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So... if I was crazy and wanted to implement an IM2 routine.... how do you think I should do it?
Most of my attempts to put the 257 byte data block in memory have failed spectacularly. I think using ORG in an asm statement tends to upset the compiler; but the thing about setting up interrupts is we NEED to put a 257 byte vector table into a very very specific location in memory, and then need to ALSO have the actual interrupt service routine in the specific place that the vector table points to.
*ponder*
I suppose we could use DIM variable @address to force the issue with an array?
On the whole though, this fixed location code isn't really supported by the compiler at this time. How could we work around it?
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Thinking about it some more. If we assume the programmer is smart enough to NOT use the last three pages of memory, we can probably use them for IM2 purposes.
The program below is far from stable. It crashes eventually, depending what you try to do. It's probably because it tries to go back to basic, which we probably don't want to generally. That or I forgot some registers or something.
It's interesting to see it print in the middle of the screen and refuse to move it though!
Code: sub im2Initialize()
DIM addr as uInteger
FOR addr=$FD00 TO $FE00
poke addr,$FE
NEXT addr
POKE $FEFE,243 '; di
POKE $FEFF,205 '; CALL
POKE Uinteger $FF00,@isr
POKE $FF02,251 '; ei
POKE $FF03,$ED
POKE $FF04,77 '; ED4D reti
asm
LD A,$FD
LD I,A
IM 2
end asm
return
isr:
asm
;This is the interrupt Service Rotuine
; First thing, save those registers.
PUSH AF
PUSH BC
PUSH DE
PUSH HL
PUSH IX
EXX
PUSH AF
PUSH BC
PUSH DE
PUSH HL
end asm
Print at 10,10;"Ha!"
asm
POP HL
POP DE
POP BC
POP AF
EXX
POP IX
POP HL
POP DE
POP BC
POP AF
; This jumps to the ROM ISR.
call $0038
ret
end asm
end sub
PRINT "Hello world"
im2Initialize()
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That's beyond my awasomeness already. I swear I knew enough about coding to understand what it does (and how!). So I need to study more
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Ironically, once I'd worked out how to make the compiler do an interrupt mode 2 handler, getting your demo to run was scarily easy.
The IM2 code gets called once per interrupt, and hops over to do one run around what used to be the main loop.
So the main loop was renamed with a label instead of "DO" and has a return at the end of it. It's called with a gosub once per interrupt.
That's the whole trick.
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:o Wooow!
Don't know whether you use ZX BASIC to compile that. If you did, I guess -O3 won't work with this, as it won't probably understand IM2 routines, etc...
Again, astonishing!!!
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boriel Wrote::o Wooow!
Don't know whether you use ZX BASIC to compile that. If you did, I guess -O3 won't work with this, as it won't probably understand IM2 routines, etc...
Again, astonishing!!!
I was wondering when you'd notice that little gem of fun. Yes, it's ALL done with ZX Basic and as for -O3, I actually didn't, because I've been avoiding use of O3 etc - or was at that time; you want us to test it now :-)
It shouldn't make a difference, I think, because I sorta used a hammer to make it work. I used the routine listed above - which pokes the IM2 system into place the hard way. I couldn't find a way to let it allow me to put code where I wanted any other way.
Here's the actual whole program (and I know the IM2 bit isn't as efficient as it could be, it was a first pass, and hey, it worked):
Code: #DEFINE BLACK 0
#DEFINE BLUE 1
#DEFINE RED 2
#DEFINE MAGENTA 3
#DEFINE GREEN 4
#DEFINE CYAN 5
#DEFINE YELLOW 6
#DEFINE WHITE 7
#DEFINE TRANSPARENT 8
#DEFINE CONTRAST 9
#DEFINE TRUE 1
#DEFINE FALSE 0
sub im2Initialize()
DIM addr as uInteger
FOR addr=$FD00 TO $FE00
poke addr,$FE
NEXT addr
POKE $FEFE,243 '; di
POKE $FEFF,205 '; CALL
POKE Uinteger $FF00,@isr
POKE $FF02,251 '; ei
POKE $FF03,$ED
POKE $FF04,77 '; ED4D reti
asm
LD A,$FD
LD I,A
IM 2
end asm
return
isr:
asm
;This is the interrupt Service Rotuine
; First thing, save those registers.
