   1
defb  16, 224,   0,   1
defb   8, 227,   0,  49
defb   4, 231, 128, 121
defb   2, 103, 128, 121
defb   1,  35,   0,  49
defb   0, 160,   0,   1
defb   0,  96,   0,   1
defb   0,  63, 255, 255
            
end asm
blank:
asm
blank:
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
END ASM
END SUB

REM Initialize Everything                            
graphicsData()
DIM diceFrames(3) AS uInteger
    diceFrames(0)=@Dice000
    diceFrames(1)=@Dice001
    diceFrames(2)=@Dice002
    diceFrames(3)=@Dice003

DIM diceSprites(5) AS uInteger
    diceSprites(0)=@Die1
    diceSprites(1)=@Die2
    diceSprites(2)=@Die3
    diceSprites(3)=@Die4
    diceSprites(4)=@Die5
    diceSprites(5)=@Die6

FUNCTION rollDice(x as uByte, y as uByte) as uByte
DIM roll,frames,i as uByte

roll = INT(RND*6) : REM Rolls 0-5 for animation.
frames=INT(rnd*6)+4
FOR i=1 to frames
  dieSound()
  asm
    HALT
  end asm
  IF(x+i)<>0 then putChars(x+i-1,y,@blank) : END IF
  IF i MOD 5 =0 then putChars(x+i,y,diceSprites(rnd*6))
    ELSE putChars(x+i,y,diceFrames((i mod 5)-1))
  END IF
NEXT i                                    
PAUSE 1
putChars(x+i-1,y,@blank)
putChars(x+i,y,diceSprites(roll))  
return roll+1
END FUNCTION

print rollDice(0,0)
print rollDice(15,0)

Print this item

  Array of addresses
Posted by: britlion - 07-17-2010, 09:45 PM - Forum: Bug Reports - Replies (2)

I'm trying to make an array of sprite pointers.

The compiler doesn't seem to like

Code:
DIM Sprites(5) AS uInteger => {@sprite1,@sprite2,@sprite3,@sprite4,@sprite5,@sprite6}

And I'm not quite sure why. It reports the error: Initializer expression is not constant. - and I beg to differ. I thought @label WAS a constant?

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  Version?
Posted by: britlion - 07-16-2010, 09:13 PM - Forum: Bug Reports - Replies (2)

I downloaded the latest MSI and it doesn't seem to be a new version.

I tried to compile a program that previously worked and got an error "pos.bas:17: Error: syntax error. Unexpected token 'pramga' [ID]"

I suspect there's are some typos Smile

Boriel - couldn't there be a link on the wiki page to older downloads, so we can revert in these circumstances? I tend to delete old versions, so if something like this happens, I get stuck..

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  New features (XOR, bitwise operators)
Posted by: britlion - 07-16-2010, 08:40 AM - Forum: Wishlist - Replies (8)

Was working for me too.

Boriel, I assume that XOR is used like AND and OR and NOT ?

How about align? I assume it moves code up to the next 256 byte block (staggeringly useful stuff, that).
What's the syntax and working for that?
Does it just leave a blank space?
(Can we work out how much?)
Do we automatically get an @label to reference the point - or do we start the block after the align with one?
How do we work out what page it is? @label/256?

Print this item

  64 Char Print
Posted by: britlion - 07-04-2010, 08:17 PM - Forum: How-To & Tutorials - Replies (11)

Stole this from the same source as the print42 one. [I believe Andrew Owen needs thanks for this!]

Doesn't quite work yet - but I might not have time to play with it before the move, so I thought I'd post it as is, in case someone else wants to play with it.

Issues:
Doesn't seem to like printing anything after the first line (out of memory error)
Not sure if the printat routine works. Ought to, though.

It's probably some simple screwup in the end of line routine or something pointing where it shouldn't after it prints.

(And posting it here means I can't lose it, even if I lose the computer!)

Code:
SUB printat64 (y as uByte, x as uByte)
   POKE @p64coords,x
   POKE @p64coords+1,y
END sub

SUB print64 (characters$ as String)
asm

LD L,(IX+4)
LD H,(IX+5) ; Get String address of characters$ into HL.

; Load BC with length of string, and move HL to point to first character.
        ld c, (hl)               ; 60020 78
        inc hl                   ; 60021 35
        ld b, (hl)               ; 60022 70
        inc hl                   ; 60023 35

; Test string length. If Zero, exit.
        ld a, c                  ; 60024 121
        or b                     ; 60025 176
        jp z, p64_END         ; 60026 200
        
      
examineChar:
        ld a, (hl)               ; Grab the character
        cp 128                   ; too high to print?
        jr nc, nextChar            ; then we go to next.
        
        cp 22                    ; Is this an AT?
        jr nz, newLine           ; If not, hop to newLine routine.
        ex de, hl                ; Swap DE and HL
        and a                    ; Clear Carry
        ld hl, 2                 ;  
        sbc hl, bc               ; Can we Shorten our string length by 2? If not then at (y,x) doesn't make sense.
        ex de, hl                ; Swap DE and HL back
        jp nc, p64_END        ; If we went negative, there wasn't anything to AT to, so we return.
        
        inc hl                   ; Onto our Y co-ordinate
        ld d, (hl)               ; And load it into D
        dec bc                   ; Shorten our remaining string counter.
        inc hl                   ; Onto the X Co-ordinate
        ld e, (hl)               ; Load it into E
        dec bc                   ; Shorten our remaining string counter
        call p64_test_X        ; Make xy legal 60051 205 53  235
        jr p64_eaa3              ; Go to save coords 60054 24  11

newLine:
        cp 13                    ; Is this a newline character? 60056 254 13
        jr nz, p64_isPrintable   ; If not, hop to testing to see if we can print this 60058 32  13
        ld de, (p64_coords)      ; Get coords 60060 237 91  68  235
        call p64_nxtLine         ; Go to next line.     ; 60064 205 58  235

p64_eaa3:
        ld (p64_coords), de    ; 60067 237 83  68  235
        jr nextChar              ; 60071 24  11
p64_isPrintable:
        cp 31                    ; Bigger than 31? 60073 254 31
        jr c, nextChar           ; If not, get the next one. 60075 56  7  
        push hl                  ; Save position 60077 229
        push bc                  ; Save Count   60078 197
        call p64_PrintChar       ; Call Print SubRoutine 60079 205 189 234
        pop bc                   ; Recover length count  60082 193
        pop hl                   ; Recover Position 60083 225
nextChar:
        inc hl                   ; Point to next character 60084 35
        dec bc                   ; Count off this character 60085 11
        ld a, b                  ; Did we run out? 60086 120
        or c                     ; 60087 177
        jr nz, examineChar       ; If not, examine the next one 60088 32  193
        jp p64_END               ; Otherwise hop to END. 60090 201

;p64_eabb:
;        defb "z$"                ;Original "basic" accessed routine used this variable.
        ;ld a, d                  ; 60091 122
        ;inc h                    ; 60092 36

