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  A big D on my hat
Posted by: ardentcrest - 2014-02-18, 10:43 AM - Forum: Help & Support - Replies (10)

How do I do,

Code:
dim a$(3) for f=1to 3 read a$(f) data "text1","text2","text3"

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  ZX DESTROYER teaser
Posted by: Alxinho - 2014-02-02, 03:59 PM - Forum: Gallery - Replies (5)

He colgado en Youtube un teaser del juego por si alguien quiere verlo moverse un poco :lol:

Arrow ZX Destroyer teaser

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  Compile code modules/libraries?
Posted by: slenkar - 2014-01-31, 07:40 PM - Forum: Wishlist - No Replies

Is it possible with the new compiler to compile a .bas into a library?

Like .lib files in the C language

Once they are compiled they dont need to be compiled again unless changed.

Speeds up compilation a lot


-I compiled my speccywars game again and it worked perfectly
its the same size too

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  ZX Basic 1.4 (beta) is out
Posted by: boriel - 2014-01-29, 06:14 PM - Forum: ZX Basic Compiler - Replies (44)

After almost a year (okay, only two month Wink ), a new version of ZX BASIC is out.
ZX BASIC 1.4 (not 2.x) is a huge step forward in terms of compiler design.
What to expect from this version? Nothing.
What? Nothing. ZX BASIC 1.4 is a huge refactor but tries to maintain 100% backward compatibility with previous releases.
Well, there are something you might expect: Bugs.
Please, if you want to help, at this moment, the best way is to recompile your old programs with this new version and report errors.
Another method is to generate --asm files with both 1.3.x and 1.4.x and compare (diff) them, to look for differences.

Okay, yes, there are things that have already improved:

  • ZX BASIC 1.4. corrects hidden bugs I've discovered on 1.3 (or which haven't happened because users don't use some BASIC features...)
    These bugs are hard to fix in the old version and will be there forever... But are already fixed in 1.4
  • ZX BASIC 1.4 already produces better code under some circumstances. Ej. @myArray(3, 4) only takes 2 asm instructions (hundreds of them before). Some POKE sentences also were not correctly optimized. They are now.
  • ZX BASIC 1.4 allows now nested scopes / functions (that is, declare a function / sub inside of another as in Pascal / C++ and some extended C compilers).
But other than that, stills the same.
The question is: OK, now I'm open to new features... and architectures (MSX, I'm looking at you). It's time to discuss then :twisted:

Download, as always, at the Download page.

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  SPECTRA Advanced Graphics - Assembly
Posted by: bloodbaz - 2014-01-25, 06:43 PM - Forum: How-To & Tutorials - Replies (1)

LCD has already posted up some great starter for 10 regarding ZXBC functions for the SPECTRA interface.
Most of my work is coded in Assembly (although I need to get around to some serious ZXBC programming soon) but we thought it would beuseful to share similar routines from an Assembly point of view.
I've put them under a separate, but similarly named thread - hope this is okay.

Firstly, a useful set of DEFINEs:

Code:
; ---------------------------------------------------------------------- ; Spectra ; ---------------------------------------------------------------------- ; SPECTRA PORT ADDRESS SPECTRA_PORT .equ $7FDF ; 32735 ; SPECTRA PORT VALUES SPECTRA_MODE_ROW .equ 0 SPECTRA_MODE_QUAD .equ 1 ; b0 SPECTRA_MODE_DUAL .equ 2 ; b1 SPECTRA_MODE_SINGLE .equ 3 ; b0+b1 SPECTRA_COL_BASIC .equ 0 SPECTRA_COL_EXTRA .equ 4 ; b2 SPECTRA_SINGLE_BYTE .equ 0 SPECTRA_DOUBLE_BYTE .equ 8 ; b3 SPECTRA_BORDER_STANDARD .equ 0 SPECTRA_BORDER_ENHANCED .equ 16 ; b4 SPECTRA_SCREEN_BANK_A .equ 0 SPECTRA_SCREEN_BANK_B .equ 32 ; b5 SPECTRA_SCREEN_0 .equ 0 SPECTRA_SCREEN_1 .equ 64 ; b6 SPECTRA_FULL_CELL .equ 0 SPECTRA_HALF_CELL .equ 128 ; b7 SPECTRA_COL_EXTRA_SINGLE .equ 4 SPECTRA_COL_EXTRA_DOUBLE .equ 12

