Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 258
» Latest member: manuelzo75
» Forum threads: 1,074
» Forum posts: 6,434

Full Statistics

Online Users
There are currently 265 online users.
» 0 Member(s) | 262 Guest(s)
Applebot, Bing, Google

Latest Threads
.tap file code not execut...
Forum: Help & Support
Last Post: Zoran
04-28-2025, 10:59 AM
» Replies: 4
» Views: 204
Exit from more than one l...
Forum: Wishlist
Last Post: Duefectu
04-23-2025, 10:06 PM
» Replies: 3
» Views: 265
put small ASM programs li...
Forum: How-To & Tutorials
Last Post: Zoran
04-18-2025, 02:02 PM
» Replies: 6
» Views: 1,528
Creating +3 Menus - Loadi...
Forum: Help & Support
Last Post: merlinkv
04-16-2025, 02:08 PM
» Replies: 6
» Views: 522
Randomize not very random...
Forum: Help & Support
Last Post: Zoran
04-08-2025, 10:40 AM
» Replies: 4
» Views: 422
Scope rules
Forum: Bug Reports
Last Post: Zoran
04-04-2025, 09:46 AM
» Replies: 2
» Views: 291
Using constants not allow...
Forum: Bug Reports
Last Post: baltasarq
03-19-2025, 10:00 PM
» Replies: 8
» Views: 1,019
404 page not found
Forum: Documentation
Last Post: boriel
03-08-2025, 07:16 PM
» Replies: 5
» Views: 2,856
Spectrum keywords codes
Forum: Bug Reports
Last Post: boriel
03-08-2025, 11:00 AM
» Replies: 1
» Views: 398
ZXodus][Engine
Forum: ZX Basic Compiler
Last Post: boriel
02-19-2025, 11:43 PM
» Replies: 69
» Views: 213,504

 
  IXh and IXl (*solved*)
Posted by: britlion - 03-23-2010, 05:39 AM - Forum: Bug Reports - Replies (2)

I noticed that the assembler doesn't like using IX and IY as half registers. Is it unsupported, or using a different syntax than the one I expected - LD IXH,A ?

Technically, they aren't official Zilog instructions, but most assemblers go for them. It's sometimes really handy to load IX and IY in halves, or you desperately need that extra register :-)

From a manual on assembler:


More Control Over Index Registers
You know, you can access the high and low bytes of IX and IY. It's a little more complicated because the instructions aren't officially supported by ZiLog, and it is a little on the unelegant side. Nevertheless they can be useful in some circumstances, like when all your registers are locked up and you need an 8-bit counter bad.
The high byte of IX is called either IXH or HX (remember these are unofficial registers so there are no standard names). The low byte is called either IXL or LX. The high and low bytes of IY are named similarly.

To use a part of an index register in an instruction:

Pick an instruction that allows both H and L to be used as an operand, excepting shifts, rotates, BIT, SET, and RES.
Use H if you want the high byte, or L if you want the low byte.
Immediately precede this instruction with .DB $DD to use the IX half-registers, or .DB $FD to use the IY half-registers.
Example: LD E, IXH
.DB $DD
LD E, H

Example: SUB IYL
.DB $FD
SUB L

Be aware that once you specify a prefix, you are locked into using that index register's half-registers. It is impossible to combine the half-registers of HL, IX, or IY in one instruction:
.DB $DD ;LD IXH, IXL
LD H, L

Print this item

  £ (UK Pound) symbol
Posted by: britlion - 03-21-2010, 07:33 PM - Forum: How-To & Tutorials - Replies (9)

Tip of the day:

Clearly, a US keyboard doesn't have this £ thing. I have no idea if it's on a spanish or austrian one. I doubt it. So, just in case you need it, with a default US character set, the ` (back quote) seems to do the same job in compiled code.

Chances are I'm the only person that's relevant to. But hey I'm sharing anyway. Hush.

Print this item

  Another strange thing related to the "graphics overwriting"
Posted by: apenao - 03-21-2010, 03:37 PM - Forum: Bug Reports - Replies (6)

I have polished a bit my sprite routine, writting it in just one file and erasing repeated code (it worked OK up to this point) and adding a new subroutine to set the background colour of the playing area. Wheter I use or not this routine (and even if I take it out of the sprite routine file and copy it in any part of the main program code) its causing the graphics behave strangely.

When I'm drawing the "show room" (the only one atm, where I'm trying the graphics and the movements) I call (via Gosub) the routines drawing the different parts, i.e.:
GOSUB ESQUINA -- DRAWS THE CORNERS
GOSUB HABITACINESCONPUERTA -- DRAWS THE "WALLS" AND THE DOORS

When I draw the decoration parts (i.e. a carpet, or different floor designs) I see one of the coordinates of the sprites is changed:

If I draw the carpet (GOSUB ALFOMBRA), then the transparent window has its Y coordinate changed, whatever the correct value is.

If I draw the star (GOSUB ESTRELLA), the main sprite's X coordinate is changed.

And so on. I'll copy the .bas files for the game and the library so you can check it changing between the decorations (MADERA, FLECHAIZDA,FLECHADERECHA,ESTRELLA,SUELOEQUIS,LABERINTO). Perhaps it makes any sense to you. I don't include the .rle file because its the same I sent you last time.



