07-18-2013, 06:44 PM
Yes - redefining the font to point to the data is an alternative. In that tutorial I did the graphics bank switching thing, because I thought it would be the easiest explanation for Sinclair Basic users. But it's not really the most efficient way to use graphics. Having 21 is a holdover from sinclair basic, and pretty much designed into the ROM. There's only 21 ascii numbers assigned to the UDG; and there's just no way to get more at any one time using this system!
Of course, you can redefine the whole font, or just write a print routine that will print straight to screen from your udg defined bytes in memory, as well. For example <!-- m --><a class="postlink" href="http://www.boriel.com/wiki/en/index.php/ZX_BASIC:Putchars.bas">http://www.boriel.com/wiki/en/index.php ... tchars.bas</a><!-- m --> is designed to blit graphics data straight to the screen.
Of course, you can redefine the whole font, or just write a print routine that will print straight to screen from your udg defined bytes in memory, as well. For example <!-- m --><a class="postlink" href="http://www.boriel.com/wiki/en/index.php/ZX_BASIC:Putchars.bas">http://www.boriel.com/wiki/en/index.php ... tchars.bas</a><!-- m --> is designed to blit graphics data straight to the screen.