PUSH AF
PUSH BC
PUSH DE
PUSH HL
PUSH IX
EXX
PUSH AF
PUSH BC
PUSH DE
PUSH HL
end asm
gosub mainLoop
asm
POP HL
POP DE
POP BC
POP AF
EXX
POP IX
POP HL
POP DE
POP BC
POP AF
; This jumps to the ROM ISR.
call $0038
ret
end asm
end sub
SUB fspInitialize (n as uByte, udgA as uByte, udgB as uByte, udgC as uByte, udgD as uByte,x as uByte,y as uByte) 'Initialize Sprite: n (sprite number 0-3);a,b,c,d (UDG number 0-20,99 means the sprite won't be printed)
#ifndef FINAL_CODE
IF n>3 OR (udgA>20 AND udgA<>99) or udgB>20 or udgC>20 or udgD>20 then Print "Out Of Bounds Call in ";"fspInitialize" : stop : END IF : REM Bounds checking - so a bad function call doesn't poke all over memory.
#endif
DIM targetAddr as uInteger
targetAddr=@fspDataStart+(48*n)
fspErase()
POKE targetAddr,udgA
targetAddr=targetAddr+1
POKE targetAddr,udgB
targetAddr=targetAddr+1
POKE targetAddr,udgC
targetAddr=targetAddr+1
POKE targetAddr,udgD
targetAddr=targetAddr+1
POKE targetAddr,x
targetAddr=targetAddr+1
POKE targetAddr,y
targetAddr=targetAddr+1
POKE targetAddr,x
targetAddr=targetAddr+1
POKE targetAddr,y
fspBufferAndDraw()
RETURN
fspDataStart:
REM This Section contains Fourspriter data and code that is called by other routines.
ASM
;; 16x16 Sprites moving a character each frame
;; Copyleft 2009 The Mojon Twins.
;; Uses UDGs (it reads the address from the system variables).
;; It moves up to 4 sprites, preserving the backgrounds.
;; Sprite control is done writing a certain number
;; in the Sprite's first UDG
;; If the first UDG is 99, it won't be printed
; Note that the sprites are initialized to disabled.
datap: ; each block is 48 bytes long. [This comment originally said 40 bytes, and it's clearly 48]
;; Sprite 1
udgs1: defb 99,0,0,0 ; Four UDGs of the first sprite.
x_pos1: defb 0 ; X position in chars.
y_pos1: defb 0 ; Y position in chars.
cx_pos1: defb 0 ; Previous X position in chars.
cy_pos1: defb 0 ; Previous Y position in chars.
buffer1: defb 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ; Background Gfx buffer.