The main program:

Code:
#include <sinclair.bas>
#include <keys.bas>



'pause 0

'declaracion variables
          DIM UP AS UBYTE: DIM DOWN AS UBYTE: DIM LEFT AS UBYTE: DIM RIGHT AS UBYTE
          DIM X AS UBYTE: DIM XA AS UBYTE: DIM Y AS UBYTE: DIM YA AS UBYTE
          DIM FRAME AS UBYTE: DIM DIRECCION AS UBYTE
          DIM XE AS UBYTE: DIM XEA AS UBYTE: DIM YE AS UBYTE: DIM YEA AS UBYTE: DIM XVENT AS UBYTE: DIM YVENT AS UBYTE
          DIM FRAMEE AS UBYTE:DIM VERTICAL AS UBYTE: DIM HORIZONTAL AS UBYTE: DIM CONTADORE AS UBYTE: DIM DIRECCIONE AS UBYTE
          DIM VELOCIDAD AS UBYTE:DIM VELOCIDADE AS UBYTE
          DIM PAPELFONDO AS UBYTE
          
'mapeado            {0:COLOR,1:N,2:E,3:S,4:O,5:TIPO_ESCENARIO,6:SUELO,7:DEC_IZDA,8:DEC_DCHA,9:MOB,10:VENT,11:SCRIPT1,12:SCRIPT2,13:VACIO,14:VACIO)

          DIM MAPA (0 TO 1,0 TO 14) AS uByte => {{5,0,1,0,1,0,1,1,1,1,1,0,0,0,0 } , _
                                                {6,0,1,1,1,1,2,2,2,1,1,0,0,0,0 }}
'pantalla

         DIM PANTALLA AS UBYTE
         LET PANTALLA=0

'variables
          LET X=80:LET XA=80:LET Y=120:LET YA=120
          LET FRAME=0: LET DIRECCION=0
          LET XE=60:LET XEA=60:LET YE=88:LET YEA=88: LET XVENT=96:LET YVENT=160
          LET FRAMEE=0:LET VERTICAL=1:LET HORIZONTAL=0: LET CONTADORE=0:LET DIRECCIONE=0
          LET VELOCIDAD=1:LET VELOCIDADE=2
          LET PAPELFONDO=5
          
'imprime pantalla

unchunk (@pantalla,16384,2614)
paper PAPELFONDO: ink O: bright 0

      fondocolor (PAPELFONDO*8)
      GOSUB ESQUINAS
      GOSUB RODAPIECONPUERTA
      GOSUB HABITACIONESCONPUERTA
      GOSUB ESTRELLA


'preimpresion

         xorsprite (30,90,@escudo1)
         spriteh (24)
         xorsprite (30,145,@armadura)
         spriteh (12)
         cpbuffer (XVENT,YVENT,@buser2)
         spriteh (16)
         cpbuffer (X,Y,@buser)
         cpbuffer (XE,YE,@buser3)
         andsprite (X,Y,@gentlecillo)
         xorsprite (X,Y,@gentlecillo+32*8)
         andsprite (XE,YE,@mayordomo)
         xorsprite (XE,YE,@mayordomo+64)
         spriteh (12)
         andsprite (XVENT,YVENT,@ventana1)
         xorsprite (XVENT,YVENT,@ventana1+32)
         spriteh (16)
        
'BUCLE PRINCIPAL
bucle:
         DO
         GOSUB teclado
         GOSUB mayordom
         GOSUB impresion
        
         LOOP

end
'lectura del teclado
teclado:
         LET UP=MULTIKEYS(KEYQ)
         LET DOWN=MULTIKEYS(KEYA)
         LET LEFT=MULTIKEYS(KEYO)
         LET RIGHT=MULTIKEYS(KEYP)
         IF UP AND (X-16)>25 AND Y>101-(X/2) AND Y<138+(X/2)THEN LET X=X-VELOCIDAD: LET DIRECCION=1:END IF
         IF DOWN AND X+16<120 THEN LET X=X+VELOCIDAD: LET DIRECCION=0: END IF
         IF LEFT AND Y>101-(X/2) THEN LET Y=Y-VELOCIDAD: LET DIRECCION=3:END IF
         IF RIGHT AND Y<138+(X/2) THEN LET Y=Y+VELOCIDAD: LET DIRECCION=2:END IF
         IF UP+DOWN+LEFT+RIGHT>0 THEN LET FRAME=FRAME+1:IF FRAME>1 THEN LET FRAME=0:END IF:END IF
         RETURN

mayordom:
         LET XE=XE+(VERTICAL*VELOCIDADE)
         LET YE=YE+(HORIZONTAL*VELOCIDADE)
         'IF INT (RND*100)=1 THEN LET VERTICAL=1:END IF
         'IF INT (RND*100)=1 THEN LET HORIZONTAL=1: END IF


         IF XE<43 OR XE>103 THEN LET VERTICAL=VERTICAL*-1:END IF
         IF YE<101-(XE/2) OR YE>138+(XE/2) THEN LET HORIZONTAL=HORIZONTAL*-1:END IF
         'LET CONTADORE=CONTADORE +1:IF CONTADORE>100 THEN LET DIRECCIONE=INT (RND*2):LET CONTADOREE=0:GOSUB CAMBIODIRE:END IF