;p64_eabd:
p64_PrintChar:
        exx                      ; 60093 217
        push hl                  ; Save HL' 60094 229
        exx                      ; 60095 217
        sub 32                   ; Take out 32 to convert ascii to position in charset 60096 214 32
        ld h, 0                  ; 60098 38  0  
        rra                      ; Divide by 2 60100 31
        ld l, a                  ; Put our halved value into HL 60101 111
        ld a, 240                ; Set our mask to LEFT side 60102 62  240
        jr nc, p64_eacc          ; If we didn't have a carry (even #), hop forward. 60104 48  2  
        ld a, 15                 ; If we were ab idd #, set our mask to RIGHT side instead 60106 62  15
p64_eacc:
        add hl, hl               ; 60108 41
        add hl, hl               ; 60109 41
        add hl, hl               ; Multiply our char number by 8 60110 41
        ld de, p64_charset       ; Get our Charset position 60111 17  70  235
        add hl, de               ; And add our character count, so we're now pointed at the first byte of the right character. 60114 25
        exx                      ; 60115 217
        ld de, (p64_coords)      ; 60116 237 91  68  235
        ex af, af'               ; 60120 8  
        call p64_loadAndTest     ; 60121 205 49  235
        ex af, af'               ; 60124 8  
        inc e                    ; 60125 28
        ld (p64_coords), de      ; Put position+1 into coords 60126 237 83  68  235
        dec e                    ; 60130 29
        ld b, a                  ; 60131 71
        rr e                     ; Divide X position by 2 60132 203 27
        ld c, 0                  ; 60134 14  0  
        rl c                     ; Bring carry flag into C (result of odd/even position) 60136 203 17
        and 1                    ; Mask out lowest bit in A 60138 230 1  
        xor c                    ; XOR with C (Matches position RightLeft with Char RightLeft) 60140 169
        ld c, a                  ; 60141 79
        jr z, p64_eaf6           ; If they are both the same, skip rotation. 60142 40  6  
        ld a, b                  ; 60144 120
        rrca                     ; 60145 15
        rrca                     ; 60146 15
        rrca                     ; 60147 15
        rrca                     ; 60148 15 ; Move the mask to the other half of the byte.
        ld b, a                  ; 60149 71
p64_eaf6:
        ld a, d                  ; Get Y coord 60150 122
        sra a                    ; 60151 203 47
        sra a                    ; 60153 203 47
        sra a                    ; Multiply by 8 60155 203 47
        add a, 88                ; 60157 198 88
        ld h, a                  ; Put high byte value for attribute into H. 60159 103
        ld a, d                  ; 60160 122
        and 7                    ; 60161 230 7  
        rrca                     ; 60163 15
        rrca                     ; 60164 15
        rrca                     ; 60165 15
        add a, e                 ; 60166 131
        ld l, a                  ; Put low byte for attribute into l 60167 111
        ld a, (23693)            ; Get permanent Colours from System Variable 60168 58  141 92
        ld (hl), a               ; Write new attribute 60171 119
        
        ld a, d                  ; 60172 122
        and 248                  ; 60173 230 248
        add a, 64                ; 60175 198 64
        ld h, a                  ; 60177 103
        ld a, b                  ; 60178 120
        cpl                      ; 60179 47
        ld e, a                  ; 60180 95
        exx                      ; 60181 217
        ld b, 8                  ; 60182 6   8  
p64_eb18:
        ld a, (hl)               ; 60184 126
        exx                      ; 60185 217
        bit 0, c                 ; 60186 203 65
        jr z, p64_eb22             ; 60188 40  4  
        rrca                     ; 60190 15
        rrca                     ; 60191 15
        rrca                     ; 60192 15
        rrca                     ; 60193 15
p64_eb22: and b                    ; 60194 160
        ld d, a                  ; 60195 87
        ld a, (hl)               ; 60196 126
        and e                    ; 60197 163
        or d                     ; 60198 178
        ld (hl), a               ; 60199 119
        inc h                    ; 60200 36
        exx                      ; 60201 217
        inc hl                   ; 60202 35
        djnz p64_eb18              ; 60203 16  235
        exx                      ; 60205 217
        pop hl                   ; 60206 225
        exx                      ; 60207 217
        ret                      ; 60208 201

p64_loadAndTest:
        ld de, (p64_coords)          ; 60209 237 91  68  235

; SubRoutine to go to legal character position. (60213)
p64_test_X:
        ld a, e                   ; Get column from e
        cp 64                     ; more than 64 ?
        jr c, p64_test_Y            ; If not, then jump over nextline
p64_nxtLine:
        inc d                     ; Move down 1
        ld e, 0                   ; reset x co-ord to zero  
p64_test_Y:
        ld a, d                 ; get Y co-ord
        cp 24                     ; Past 24?
        ret c                     ; Return if not.
        ld d, 0                   ; Rest y co-ord to top of screen.  
        ret                       ; Return.
end asm
p64coords:
asm
p64_coords:
       defb 64;  X Coordinate store  60228 64
       defb 23;  Y Coordinate Store 60229 23

p64_charset:         ; 60230
        
        DEFB 0,2,2,2,2,0,2,0                   ; Space !
        DEFB 0,80,82,7,2,7,2,0                 ; " #
        DEFB 0,37,113,66,114,20,117,32         ; $ %
        DEFB 0,34,84,32,96,80,96,0             ; & '
        DEFB 0,36,66,66,66,66,36,0             ; ( )
        DEFB 0,0,82,34,119,34,82,0             ; * +
        DEFB 0,0,0,0,7,32,32,64                ; , -
        DEFB 0,1,1,2,2,100,100,0               ; . /
        DEFB 0,34,86,82,82,82,39,0             ; 0 1
        DEFB 0,34,85,18,33,69,114,0            ; 2 3
        DEFB 0,87,84,118,17,21,18,0            ; 4 5
        DEFB 0,55,65,97,82,84,36,0             ; 6 7
        DEFB 0,34,85,37,83,85,34,0             ; 8 9
        DEFB 0,0,2,32,0,34,2,4                 ; : ;
        DEFB 0,0,16,39,64,39,16,0              ; < =
        DEFB 0,2,69,33,18,32,66,0              ; > ?
        DEFB 0,98,149,183,181,133,101,0        ; @ A     Changed from   ;0,2,37,87,117,85,53,0            
        DEFB 0,98,85,100,84,85,98,0            ; B C
        DEFB 0,103,84,86,84,84,103,0           ; D E
        DEFB 0,114,69,116,71,69,66,0           ; F G
        DEFB 0,87,82,114,82,82,87,0            ; H I
        DEFB 0,53,21,22,21,85,37,0             ; J K
        DEFB 0,69,71,71,69,69,117,0            ; L M
        DEFB 0,82,85,117,117,85,82,0           ; N O
        DEFB 0,98,85,85,103,71,67,0            ; P Q
        DEFB 0,98,85,82,97,85,82,0             ; R S
        DEFB 0,117,37,37,37,37,34,0            ; T U
        DEFB 0,85,85,85,87,39,37,0             ; V W
        DEFB 0,85,85,37,82,82,82,0             ; X Y
        DEFB 0,119,20,36,36,68,119,0           ; Z [
        DEFB 0,71,65,33,33,17,23,0             ; \ ]
        DEFB 0,32,112,32,32,32,47,0            ; ^ _
        DEFB 0,32,86,65,99,69,115,0            ; £ a
        DEFB 0,64,66,101,84,85,98,0            ; b c
        DEFB 0,16,18,53,86,84,35,0             ; d e
        DEFB 0,32,82,69,101,67,69,2            ; f g
        DEFB 0,66,64,102,82,82,87,0            ; h i
        DEFB 0,20,4,53,22,21,85,32             ; j k
        DEFB 0,64,69,71,71,85,37,0             ; l m
        DEFB 0,0,98,85,85,85,82,0              ; n o
        DEFB 0,0,99,85,85,99,65,65             ; p q
        DEFB 0,0,99,84,66,65,70,0              ; r s
        DEFB 0,64,117,69,69,85,34,0            ; t u
        DEFB 0,0,85,85,87,39,37,0              ; v w
        DEFB 0,0,85,85,35,81,85,2              ; x y
        DEFB 0,0,113,18,38,66,113,0            ; z {
        DEFB 0,32,36,34,35,34,36,0             ; | {
        DEFB 0,6,169,86,12,6,9,6               ; ~ (c)

