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Paper/Border rerun bug
Quote:Usually games don't return to BASIC once started. :wink: So, this will go to the TODO list (it's rather easy to implement, will try to do it this week, but I'm currently working on FOR loops).


It would make it easier to mix BASIC and compiled code were the slow code
could be written in pure ZX BASIC like instuctions and such and the game
itself is compiled. In that scenario if one is redefining the keys in uncompiled
BASIC how easy would it be to pass the information to the compiled code?
Or even if one would do away with uncompiled BASIC altogether and just
compile the program in two parts, one in low memory and one in high memory,
how to pass info between the two apart from POKEing and PEEKing? Both
parts are then rerunable.

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