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42 Character Printing |
Posted by: britlion - 02-06-2010, 06:52 AM - Forum: How-To & Tutorials
- Replies (9)
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The following two subroutines will support 42 character printing. Colour is allowed, but be aware that the characters are NOT guaranteed to fit into an attribute square, and as such, may cause colour clash.
Set colour with the permanent colour statements (ink/paper not in a print line).
The 42 character printing routine maintains its own X,Y coordinates for printing. Printing on all 24 lines is supported.
X values can range from 0 to 41 (0 <= X <= 42) and Y values can range from 0 to 24 (0 <= Y <= 24). Use the printAt42(y,x) call to change the current position of the printing, otherwise successive prints carry on where the last one left off (with runover to the next line, correctly after the 42nd character).
Size is kept to a minimum, because the routine uses the ROM character set and cuts out lines from it in order to reduce to 6 pixels wide; with a couple of exceptions that are improved by being thus defined here. A redesigned character set is possible, but only for about 31 characters, owing to space limitations in the data design.
Characters ARE vertically aligned to the 42 character grid, however. This is not proportional printing. Therefore this routine can be used safely for tables and other such gridded arrangements.
Original routine this is based on was written by Paul Wardle.
printat42 routine
Code: SUB printat42 (y as uByte, x as uByte)
POKE @printAt42Coords,x
POKE @printAt42Coords+1,y
END sub
The main print42 routine, with assembly and documentation
Code: SUB print42 (characters$ as string)
asm
POP BC ; Grab this
POP DE ; Grab the return address
POP HL ; grab our string address
PUSH DE ; put the return address back where we found it
LD C,(HL)
INC HL
LD B,(HL) ; all told, LD BC with the length of the string.
INC HL ;Puts HL to the first real character in the string.
LD A,C
OR B
RET Z ; Is the length of the string 0? If so, quit.
examineChar:
LD A,(HL) ; Grab the character at our pointer position
CP 128 ;Too high to print?
JR NC, nextChar ; Then we go to the next
CP 22 ; Is this an AT?
JR NZ, isNewline ; If not jump over the AT routine to isNewline
isAt:
EX DE,HL ; Get DE to hold HL for a moment
AND A ; Plays with the flags. One of the things it does is reset Carry.
LD HL,00002
SBC HL,BC ; Subtract length of string from HL.
EX DE,HL ; Get HL back from DE
RET NC ; If the result WASN'T negative, return. (We need AT to have parameters to make sense)
INC HL ; Onto our Y co-ordinate
LD D,(HL) ; Put it in D
DEC BC ; and move our string remaining counter down one
INC HL ; Onto our X co-ordinate
LD E,(HL) ; Put the next one in E
DEC BC ; and move our string remaining counter down one
CALL nxtchar ; Call routine to shuffle right a char
JR newline ; Hop over to
isNewline:
CP 13 ; Is this character a newline?
JR NZ,checkvalid ; If not, jump forward
newline:
LD DE,(63536)
CALL nxtline ; move to next line
LD (63536),DE ; and go on to next character
JR nextChar
checkvalid:
CP 31 ; Is character <31?
JR C, nextChar ; If not go to next character
prn: PUSH HL ; Save our position
PUSH BC ; Save our countdown of chars left
CALL printachar ; Go print a character
POP BC ; Recover our count
POP HL ; Recover our position
nextChar:
INC HL ; Move to the next position
DEC BC ; count off a character
LD A,B
OR C ; Did we hit the end of our string? (BC=0?)
JR NZ, examineChar ; If not, we need to go look at the next character.
RET ; End the print routine
basicVariableName:
defb "z$" ; The name of the variable we are looking at.
; This routine forms the new 6-bit wide characters and
;alters the colours to match the text. The y,x co-ordinates and eight
;bytes of workspace are located at the end of this chunk.
; it starts with the character ascii code in the accumulator
printachar:
EXX
PUSH HL ; Store H'L' where we can get it.