         LET FRAMEE=FRAMEE+1: IF FRAMEE>1 THEN LET FRAMEE=0:END IF
         RETURN
CAMBIODIRE:
         IF DIRECCIONE=0 THEN LET VERTICAL=VERTICAL*(-1):LET HORIZONTAL=0:END IF
         IF DIRECCIONE=1 THEN LET HORIZONTAL =HORIZONTAL*-1:LET VERTICAL=0:END IF
         RETURN

impresion:
         ASM
         HALT
         ; Wait for scan line
         LD BC,1137
         fspRedrawloop:
         DEC BC
         LD A,B
         OR C
         JR NZ,fspRedrawloop
         END ASM

         rstbuffer (XA,YA,@buser)
         rstbuffer (XEA,YEA,@buser3)
         rstbuffer (XVENT,YVENT,@buser2)
         cpbuffer (X,Y,@buser)
         cpbuffer (XE,YE,@buser3)
         cpbuffer (XVENT,YVENT,@buser2)

         IF X<=XE THEN GOSUB GENTLE:GOSUB MAYORD:END IF
         IF XE<X THEN GOSUB MAYORD:GOSUB GENTLE:END IF
         GOSUB VENTAN

         LET XA=X:LET YA=Y
         LET XEA=XE:LET YEA=YE
         RETURN
GENTLE:
         andsprite (X,Y,@gentlecillo+(DIRECCION*64)+(FRAME*32))
         xorsprite (X,Y,@gentlecillo+256+(DIRECCION*64)+(FRAME*32))
         RETURN
MAYORD:
         andsprite (XE,YE,@mayordomo+FRAMEE*32)
         xorsprite (XE,YE,@mayordomo+64+(FRAMEE*32))
         RETURN
VENTAN:
         spriteh (12)
         andsprite (XVENT,YVENT,@ventana1)
         xorsprite (XVENT,YVENT,@ventana1+32)
         spriteh (16)
        
         RETURN
SUB FASTCALL ARQUITECTURA()
HABITACIONESCONPUERTA:
         'pared inferior con puerta
         plot 54,68:draw 65,0
         draw 5,-2:draw 7,0:draw 5,2
         draw 65,0
         'papred izquierda con puerta
         plot 48,75: draw 16,32
         draw 0,20: draw 6,10:draw 0,-20
         draw 9,18
         'pared derecha con puerta
         plot 52+128+26,75: draw -16,32
         draw 0,20: draw -6,10:draw 0,-20
         draw -9,18
         'pared superior con puerta
         plot 48+122,76+32+30: draw -36,0
         draw 0,16:draw -15,0:draw 0,-16
         draw -35,0
RETURN
RODAPIECONPUERTA:
         'rodapie inferior con puerta
         plot 55,70:draw 64,0
         plot 56+64+16,70:draw 64,0
         'rodapie izquierda con puerta
         plot 50,75: draw 16,32
         plot 50+16+6,75+32+10:draw 9,18
         'rodapie derecha con puerta
         plot 50+128+26,75: draw -16,32
         plot 50+128+4,75+32+10:draw -9,18
         'rodapie superior con puerta
         plot 48+122,76+32+28:draw -35,0
         plot 50+68,76+32+28: draw -34,0
RETURN
HABITACIONESSINPUERTA:
         'pared inferior sin puerta
         plot 54,68:draw 145,0
         'pared izquierda sin puerta
         plot 48,75: draw 30,60
         'pared derecha sin puerta
         plot 206,75: draw -30,60
         'pared superior sin puerta
         plot 170,138: draw -86,0
RETURN
RODAPIESSINPUERTA:
         'rodapie inferior sin puerta
         plot 55,70:draw 145,0
         'rodapie izquierda sin puerta
         plot 50,75: draw 30,60
         'rodapie derecha sin puerta
         plot 204,75: draw -30,60
         'rodapie superior sin puerta
         plot 170,136:draw -86,0
RETURN
ESQUINAS:
         'esquina superior derecha
         plot 175,136:draw -2,2:draw -2,0
         plot 173,136:draw -1,0:draw -1,0
         'esquina superior izquierda
         plot 81,136:draw 1,0:draw 1,0
         plot 79,136:draw 2,2:draw 2,0
         'esquina inferior izquierda