attrs1: defb 6,7,7,7 ; Sprite ATTRs
buffatrs1: defb 0,0,0,0 ; Background Attr's buffer
;; Sprite 2
udgs2: defb 99,0,0,0
x_pos2: defb 0
y_pos2: defb 0
cx_pos2: defb 0
cy_pos2: defb 0
buffer2: defb 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
attrs2: defb 7,7,7,7
buffatrs2: defb 0,0,0,0
;; Sprite 3
udgs3: defb 99,0,0,0
x_pos3: defb 0
y_pos3: defb 0
cx_pos3: defb 0
cy_pos3: defb 0
buffer3: defb 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
attrs3: defb 7,7,7,7
buffatrs3: defb 0,0,0,0
;; Sprite 4
udgs4: defb 99,0,0,0
x_pos4: defb 0
y_pos4: defb 0
cx_pos4: defb 0
cy_pos4: defb 0
buffer4: defb 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
attrs4: defb 7,7,7,7
buffatrs4: defb 0,0,0,0
;; General use coordinates
xpos: defb 0
ypos: defb 0
cxpos: defb 0
cypos: defb 0
fspCopyToScreen:
ld b,(xpos)
ld c,(ypos)
call get_scr_address2 ; Returns (xpos, ypos) in HL
ld a, (de)
ld (hl), a
inc h
inc de
ld a, (de)
ld (hl), a
inc h
inc de
ld a, (de)
ld (hl), a
inc h
inc de
ld a, (de)
ld (hl), a
inc h
inc de
ld a, (de)
ld (hl), a
inc h
inc de
ld a, (de)
ld (hl), a
inc h
inc de
ld a, (de)
ld (hl), a
inc h
inc de
ld a, (de)
ld (hl), a
inc h
inc de
ret
fspCopyToScreen2:
call get_scr_address2 ; Returns (xpos, ypos) in HL
ld a, (de)
ld (hl), a
inc h
inc de
ld a, (de)
ld (hl), a
inc h
inc de
ld a, (de)
ld (hl), a
inc h
inc de
ld a, (de)
ld (hl), a
inc h
inc de
ld a, (de)
ld (hl), a
inc h
inc de
ld a, (de)
ld (hl), a
inc h
inc de
ld a, (de)
ld (hl), a
inc h
inc de
ld a, (de)
ld (hl), a
inc h
inc de
ret
; This function returns the address into HL of the screen address
; (xpos, ypos) in character grid notation.
; Original code was extracted by BloodBaz
get_scr_address:
push de
ld a, (xpos)
and 31
ld l, a
ld a, (ypos)
ld d, a
and 24
add a, 64
ld h, a
ld a, d
and 7
rrca
rrca
rrca
or l
ld l, a
pop de
ret
; This function returns the address into HL of the screen address
; (xpos, ypos) in character grid notation.
; Original code was extracted by BloodBaz
get_scr_address2:
push de
ld a,b ; b=x
and 31
ld l, a
ld a,c ; c=y
ld d, a
and 24
add a, 64
ld h, a
ld a, d
and 7
rrca
rrca
rrca
or l
ld l, a
pop de
ret
;; This function returns the memory address of the Character Position
;; (xpos, ypos) in the attribute screen memory.
;; Adapted from code by Jonathan Cauldwell.
get_attr_address:
ld a, (ypos) ; Cogemos y
rrca
rrca
rrca ; Multiply by 32
ld l, a ; Pass to L
and 3 ; Mask with 00000011
add a, 88 ; 88 * 256 = 22528 - start of attributes.
ld h, a ; Put it in the High Byte
ld a, l ; We get y value *32
and 224 ; Mask with 11100000
ld l, a ; Put it in L
ld a, (xpos); Grab X
add a, l ; Add it to the Low byte
ld l, a ; Put it back in L, and we're done. HL=Address.
ret
get_attr_address2:
ld a,c ;(ypos) ; Cogemos y
rrca
rrca
rrca ; Multiply by 32
ld l, a ; Pass to L
and 3 ; Mask with 00000011
add a, 88 ; 88 * 256 = 22528 - start of attributes.
ld h, a ; Put it in the High Byte
ld a, l ; We get y value *32
and 224 ; Mask with 11100000
ld l, a ; Put it in L
ld a,b; (xpos); Grab X
add a, l ; Add it to the Low byte
ld l, a ; Put it back in L, and we're done. HL=Address.
ret
spare: defb 85,85,85,85,85,85,85,85
;; Routine to save the background to the buffer
fspEraseAsm:
ld hl, datap ;
ld b, 4 ;
i4chars2: push bc
;;
ld a, (hl)
cp 99
jr z, nxt2
;; A
LD BC,6
;EX DE,HL ; HL now points at the start sprite data instead
ADD HL,BC ; HL moved on to point to old x-y positions.
LD b,(HL) ; b=x
INC HL
LD c,(HL) ;c=y
INC HL
EX DE,HL ; Now it's DE that points into the data buffer.