EXX
ld c, a ; Put a copy of the character in C
ld h, 0
ld l, a ; Put the Character in HL
ld de, whichcolumn-32 ; the character is at least 32, so space = 0th entry.
add hl, de ; HL -> table entry for char.
ld a, (hl) ; Load our column slice data from the table.
cp 32 ; Is it less than 32?
jr nc, calcChar ; If so, go to the calculated character subroutine
; This is the special case 'we defined the character in the table' option
ld de, characters ; Point DE at our table
ld l, a ; Put our character number from our table lookup that's in HL in a
call mult8 ; multiplies L by 8 and adds in DE [so HL points at our table entry]
ld b, h
ld c, l ; Copy our character data address into BC
jr printdata ; We have our data source, so we print it.
calcChar: ; this is the calculate from the ROM data option
; a holds the column kill data
ld de, 15360 ; Character set-256. We could use CHARS here, maybe; but might not work with a redefiend character set.
ld l, c ; Get our character back from C
call mult8 ; Multiply l by 8 and add to DE. (HL points at the ROM data for our character now)
ld de, workspace ; Point DE at our 8 byte workspace.
push de ; Save it
exx ;
ld c, a ; Put our kill column in C'
cpl ; Invert
ld b, a ; Put the inverse in B'
exx ;
ld b, 8 ; 8 bytes to a character loop counter
loop1:
ld a, (hl) ; Load a byte of character data
inc hl ; point at the next byte
exx ;
ld e, a ; Put it in e'
and c ; keep the left column block we're using
ld d, a ; and put it in d'
ld a, e ; grab our original back
rla ; shift it left (which pushes out our unwanted column)
and b ; keep just the right block
or d ; mix with the left block
exx ;
ld (de), a ; put it into our workspace
inc de ; next workspace byte
djnz loop1 ; go round for our other bytes
pop bc ; Recover a pointer to our workspace.
printdata:
call testcoords ; check our position, and wrap around if necessary. [returns with d=y,e=x]
inc e ; Bump along to next co-ordinate
ld (xycoords), de ; Store our coordinates for the next character
dec e ; Bump back to our current one
ld a, e ; get x
sla a ; Shift Left Arithmetic - *2
ld l, a ; put x*2 into L
sla a ; make it x*4
add a, l ; (x*2)+(x*4)=6x
ld l, a ; put 6x into L [Since we're in a 6 pixel font, L now contains the # of first pixel we're interested in]
srl a ; divide by 2
srl a ; divide by another 2 (/4)
srl a ; divide by another 2 (/8)
ld e, a ; Put the result in e (Since the screen has 8 pixel bytes, pixel/8 = which char pos along our first pixel is in)
ld a, l ; Grab our pixel number again
and 7 ; And do mod 8 [So now we have how many pixels into the character square we're starting at]
push af ; Save A
ex af, af'
ld a, d ; Put y Coord into A'
sra a ; Divide by 2
sra a ; Divide by another 2 (/4 total)
sra a ; Divide by another 2 (/8) [Gives us a 1/3 of screen number]
add a, 88 ; Add in start of screen attributes high byte
ld h, a ; And put the result in H
ld a, d ; grab our Y co-ord again
and 7 ; Mod 8 (why? *I thought to give a line in this 1/3 of screen, but we're in attrs here)
rrca ;
rrca
rrca ; Bring the bottom 3 bits to the top - Multiply by 32(since there are 32 bytes across the screen), here, in other words. [Faster than 5 SLA instructions]
add a, e ; add in our x coordinate byte to give us a low screen byte
ld l, a ; Put the result in L. So now HL -> screen byte at the top of the character
ld a, (23693) ; ATTR P Permanent current colours, etc (as set up by colour statements).
ld e, a ; Copy ATTR into e
ld (hl), e ; Drop ATTR value into screen
inc hl ; Go to next position along
pop af ; Pull how many pixels into this square we are
cp 3 ; It more than 2?
jr c, hop1 ; No? It all fits in this square - jump changing the next attribute
ld (hl), e ; 63446 Must be yes - we're setting the attributes in the next square too.
