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  Any missing reserved identifier in the docs?
Posted by: programandala.net - 2010-06-09, 03:57 PM - Forum: Documentation - Replies (1)

I think it would be fine to confirm the list of reserved identifiers is complete (even if the linked pages don't exist yet). Then it will be easy to keep it updated with every ZX Basic version.

boriel, may you check it?

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  First draft of DECLARE
Posted by: programandala.net - 2010-06-09, 03:51 PM - Forum: Documentation - Replies (3)

I've created the first draft of the DECLARE page.

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  <qbasic> in the docs
Posted by: programandala.net - 2010-06-09, 03:27 PM - Forum: Documentation - Replies (4)

Why the <qbasic> extension is used in the docs? The following code has been taken from the FUNCTION page:

Code:
<qbasic>FUNCTION Factorial(x AS Ulong) AS Ulong IF x < 2 THEN RETURN x: END IF RETURN Factorial(x - 1) * x END FUNCTION</qbasic>

The extension highligths the code but also links the keywords to http://www.qbasicnews.com

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  New beta release 1.2.6r1603b
Posted by: boriel - 2010-06-06, 11:14 AM - Forum: Bug Reports - Replies (3)

This version just adds little improvements to the previous one:

  • Multiplication of bytes a little faster and smaller.
  • Compatibility for DO UNTIL <cond>... LOOP and DO WHILE <cond> ... LOOP as programandala asked.

Download at the Archive.

Note: If you want to be automagically you can register into the wiki and click on "Watch this", so each time the page is changed you will receive a notification (I think it would be a good idea). :roll:

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  Wiki Improvements
Posted by: britlion - 2010-06-04, 08:35 PM - Forum: Documentation - Replies (11)

All I can say is wow. I like!

I love the new navigation bars that are appearing. Much easier to find your way around with those as an option - I kept having to reload the start page.

Bravo! Thank you for this and all your efforts, Boriel.

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  BritLion's Putchars
Posted by: britlion - 2010-06-04, 06:35 PM - Forum: How-To & Tutorials - Replies (39)

LCD play with this.

The question is, this doesn't do attributes right now. How would you want that handled?

1> Assume it's at the end of the data block? (So if you use putchars for one character, it's the 9th byte. For a 2X2 block, it's the 65th, 66th, 67th and 68th...
2> A separate putAttribs function that works the same way
3> Leave it up to the user to do print at y,x, over 1, paper x, ink y;"<space>"

Something else?

I haven't tested mine against yours, I'm just assuming because of code efficiency, this is faster screen handling.
Edit: See below for test results

Edit: Fixed a bug - in BLPutCharNextThird add HL,DE and POP DE were backwards. Thanks to Compiuter for reporting this.

Edit: Shaved a few clock cycles off the graphics printing, and added a paint sub

Edit: Added a paintData sub

Code:
SUB paint (x as uByte,y as uByte, width as uByte, height as uByte, attribute as ubyte) asm ld a,(IX+7) ;ypos 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. Change this if you are working with a buffer or somesuch. 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,(IX+5) ; xpos add a,l ; Add it to the Low byte ld l,a ; Put it back in L, and we're done. HL=Address. push HL ; save address LD A, (IX+13) ; attribute LD DE,32 LD c,(IX+11) ; height BLPaintHeightLoop: LD b,(IX+9) ; width BLPaintWidthLoop: LD (HL),a ; paint a character INC L ; Move to the right (Note that we only would have to inc H if we are crossing from the right edge to the left, and we shouldn't be needing to do that) DJNZ BLPaintWidthLoop BLPaintWidthExitLoop: POP HL ; recover our left edge DEC C JR Z, BLPaintHeightExitLoop ADD HL,DE ; move 32 down PUSH HL ; save it again JP BLPaintHeightLoop BLPaintHeightExitLoop: end asm END SUB SUB paintData (x as uByte,y as uByte, width as uByte, height as uByte, address as uInteger) asm ld a,(IX+7) ;ypos 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. Change this if you are working with a buffer or somesuch. 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,(IX+5) ; xpos add a,l ; Add it to the Low byte ld l,a ; Put it back in L, and we're done. HL=Address. push HL ; save address LD D, (IX+13) LD E, (IX+12) LD c,(IX+11) ; height BLPaintDataHeightLoop: LD b,(IX+9) ; width BLPaintDataWidthLoop: LD a,(DE) LD (HL),a ; paint a character INC L ; Move to the right (Note that we only would have to inc H if we are crossing from the right edge to the left, and we shouldn't be needing to do that) INC DE DJNZ BLPaintDataWidthLoop BLPaintDataWidthExitLoop: POP HL ; recover our left edge DEC C JR Z, BLPaintDataHeightExitLoop PUSH DE LD DE,32 ADD HL,DE ; move 32 down POP DE PUSH HL ; save it again JP BLPaintDataHeightLoop BLPaintDataHeightExitLoop: end asm END SUB SUB putChars(x as uByte,y as uByte, width as uByte, height as uByte, dataAddress as uInteger) asm BLPutChar: LD a,(IX+5) ;AND 31 ld l,a ld a,(IX+7) ; Y value ld d,a AND 24 add a,64 ; 256 byte "page" for screen - 256*64=16384. Change this if you are working with a screen address elsewhere, such as a buffer. ld h,a ld a,d AND 7 rrca rrca rrca OR l ld l,a PUSH HL ; save our address LD E,(IX+12) ; data address LD D,(IX+13) LD B,(IX+9) ; width PUSH BC ; save our column count BLPutCharColumnLoop: LD B,(IX+11) ; height BLPutCharInColumnLoop: ; gets screen address in HL, and bytes address in DE. Copies the 8 bytes to the screen ld a,(DE) ; First Row LD (HL),a INC DE INC H ld a,(DE) LD (HL),a ; second Row INC DE INC H ld a,(DE) LD (HL),a ; Third Row INC DE INC H ld a,(DE) LD (HL),a ; Fourth Row INC DE INC H ld a,(DE) LD (HL),a ; Fifth Row INC DE INC H ld a,(DE) LD (HL),a ; Sixth Row INC DE INC H ld a,(DE) LD (HL),a ; Seventh Row INC DE INC H ld a,(DE) LD (HL),a ; Eigth Row INC DE ; Move to next data item. DEC B JR Z,BLPutCharNextColumn ;The following code calculates the address of the next line down below current HL address. PUSH DE ; save DE ld a,l and 224 cp 224 jp z,BLPutCharNextThird BLPutCharSameThird: ld de,-1760 ;and a add hl,de POP DE ; get our data point back. jp BLPutCharInColumnLoop BLPutCharNextThird: ld de,32 ;and a add hl,de POP DE ; get our data point back. JP BLPutCharInColumnLoop BLPutCharNextColumn: POP BC POP HL DEC B JP Z, BLPutCharsEnd INC L ; Note this would normally be Increase HL - but block painting should never need to increase H, since that would wrap around. PUSH HL PUSH BC JP BLPutCharColumnLoop BLPutCharsEnd: end asm END SUB goto start datapoint: asm defb 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32 defb 33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64 defb 65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96 defb 97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128 end asm start: cls putChars(10,10,3,3,@datapoint) paint(10,10,3,3,79)