        
p64_END:
end asm
end sub


DIM n,x,y as uInteger
CLS
FOR n=1 to 1000
y=rnd*23
x=rnd*63
printat64(y, x)
print64 ("ABCDEFGHIJKLMNOPQRSTUVWXYZ"(n MOD 26 TO n MOD 26))
print at 23,0;n;"  y:";y;"  x:";x;"  L:";n MOD 26;":";"ABCDEFGHIJKLMNOPQRSTUVWXYZ"(n MOD 26 TO n MOD 26);" "

NEXT n
END

Print this item

  "Unexpected end of line [NEWLINE]
Posted by: britlion - 06-22-2010, 07:28 PM - Forum: Bug Reports - Replies (2)

I was trying to compile up Programandala's Alien-A program.

If I do zxb --asm Alien-A.bas - it compiles to source code just fine.

If I do the usual -T -B -a --debug-array --debug-memory Alien-A.bas it reports "Alien-A.bas:146: Error: Syntax error. Unexpected end of line [NEWLINE]"

There's nothing on line 146. There aren't any other errors reported.

Code:
asm
; *************************************************************
; Alien-A

; A game for the Sinclair ZX Spectrum.

; Copyright (C) 1986,2010 Marcos Cruz (http://programandala.net)
; License/Licencia/Permesilo:
; http://programandala.net/license

; Alien-A is written in Z80 assembly, but it works the BASIC way:
; UDGs and character resolution movement.

; I hope Alien-A can be useful for someone learning Z80 assembly
; with the ZX Spectrum.

; Alien-A was inspired by a simpler program,
; written in Sinclair Basic and published in the ZX magazine
; (issue 1, pages 14-15, 1983):
; http://microhobby.speccy.cz/zx/revista_zx.htm
; http://microhobby.speccy.cz/zx/zx01/01-14.JPG
; http://microhobby.speccy.cz/zx/zx01/01-15.JPG
; http://microhobby.speccy.cz/zxsf/listados/progs/i/Invasores1.tzx

; *************************************************************
; History

; 1986-04-27
; * First working version.
; 1986-04-30
; * Improved with record, number of landing aliens and different aliens; no more need to press fire.
; 1986-05-04
; * Improved with stars, and new graphics inspired by Star Wars. A shield bar is shown instead of the number of landing aliens.
; 1986-06-04
; * Some bugs fixed.
; 1986-06-14
; * No bugs left. Finished.
; 2010-03-23
; * The original source, in GENS3 format, was edited in order to
;   compile it with Pasmo (http://arrakis.es/~ninsesabe/pasmo/)
;   on Debian GNU/Linux.
; 2010-03-24
; * Several changes in order to make the source easier to read:
;   labeled ROM routines and system variables, renamed labels,
;   new comments...
; * Cursor keys intead of P-O-Q-R; easier for my Dvorak keyboard layout!
; * A bit faster control key routine.
; * The aim can move diagonally.
; 2010-04-07
; * Better pseudo random numbers routine.
; 2010-04-13
; * First draft of a final effect: screen fade.
; 2010-04-14
; * Fixed: the last landing alien didn't caused the sound effect
;   because the shield check was done before it.
; * The sound effects are exchanged: now aliens explode when landing.
; * Final effect: random explosions.
; * Improved: the scenery field appears quickly.
; 2010-04-15
; * Fixed: the aim flickering has been solved.
; * Final effect finished.
; * Improved: two dicker lines in the field lines.
; 2010-04-21
; * Improved: pause between the final effect and the menu, with blank screen.
; 2010-04-24
; * Improved: texts in three languages: English, Esperanto and Spanish.
; * Changed: the bar shield is printed in one single color, and it flashes when short (instead of the text).
; 2010-04-27
; * New character set, designed by Alan Grier (http://www.worldofspectrum.org/infoseekid.cgi?id=001171) in 1986, a bit modified by me.

; *************************************************************
; To do

; Check: Text positions.
; Improve: definable keys.
; Improve: don't print the "score" text every time the score changes.
; Fix: the shooted aliens not always get red. Maybe a emulator issue?

; *************************************************************
; ROM routines
#LINE 81
CHAN_OPEN       EQU 1601h ; open a channel (channel in A)
PR_STRING       EQU 203Ch ; print a string (start in DE, count in BC)
PLOT_SUB        EQU 22E5h ; the plot subroutine (coords in BC)
DRAW            EQU 24BAh ; point of the DRAW_LINE routine
STACK_BC        EQU 2D2Bh ; stack BC register pair
FP_TO_BC        EQU 2DA2h
FP_TO_A         EQU 2DD5h
PRINT_FP        EQU 2DE3h ; print a floating point number

; *************************************************************
; Sytem addresses

VIDEO   EQU 16384
ATTRS   EQU 22528

; *************************************************************
; Sytem constants

VIDEO_LENGHT    EQU 6912
ATTRS_LENGHT    EQU 768
BITMAP_LENGHT   EQU VIDEO_LENGHT-ATTRS_LENGHT
COLUMNS         EQU 32

; *************************************************************
; Sytem variables

; Absolute addresses

CHARS   EQU 23606
ERR_NR  EQU 23610
BORDER  EQU 23624
SEED    EQU 23670
FRAMES  EQU 23672
UDG     EQU 23675
P_FLAG  EQU 23697
ATTR_P  EQU 23693
ATTR_T  EQU 23695