; Draw first background character
call fspCopyToScreen2
;; B
; xpos++
inc b
; Draw second background Character
call fspCopyToScreen2
;; C
; xpos --
dec b
; ypos ++
inc c
; draw Third background Character
call fspCopyToScreen2
;; D
; xpos++
inc b
; Draw Fourth background Character
call fspCopyToScreen2
;; move to attr
inc de
inc de
inc de
inc de
;Set our position to top left corner again
; xpos --
dec b
; ypos --
dec c
call get_attr_address2
call copyattrs
EX DE,HL
nxt2: pop bc
djnz i4chars2
ret
fspCopyFromScreen:
call get_scr_address2
ld a, (hl)
ld (de), a
inc h
inc de
ld a, (hl)
ld (de), a
inc h
inc de
ld a, (hl)
ld (de), a
inc h
inc de
ld a, (hl)
ld (de), a
inc h
inc de
ld a, (hl)
ld (de), a
inc h
inc de
ld a, (hl)
ld (de), a
inc h
inc de
ld a, (hl)
ld (de), a
inc h
inc de
ld a, (hl)
ld (de), a
inc h
inc de
ret
fspBufferAndDrawAsm:
ld hl, datap ;
ld b, 4 ;
i4chars:
push bc
;Active Sprite?
ld a, (hl)
cp 99
jr z, nxt1
;; A
LD BC,4
ADD HL,BC ; move past the udg part
;xpos
ld b,(hl)
inc hl
;ypos
ld c,(hl)
inc hl
ld a,b
ld (xpos),a
ld a,c
ld (xpos),a ; we won't need this soon.
inc hl ; move past the old co-ordinates
inc hl
EX de,hl
call fspCopyFromScreen
;; B
; xpos++
inc b
call fspCopyFromScreen
;; C
; xpos --
dec b
; ypos ++
inc c
call fspCopyFromScreen
;; D
; xpos++
inc b
call fspCopyFromScreen
;; Now we point to the ATTR buffer,adding 4:
inc de
inc de
inc de
inc de
;Put ourselves back at the top left corner.
; xpos --
dec b
; ypos --
dec c
call get_attr_address2
ld bc, 32
;First Character
LDI ; bc was loaded with 32 instead of 31 to account for the BC-- this instruction has.
;Second Character
LDI
add hl, bc ; we can get away with this because BC++ as well as hl--
;Third Character
LDI
;Fourth Character
LDI
EX DE,HL ; back to an HL pointer.
nxt1: pop bc
djnz i4chars
; Go straight into Painting new sprites for speed.
;; Print sprites routine
;; UDGs are labeled from 0 to 21. The addres of the UDG is:
;; *(23675) + 256 * *(23676) + 8 * N
fspDrawAsm:
draw_sprites:
ld hl, datap ;
ld b, 4 ;
i4chars3: push bc
ld a, (hl)
cp 99
jr z, nxt3
;; Copy pointer "HL" to alt reg
push HL
exx
pop HL
exx
ld bc,4
add hl,bc
; Get xpos
LD a,(hl)
ld b,a ;x
inc hl
; Get ypos
LD a,(hl)
ld c,a ;y
inc hl
push HL ; de Save pointer.
EXX
LD A,(HL)
INC HL
EXX
call fspGetUdgAddr
;Draw the first character
call fspCopyToScreen2
; xpos++
inc b
; Address of the graphics
EXX
LD A,(HL)
INC HL
EXX
call fspGetUdgAddr
; Draw the second Character
call fspCopyToScreen2
; xpos--
dec b
; ypos ++
inc c
; Address of Graphics
EXX
LD A,(HL)
INC HL
EXX
call fspGetUdgAddr
; Draw the third character
call fspCopyToScreen2
; xpos ++
inc b
; Address of next Graphic
EXX
LD A,(HL)
INC HL
EXX
call fspGetUdgAddr
; Draw the fourth Character
call fspCopyToScreen2
pop hl ; Recover hl to point at the start of the pixel buffer
; hl = hl + 32
ld a,l
add a,34
ld l,a
jp nc, fspNoIncH
inc h ; hl now points to the attr data.
fspNoIncH:
EX DE,HL
;Reset position to top left.