hop1:
dec hl ; Back up to last position
ld a, d ; Y Coord into A'
and 248 ; Turn it into 0,8 or 16. (y=0-23)
add a, 64 ; Turn it into 64,72,80 [40,48,50 Hex] for high byte of screen pos
ld h, a ; Stick it in H
push hl ; Save it
exx ; Swap registers
pop hl ; Put it into H'L'
exx ; Swap Back
ld a, 8
hop4:
push af ; Save Accumulator
ld a, (bc) ; Grab a byte of workspace
exx ; Swap registers
push hl ; Save h'l'
ld c, 0 ; put 0 into c'
ld de, 1023 ; Put 1023 into D'E'
ex af, af' ; Swap AF
and a ; Flags on A
jr z, hop3 ; If a is zero jump forward
ld b, a ; A -> B
ex af, af' ; Swap to A'F'
hop2:; Slides a byte right to the right position in the block (and puts leftover bits in the left side of c)
and a ; Clear Carry Flag
rra ; Rotate Right A
rr c ; Rotate right C (Rotates a carry flag off A and into C)
scf ; Set Carry Flag
rr d ; Rotate Right D
rr e ; Rotate Right E (D flows into E, with help from the carry bit)
djnz hop2 ; Decrement B and loop back
ex af, af'
hop3:
ex af, af'
ld b, a
ld a, (hl)
and d
or b
ld (hl), a ; Write out our byte
inc hl ; Go one byte right
ld a, (hl) ; Bring it in
and e
or c ; mix those leftover bits into the next block
ld (hl), a ; Write it out again
pop hl
inc h ; Next line
exx
inc bc ; Next workspace byte
pop af
dec a
jr nz, hop4 ; And go back!
exx ; Tidy up
pop hl ; Clear stack leftovers
exx ; And...
ret ; Go home.
mult8: ; Multiplies L by 8 -> HL and adds it to DE. Used for 8 byte table vectors.
ld h, 0
add hl, hl
add hl, hl
add hl, hl
add hl, de
ret
testcoords:
ld de, (xycoords) ; get our current screen co-ordinates (d=y,e=x - little endian)
nxtchar:
ld a, e ;
cp 42 ; Are we >42?
jr c, ycoord ; if not, hop forward
nxtline:
inc d ; if so, so bump us to the next line down
ld e, 0 ; and reset x to left edge
ycoord:
ld a, d ;
cp 24 ; are we >24 lines?
ret c ; if no, exit subroutine
ld d, 0 ; if yes, wrap around to top line again.
ret ; exit subroutine
end asm
printAt42Coords:
asm
xycoords:
defb 0 ; x coordinate
defb 0 ; y coordinate
workspace:
defb 0
defb 0
defb 0
defb 0
defb 0
defb 0
defb 0
defb 0
; The data below identifies a column in the character to remove. It consists of 1's
; from the left edge. First zero bit is the column we're removing.
; If the leftmost bit is NOT 1, then the byte represents a redefined character position
; in the lookup table.
whichcolumn:
defb 254 ; SPACE
defb 254 ; !
defb 128 ; "
defb 224 ; #
defb 128 ; $
defb 0 ; % (Redefined below)
defb 1 ; & (Redefined below)
defb 128 ; '
defb 128 ; (
defb 128 ; )
defb 128 ; *
defb 128 ; +
defb 128 ; ,
defb 128 ; -
defb 128 ; .
defb 128 ; /
defb 2 ; 0 (Redefined below)
defb 128 ; 1
defb 224 ; 2
defb 224 ; 3
defb 252 ; 4
defb 224 ; 5
defb 224 ; 6
defb 192 ; 7
defb 240 ; 8
defb 240 ; 9
defb 240 ; :
defb 240 ; ;
defb 192 ; <
defb 240 ; =
defb 192 ; >
defb 192 ; ?