         plot 54,68:draw -4,2:draw -2,2:draw 0,2
         plot 54,70:draw -3,2:draw -1,1:draw 0,1
         'esquina inferior derecha
         plot 200,68:draw 4,2:draw 2,2:draw 0,2
         plot 200,70:draw 3,2:draw 1,1:draw 0,1
RETURN
SOTANOSINPUERTA:
         'pared inferior sin puerta
         plot 54,68:draw 30,-4:draw 20,2:draw 50,-3:draw 45,5
         'pared izquierda sin puerta
         plot 48,75: draw 5,23:draw 10,9:draw 5,19:draw 10,9
         'pared derecha sin puerta
         plot 206,75: draw -5,23:draw -10,9:draw -5,19:draw -10,9
         'pared superior sin puerta
         plot 170,138: draw -15,10: draw -8,-5:draw -20,6:draw -18,-8:draw -15,7:draw -10,-10
RETURN
RODAPIESOTANOSINPUERTA:
         'rodapie inferior sin puerta
         plot 55,70:draw 145,0
         'rodapie izquierda sin puerta
         plot 50,75: draw 30,60
         'rodapie derecha sin puerta
         plot 204,75: draw -30,60
         'rodapie superior sin puerta
         plot 170,136:draw -86,0
RETURN
SOTANOCONPUERTA:
      'pared inferior con puerta
      plot 54,68:draw 30,-4:draw 20,2:draw 15,-1:draw -1,-6:draw 5,-2:draw 6,1:draw 8,-1:draw -1,10:draw 35,-5:draw 28,6
      'pared izquierda con puerta
      plot 48,75: draw 2,20:draw 12,16
      draw -2,10:draw -2,4:draw 7,2:draw 3,5:draw 0,-5:draw 2,-7
      draw 2,12:draw 6,4
      'pared derecha con puerta
      plot 206,75:  draw -2,20:draw -12,16
      draw 2,10:draw 2,4:draw -7,2:draw -3,5:draw 0,-5:draw -2,-7
      draw -2,12:draw -6,4
      'pared superior con puerta
      plot 170,138: draw -15,10: draw -8,-5:draw -15,6
      draw 3,8:draw -2,-1:draw -8,1:draw -6,-4:draw 1,-12
      draw -15,3:draw -10,-2:draw -5,4:draw -6,-8
RETURN
END SUB
ARQUITECTURA()
SUB FASTCALL DECORACION()
ALFOMBRA:
plot 72,80:draw 108,0:draw -20,48:draw -68,0:draw -20,-48
for triangulo=1 to 24 step 2:plot 72+triangulo*2,80+triangulo:draw 108-(4*triangulo),0:next
for triangulo=1 to 24 step 2:plot 92+triangulo,128-triangulo:draw 68-(2*triangulo),0:next
RETURN
ESTRELLA:
for estrella=0 to 1
plot 126+estrella,80: draw 30,40-estrella:draw -60,0:draw 30,-40+estrella
plot 126+estrella,130:draw -40,-35+estrella:draw 80,0:draw -40,35-estrella
next
RETURN
MADERA:
for suelo=0 to 15
plot 50+suelo*2,74+suelo*4: draw 153-(suelo*4),0
next
for suelo=0 to 15 step 2
plot 64+suelo*2,74+suelo*4: draw 1,3
plot 96+suelo,70+suelo*4: draw 0,4
plot 128,74+suelo*4: draw 0,4
plot 160-suelo,70+suelo*4: draw 0,4
plot 192-suelo*2,74+suelo*4: draw -1,3
next
RETURN
LABERINTO:
plot 62,78: draw 130,0:draw -26,52:draw -78,0
draw -22,-44:draw 112,0:draw -18,36:draw -64,0
draw -13,-26:draw 76,0: draw -8,16:draw -50,0
draw -4,-8:draw 48,0
RETURN
SUELOEQUIS:
      FOR EQUIS=0 TO 2
      PLOT 85+EQUIS,75+EQUIS: DRAW 15,0:DRAW 25,25:DRAW 25,-25:DRAW 15,0
      DRAW -30,30:DRAW 22,25:DRAW -12,0:DRAW -20,-20:DRAW -20,20:DRAW -12,0:DRAW 22,-25:DRAw -30,-30
      NEXT
RETURN
FLECHADERECHA:
      FOR FLECHA=0 TO 2
      PLOT 85+FLECHA,103+FLECHA: DRAW 30,0:DRAW -5,-20:DRAW 55,25
      DRAW -46,20: DRAW -3,-12:DRAW -26,0:DRAW -5,-13
      NEXT
RETURN
FLECHAIZDA:
      FOR FLECH=0 TO 2
      PLOT 170+FLECH,103+FLECH: DRAW -30,0:DRAW 5,-20:DRAW -55,25
      DRAW 46,20: DRAW 3,-12:DRAW 26,0:DRAW 5,-13
      NEXT
RETURN
END SUB
DECORACION()
      END