; *************************************************************
; Constants
#LINE 122
ATTR            EQU %00000111 ; white ink, black paper
TRANSPARENT     EQU 8 ; keep the current attribute

OWN_CHARSET     EQU 1 ; compile time flag
MAX_SHIELD      EQU 32
SHIELD_ATTR     EQU %01101000 ; bright, cyan paper

INK_CHR         EQU 16
PAPER_CHR       EQU 17
BRIGHT_CHR      EQU 19
INVERSE_CHR     EQU 20
OVER_CHR        EQU 20
AT_CHR          EQU 22
SPACE_CHR       EQU 32

; *************************************************************
; Languages
#LINE 140
LANGUAGES               EQU 3 ; number of languages
EN                      EQU 0 ; English
EO                      EQU 1 ; Esperanto
ES                      EQU 2 ; Spanish
DEFAULT_LANGUAGE        EQU EN ; English

; *************************************************************
; System init

ENTRY   ;ORG 32768
#LINE 151
        DI

        LD A,2
        CALL CHAN_OPEN

        IF OWN_CHARSET
        LD HL,CHAR_SET-256
        LD (CHARS),HL
        ENDIF

        LD HL,ALIEN_UDGS
        LD (UDG),HL

        LD A,(FRAMES)
;        OR 1 ; make sure it's not zero
        LD (SEED),A

; *************************************************************
; Start

START
        CALL CLS

        LD DE,TITLE_TXT
        LD BC,TITLE_LEN
        CALL PR_STRING
PR_MENU
        CALL CLEAR_MENU
        LD HL,MENU_TXTS
        CALL PR_LANGUAGE_STRING
        LD DE,KEYS_TXT
        LD BC,KEYS_LEN
        CALL PR_STRING
        CALL PR_LANGUAGE

FIRST_INK
        LD A,1 ; blue ink
CHANGE_INK
        PUSH AF ; save the ink
        LD HL,ATTRS+32*3 ; from line 4
        LD DE,ATTRS+32*3+1
        LD BC,16*32-1 ; 16 lines
        LD (HL),A
        LDIR

        LD BC,#0F00 ; wait counter

CHECK_KEYS
        LD A,%10111111 ; keyboard semi row H-J-K-L-ENTER
        IN A,(#FE)
        AND %00010 ; key "L"
        JR NZ,WAIT_KEY_0
RELEASE_L
        LD A,%10111111 ; keyboard semi row H-J-K-L-ENTER
        IN A,(#FE)
        AND %00010 ; key "L"
        JR Z,RELEASE_L
        
        LD A,(LANGUAGE)
        INC A
CHANGE_LANGUAGE
        LD (LANGUAGE),A
        CP LANGUAGES
        JR C,PR_MENU
        POP AF ; sync the stack
        XOR A
        JR CHANGE_LANGUAGE

WAIT_KEY_0
        CALL KEY_0
        JR NZ,CHECK_KEYS_END ; jump if "0" is not pressed
RELEASE_KEY_0
        CALL KEY_0
        JR Z,RELEASE_KEY_0 ; jump until "0" is not pressed
        JR INIT

CHECK_KEYS_END
        DEC BC
        LD A,B
        OR C
        JR NZ,CHECK_KEYS

        POP AF ; restore the ink
        INC A ; next ink color
        CP 8 ; no more ink colors?
        JR Z,FIRST_INK ; then start again
        JR CHANGE_INK

; *************************************************************
; Game init

INIT
        LD HL,0
        LD (SCORE),HL
        LD A,MAX_SHIELD
        LD (SHIELD),A
        LD DE,#0A0F ; line 10, column 15
        LD (AIM_COORDS),DE

        CALL SCENERY
        CALL OVER_1
        CALL NEW_ALIEN

; *************************************************************
; Main loop

        CALL PR_AIM
        CALL PR_ALIEN

MAIN
        CALL RANDOM
        CP (IX+MOVE_PROB)
        JR NC,AIM

        CALL PR_ALIEN

        LD DE,(ALIEN_COORDS)
        CALL RANDOM
        CP (IX+GLIDE_DIR)
        JR C,RIGHT

        ; Alien

        ; Left
        LD A,E
        AND A
        JR NZ,LEFT1
        LD E,32
LEFT1
        DEC E
        AND A
        JR DOWN

RIGHT
        LD A,E
        CP 31
        JR NZ,RIGHT1
        LD E,-1
RIGHT1
        INC E

DOWN
        LD (ALIEN_COORDS),DE
        CALL RANDOM
        CP (IX+DOWN_PROB)
        JR NC,PR_COLOR_ALIEN
        INC D
        LD (ALIEN_COORDS),DE
        LD A,D
        CP 16 ; landing?
        JR NZ,PR_COLOR_ALIEN
        CALL EXPLOSION

        ; Decrement the shield

        XOR A
        CALL CHAN_OPEN
        LD A,(SHIELD)
        DEC A
        LD (SHIELD),A
        LD D,1
        LD E,A
        CALL AT
        LD A," "
        RST #10
        LD A,2
        CALL CHAN_OPEN
        LD A,(SHIELD)
        AND A
        JR Z,GAME_OVER ; no shield left
        CP 6
        JR NZ,OTHER_ALIEN

        ; Almost no shield left

        LD A,SHIELD_ATTR+128 ; add flash
        CALL PR_SHIELD_BAR_A

OTHER_ALIEN
        CALL NEW_ALIEN

PR_COLOR_ALIEN
        CALL RANDOM
        AND %01000111 ; keep the bright and the ink
        OR 1 ; but make sure the ink is not black
        LD (ATTR_T),A
        CALL PR_ALIEN
        LD A,ATTR
        LD (ATTR_T),A

AIM
        CALL KEYS
        CALL FIRE

; Hold

        CALL KEY_0
        JR NZ,RESUME
HOLD_OFF
        CALL KEY_0
        JR Z,HOLD_OFF
HOLD
        CALL KEY_0
        JR NZ,HOLD
HOLD_OFF_2
        CALL KEY_0
        JR Z,HOLD_OFF_2

RESUME
        LD BC,2500
DELAY
        DEC BC
        LD A,B
        OR C
        JR NZ,DELAY

        JP MAIN

; *************************************************************
; Game over

GAME_OVER
        LD DE,(SCORE)
        LD BC,(RECORD)
        LD A,B
        CP D
        JR C,NEW_RECORD
        JR NZ,INVASION
        LD A,E
        CP C
        JR NC,INVASION
NEW_RECORD
        LD (RECORD),DE
        CALL OVER_0
        CALL PR_RECORD

; *************************************************************
; Invasion

INVASION

        CALL OVER_1
        CALL PR_AIM ; erase the aim

        LD A,%00000001 ; blue ink
        CALL CL_ATTR_A
        CALL EXPLOSION_DELAY

        CALL RANDOM
        AND %00000111 ; max 7 explosions
        OR %00000100 ; min 4
        LD B,A