defb 248 ; @
defb 240 ; A
defb 240 ; B
defb 240 ; C
defb 240 ; D
defb 240 ; E
defb 240 ; F
defb 240 ; G
defb 240 ; H
defb 128 ; I
defb 240 ; J
defb 192 ; K
defb 240 ; L
defb 240 ; M
defb 248 ; N
defb 240 ; O
defb 240 ; P
defb 248 ; Q
defb 240 ; R
defb 240 ; S
defb 3 ; T
defb 240 ; U
defb 240 ; V
defb 240 ; W
defb 240 ; X
defb 4 ; Y
defb 252 ; Z
defb 224 ; [
defb 252 ; \
defb 240 ; ]
defb 252 ; ^
defb 240 ; _
defb 240 ; UK Pound (Currency) Symbol
defb 255 ; a
defb 128 ; b
defb 255 ; c
defb 255 ; d
defb 255 ; e
defb 255 ; f
defb 255 ; g
defb 255 ; h
defb 255 ; i
defb 255 ; j
defb 255 ; k
defb 255 ; l
defb 255 ; m
defb 255 ; n
defb 255 ; o
defb 255 ; p
defb 255 ; q
defb 255 ; r
defb 255 ; s
defb 255 ; t
defb 255 ; u
defb 255 ; v
defb 255 ; w
defb 255 ; x
defb 255 ; y
defb 255 ; z
defb 128 ; {
defb 128 ; |
defb 255 ; }
defb 128 ; ~
defb 5 ; (c) end column data
characters:
defb 0 ; %
defb 0
defb 100
defb 104
defb 16
defb 44
defb 76
defb 0
defb 0 ; &
defb 32
defb 80
defb 32
defb 84
defb 72
defb 52
defb 0
defb 0 ; digit 0
defb 56
defb 76
defb 84
defb 84
defb 100
defb 56
defb 0
defb 0 ; Letter T
defb 124
defb 16
defb 16
defb 16
defb 16
defb 16
defb 0
defb 0 ; Letter Y
defb 68
defb 68
defb 40
defb 16
defb 16
defb 16
defb 0
defb 0 ; (c) symbol
defb 48
defb 72
defb 180
defb 164
defb 180
defb 72
defb 48
end asm
END SUB
A little program to test and demonstrate:
Code: DIM n as uByte
CLS
PRINT "01234567890123456789012345678901"
FOR n=1 to 6
printat42(n+1,0)
INK n
print42("012345678901234567890123456789012345678901")
NEXT n
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Weirdness 4 |
Posted by: britlion - 01-31-2010, 05:49 AM - Forum: Bug Reports
- Replies (1)
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Okay, this one is pretty small. It crashes.
Code: FUNCTION RAND () as uInteger : REM Code by Jon Ritman
random: REM add 46 bytes to this location to hit the store "Lion"
asm
RANDOM: LD HL,(SEED+2)
LD D,L
ADD HL,HL
ADD HL,HL
LD C,H
LD HL,(SEED)
LD B,H
RL B
LD E,H
RL E
RL D
ADD HL,BC
LD (SEED),HL
LD HL,(SEED+2)
ADC HL,DE
RES 7,H
LD (SEED+2),HL
JP M,RANDOM3
LD HL,SEED
RANDOM2: INC (HL)
INC HL
JR Z,RANDOM2
RANDOM3: LD HL,(SEED)
RET
SEED: DB "Lion"
end asm
END FUNCTION
CLS
DIM a as uInteger
let a=@random
PRINT a
let a=a+46
PRINT a
DIM n as uInteger
DIM result as uByte
FOR n=a to a+4
LET result=peek n
print n;"=";result;"=";CHR$ (result)
next n
IF I change the last line to:
Code: print n;"=";result;"=";CHR$ (76)
It doesn't crash. What's the problem with CHR$(uByte) suddenly?
Can anyone else replicate this?
All I was trying to do was put in a nice shiny new random number generator...
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Disassembler |
Posted by: britlion - 01-31-2010, 03:34 AM - Forum: ZX Basic Compiler
- Replies (4)
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Just a thought...but since ZXB is based on python, and the SkoolKit is python, and it has a disassembler built in python...
it would be very cool to have the option of disassembling other people's programs to steal routines from.
<!-- m --><a class="postlink" href="http://www.worldofspectrum.org/forums/showthread.php?t=28326&highlight=disassembler">http://www.worldofspectrum.org/forums/s ... sassembler</a><!-- m -->
Now I have NO clue about python, but to my mind it can't be too difficult to joint the dots there and make ZXB an assembler AND a disassembler all in one.
asm in -> .bin file out and .bin file in to .asm out!?
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Logical Bitwise Functions - AND, OR, XOR, NOT |
Posted by: britlion - 01-31-2010, 12:21 AM - Forum: How-To & Tutorials
- Replies (4)
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These items do seem to be quite high on a few people's wish list. I hope they help!
Right now I only know how to use FASTCALL with a single parameter. If anyone knows how standard multi parameter calls work when we get into m/c please let me know. For the moment, these work and are pretty fast, even though AND and OR cheat a little.