; xpos --
dec b
; ypos --
dec c
;; attr
call get_attr_address2
call copyattrs
EX DE,HL
LD BC,4
ADD HL,BC ; Move pointer to start of next block
nxt3: pop bc
djnz i4chars3
ret
fspGetUdgAddr:
; finds the address of the UDG # in A
ld HL,(23675)
rlca
rlca
rlca ; a = N * 8
ld d, 0
ld e, a
add hl, de
EX DE,HL
ret
copyattrs:
ld bc, 32
EX DE,HL
;First
LDI
;Second
LDI
; DE=DE+BC
EX DE,HL
add hl,bc
EX DE,HL
;Third
LDI
;Fourth
LDI
EX DE,HL
ret
fspUpdateAsm: ; This name will be used from ASM
update_coordinates:
; For each Sprite:
;; *(datap + 6) = *(datap + 4)
;; *(datap + 7) = *(datap + 5)
ld hl, datap+4 ; Points to sprite 1
ld de, datap+6
ldi
ldi
ld hl, datap+4+48 ; Points to sprite 2
ld de, datap+6+48
ldi
ldi
ld hl, datap+4+48+48 ; Points to sprite 3
ld de, datap+6+48+48
ldi
ldi
ld hl, datap+4+48+48+48 ; Points to sprite 4
ld de, datap+6+48+48+48
ldi
ldi
ret
END ASM
END SUB
SUB fspDisable (n as UByte)
#ifndef FINAL_CODE
IF n>3 then Print "Out Of Bounds Call in ";"fspDisable" : stop: END IF
#endif
POKE @fspDataStart+48*n,99
end SUB
SUB fspCoord (n as uByte, x as uByte, y as uByte) 'Set sprite coords: n (sprite number);x,y (vertical,horizontal coords)
#ifndef FINAL_CODE
IF n>3 then Print "Out Of Bounds Call in ";"fspCoord" : stop: END IF
#endif
DIM targetAddr as uInteger
targetAddr=@fspDataStart+4+48*n
POKE targetAddr,x
targetAddr=targetAddr+1
POKE targetAddr,y
rem targetAddr=targetAddr+1
rem POKE targetAddr,x
rem targetAddr=targetAddr+1
rem POKE targetAddr,y
END SUB
SUB fspAttrs (n as uByte, attra as uByte, attrb as uByte, attrc as uByte, attrd as uByte) 'Set sprite attrs: n (sprite number);a,b,c,d (UDG attrs)
#ifndef FINAL_CODE
IF n>3 then Print "Out Of Bounds Call in ";"fspAttrs" : stop: END IF
#endif
DIM targetAddr as uInteger
targetAddr=@fspDataStart+40+48*n
POKE targetAddr,attra
targetAddr=targetAddr+1
POKE targetAddr,attrb
targetAddr=targetAddr+1
POKE targetAddr,attrc
targetAddr=targetAddr+1
POKE targetAddr,attrd
END SUB
FUNCTION fspAttrByte(fspInk as uByte,fspPaper as uByte,fspBright as uByte, fspFlash as uByte) as uByte
#ifndef FINAL_CODE
if fspInk > 7 OR fspPaper > 7 OR fspBright > 1 or fspFlash >1 then Print "Out Of Bounds Call in ";"fspAttrByte" : stop: END IF
#endif
return (fspFlash shl 7) + (fspBright shl 6) + (fspPaper shl 3) + fspInk
END FUNCTION
SUB fspAttr(n as uByte,fspInk as uByte,fspPaper as uByte,fspBright as uByte, fspFlash as uByte)
#ifndef FINAL_CODE
if fspInk > 7 OR fspPaper > 7 OR fspBright > 1 or fspFlash >1 then Print "Out Of Bounds Call in ";"fspAttr" : stop: END IF
#endif
DIM attrByte as uByte
attrByte=fspAttrByte(fspInk,fspPaper,fspBright,fspFlash)
fspAttrs(n,attrByte,attrByte,attrByte,attrByte)
END SUB
SUB FASTCALL fspErase()
asm
call fspEraseAsm
end asm
END SUB
SUB FASTCALL fspBufferAndDraw()
asm
call fspBufferAndDrawAsm
end asm
END SUB
SUB FASTCALL fspUpdate()
asm
call fspUpdateAsm
END ASM
END SUB
SUB fspRedraw()
asm
;halt we're in IM2, so no halting. NO! BAD!