FINAL_EXPLOSION
        PUSH BC
        CALL EXPLOSION_DELAY
        LD A,%01000111 ; bright, white ink
        CALL CL_ATTR_A
        CALL EXPLOSION
        LD A,%00000001 ; blue ink
        CALL CL_ATTR_A
        POP BC
        DJNZ FINAL_EXPLOSION

        CALL EXPLOSION_DELAY
        CALL CLS
        CALL EXPLOSION_DELAY
        CALL EXPLOSION_DELAY

        JP START

; Random delay between explosions

EXPLOSION_DELAY
        PUSH BC
        CALL RANDOM
        OR %0000111
        LD B,A
EXPLOSION_DELAY_1
        PUSH BC
        LD B,8
EXPLOSION_DELAY_2
        DJNZ EXPLOSION_DELAY_2
        POP BC
        DEC BC
        LD A,B
        OR C
        JR NZ,EXPLOSION_DELAY_1
        POP BC
        RET

; *************************************************************
; Keyboard

; Is the key "0" pressed? (flag Z set if pressed)

KEY_0
        LD A,%11101111 ; keyboard semi row 6-7-8-9-0
        IN A,(#FE)
        AND %00001 ; key "0"
        RET

; Control keys

KEYS
AIM_COORDS EQU $+1
        LD DE,0

        LD A,%11101111 ; keyboard semi row 6-7-8-9-0
        IN A,(#FE)
        AND %00100 ; key "8"
        JR NZ,LEFT_KEY
        LD A,E
        CP 30 ; right limit
        JR Z,LEFT_KEY
        INC E

LEFT_KEY
        LD A,%11110111 ; keyboard semi row 5-4-3-2-1
        IN A,(#FE)
        AND %10000 ; key "5"
        JR NZ,UP_KEY
        LD A,E
        CP 1 ; left limit
        JR Z,UP_KEY
        DEC E

UP_KEY
        LD A,%11101111 ; keyboard semi row 6-7-8-9-0
        IN A,(#FE)
        AND %01000 ; key "7"
        JR NZ,DOWN_KEY
        LD A,D
        CP 2 ; up limit
        JR Z,DOWN_KEY
        DEC D

DOWN_KEY
        LD A,%11101111 ; keyboard semi row 6-7-8-9-0
        IN A,(#FE)
        AND %10000 ; key "6"
        JR NZ,KEYS_END
        LD A,D
        CP 14 ; down limit
        JR Z,KEYS_END
        INC D

KEYS_END
        LD HL,(AIM_COORDS)
        LD A,H
        CP D ; has the line changed?
        JR NZ,MOVE_AIM
        LD A,L
        CP E ; has the colum changed?
        RET Z ; return if not
        ; otherwise, go into MOVE_AIM and RET

; *************************************************************
; Aim

; Move the aim
; D = new line
; E = new column

MOVE_AIM
        PUSH DE
        CALL PR_AIM ; this erases the aim
        POP DE
        LD (AIM_COORDS),DE
        JR PR_AIM_DE ; it's faster to jump than to load DE from memory; then RET

; Print the aim

PR_AIM
        LD DE,(AIM_COORDS)
PR_AIM_DE
        PUSH DE
        DEC D
        CALL AT
        LD A,"|"
        RST #10
        POP DE
        PUSH DE
        INC D
        CALL AT
        LD A,"|"
        RST #10
        POP DE
        PUSH DE
        DEC E
        CALL AT
        LD A,"-"
        RST #10
        POP DE
        INC E
        CALL AT
        LD A,"-"
        RST #10
        RET

; Fire

FIRE
        LD DE,(ALIEN_COORDS)
        LD BC,(AIM_COORDS)
        LD A,D
        CP B ; are the lines equal?
        RET NZ
        LD A,E
        CP C ; are the columns equal?
        RET NZ

        CALL AT
        LD A,%01000010 ; bright, black paper, red ink
        LD (ATTR_T),A
        EI
        HALT
        DI
        LD A," "
        RST #10

        LD B,#FF
FIRE_1
        DJNZ FIRE_1
        CALL SHOOT
        LD A,ATTR
        LD (ATTR_T),A
        LD A,8 ; backspace
        RST #10
        LD A,(IX+GRAPHIC)
        RST #10

        LD B,0
        LD C,(IX+POINTS)
        LD HL,(SCORE)
        AND A
        ADC HL,BC
        LD DE,(ALIEN_COORDS)
        LD E,D
        LD D,0
        AND A
        SBC HL,DE
        LD (SCORE),HL
        CALL OVER_0
        CALL PR_SCORE
        CALL OVER_1
        CALL NEW_ALIEN
        JP PR_ALIEN ; and RET

; *************************************************************
; Scenery

; Print the scenery

SCENERY
        CALL CLS

        XOR A ; black paper, black ink
        CALL CL_ATTR_A
        CALL SET_ATTR_A

        CALL STARS
        CALL FIELD

        ; Prith the status line

        CALL PR_SCORE
        CALL PR_RECORD
        CALL BRIGHT_1
        CALL PR_SHIELD
        CALL BRIGHT_0

        ; Color the sky and the field

        LD A,%00000111 ; black paper, white ink
        LD HL,ATTRS+32 ; from the second line
        LD DE,ATTRS+32+1
        LD BC,22*32-1 ; 21 lines
        LD (HL),A
        LDIR
if 0 ; not used any more
        ; Color the status line
        ;LD A,%01111000 ; bright, white paper, black ink
        LD A,%01000111 ; bright, black paper,white ink
        LD HL,ATTRS ; from the top left character
        LD DE,ATTRS+1
        LD BC,1*32-1 ; one line
        LD (HL),A
        LDIR
endif
        JP SET_ATTR ; set the standard attribute and RET

; Print the stars

STARS
        LD B,255 ; stars
STAR
        PUSH BC
RANDOM_Y
        CALL RANDOM
        CP 51 ; min Y coordinate
        JR C,RANDOM_Y
        CP 166 ; max Y coordinate
        JR NC,RANDOM_Y
        PUSH AF
        CALL RANDOM
        LD C,A
        POP AF
        LD B,A
        CALL PLOT_SUB
        POP BC
        DJNZ STAR
        RET

; Print the field

FIELD
        LD BC,0
        CALL PLOT_SUB
        LD C,97
        LD B,50
        LD E,1
        LD D,1
        CALL DRAW
        LD C,255
        LD B,0
        CALL PLOT_SUB
        LD C,97
        LD B,50
        LD E,255
        LD D,1
        CALL DRAW
        LD C,137
        LD B,50
        CALL PLOT_SUB
        LD C,50
        LD B,50
        LD E,1
        LD D,255
        CALL DRAW
        LD C,117
        LD B,50
        CALL PLOT_SUB
        LD C,50
        LD B,50
        LD E,255
        LD D,255
        CALL DRAW
        LD C,127
        LD B,50
        CALL PLOT_SUB
        LD C,0
        LD B,50
        LD E,1
        LD D,255
        CALL DRAW
        LD B,50
        CALL H_LINE
        LD B,47
        CALL H_LINE
        LD B,42
        CALL H_LINE
        LD B,35
        CALL H_LINE
        LD B,24
        CALL H_LINE
        LD B,25
        CALL H_LINE
        LD B,12
        CALL H_LINE
        LD B,11
        CALL H_LINE
        LD B,10