SUB FASTCALL GRAFICOS()

#include "d:\basiclib\sprite2.bas"
'#include "d:\basiclib\spritebuffer.bas"
#include "d:\basiclib\unchunk.bas"



espare:
ASM
espare:
        defS 32,0
END ASM

gentlecillo:
ASM
; ASM source file created by SevenuP v1.20
; SevenuP (C) Copyright 2002-2006 by Jaime Tejedor Gomez, aka Metalbrain

;GRAPHIC DATA:
;Pixel Size:      ( 16,  16)
;Char Size:       (  2,   2)
;Frames:             8                             q
;Sort Priorities: X char, Char line, Y char, Frame number, Mask
;Data Outputted:  Gfx
;Interleave:      Frames
;Mask:            Yes, before graphic

gentlecillo2:
    DEFB    240, 15,224,  7,224,  7,224,  7
    DEFB    224,  7,224,  7,224,  7,192,  3
    DEFB    128,  1,128,  1,128,  1,192,  3
    DEFB    128,  7,128,  3,129,  3,129,  3
    DEFB    240, 15,224,  7,224,  7,224,  7
    DEFB    224,  7,224,  7,224,  7,192,  3
    DEFB    128,  1,128,  1,128,  1,192,  3
    DEFB    224,  1,192,  1,192,129,192,129
    DEFB    240, 15,224,  7,224,  7,224,  7
    DEFB    224,  7,224,  7,224,  7,192,  3
    DEFB    128,  1,128,  1,128,  1,192,  3
    DEFB    128,  7,129,  3,129,  3,129,  3
    DEFB    240, 15,224,  7,224,  7,224,  7
    DEFB    224,  7,224,  7,224,  7,192,  3
    DEFB    128,  1,128,  1,128,  1,192,  3
    DEFB    224,  1,192,129,192,129,192,129
    DEFB    240, 15,224,  7,224,  7,224,  7
    DEFB    224,  7,224,  7,224,  7,192,  3
    DEFB    128,  1,128,  1,128,  1,192,  3
    DEFB    224,  7,248,  3,248,  3,248,  3
    DEFB    240, 15,224,  7,224,  7,224,  7
    DEFB    224,  7,224,  7,224,  7,192,  3
    DEFB    128,  1,128,  1,128,  1,192,  1
    DEFB    224,  1,224,  1,224,  1,224,  3
    DEFB    240, 15,224,  7,224,  7,224,  7
    DEFB    224,  7,224,  7,224,  7,192,  3
    DEFB    128,  1,128,  1,128,  1,192,  3
    DEFB    224,  7,192, 31,192, 31,192, 31
    DEFB    240, 15,224,  7,224,  7,224,  7
    DEFB    224,  7,224,  7,224,  7,192,  3
    DEFB    128,  1,128,  1,128,  1,128,  3
    DEFB    128,  7,128,  7,128,  7,192,  7
    DEFB      0,  0,  7,224, 15,240, 11,208
    DEFB     12, 48, 15,240, 13,176, 15,240
    DEFB     23,232, 57,156, 30,120,  7,240
    DEFB     25,128, 44, 48, 60, 88,  0,120
    DEFB      0,  0,  7,224, 15,240, 11,208
    DEFB     12, 48, 15,240, 13,176, 15,240
    DEFB     23,232, 57,156, 30,120, 15,224
    DEFB      1,152, 12, 44, 22, 60, 30,  0
    DEFB      0,  0,  7,224, 15,240, 11,208
    DEFB     12, 48, 15,240, 15,240, 15,240
    DEFB     23,232, 57,156, 30,120,  7,240
    DEFB     25,128, 60, 48, 60,120,  0,120
    DEFB      0,  0,  7,224, 15,240, 11,208
    DEFB     12, 48, 15,240, 15,240, 15,240
    DEFB     23,232, 57,156, 30,120, 15,224
    DEFB      1,152, 12, 60, 30, 60, 30,  0
    DEFB      0,  0,  7,224, 15,240, 11,208
    DEFB     12, 48, 15,240, 15,208, 15,240
    DEFB     23,232, 57,156, 30,120, 15,240
    DEFB      0,192,  3, 48,  3,216,  3,224
    DEFB      0,  0,  7,224, 15,240, 11,208
    DEFB     12, 48, 15,240, 15,208, 15,240
    DEFB     23,232, 57,156, 30,120, 15,240
    DEFB      3,196, 12, 60, 14, 56,  7,  0
    DEFB      0,  0,  7,224, 15,240, 11,208
    DEFB     12, 48, 15,240, 11,240, 15,240
    DEFB     23,232, 57,156, 30,120, 15,240
    DEFB      3,  0, 12,192, 27,192,  7,192
    DEFB      0,  0,  7,224, 15,240, 11,208
    DEFB     12, 48, 15,240, 11,240, 15,240
    DEFB     23,232, 57,156, 30,120, 15,240
    DEFB     35,192, 60, 48, 28,112,  0,224

END ASM

espare3:
ASM
espare3:
;        defs 24,0

END ASM

mayordomo:
ASM
mayordomo:
    DEFB    224, 15,224, 15,224, 15,224, 15
    DEFB    192,  7,128,  3,128,  3,128,  3
    DEFB    128,  3,128,  3,128,  3,128,  3
    DEFB    128,  3,128,  3,128,  3,224,  7
    DEFB    240, 31,224, 15,224, 15,224, 15
    DEFB    192,  7,128,  3,128,  3,128,  3
    DEFB    128,  3,128,  3,128,  3,128,  3
    DEFB    128,  3,128,  3,128,  3,224, 31
    DEFB      7,192, 15,224, 10,160,  1,  0
    DEFB      4, 64, 23,208, 38,200, 52, 88
    DEFB     42,168, 51,152, 42,168, 51,152
    DEFB     42,168, 57, 56, 12, 96,  0,112
    DEFB      0,  0,  7,192, 15,224, 10,160
    DEFB      1,  0, 20, 80, 39,200, 38,200
    DEFB     52, 88, 41, 40, 50,152, 43,168
    DEFB     50,152, 57, 56,  6,192, 14,  0
END ASM

ventana1:
ASM
ventana12:
    DEFB      0,  0,  0,  0,  0,  0, 31,248
    DEFB     31,248, 31,248, 31,248, 31,248
    DEFB     31,248,  0,  0,  0,  0,  0,  0
    DEFB      0,  0,  0,  0,  0,  0,  0,  0
    DEFB    170,170, 85, 85,128,  3, 64,  3
    DEFB    128,  3, 64,  3,128,  3, 64,  3
    DEFB    128,  3, 64,  3,191,253,127,254
    DEFB      0,  0,  0,  0,  0,  0,  0,  0
END ASM

escudo1:
ASM
escudolibra:
    DEFB      0,  0,127,254,254,127,253,191
    DEFB    122, 94,116, 46,116, 46,111,134
    DEFB     36,  4, 47,132, 52, 12, 23,232
    DEFB     24, 24, 15,240,  7,224,  1,128
END ASM

armadura:
ASM
relojpared:
    DEFB      3,192, 14,176, 21, 88, 43,236
    DEFB     52, 52, 41, 28, 89, 22,113, 10
    DEFB     81,206,112, 10, 82, 78,114, 74
    DEFB     82,238,119,106, 87, 14,112, 10
    DEFB     95,246,106,170,127,254, 24, 24
    DEFB     24, 24,  0,  0,  0,  0,  0,  0
END ASM

buser:
ASM
buser:
        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

buser2:
ASM
buser2:
        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


buser3:
ASM
buser3:
        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


pantalla:
asm
incbin "gentle.rle"
end asm


END SUB
GRAFICOS ()