; Wait for scan line
LD BC,1930 ; Reduced this to the bare minimum to allow scanline to hit bottom of screen. Your program may need more or less.
fspRedrawloop:
DEC BC
LD A,B
OR C
JR NZ,fspRedrawloop
;REM Erase the sprites
call fspEraseAsm
;REM Save background and
;REM print sprites
call fspBufferAndDrawAsm
;REM update coordinates
call fspUpdateAsm
end asm
END SUB
REM below this is Apenao's Demo Program:
#include <sinclair.bas>
#include <keys.bas>
100 DIM gentle (0 to 3,0 to 7) AS uByte => { { 15, 15, 15, 15, 15, 15, 13, 15} , _
{ 240, 144, 208, 208, 240, 240, 176, 240} , _
{ 15, 14, 63, 0, 0, 12, 26, 30} , _
{ 176, 112, 252, 0, 0, 48, 104, 120}}
110 POKE Uinteger 23675, @gentle(0,0)
CLS
'for n = 0 to 15
'print paper (n mod 7); ink ((n+3) mod 8); "ABCDEFGHIJKLMNOPQRSTUVWXYZ123456"
'next n
LET gx=10:LET gy=10:let dx=3:let dy=3:let tx=6:let ty=6:let cx=18:let cy=18
let dmx=1:let dmy=1:let tmx=-1:let tmy=-1:let cmx=1:let cmy=-1
fspInitialize (0,0,1,2,3,gx,gy) : REM (sprite number, udgA, udgB,udgC,udgD, initial X co-ordinate, initial y-coordinate)
fspInitialize (1,0,1,2,3,dx,dy)
fspInitialize (2,0,1,2,3,tx,ty)
fspInitialize (3,0,1,2,3,cx,cy)
fspAttr(0,WHITE,MAGENTA,FALSE,FALSE) : REM (sprite number, ink, paper, bright, flash)
fspAttr(1,YELLOW,BLACK,FALSE,FALSE)
fspAttr(2,GREEN,BLUE,TRUE,FALSE)
fspAttr(3,RED,WHITE,FALSE,FALSE)
goto endofProgram
mainLoop:
IF MULTIKEYS(KEYO) and gx>0 THEN LET gx=gx-1: END IF
IF MULTIKEYS(KEYP) and gx<30 THEN LET gx=gx+1:END IF
IF MULTIKEYS(KEYQ) and gy>0 THEN LET gy=gy-1 :END IF
IF MULTIKEYS(KEYA) and gy<22 THEN LET gy=gy+1: END IF
let dx=dx+dmx:if dx=0 or dx=30 then let dmx=-dmx : END IF
let dy=dy+dmy:if dy=0 or dy=22 then let dmy=-dmy: END IF
let tx=tx+tmx:if tx=0 or tx=30 then let tmx=-tmx: END IF
let ty=ty+tmy:if ty=0 or ty=22 then let tmy=-tmy: END IF
let cx=cx+cmx:if cx=0 or cx=30 then let cmx=-cmx: END IF
let cy=cy+cmy:if cy=0 or cy=22 then let cmy=-cmy: END IF
fspCoord (0,gx,gy)
fspCoord (1,dx,dy)
fspCoord (2,tx,ty)
fspCoord (3,cx,cy)
fspRedraw()
return
endofProgram:
fspErase()
cls
REM let's call a few things before we drop out to the IM2 mode so that the -O3 doesn't kill it
REM Sadly, It does break it anyway!
fspUpdate()
gosub mainLoop
im2Initialize()
O# Test: It does indeed compile without a hitch, and -O3 does indeed break it HARD!. At first it was because a lot of functions were not called; so I called them. Not quite sure what it's optimizing out that would break it now.