Next a couple of Step Up/Step Down functions that accept an address in attribute memory and locates the corresponding address above or below.
Functions are "mode specific" (Row, Quad, Dual, Single or in newer terminology - Nx8, Nx4, Nx2, Nx1). Only Quad and Dual are provided here but I can post the others up later.
The Row version is identical to standard spectrum process and is simply adding or subtracting 32 bytes.
Single (not provided at present) is more complex due the screen having a hybrid of Nx1 and Nx2 in the top 2/3rds and bottom 1/3d screen respectively.
Anyway, here they are:

Code:
; ------------------------------------------------------ ; *AttrStepUp and *AttrStepDown ; Step Up and Down functions are a function of the mode ; only and half/full mode (b7) and single/double mode (b6) ; do not affect this values. As such we have the following: ; variants: ; RowAttrStepUp RowAttrStepDown ; (imp) QuadAttrStepUp QuadAttrStepDown ; (imp) DualAttrStepUp DualAttrStepDown ; SingleAttrStepUp SingleAttrStepDown ; Single is more complex because it changes resolution in the ; 3rd third. ; All StepUp/Down functions have HL as input and output ; and break A ; ------------------------------------------------------ ; ------------------------------------------------------ ; QuadAttrStepUp ; ------------------------------------------------------ QuadAttrStepUp: LD A,H DEC H AND 1 ; In a pixel step up with { L2 L1 L0 } we do an AND 7 here RET NZ ; Crossing a ROW LD A,L SUB 32 LD L,A RET C ; LD A,H ; ADD A,2 ; In a pixel step up with { L2 L1 L0 } we do an ADD A,8 here ; LD H,A ; An ADD A, 2 is better handled with a couple of "DEC H" ops INC H INC H RET ; ------------------------------------------------------ ; QuadAttrStepDown ; ------------------------------------------------------ QuadAttrStepDown: INC H LD A,H AND 1 ; In a pixel step down with { L2 L1 L0 } we do an AND 7 here RET NZ LD A,L ADD A,32 LD L,A RET C ; LD A,H ; SUB 2 ; In a pixel step down with { L2 L1 L0 } we do an SUB 8 here ; LD H,A ; A SUB 2 is better handled with a couple of "DEC H" ops DEC H DEC H RET ; ------------------------------------------------------ ; DualAttrStepUp ; ------------------------------------------------------ DualAttrStepUp: LD A,H DEC H AND 3 ; In a pixel step up with { L2 L1 L0 } we do an AND 7 here RET NZ ; Crossing a ROW LD A,L SUB 32 LD L,A RET C LD A,H ADD A,4 ; In a pixel step up with { L2 L1 L0 } we do an ADD A,8 here LD H,A ; An ADD A, 2 is better handled with a couple of "DEC H" ops RET ; ------------------------------------------------------ ; DualAttrStepDown ; ------------------------------------------------------ DualAttrStepDown: INC H LD A,H AND 3 ; In a pixel step down with { L2 L1 L0 } we do an AND 3 here RET NZ LD A,L ADD A,32 LD L,A RET C LD A,H SUB 4 ; In a pixel step down with { L2 L1 L0 } we do an SUB 8 here LD H,A RET

This is a SPECTRA test routine. It also tests for the (now defunct) v1 firmware which didn't support half-cell mode. Pretty much all SPECTRA boards will return "2".
You will notice that at the first block has conditional compilation (IFDEF SPECTRA_EMULATION) which I used when testing via an Emulator which doesn't support SPECTRA. It allowed me to still return that it does when it doesn't.
You can remove this initial block (up to the "ELSE") and the final "ENDIF" for the true Spectra Test implementation.