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  New beta release 1.2.6r1603
Posted by: boriel - 2010-06-04, 12:37 AM - Forum: Bug Reports - Replies (3)

Hi

This beta release, 1.2.6r1603 adds the following:

  • #preprocessor directives into ASM BLOCKS are allowed again.
  • New command-line option, --enable-break that will make your program stoppable pressing BREAK (as in BASIC). This might be useful for debugging purposes, as the ROM error message will print the source line where break was pressed.
  • For loops scheme is now 10 T-states faster per loop.
  • PLOT, DRAW and CIRCLE are now 1% faster (better than nothing).
  • Array accesses are now 50-100% faster (thanks to Britlion for suggesting this).
  • Multi-line comments /' ... '/ now allowed (see Wiki), and also line comments after line break

If interested, please, download as always at <!-- m --><a class="postlink" href="http://www.boriel.com/files/zxb">http://www.boriel.com/files/zxb</a><!-- m -->
Intensive testing is needed.

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  Assembler shortcut
Posted by: britlion - 2010-06-03, 06:45 PM - Forum: Wishlist - Replies (1)

Not sure where else to put this - Not really a bug, per se, as an efficiency; I mentioned it elsewhere but I think it got lost.

With a sub that pokes memory based on labels:

eg:

Code:
SUB pokethis(data as uByte) poke @label+1,data return label: asm LD A,00 end asm

Seems to produce assembler that does this:
Code:
ld hl, __LABEL__BLPutCharHeight inc hl

Can the compiler not shortcut that to
Code:
ld hl, __LABEL__BLPutCharHeight+N ?
and work out at assembly time where that should be, thus producing shorter and faster code for what is, after all, a constant?

(or is there something clever in the optimizer that spots that sort of thing - load followed by incs or fixed adds?)

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  Unnecessary Push/Pop
Posted by: britlion - 2010-06-03, 06:41 PM - Forum: Bug Reports - Replies (3)

Not sure why the .asm ends up this way, but each time it pulls a parameter in a sub or function it seems to do this:

Code:
push hl ld a, (ix+11) pop hl

Why stack the HL register before loading the A register each time, and then unstack it immediately afterwards?

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  SyntaxError: invalid syntax in zxb.py (Resolved)
Posted by: ccowley - 2010-06-03, 01:13 PM - Forum: Help & Support - Replies (2)

I've just downloaded ZX BASIC from the zxbasic-latest-version.zip link to give it a try. I have Python 3.1.2 installed on a Windows 7 box.

Running zxb.py gives the following error:-

Code:
File "C:\Users\Chris\speccy\zxbasic\zxb.py", line 60 print m # IGNORE # line directives as PASMO does not support them ^ SyntaxError: invalid syntax

I guess I must be doing something wrong, but what?

EDIT: Resolved. I uninstalled Python 3.1.2 and installed Python 2.6 instead. The zxbasic website says "you will need the python interpreter version 2.5 or higher installed on your system" - this should probably be amended to point out to non-python programmers (like me) that actually Python 3.x is no good as it's not backwardly compatible with v2.x.

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