; Draw a horizontal line
; B = Y coordinate

H_LINE
        LD C,0
        CALL PLOT_SUB
        LD C,255
        LD B,0
        LD E,1
        LD D,1
        CALL DRAW
        RET

; *************************************************************
; Screen routines

; Clear the screen

CLS
        XOR A
        OUT (#FE),A
        LD (BORDER),A
        LD HL,VIDEO
        LD DE,VIDEO+1
        LD BC,BITMAP_LENGHT-1
        LD (HL),A
        LDIR

        CALL OVER_0
        CALL SET_ATTR

; Set the attributes to A

CL_ATTR_A
        LD HL,ATTRS
        LD DE,ATTRS+1
        LD BC,ATTRS_LENGHT-1
        LD (HL),A
        LDIR
        RET

; Set the default attribute

SET_ATTR
        LD A,ATTR
SET_ATTR_A
        LD (ATTR_P),A
SET_ATTR_T_A
        LD (ATTR_T),A
        RET

; Graphic over

OVER_0  
        LD A,(P_FLAG)
        AND %11111100
        JR SET_P_FLAG
OVER_1  
        LD A,(P_FLAG)
        OR %00000011
SET_P_FLAG
        LD (P_FLAG),A
        RET

if 0 ; not used

; Graphic flash

FLASH_0  
        LD A,(ATTR_T)
        AND %01111111
        JR SET_ATTR_T_A
FLASH_1  
        LD A,(ATTR_T)
        OR %10000000
        JR SET_ATTR_T_A

endif

; Graphic bright

BRIGHT_0  
        LD A,(ATTR_T)
        AND %10111111
        JR SET_ATTR_T_A
BRIGHT_1  
        LD A,(ATTR_T)
        OR %01000000
        JR SET_ATTR_T_A

; Clear the menu

CLEAR_MENU
        LD D,MENU_LINE
        CALL CLEAR_MENU_LINE
        LD D,MENU_LINE+2
        CALL CLEAR_MENU_LINE
        LD D,MENU_LINE+4
        CALL CLEAR_MENU_LINE
        LD D,MENU_LINE+6
        CALL CLEAR_MENU_LINE
        LD D,MENU_LINE+9
        CALL CLEAR_MENU_LINE
        LD D,MENU_LINE+10
        CALL CLEAR_MENU_LINE
        LD D,MENU_LINE+11
        
CLEAR_MENU_LINE
        LD E,MENU_INDENT
        CALL AT
        LD DE,BL_OPTION_TXT
        LD BC,BL_OPTION_LEN
        JP PR_STRING

; Print the record

PR_RECORD
        LD DE,#000F
        CALL PR_STATUS_ATTR
        LD HL,RECORD_TXTS
        CALL PR_LANGUAGE_STRING
RECORD  EQU $+1
        LD BC,0
        JR PR_NUMBER

; Print the score

PR_SCORE
        LD DE,#0000
        CALL PR_STATUS_ATTR
        LD HL,SCORE_TXTS
        CALL PR_LANGUAGE_STRING
SCORE   EQU $+1
        LD BC,0

; Print the number in BC

PR_NUMBER
        CALL STACK_BC
        CALL PRINT_FP
        LD A,INVERSE_CHR ; inverse...
        RST #10
        LD A,0 ; ...off
        RST #10
        LD A,BRIGHT_CHR ; bright...
        RST #10
        LD A,0 ; ...off
        RST #10
        RET

; Print the attributes of score and record

PR_STATUS_ATTR
        ; DE = coords
        CALL AT
        LD DE,STATUS_ATTR_TXT
        LD BC,STATUS_ATTR_LEN
        JP PR_STRING ; print the string and RET

; Print the shield

PR_SHIELD

        LD A,SHIELD_ATTR
PR_SHIELD_BAR_A
        LD HL,ATTRS + 32*23 ; first attribute's address of the 24th line
        LD DE,ATTRS + 32*23 + 1
SHIELD  EQU $+1
        LD BC,MAX_SHIELD
        DEC BC ; needed in order to store the shield in the former opcode, what is needed in order to preserve A and let the PR_SHIELD entry
        LD (HL),A
        LDIR

PR_SHIELD_TXT

        XOR A
        CALL CHAN_OPEN
        LD A,ATTR
        LD (BORDER),A
        LD DE,0
        CALL AT
        LD HL,SHIELD_TXTS
        CALL PR_LANGUAGE_STRING
        LD A,2
        JP CHAN_OPEN ; and RET

; Print the current language in the menu

PR_LANGUAGE
        CALL AT_LANGUAGE
        LD DE,BL_OPTION_TXT
        LD BC,BL_OPTION_LEN
        CALL PR_STRING
        CALL AT_LANGUAGE
        LD HL,LANGUAGE_TXTS

; Print a message depending on the language

        ; HL = address of the text table
        
PR_LANGUAGE_STRING
LANGUAGE EQU PR_LANGUAGE_STRING+1
        LD A,DEFAULT_LANGUAGE
        LD B,A
        ADD A,B
        ADD A,B ; every element in the table has 3 bytes, so A=A*3
        LD B,0
        LD C,A ; offset into BC
        ADD HL,BC ; point to the text start
        LD (TO_DE),HL
TO_DE   EQU $+2
        LD DE,(0)
        INC HL ; point...
        INC HL ; ...to the text length
        LD A,(HL)
        LD C,A
        JP PR_STRING ; print the string and RET

; Set the cursor at the name of the language in the main menu

AT_LANGUAGE
        LD DE,LANGUAGE_LINE*256+MENU_INDENT

; Set the cursor (coords in D and E)

AT
        LD A,AT_CHR
        RST #10
        LD A,D
        RST #10
        LD A,E
        RST #10
        RET

; *************************************************************
; Alien

; New alien

NEW_ALIEN
        CALL RANDOM
        AND %00011111 ; mask the random column (0-31)
        LD E,A
        LD D,1 ; line
        LD (ALIEN_COORDS),DE

        CALL RANDOM
        CP 64
        JR NC,NEW_ALIEN_2
        LD IX,ALIEN_1
        RET
NEW_ALIEN_2
        CP 128
        JR NC,NEW_ALIEN_3
        LD IX,ALIEN_2
        RET
NEW_ALIEN_3
        CP 192
        JR NC,NEW_ALIEN_4
        LD IX,ALIEN_3
        RET
NEW_ALIEN_4
        LD IX,ALIEN_4
        RET