The sprite libary (sprite2.bas):

Code:
SUB psprite (xd as ubyte,yd as ubyte,gfx as uinteger)
POKE @esprite,xd: POKE @esprite+1,yd: POKE Uinteger (@esprite+2),gfx
POKE @xor1,121:POKE @xor2,122:POKE @xor3,123
gosub printsprite
END SUB

SUB xorsprite (xd as ubyte,yd as ubyte,gfx as uinteger)
POKE @esprite,xd: POKE @esprite+1,yd: POKE Uinteger (@esprite+2),gfx
POKE @xor1,169:POKE @xor2,170:POKE @xor3,171:POKE @mask+1,0: POKE @carry,167':POKE @esprite+5,7:'POKE @esprite+4,255':POKE @esprite+6,60
gosub printsprite
END SUB

SUB andsprite (xd as ubyte,yd as ubyte,gfx as uinteger)
POKE @esprite,xd: POKE @esprite+1,yd: POKE Uinteger (@esprite+2),gfx
POKE @xor1,161:POKE @xor2,162:POKE @xor3,163:POKE @mask+1,255:POKE @carry,0':POKE @esprite+5,0:POKE @esprite+4,246'230':POKE @esprite+6,0
gosub printsprite
END SUB

SUB orsprite (xd as ubyte,yd as ubyte,gfx as uinteger)
POKE @esprite,xd: POKE @esprite+1,yd: POKE Uinteger (@esprite+2),gfx
POKE @xor1,177:POKE @xor2,178:POKE @xor3,179
gosub printsprite
END SUB

SUB spriteh (h as ubyte)
POKE @altura+1,h
END SUB


SUB cpbuffer (xd as ubyte,yd as ubyte,buff as Uinteger)
POKE @buffer,xd:POKE @buffer+1,yd: POKE uinteger @buffer+5,buff
gosub copybuffer
END SUB

SUB rstbuffer (xd as ubyte,yd as ubyte,buff as Uinteger)
POKE @buffer,xd:POKE @buffer+1,yd: POKE uinteger @buffer+5,buff
gosub restorebuffer
END SUB

SUB cpattr (xd as ubyte, yd as ubyte, buff as Uinteger)
LET xattr=INT (xd/8): LET yattr=INT (yd/8): LET dirattr=22528+(32*xattr)+yattr
'POKE uinteger @buffer+5,buff
POKE buff,PEEK dirattr: POKE buff+1,PEEK (dirattr+1): POKE buff+2,PEEK (dirattr+2)
POKE buff+3,PEEK (dirattr+32): POKE buff+4,PEEK (dirattr+33): POKE buff+5,PEEK (dirattr+34)
POKE buff+6,PEEK (dirattr+64): POKE buff+7,PEEK (dirattr+65): POKE buff+8,PEEK (dirattr+66)
END SUB

SUB rstattr (xd as ubyte, yd as ubyte, buff as Uinteger)
LET xattr=INT (xd/8): LET yattr=INT (yd/8): LET dirattr=22528+(32*xattr)+yattr
'POKE uinteger @buffer+5,buff
POKE dirattr,PEEK buff: POKE dirattr+1,PEEK (buff+1): POKE dirattr+2,PEEK (buff+2)
POKE dirattr+32,PEEK (buff+3): POKE dirattr+33,PEEK (buff+4): POKE dirattr+34,PEEK (buff+5)
POKE dirattr+64,PEEK (buff+6): POKE dirattr+65,PEEK (buff+7): POKE dirattr+66,PEEK (buff+8)
END SUB

SUB fondocolor (col as ubyte)
POKE @dircol+1,col
ASM
       ld a,14
       ld hl,22630
lineacolor:
       ld b,20
celdacolor:
END ASM
dircol:
ASM
       ld (hl),12
       inc hl
       djnz celdacolor
       ld DE,12
       add hl,DE
       dec a
       jp nz,lineacolor

END ASM
END SUB

esprite:
ASM
xp: defb 0
yp: defb 0
gfxdir: defw 0




; This is the sprite routine and expects coordinates in (c ,b) form,
; where c is the vertical coord from the top of the screen (0-176), and
; b is the horizontal coord from the left of the screen (0 to 240).
; Sprite data is stored as you'd expect in its unshifted form as this
; routine takes care of all the shifting itself.  This means that sprite
; handling isn't particularly fast but the graphics only take 1/8th of the
; space they would require in pre-shifted form.

; On entry HL must point to the unshifted sprite data.

sprit7: xor 7               ; complement last 3 bits.
       inc a               ; add one for luck!
sprit3: rl d                ; rotate left...
       rl c                ; ...into middle byte...
       rl e                ; ...and finally into left character cell.
       dec a               ; count shifts we've done.
       jr nz,sprit3        ; return until all shifts complete.