Code:
; ------------------------------------------------------ ; SpectraTest ; Tests for the presence of the SPECTRA interface ; ; Remarks ; To avoid any colour flash, perform a immediately before HALT before calling ; Tests for SPECTRA by OUTing, WAITing and then INing a series of bytes defined by SpectraTestBytes_v1 ; ; Breaks: ; BC (returns holding SPECTRA port) ; HL (Spectra Not Found: Returns pointing to the byte that was tested for (written to the SPECTRA port)) ; A (Spectra Not Found: Returns actual byte read from the SPECTRA port) ; ; Returns: ; E: 0 = Not present; 1 = SPECTRA v1; 2 = SPECTRA v2 ; ------------------------------------------------------ SpectraTest: IFDEF SPECTRA_EMULATION IF SPECTRA_EMULATION = "v1" LD E, 1 ELSE LD E, 2 ENDIF RET ELSE LD HL, SpectraTestBytes_v1 LD BC, SPECTRA_PORT CALL .test LD E, 0 RET NZ ; Not Present (E=0) LD HL, SpectraTestBytes_v2 INC E CALL .test JR NZ, .end INC E RET ; SPECTRA v2 .end: XOR A OUT (C), A RET .test: ; Write LD A, (HL) OUT (C), A ; Wait XOR A .wait: DEC A JR NZ, .wait ; Read IN A, (C) ; Test CP (HL) ; Fail: Return with Z Flag Reset RET NZ ; End of sequence (0)? OR A RET Z ; Pass ; Test next byte INC HL JR .test SpectraTestBytes_v1: ; 0 terminates the sequence but 0 is included in the test .defb SPECTRA_COL_EXTRA_SINGLE .defb SPECTRA_BORDER_ENHANCED .defb SPECTRA_SCREEN_BANK_B .defb 0 SpectraTestBytes_v2: .defb SPECTRA_HALF_CELL .defb 0 ENDIF

I can post more up when I have time. Ciao!

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  SPECTRA Advanced Graphics - Assembly
Posted by: bloodbaz - 2014-01-25, 06:33 PM - Forum: How-To & Tutorials - Replies (3)

LCD has already posted up some great starter for 10 regarding ZXBC functions for the SPECTRA interface.
Most of my work is coded in Assembly (although I need to get around to some serious ZXBC programming soon) but we thought it would beuseful to share similar routines from an Assembly point of view.
I've put them under a separate, but similarly named thread - hope this is okay.

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  Spectranet
Posted by: ardentcrest - 2014-01-21, 08:05 AM - Forum: Wishlist - Replies (44)

Be nice if you could get the compiler to work with the spectranet.

Code:
10 %open #4,"file","r" 20 %oneof 100 30 INPUT #4,a$ 40 PRINT a$ 50 GO TO 30 100 %close #4

will not work as it sees the % as an illegal character.

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  SPECTRA Advanced Graphics
Posted by: LCD - 2014-01-20, 01:35 AM - Forum: How-To & Tutorials - Replies (21)

Hi boriel,
Here I show you the SPECTRA routines.

Code:
function SetSpectraMode(LineHeight as Ubyte,ExtraColours as ubyte,DoubleByteColour as ubyte,EnhancedBorder as ubyte,DisplayBank as ubyte,ShadowBank as ubyte,HalfCell as ubyte) as ubyte dim mode,r as ubyte mode=LineHeight|(ExtraColours<<2)|(DoubleByteColour<<3)|(EnhancedBorder<<4)|(DisplayBank<<5)|(ShadowBank<<6)|(HalfCell<<7) out $7fdf,mode if in($7fdf)<>mode r=0 else r=1 end if return r end function
Selfexplaining... Line Height is the code for Attribute height: 0=8 pixel, 1=4 pixel, 2=2 pixel, 3=1 Pixel (unusable because attribute will overwrite system variables and not all attributes can have 1 line height, same problem with double byte flag and 2 pixel height)
It returns 1 if mode is available (SPECTRA present) or 0 if not