; Print alien

PR_ALIEN
ALIEN_COORDS EQU $+1
        LD DE,0
        CALL AT
        LD A,(IX+GRAPHIC)
        RST #10
        RET


; *************************************************************
; Sound

; Landing

SHOOT
        LD B,5
SHOOT_1
        PUSH BC
        LD HL,#0300
SHOOT_2
        LD DE,1
        PUSH HL
        PUSH IX
        CALL #03BC ; point of the BEEPER ROM routine (#03B5)
        DI
        POP IX
        POP HL
        LD DE,16
        AND A
        SBC HL,DE
        JR NZ,SHOOT_2
        POP BC
        DJNZ SHOOT_1
        RET

; Explosion

EXPLOSION
        PUSH AF
        PUSH BC
        PUSH HL
        LD HL,2000
        LD B,0
        LD E,20
EXPLOSION_1
        PUSH BC
        LD A,(BORDER)
        SRL A
        SRL A
        SRL A
        SET 4,A
        OUT (#FE),A
        LD B,(HL)
EXPLOSION_2
        NOP
        NOP
        NOP
        DJNZ EXPLOSION_2
        RES 4,A
        OUT (#FE),A
        LD B,(HL)
EXPLOSION_3
        NOP
        NOP
        NOP
        DJNZ EXPLOSION_3
        LD B,E
EXPLOSION_4
        NOP
        NOP
        NOP
        NOP
        DJNZ EXPLOSION_4
        INC E
        INC HL
        POP BC
        DJNZ EXPLOSION_1
        POP HL
        POP BC
        POP AF
        RET

; *************************************************************
; Random

; Return a pseudo-random byte (0-255) in A

RANDOM
        PUSH HL
        PUSH BC
        LD A,(SEED)
        LD B,A
        LD A,(FRAMES)
        LD C,A
        LD A,R
        ADD A,B
        ADD A,C
        ;LD HL,509 ; ROM address with the higher number of different values (166) in 256 bytes
        LD HL,13990 ; ROM address pointing to 256 misc values; somehow its result is better
        LD B,0
        LD C,A
        ADC HL,BC
        LD A,(HL)
        LD (SEED),A
        POP BC
        POP HL
        RET

; *************************************************************
; User Defined Graphics

ALIEN_UDGS

        DEFB %00100001
        DEFB %01100011
        DEFB %11101011
        DEFB %11110111
        DEFB %11111111
        DEFB %11101011
        DEFB %01100011
        DEFB %00100001

        DEFB %01000010
        DEFB %10000001
        DEFB %10011001
        DEFB %11100111
        DEFB %10111101
        DEFB %10011001
        DEFB %10000001
        DEFB %01000010

        DEFB %10000100
        DEFB %11000110
        DEFB %11010111
        DEFB %11101111
        DEFB %11111111
        DEFB %11010111
        DEFB %11000110
        DEFB %10000100

; *************************************************************
; Alien's data

; Field offsets

GRAPHIC         EQU 0 ; alien's UDG number
GLIDE_DIR       EQU 1 ; glide direction degree: 0 (left)...center (127)...rigth (255)
DOWN_PROB       EQU 2 ; probability of the alien going down (0...255) (landing speed)
MOVE_PROB       EQU 3 ; probability of the alien moving (0...255) (general activity)
POINTS          EQU 4 ; points got when the alien is destroyed

; Data

ALIEN_1 DEFB 146 ; UDG
        DEFB 0 ; left gliding
        DEFB 55 ; landing speed
        DEFB 50 ; move probability
        DEFB 100 ; points

ALIEN_2 DEFB 145 ; UDG
        DEFB 127 ; vertical gliding
        DEFB 250 ; landing speed
        DEFB 50 ; move probability
        DEFB 200 ; points

ALIEN_3 DEFB 145 ; UDG
        DEFB 127 ; vertical gliding
        DEFB 20 ; landing speed
        DEFB 200 ; move probability
        DEFB 200 ; points

ALIEN_4 DEFB 144 ; UDG
        DEFB 255 ; right gliding
        DEFB 55 ; landing speed
        DEFB 50 ; move probability
        DEFB 100 ; points

; *************************************************************
; Texts

LANGUAGE_LINE   EQU 17

LANGUAGE_TXTS   DEFW LANGUAGE_EN_TXT
                DEFB LANGUAGE_EN_LEN
                DEFW LANGUAGE_EO_TXT
                DEFB LANGUAGE_EO_LEN
                DEFW LANGUAGE_ES_TXT
                DEFB LANGUAGE_ES_LEN
LANGUAGE_EN_TXT DEFM "Not in English"
LANGUAGE_EN_LEN EQU $-LANGUAGE_EN_TXT
LANGUAGE_EO_TXT DEFM "Ne en Esperanto"
LANGUAGE_EO_LEN EQU $-LANGUAGE_EO_TXT
LANGUAGE_ES_TXT DEFM "No en castellano"
LANGUAGE_ES_LEN EQU $-LANGUAGE_ES_TXT

BL_OPTION_TXT   DEFM "                "
BL_OPTION_LEN   EQU $-BL_OPTION_TXT

STATUS_ATTR_TXT
                DEFB PAPER_CHR,0
                DEFB INK_CHR,7
                DEFB BRIGHT_CHR,1
STATUS_ATTR_LEN EQU $-STATUS_ATTR_TXT

SCORE_TXTS      DEFW SCORE_EN_TXT
                DEFB SCORE_EN_LEN
                DEFW SCORE_EO_TXT
                DEFB SCORE_EO_LEN
                DEFW SCORE_ES_TXT
                DEFB SCORE_ES_LEN
SCORE_EN_TXT    DEFM "Score "
SCORE_EN_LEN    EQU $-SCORE_EN_TXT
SCORE_EO_TXT    DEFM "Poentoj "
SCORE_EO_LEN    EQU $-SCORE_EO_TXT
SCORE_ES_TXT    DEFM "Puntos "
SCORE_ES_LEN    EQU $-SCORE_ES_TXT

RECORD_TXTS     DEFW RECORD_EN_TXT
                DEFB RECORD_EN_LEN
                DEFW RECORD_EO_TXT
                DEFB RECORD_EO_LEN
                DEFW RECORD_ES_TXT
                DEFB RECORD_ES_LEN
RECORD_EN_TXT   DEFM "Record "
RECORD_EN_LEN   EQU $-RECORD_EN_TXT
RECORD_EO_TXT   DEFM "Rikordo "
RECORD_EO_LEN   EQU $-RECORD_EO_TXT
RECORD_ES_TXT   DEFM "Marca "
RECORD_ES_LEN   EQU $-RECORD_ES_TXT