; Line of sprite image is now in e + c + d, we need it in form c + d + e.

       ld a,e              ; left edge of image is currently in e.
       ld e,d              ; put right edge there instead.
       ld d,c              ; middle bit goes in d.
       ld c,a              ; and the left edge back into c.
       jr sprit0           ; we've done the switch so transfer to screen.
END ASM
printsprite:
ASM
sprite:
       ld hl,(gfxdir)
       ld bc,(xp)
       ld (dispx),bc       ; store coords in dispx for now.
       call scadd          ; calculate screen address.
END ASM
altura:
ASM
       ld a,16             ; height of sprite in pixels.
sprit1: ex af,af'           ; store loop counter.
       push de             ; store screen address.
       ld c,(hl)           ; first sprite graphic.
       inc hl              ; increment poiinter to sprite data.
       ld d,(hl)           ; next bit of sprite image.
       inc hl              ; point to next row of sprite data.
       ld (sprtmp),hl      ; store it for later.
END ASM
mask:
ASM
       ld e,0              ; blank right byte for now.
       ld a,b              ; b holds y position.
       and 7               ; how are we straddling character cells?
       jr z,sprit0         ; we're not straddling them, don't bother shifting.
       cp 8                ; 5 or more right shifts needed?
       jr nc,sprit7        ; yes, shift from left as it's quicker.
end asm
carry:
asm
       and a               ; oops, carry flag is set so clear it.
sprit2: rr c                ; rotate left byte right...
       rr d                ; ...through middle byte...
       rr e                ; ...into right byte.
       dec a               ; one less shift to do.
       jr nz,sprit2        ; return until all shifts complete.
sprit0: pop hl              ; pop screen address from stack.
       ld a,(hl)           ; what's there already.
END ASM
xor1:
ASM
       xor c               ; merge in image data.   a9 169             a1  161               79 121           b1  177
       ld (hl),a           ; place onto screen.
       inc l               ; next character cell to right please.
       ld a,(hl)           ; what's there already.
END ASM
xor2:
ASM
       xor d               ; merge with middle bit of image.    aa  170           a2 162            7a 122      b2  178
       ld (hl),a           ; put back onto screen.
       inc l               ; next bit of screen area.
       ld a,(hl)           ; what's already there.
END ASM
xor3:
ASM
       xor e               ; right edge of sprite image data.     ab 171            a3 163             7b 123         b3    179
       ld (hl),a           ; plonk it on screen.
       ld a,(dispx)        ; vertical coordinate.
       inc a               ; next line down.
       ld (dispx),a        ; store new position.
       and 63              ; are we moving to next third of screen?
       jr z,sprit4         ; yes so find next segment.
       and 7               ; moving into character cell below?
       jr z,sprit5         ; yes, find next row.
       dec l               ; left 2 bytes.
       dec l               ; not straddling 256-byte boundary here.
       inc h               ; next row of this character cell.
sprit6: ex de,hl            ; screen address in de.
       ld hl,(sprtmp)      ; restore graphic address.
       ex af,af'           ; restore loop counter.
       dec a               ; decrement it.
       jp nz,sprit1        ; not reached bottom of sprite yet to repeat.
       ret                 ; job done.
sprit4: ld de,30            ; next segment is 30 bytes on.
       add hl,de           ; add to screen address.
       jp sprit6           ; repeat.
sprit5: ld de,63774         ; minus 1762.
       add hl,de           ; subtract 1762 from physical screen address.
       jp sprit6           ; rejoin loop.


; This routine returns a screen address for (c, b) in de.

scadd:  ld a,c              ; get vertical position.
       and 7               ; line 0-7 within character square.
       add a,64            ; 64 * 256 = 16384 (Start of screen display)
       ld d,a              ; line * 256.
       ld a,c              ; get vertical again.
       rrca                ; multiply by 32.
       rrca
       rrca
       and 24              ; high byte of segment displacement.
       add a,d             ; add to existing screen high byte.
       ld d,a              ; that's the high byte sorted.
       ld a,c              ; 8 character squares per segment.
       rlca                ; 8 pixels per cell, mulplied by 4 = 32.
       rlca                ; cell x 32 gives position within segment.
       and 224             ; make sure it's a multiple of 32.
       ld e,a              ; vertical coordinate calculation done.
       ld a,b              ; y coordinate.
       rrca                ; only need to divide by 8.
       rrca
       rrca
       and 31              ; squares 0 - 31 across screen.
       add a,e             ; add to total so far.
       ld e,a              ; hl = address of screen.
       ret


dispx: defb 0        ; general-use coordinates.
dispy: defb 0
sprtmp: defw 0          ; sprite temporary address.

END ASM
buffer:
ASM
xcoord: defb 0
ycoord: defb 0
altura: defb 0
gfx: defw 0
buf: defw 0
END ASM
copybuffer:
ASM
copybuffer:
;rutina para copiar algo en algun sitio, más o menos.
; This routine returns a screen address for (c, b) in de.
       ld bc,(xcoord)
       call scadd
       ld (gfx),de
        ld b,16
        ld HL,(gfx)  ;apuntar a la primera celda de la pantalla
        ld DE,(buf)        ;apuntar al buffer
bucle3:  ld a,(HL)         ;capturo el grafico en a
        ;LD C,a            ;y lo paso a C
        ;ld a,(HL)         ;cargo en a el contenido de la celda destino
        ;xor C             ;xoreo con lo que traigo del grafico
        ld (DE),a         ;lo pinto en   (hasta aquí sale xdd)
        inc L
        inc E
        ld a,(HL)
        ld (DE),a
        inc L
        inc E
        ld a,(HL)
        ld (DE),a
        dec L
        dec L
        call uphl
        inc E
        djnz bucle3
ret
END ASM
restorebuffer:
ASM
restorebuffer:
;rutina para copiar algo en algun sitio, más o menos.
; This routine returns a screen address for (c, b) in de.
       ld bc,(xcoord)
       call scadd
       ld (gfx),de