Binary NOT (8 bit version)
Code: FUNCTION FASTCALL bNOT (sentIn as uByte) as uByte
asm
CPL
end asm
END FUNCTION
USAGE: bNOT(byte value or ubyte value)
Binary NOT (16 bit version)
Code: FUNCTION FASTCALL bNOT (sentIn as uInteger) as uInteger
asm
LD a,h
CPL
ld h,a
ld a,l
CPL
ld l,a
end ASM
END FUNCTION
USAGE: bNOT(uInteger value)
How about this as a compromise: A NOT function that does an 8 bit not for any value that fits in 8 bits, a 16 bit NOT for any value that fits in 16 bits, and a 32 bit NOT for any larger value.
Code: FUNCTION FASTCALL bNOT(sentIn as uLONG) as uLONG
asm
LD A,D
OR E
JR Z,word ; if DE = 0, assume it's NOT a long!
LD A, D
CPL
LD D, A
LD A,E
CPL
LD E,A
word:
LD A,H
AND A ; if H=0 assume it's not 16 bit.
JR Z, byte
CPL
LD H,A
byte:
LD A,L
CPL
LD L,A
END asm
END Function
Binary AND (8 bit)
Code: FUNCTION bAND (byte1 as uByte, byte2 as uByte) as uByte
return bANDHL(byte1*256+byte2)
END function
FUNCTION FASTCALL bANDHL (HL as uInteger) as uByte
asm
LD a,h
AND l
end asm
END FUNCTION
USAGE bAND (byte value1, byte value2)
NOTE: Yes, this is one function that calls another. It cheats by putting two 8 bit values into a 16 bit. It's definitely possible to have something better optimized, and if I learn how standard calls work, I'll use that.
In the meantime, this does work.
Binary OR (8 bit)
NOTE: This uses the same sneaky methods as bAND. I'm sure better code will turn up later.
Code: FUNCTION bOR (byte1 as uByte, byte2 as uByte) as uByte
return bORHL(byte1*256+byte2)
END function
FUNCTION FASTCALL bORHL (HL as uInteger) as uByte
asm
LD a,h
OR l
end asm
END FUNCTION
USAGE bOR(byte value,byte value)
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Weirdness 3 |
Posted by: britlion - 01-28-2010, 08:04 AM - Forum: Bug Reports
- Replies (14)
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Code: FOR i=0 to 7
LET charASave(i)=PEEK (23675+i)
BEEP 1,1
NEXT i
This is a snippet of the same program as previously mentioned. I didn't think it was working right with loops. So, I added a beep. It duly beeps once, clears the screen (with NO cls command) and moves on. If I add a print charASave command, it crashes instead. Shouldn't try to catch it out, I guess.
Boriel, a little while ago,[a version or two back] this was far more stable and predictable...what is going on here?
Best clue I have is that when installing it said something about a newer version being there already. So I uninstalled completely and reinstalled. Is my SDK corrupt?? Is there something completely broken about the 'latest version' on the ftp site?
Am I quietly going insane?
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Weirdness MK II |
Posted by: britlion - 01-28-2010, 07:39 AM - Forum: Bug Reports
- Replies (1)
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I seem to be just posting stuff that baffles me. I might work it out, but here we go:
The code is actually sent "AA" as a string right here. It comes back as "nn" apparently. Which is odd.
Code: CLS
FOR i=0 to 1 step 2: REM Just grab the first two temporarily. Change this for the whole input later!
LET leftChar = CODE characters$ (i to i)
LET rightChar = CODE characters$ (i+1 to i+1)
print leftChar, rightChar
print CHR$(leftChar), CHR$(rightChar)
print CHR$(110), CHR$(110)
next i
The really weird thing is the result:
Code: 110 110
q n
n n
And a line of corrupted screen a little further down.
That screen corruption has me worried. But the results table implies that CHR$(110) comes out sometimes as "q" and sometimes as "n". I think.
Oh, incidentally, string slicing using string(i) doesn't work again. Have to use string(i TO i); otherwise it insists it's not an array and sulks.
However, string(3) [As a number, not a variable] seems to work just fine.
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toUpper and toLower functions |
Posted by: britlion - 01-27-2010, 06:09 AM - Forum: How-To & Tutorials
- No Replies
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Hey all. I'm not anything like a good Z80 programmer, but I'm learning snippets. I wanted a fast way to flip between lower and upper case characters. This can of course be done by +/- 32 to the ascii code. This is of course, the same as setting or resetting bit 5 of the character, which assembly is better at (you could also perhaps use the bAND function listed in How-To). Anyway, I found these two to work. I wasn't sure if resetting the carry flag was necessary or not in all cases, so cleared it to be on the safe side.