SHIELD_TXTS     DEFW SHIELD_EN_TXT
                DEFB SHIELD_EN_LEN
                DEFW SHIELD_EO_TXT
                DEFB SHIELD_EO_LEN
                DEFW SHIELD_ES_TXT
                DEFB SHIELD_ES_LEN
SHIELD_EN_TXT   DEFM "Shield:"
SHIELD_EN_LEN   EQU $-SHIELD_EN_TXT
SHIELD_EO_TXT   DEFB 96
                DEFM "irmilo:"
SHIELD_EO_LEN   EQU $-SHIELD_EO_TXT
SHIELD_ES_TXT   DEFM "Escudo:"
SHIELD_ES_LEN   EQU $-SHIELD_ES_TXT

KEYS_INDENT     EQU 7
KEYS_TXT        DEFB AT_CHR,MENU_LINE,KEYS_INDENT
                DEFM "5"
                DEFB AT_CHR,MENU_LINE+2,KEYS_INDENT
                DEFM "6"
                DEFB AT_CHR,MENU_LINE+4,KEYS_INDENT
                DEFM "7"
                DEFB AT_CHR,MENU_LINE+6,KEYS_INDENT
                DEFM "8"
                DEFB AT_CHR,MENU_LINE+9,KEYS_INDENT
                DEFM "0"
                DEFB AT_CHR,LANGUAGE_LINE,KEYS_INDENT
                DEFM "L"
KEYS_LEN        EQU $-KEYS_TXT

MENU_TXTS       DEFW MENU_EN_TXT
                DEFB MENU_EN_LEN
                DEFW MENU_EO_TXT
                DEFB MENU_EO_LEN
                DEFW MENU_ES_TXT
                DEFB MENU_ES_LEN

MENU_LINE       EQU 4
MENU_INDENT     EQU 10

MENU_EN_TXT     DEFB AT_CHR,MENU_LINE,MENU_INDENT
                DEFM "Left"
                DEFB AT_CHR,MENU_LINE+2,MENU_INDENT
                DEFM "Down"
                DEFB AT_CHR,MENU_LINE+4,MENU_INDENT
                DEFM "Up"
                DEFB AT_CHR,MENU_LINE+6,MENU_INDENT
                DEFM "Right"
                DEFB AT_CHR,MENU_LINE+9,MENU_INDENT
                DEFM "Play/"
                DEFB AT_CHR,MENU_LINE+10,MENU_INDENT
                DEFM "Halt/"
                DEFB AT_CHR,MENU_LINE+11,MENU_INDENT
                DEFM "Continue"
MENU_EN_LEN     EQU $-MENU_EN_TXT

MENU_EO_TXT     DEFB AT_CHR,MENU_LINE,MENU_INDENT
                DEFM "Maldekstre"
                DEFB AT_CHR,MENU_LINE+2,MENU_INDENT
                DEFM "Malsupre"
                DEFB AT_CHR,MENU_LINE+4,MENU_INDENT
                DEFM "Supre"
                DEFB AT_CHR,MENU_LINE+6,MENU_INDENT
                DEFM "Dekstre"
                DEFB AT_CHR,MENU_LINE+9,MENU_INDENT
                DEFM "Ludi/"
                DEFB AT_CHR,MENU_LINE+10,MENU_INDENT
                DEFM "Haltigi/"
                DEFB AT_CHR,MENU_LINE+11,MENU_INDENT
                DEFM "Pluigi"
MENU_EO_LEN     EQU $-MENU_EO_TXT

MENU_ES_TXT     DEFB AT_CHR,MENU_LINE,MENU_INDENT
                DEFM "Izquierda"
                DEFB AT_CHR,MENU_LINE+2,MENU_INDENT
                DEFM "Abajo"
                DEFB AT_CHR,MENU_LINE+4,MENU_INDENT
                DEFM "Arriba"
                DEFB AT_CHR,MENU_LINE+6,MENU_INDENT
                DEFM "Derecha"
                DEFB AT_CHR,MENU_LINE+9,MENU_INDENT
                DEFM "Jugar/"
                DEFB AT_CHR,MENU_LINE+10,MENU_INDENT
                DEFM "Detener/"
                DEFB AT_CHR,MENU_LINE+11,MENU_INDENT
                DEFM "Continuar"
MENU_ES_LEN     EQU $-MENU_ES_TXT

TITLE_TXT       DEFB AT_CHR,0,5
                DEFB BRIGHT_CHR,1
                DEFM "A  L  I  E  N   -   A"
                DEFB AT_CHR,20,4
                DEFB 127 ; copyright character
                DEFM " 1986, 2010 Marcos Cruz"
                DEFB AT_CHR,21,4
                DEFM "http://programandala.net"
                DEFB BRIGHT_CHR,0
TITLE_LEN       EQU $-TITLE_TXT

; *************************************************************
; Character set

        IF OWN_CHARSET
CHAR_SET        INCBIN alien-a_charset.bin
        ENDIF

; *************************************************************

        END ENTRY ; set the entry point

end asm

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  Moving
Posted by: britlion - 06-22-2010, 07:02 PM - Forum: ZX Basic Compiler - Replies (21)

Just to let you all know that in a month or two I'll be moving from the USA back to the UK.

This is almost certainly going to limit my ability to play with programming and be around. Sad - most of my stuff is going to be in shipping containers for at least three months. Probably more while I find a job and somewhere to live. So if I disappear, I'm sorry! I'll be back!

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  Wrong PEEKed value from @label (*solved*)
Posted by: programandala.net - 06-21-2010, 03:50 PM - Forum: Bug Reports - Replies (8)

I have a label beetwen to pieces of machine code data:

Code:
asm
    defb 12,8 ; width and heigth (in characters)
end asm

galeon02Charset:

asm
    defb 0,0,0,0,0,0 ; many graphic data
end asm

I tried to access the first two bytes (before the label) from BASIC, PEEKing the label address plus an offset, but I got strange results. In order to find out the problem, I wrote the following:

Code:
    cls
    dim gal as uinteger
    let gal = @galeon02Charset
    print gal ' prints 36716, OK!
    print gal-2,peek(gal-2) ' prints 36714 and 12, OK!
    print gal-1,peek(gal-1) ' prints 36715 and 8, OK!

    print @galeon02Charset ' prints 36716, OK!
    print @galeon02Charset-2,peek(@galeon02Charset-2) ' prints 36714, 106 !!!
    print @galeon02Charset-1,peek(@galeon02Charset-1) ' prints 36715, 107 !!!

    print @galeon02Charset-2,peek(ubyte,@galeon02Charset-2) ' prints 36714, 106 !!!
    print @galeon02Charset-1,peek(ubyte,@galeon02Charset-1) ' prints 36715, 107 !!!

    print @galeon02Charset-2,peek((@galeon02Charset)-2) ' prints 36714, 106 !!!
    print @galeon02Charset-1,peek((@galeon02Charset)-1) ' prints 36715, 107 !!!

I don't understand why the address of the label is printed with PRINT but returns a wrong value with PEEK. Any issue about the type? But the address of a label is supposed to be uinteger, isn't it?

I don't understand why PEEK works with the uinteger variable, initialized to @label, but doesn't work directly with @label.

Is this a bug or am I missing something?

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