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BiFrost Multicolour engine.
#48
BTW may I suggest an improvement for your tool?

Here's your original program, but with the tile image defined using defb:
Code:
#include "bifrost.bas"

INK 5: PAPER 0: BORDER 0: CLS
PRINT INK 6;AT 4,22;"slenkars";AT 5,23;"ENGINE";AT 6,24;"DEMO"; INK 4; AT 10,24;"WITH";AT 11,23;"BORIEL";AT 12,22;"ZX-BASIC"
   BIFROSTstart()
   BIFROSTresetTileImages(@MyUdgBlock)

While 1
LET a$=INKEY$
IF a<>"" THEN
Dim iter as UInteger
iter=0
for x=0 to 8
for y=0 to 8
BIFROSTsetTile(x, y,BIFROSTSTATIC+ iter)
iter=iter+1
next
next

PRINT INK 6;AT 4,22;"slenkars";AT 5,23;"you";AT 6,24;STR(pokepos); INK 4; AT 10,24;"a";AT 11,23;"Button";
END IF
Wend

MyUdgBlock: REM a simple Label; @Label returns it's memory address
ASM
  defb 0,0,31,128,11,128,14,128
  defb 15,128,103,128,255,192,15,128
  defb 31,128,25,128,49,192,48,192
  defb 48,96,96,96,64,96,0,240
  defb 0,0,7,7,2,7,2,7
  defb 1,1,2,1,7,1,1,1
  defb 5,5,5,5,5,5,5,5
  defb 6,5,6,5,6,6,0,6
END ASM
My suggestion for your tool is that SPACE could "save" the result using POKEs (as the current version) and ENTER could "save" the result using defb as above!
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