Edit:
It is also with wry amusement that I note that Boriel has LCase and UCase functions in his library as well that I hadn't noticed. #include <lcase.bas> (and/or ucase) would let you use them. They lower/upper a whole string. His functions also use OR and AND instead of set and res. Irritatingly, though I was sure that bit set and bit reset instructions ought to be faster...they aren't. According to the documentation I have, OR and AND take 7 T states when run on the accumulator. SET and RES take 8. Even though that's pretty baffling, since OR can be used as a set of many bits, and AND can be used as a reset of many bits in one go - the documentation says they are faster. Boriel's code almost always is going to be better than mine - unless you happen to have a single character as an ascii code instead of a string. I'll leave these here then as potentially useful for dealing with things like Y/N? responses for a single letter.
Code: REM Change a single character code to lower case
REM Anything except an UPPERCASE letter is returned unchanged.
FUNCTION FASTCALL toLower (letter as uByte) as uByte
asm
;AND A ; clear carry flag (unnecessary)
CP 65
RET C
CP 90
RET NC
; set 5,a (slow)
OR 32 ; faster
end asm
END FUNCTION
Code: REM Change a single character code to Upper Case
REM Anything except a lowercase letter is returned unchanged.
FUNCTION FASTCALL toUpper (letter as uByte) as uByte
asm
; AND A ; Clear carry flag (unnecessary)
CP 97
RET C
CP 122
RET NC
; res 5,a (slow)
AND 224 ; faster
end asm
END FUNCTION
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Logical operators bugged? (*solved*) |
Posted by: britlion - 01-27-2010, 04:36 AM - Forum: Bug Reports
- Replies (3)
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I can't see why this doesn't work:
Code: dim a as uByte
FUNCTION get (capitalise as byte) as uByte
DIM lastK AS uByte AT 23560: REM LAST_K System VAR
lastK=0
DO LOOP until lastK <> 0 : REM Wait for a keypress
IF capitalise >0 AND lastK >= 97 AND lastK <= 122 THEN:
LET lastK = lastK - 32
END IF
IF capitalise <0 AND lastK >=65 AND lastK <= 90 THEN:
LET lastK=lastK + 32
END IF
RETURN lastK
END FUNCTION
let a=get(1)
print a,chr$(a)
Without fail this doesn't capitalise the key I pressed. get(-1) should only produce lower case (a-z), get(0) should produce what's pressed (a-Z) and get(1) should produce UPPER case (A-Z). It doesn't seem to be changing it. I've proved the IF works - I think the AND is failing.
I tried Code: IF ((capitalise >0 AND lastK >= 97) AND lastK <= 122) THEN:
in order to see if' it's something in the multiple AND options. Any one of the three conditions, without the AND seems to come out true.
Are logical functions misbehaving?
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BOLD and ITALIC - Taken out? (*solved*) |
Posted by: britlion - 01-26-2010, 09:51 PM - Forum: Bug Reports
- Replies (1)
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Are BOLD and ITALIC no longer supported?
Code: PRINT BOLD 1; "TEST"
Doesn't seem to compile as a program:
File "zxb.py", line 243, in <module>
File "zxb.py", line 196, in main
File "ply\yacc.pyc", line 263, in parse
File "ply\yacc.pyc", line 710, in parseopt
File "zxbparser.pyc", line 2921, in p_print_list_elem
File "zxbparser.pyc", line 1558, in make_sentence
File "ast.pyc", line 64, in makenode
ast.NotAnAstError: Object 'BOLD' is not an Ast instance
Build Failed!
Same problem with ITALIC. Are they gone?
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@array broken? (*solved*) |
Posted by: britlion - 01-23-2010, 05:12 AM - Forum: Bug Reports
- Replies (3)
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I think something broke in the Array code. (Perhaps in asm function _ARRAY ?)
Code: DIM udg(7) AS uByte => {24,88,126,26,120,72,206,2}
POKE UINTEGER 23675,@udg(0): REM udg(0) is the 1st array element
PRINT @udg(0)
STOP
This code crashes the spectrum - without any reference to @udg, it runs perfectly; so it seems to be the @udg calculation that is breaking.
ZXB 1.2.4.
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