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BiFrost Multicolour engine.
#53
turns out the reason was because I used REM on the pokes which didnt really get rid of them,
so moving the tile image location AND doing the pokes caused the program to end, dont know why

heres the code:
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)
REM
POKE 48628,0
POKE 48629,0
POKE 48630,5
POKE 48631,128
POKE 48632,7
POKE 48633,192
POKE 48634,7
POKE 48635,192
POKE 48636,15
POKE 48637,240
POKE 48638,31
POKE 48639,252
POKE 48640,31
POKE 48641,84
POKE 48642,127
POKE 48643,231
POKE 48644,228
POKE 48645,124
POKE 48646,117
POKE 48647,224
POKE 48648,245
POKE 48649,224
POKE 48650,117
POKE 48651,224
POKE 48652,228
POKE 48653,224
POKE 48654,31
POKE 48655,224
POKE 48656,15
POKE 48657,224
POKE 48658,15
POKE 48659,224
POKE 48660,0
POKE 48661,0
POKE 48662,34
POKE 48663,34
POKE 48664,34
POKE 48665,34
POKE 48666,34
POKE 48667,32
POKE 48668,34
POKE 48669,34
POKE 48670,34
POKE 48671,34
POKE 48672,34
POKE 48673,56
POKE 48674,57
POKE 48675,56
POKE 48676,57
POKE 48677,56
POKE 48678,57
POKE 48679,34
POKE 48680,57
POKE 48681,34
POKE 48682,57
POKE 48683,34
POKE 48684,57
POKE 48685,34
POKE 48686,32
POKE 48687,32
POKE 48688,34
POKE 48689,34
POKE 48690,32
POKE 48691,32
END REM
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,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:
ASM
defb 0,0,0,0,0,0,0,0,0,0,0,0,0,0,56,0,56,0,56,0,56,0,0,0,0,0,0,0,0,0,0,0
defb 0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,0,105,0,81,0,17,0,0,0,0,0,0,0,0,0,0,0
END ASM

loadersnap.sna is the loader i use
please see attached bifrostgame.tzx


Attached Files
.sna   loadersnap.sna (Size: 48.03 KB / Downloads: 412)
.tzx   bifrostgame.tzx (Size: 2.63 KB / Downloads: 471)
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