Code:
sub ExtendedBorder(red as ubyte,green as ubyte,blue as ubyte) dim r,g,b as ubyte b=((blue&1)<<5)|((blue&2)>>1) r=((red&1)<<6)|((red&2)) g=((green&1)<<7)|((green&2)<<1) out $fe,r|g|b end sub
This set the Border (64 colour mode) based on RGB values (0-3 for each channel)
Should be easy to convert to inline Assembly
Demo:
Code:
if SetSpectraMode(0,1,0,1,0,0,0) 'Enable Enhanced Border with 64 Colours BorderTest: 'Change Border Colours print at 0,0;"Grey " for a=0 to 3 ExtendedBorder(a,a,a) pause 50 next a for a=0 to 3 ExtendedBorder(3-a,3-a,3-a) pause 50 next a 'Red print at 0,0;"Red " for a=0 to 3 ExtendedBorder(a,0,0) pause 50 next a for a=0 to 3 ExtendedBorder(3-a,0,0) pause 50 next a 'Green print at 0,0;"Green" for a=0 to 3 ExtendedBorder(0,a,0) pause 50 next a for a=0 to 3 ExtendedBorder(0,3-a,0) pause 50 next a 'Blue print at 0,0;"Blue " for a=0 to 3 ExtendedBorder(0,0,a) pause 50 next a for a=0 to 3 ExtendedBorder(0,0,3-a) pause 50 next a if inkey$<>" ":goto BorderTest:end if end if

Enhanced Border (15 Colour mode):
Code:
sub ZXBorderEnhanced(BorderColor as ubyte,FlashWhite as ubyte,Bri as ubyte,Fla as ubyte) out $fe,BorderColor|(FlashWhite<<5)|(Bri<<6)|(Fla<<7) end sub
Also very easy to convert to inline Assembly
Demo:
Code:
if SetSpectraMode(0,0,0,1,0,0,0) 'Enable Enhanced Border with 15 Colours print at 0,0;"Normal Colours" for a=0 to 7 ZXBorderEnhanced(a,0,0,0) pause 25 next a print at 0,0;"Bright Colours" for a=0 to 7 ZXBorderEnhanced(a,0,1,0) pause 25 next a print at 0,0;"Flash Bright Colours with black" for a=0 to 7 ZXBorderEnhanced(a,0,1,1) pause 100 next a print at 0,0;"Flash Normal Colours with white" for a=0 to 7 ZXBorderEnhanced(a,1,0,1) pause 100 next a print at 0,0;"And now to the 64 colours border" pause 50 end if
More will come later.
Together with at least two games.

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  Fucking Awesome Spectrum Engine (FASE)
Posted by: antoniovillena - 2014-01-07, 11:16 PM - Forum: ZX Basic Compiler - Replies (11)

Hi

We are writing an engine (sprites, tiles, maps) and I would like to interface with ZX Basic. The main thread is here (sorry, it's in spanish)

http://www.mojontwins.com/mojoniaplus/vi...f=9&t=1461

Now the engine is in alpha stage and there is a SDCC working demo. This is the code:

