05-14-2013, 10:08 AM
It's listed in the wiki: <!-- m --><a class="postlink" href="http://www.boriel.com/wiki/en/index.php/ZXBasic">http://www.boriel.com/wiki/en/index.php/ZXBasic</a><!-- m -->
Explicitly, this one is at: <!-- m --><a class="postlink" href="http://goo.gl/4jPd5">http://goo.gl/4jPd5</a><!-- m -->
Early on it talks about storing UDG data inside the code in safe places and accessing it. Then how to put the maze data into a DIM. Then a faster way - store the screen image instead, since it's way faster to put up as a screen$ type block. Then function fastHalfSquares is discussed, which contains a data table, as well as the code that accesses it - and so on.
Hope it helps!
Explicitly, this one is at: <!-- m --><a class="postlink" href="http://goo.gl/4jPd5">http://goo.gl/4jPd5</a><!-- m -->
Early on it talks about storing UDG data inside the code in safe places and accessing it. Then how to put the maze data into a DIM. Then a faster way - store the screen image instead, since it's way faster to put up as a screen$ type block. Then function fastHalfSquares is discussed, which contains a data table, as well as the code that accesses it - and so on.
Hope it helps!