Anyway, that's how I did it; like I said sort of hammering it into place. But it definitely worked.
Posts: 1,763
Threads: 55
Joined: Aug 2019
Reputation:
24
britlion Wrote:boriel Wrote::o Wooow!
Don't know whether you use ZX BASIC to compile that. If you did, I guess -O3 won't work with this, as it won't probably understand IM2 routines, etc...
Again, astonishing!!!
I was wondering when you'd notice that little gem of fun. I was busy fixing -O3 up (I deeply rewrote some routines of the module). So I could only test this great program once I finished fixing it.
britlion Wrote:Yes, it's ALL done with ZX Basic and as for -O3, I actually didn't, because I've been avoiding use of O3 etc - or was at that time; you want us to test it now :-)
It shouldn't make a difference, I think, because I sorta used a hammer to make it work. I used the routine listed above - which pokes the IM2 system into place the hard way. I couldn't find a way to let it allow me to put code where I wanted any other way. Ok, this is is something hard to do. I mean, if you use ORG XXXXX It will place the following code at that place, including the rest of the basic program.
![Idea Idea](https://www.boriel.com/forum/images/smilies/lightbulb.png) Idea: Why don't you put this in the wishlist (yes, it will take MUCH time, but not discarded)? For example: - Capability to declare functions or sub at a given memory address, like when declaring a variable with DIM .. AT @.... Example:
Code: SUB MyInterrupt AT 0xFFE0h
[...]
END SUB
- Capability to declare sub interrupts (this is already used in other compilers).
Code: SUB INTERRUPT MyInterrupt : REM No parameters and no return. Must be a SUB
[...]
END SUB
or more idiomatic
Code: SUB Spritty AS INTERRUPT
[...]
END SUB
Some compilers allows to declare several interrupts and chain them, but I think one should suffice.
Britlion Wrote:Here's the actual whole program (and I know the IM2 bit isn't as efficient as it could be, it was a first pass, and hey, it worked): I also thought it was. Again, thank you!
britlion Wrote:[... code ... ]
O# Test: It does indeed compile without a hitch, and -O3 does indeed break it HARD!. At first it was because a lot of functions were not called; so I called them. Not quite sure what it's optimizing out that would break it now.
Anyway, that's how I did it; like I said sort of hammering it into place. But it definitely worked.
Ok Nice to hear that. ![Tongue Tongue](https://www.boriel.com/forum/images/smilies/tongue.png) Regarding to the routines being removed by -On, yes this is a problem I'm addressing. The compiler does not know anything about user's ASM block content (that's at the assembling stage). The reason is this is a "generic architecture" compiler (or a wanna be). So, for example, if I port the compiler to Commodore or PS3 (yes, it could be done, in fact), the assembler will be completely different. -O3 module has problem with this, because it's the nexus between BASIC layer (frontend) and asm/target machine layer (backend). In fact, such module must be completely rewritten for every architecture.
Having said that, I've thought some solutions:
- Put function calls at the end of the program, if you don't want them to be removed.
- The above does not prevent Variables to be removed, so if the ASM block write on basic variables,
this could lead to another problem. So we can tell the compiler which identifiers (Variables, SUBs, Functions) our ASM block requires:
Code: DIM MyVar1, MyVar2 as uInteger
SUB MyFunction
[...]
END SUB
ASM USES { MyFunction, MyVar1, MyVar2 }
[...]
call MyFunction
ld (MyVar1), hl
END ASM
or alike
What do you think? If you like this, please, add it in the wishlist :wink:
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I love some of these ideas.
I think SUb <name> as interrupt has fascinating possibilities - not least of which that the compiler could assume this entry point will happen, and follow that thread to see what variables and functions are used, as well as main.
It probably means two passes, but it's a way of allowing -O3 to not exclude the interrupt path of the program.
Also, if it can work out where it has the memory to do the vector table and ISR (probably in 2 pages at the end of the program, if there's room), then that's awesome.
I hate to waste memory though. I think I'll wishlist a memory map option too.
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Shame this doesnt seem to work properly any more. Looks like an issue with fourspriter
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