Code:
#include "bunuelera.h" const unsigned char data[32]= { 0x00, 0x42, 0x11, 0, 0x08, 0x60, 0x60, 2, 0x09, 0xa8, 0x48, 3, 0x0a, 0x22, 0x02, 1, 0x0b, 0xd0, 0x6e, 2, 0x0c, 0xb6, 0x34, 3, 0x0d, 0x32, 0x32, 1, 0x04, 0x52, 0x5e, 0}; int main(){ // variables int i, x= 0, y= 0; // pasar personajes a sprites for ( i = 0; i < 32; i++ ) sprites[i>>2][i&3]= data[i]; // inicializar engine INIT; // mostrar la primera pantalla al comienzo screen= 0; while(1){ // esto hace que el engine procese un frame generando el escenario FRAME; // movimiento de los enemigos for ( i = 1; i < 8; i++ ){ if( sprites[i][3]&1 ) if( sprites[i][2] ) sprites[i][2]--; else sprites[i][3]^= 1; else if( sprites[i][2]<0x90 ) sprites[i][2]++; else sprites[i][3]^= 1; if( sprites[i][3]&2 ) if( sprites[i][1]>0x08 ) sprites[i][1]--; else sprites[i][3]^= 2; else if( sprites[i][1]<0xe8 ) sprites[i][1]++; else sprites[i][3]^= 2; } // movimiento del protagonista if( ~KeybYUIOP & 0x01 ){ // P if( sprites[0][1]<0xee ) sprites[0][1]++; else if( x < 11 ) sprites[0][1]= 0x02, screen= y*12 + ++x; } else if( ~KeybYUIOP & 0x02 ){ // O if( sprites[0][1]>0x02 ) sprites[0][1]--; else if( x ) sprites[0][1]= 0xee, screen= y*12 + --x; } if( ~KeybGFDSA & 0x01 ){ // A if( sprites[0][2]<0xa0 ) sprites[0][2]++; else if( y < 1 ) sprites[0][2]= 0x01, screen= ++y*12 + x; } else if( ~KeybTREWQ & 0x01 ){ // Q if( sprites[0][2]>0x01 ) sprites[0][2]--; else if( y ) sprites[0][2]= 0xa0, screen= --y*12 + x; } } }

My idea is to traslate this code to ZX Basic. The engine set ups a runtime enviroment that leave between 24K and 30K bytes free from $8000 address. Basically there are 2 routines to call: INIT to initialize the engine and FRAME, that put all the stuff in the screen every frame. With this engine you can move between 8 and 16 sprites flicker free at 50fps in 48K and all 128K models. The engine has diferent implementation for each machine (floating bus in 48K, shadow screen in 128K) so the comunication is done by accessing to next memory locations:

Code:
5b00 number of screen to paint 5b01-5b96 tiles codes of actual screen 5bfe-5bff set to repaint a rectangular area of tiles 5c00-5c3f sprite info, where 5c00-5c02 first sprite 5c00 sprite number, set high bit to disable 5c01 X coord 5c02 Y coord 5c04-5c06 second sprite ...

More info in the first message of the linked thread

Regards

-----------

Buenas, estamos escribiendo un engine de sprites, tiles y mapas y me gustaría poder usar dicho engine con ZX Basic. En el hilo que enlazo arriba está todo explicado en español. No tengo mucha idea sobre ZX Basic, pero veo que hay una comunidad detrás y me gustaría que me ayudaran a traducir la demo de C a Basic.

Saludos

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  Adding new commands to ZX BASIC
Posted by: cheveron - 2013-12-06, 10:43 AM - Forum: ZX Basic Compiler - Replies (7)

Just to help me understand the structure of the language a bit better I'd like to know what the method would be for adding commands. I'm mainly interested in adding the following commands from SE Basic IV:

CLUT: select color look-up table (0 to 3)
COLOR: absolute attribute value (0 to 255)
PALETTE: set ULAplus registers
RESET: restore palette from palette buffer (first 64 bytes after screen)
PUT: wrapper for LDIR
SCROLL: text display scrolling
SOUND: set AY registers
SPEED: set CPU speed for clones

But I can also provide support for the one everyone is always asking for:

PLAY

All of this can be done without requiring either the SE Basic ROM or the 128 ROM. Having said that PLAY isn't very versatile, can't be interrupt driven, and has a fairly large RAM overhead (the routine takes 2296 bytes).

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