        ld b,16
        ld HL,(gfx)  ;apuntar a la primera celda del destino
        ld DE,(buf)        ;apuntar al origen
bucle2:  ld a,(DE)         ;capturo el grafico en a
        ;LD C,a            ;y lo paso a C
        ;ld a,(HL)         ;cargo en a el contenido de la celda destino
        ;xor C             ;xoreo con lo que traigo del grafico
        ld (HL),a         ;lo pinto en la pantalla  (hasta aquí sale xdd)
        inc L
        inc E
        ld a,(DE)
        ld (HL),a
        inc L
        inc E
        ld a,(DE)
        ld (HL),a
        dec L
        dec L
        call uphl
        inc E
        djnz bucle2
ret

uphl:
    inc h
    ld a,h
    and 7
    ret nz
    ld a,l
    add a,32
    ld l,a
    ret c
    ld a,h
    sub 8
    ld h,a
    ret
    
END ASM

Print this item

  Long Division (*solved*)
Posted by: britlion - 03-21-2010, 01:13 AM - Forum: Bug Reports - Replies (2)

Code:
CLS

dim bigNum as LONG
let bigNum=25000


print "bignum=";bigNum
PRINT
print "10*bigNum=";10*bigNum
PRINT
print "bigNum/10=";bigNum/10

The LONG division code seems borked. It always returns zero.

Print this item

  New bug-fix release 1.2.5-r1513e
Posted by: boriel - 03-19-2010, 08:37 PM - Forum: Bug Reports - No Replies

This version enhances zxbasm (ZX BASIC assembler), so the compilation process is much much faster:
Download here: <!-- m --><a class="postlink" href="http://www.boriel.com/files/zxb/zxbasic-1.2.5r1513e.msi">http://www.boriel.com/files/zxb/zxbasic-1.2.5r1513e.msi</a><!-- m -->

Print this item

  LD A,R not implemented (*solved*)
Posted by: britlion - 03-18-2010, 08:44 PM - Forum: Bug Reports - Replies (8)

The assembler doesn't seem to like LD A,R which is standard Mnemonics for instruction ED5F.

Print this item

  SUB / Function Lock
Posted by: britlion - 03-17-2010, 06:19 AM - Forum: Wishlist - Replies (1)

I think we need some word in the definition for subs and functions that makes -O2/3 NOT optimize something out of the loop because it doesn't seem to be called - but needs to be kept in, perhaps because it contains asm code that we need to keep.

REQUIRED SUB Name()
REQUIRED FUNCTION a(b as uInteger) as uinteger

or some such?

This then culminates in interesting stuff like

REQUIRED SUB initialize () AS INTERRUPT
<code>
END SUB

Print this item

  New bug-fix release 1.2.5-r1513c
Posted by: boriel - 03-16-2010, 11:29 PM - Forum: Bug Reports - Replies (11)

This version fix -O3 bug related to bit-rotation routines (mostly used in graphics and scroll routines).
Download here: <!-- m --><a class="postlink" href="http://www.boriel.com/files/zxb/zxbasic-1.2.5r1513c.msi">http://www.boriel.com/files/zxb/zxbasic-1.2.5r1513c.msi</a><!-- m -->

If you previously experienced any problem with -O3, you should try now with this new release.

Also, for people wanting to send me some test code: you may also send me the code in a private message attachment (e.g. you have a game you don't want others to see before it's finished, or even a commercial game, etc...)

Print this item

  Compiler's heretic behaviour
Posted by: apenao - 03-15-2010, 06:36 PM - Forum: Bug Reports - Replies (4)

I don't know how to call this, but heretic might be close. Let me explain what happens:

I'm making my crap game and I'm following strictly the programmers manual of good practics, you know, first I do the loading screen, then I do some graphics, sprite first and then the backgrounds and at last I try to do some code to move the whole thing with QAOPM (it could be I'm reading the manual upside down, yes).

Now I'm at the stage where I have the sprites done and I'm making the rooms' background. At this stage I just draw it all on the screen and when I'm happy with an item I add a ' before the line to make it a coment and move on to the next item. When I have everything, I will sort it all out.

Well, I had the first room layout. I did a carpet to decorate it. It was ok so I greyed it out (with the ' ) and started to desing a "David Star". When I print it, the first two graphics of the sprite data (which happen to be the mask for the sprite looking down) are corrupted. Somehow it seems that the background data (made with plots and draws) is overwritting the beginning of the sprite data. The strange thing is that if I print the carpet first and over it I print the star, nothing happens. And if I print the star making it double lined, everything is OK too.

So I'll send you a package with the code and attachements so you can check it if you want. No need to hurry up, I can workaround it and go on with the game.

Apenao Smile



Attached Files
.zip   gentle.zip (Size: 7.72 KB / Downloads: 949)
Print this item

  Memory Map
Posted by: britlion - 03-14-2010, 05:42 PM - Forum: Wishlist - Replies (2)

It would be nice to be able to map the program produced in memory, work out where it is - and optionally, where gaps are (very useful for IM2 stuff) so that the gaps could be used. Even if only as buffer memory for other functions.

Print this item