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42 Character Printing
#1
The following two subroutines will support 42 character printing. Colour is allowed, but be aware that the characters are NOT guaranteed to fit into an attribute square, and as such, may cause colour clash.

Set colour with the permanent colour statements (ink/paper not in a print line).

The 42 character printing routine maintains its own X,Y coordinates for printing. Printing on all 24 lines is supported.

X values can range from 0 to 41 (0 <= X <= 42) and Y values can range from 0 to 24 (0 <= Y <= 24). Use the printAt42(y,x) call to change the current position of the printing, otherwise successive prints carry on where the last one left off (with runover to the next line, correctly after the 42nd character).

Size is kept to a minimum, because the routine uses the ROM character set and cuts out lines from it in order to reduce to 6 pixels wide; with a couple of exceptions that are improved by being thus defined here. A redesigned character set is possible, but only for about 31 characters, owing to space limitations in the data design.

Characters ARE vertically aligned to the 42 character grid, however. This is not proportional printing. Therefore this routine can be used safely for tables and other such gridded arrangements.

Original routine this is based on was written by Paul Wardle.

printat42 routine
Code:
SUB printat42 (y as uByte, x as uByte) POKE @printAt42Coords,x POKE @printAt42Coords+1,y END sub

The main print42 routine, with assembly and documentation
Code:
SUB print42 (characters$ as string) asm POP BC ; Grab this POP DE ; Grab the return address POP HL ; grab our string address PUSH DE ; put the return address back where we found it LD C,(HL) INC HL LD B,(HL) ; all told, LD BC with the length of the string. INC HL ;Puts HL to the first real character in the string. LD A,C OR B RET Z ; Is the length of the string 0? If so, quit. examineChar: LD A,(HL) ; Grab the character at our pointer position CP 128 ;Too high to print? JR NC, nextChar ; Then we go to the next CP 22 ; Is this an AT? JR NZ, isNewline ; If not jump over the AT routine to isNewline isAt: EX DE,HL ; Get DE to hold HL for a moment AND A ; Plays with the flags. One of the things it does is reset Carry. LD HL,00002 SBC HL,BC ; Subtract length of string from HL. EX DE,HL ; Get HL back from DE RET NC ; If the result WASN'T negative, return. (We need AT to have parameters to make sense) INC HL ; Onto our Y co-ordinate LD D,(HL) ; Put it in D DEC BC ; and move our string remaining counter down one INC HL ; Onto our X co-ordinate LD E,(HL) ; Put the next one in E DEC BC ; and move our string remaining counter down one CALL nxtchar ; Call routine to shuffle right a char JR newline ; Hop over to isNewline: CP 13 ; Is this character a newline? JR NZ,checkvalid ; If not, jump forward newline: LD DE,(63536) CALL nxtline ; move to next line LD (63536),DE ; and go on to next character JR nextChar checkvalid: CP 31 ; Is character <31? JR C, nextChar ; If not go to next character prn: PUSH HL ; Save our position PUSH BC ; Save our countdown of chars left CALL printachar ; Go print a character POP BC ; Recover our count POP HL ; Recover our position nextChar: INC HL ; Move to the next position DEC BC ; count off a character LD A,B OR C ; Did we hit the end of our string? (BC=0?) JR NZ, examineChar ; If not, we need to go look at the next character. RET ; End the print routine basicVariableName: defb "z$" ; The name of the variable we are looking at. ; This routine forms the new 6-bit wide characters and ;alters the colours to match the text. The y,x co-ordinates and eight ;bytes of workspace are located at the end of this chunk. ; it starts with the character ascii code in the accumulator printachar: EXX PUSH HL ; Store H'L' where we can get it. EXX ld c, a ; Put a copy of the character in C ld h, 0 ld l, a ; Put the Character in HL ld de, whichcolumn-32 ; the character is at least 32, so space = 0th entry. add hl, de ; HL -> table entry for char. ld a, (hl) ; Load our column slice data from the table. cp 32 ; Is it less than 32? jr nc, calcChar ; If so, go to the calculated character subroutine ; This is the special case 'we defined the character in the table' option ld de, characters ; Point DE at our table ld l, a ; Put our character number from our table lookup that's in HL in a call mult8 ; multiplies L by 8 and adds in DE [so HL points at our table entry] ld b, h ld c, l ; Copy our character data address into BC jr printdata ; We have our data source, so we print it. calcChar: ; this is the calculate from the ROM data option ; a holds the column kill data ld de, 15360 ; Character set-256. We could use CHARS here, maybe; but might not work with a redefiend character set. ld l, c ; Get our character back from C call mult8 ; Multiply l by 8 and add to DE. (HL points at the ROM data for our character now) ld de, workspace ; Point DE at our 8 byte workspace. push de ; Save it exx ; ld c, a ; Put our kill column in C' cpl ; Invert ld b, a ; Put the inverse in B' exx ; ld b, 8 ; 8 bytes to a character loop counter loop1: ld a, (hl) ; Load a byte of character data inc hl ; point at the next byte exx ; ld e, a ; Put it in e' and c ; keep the left column block we're using ld d, a ; and put it in d' ld a, e ; grab our original back rla ; shift it left (which pushes out our unwanted column) and b ; keep just the right block or d ; mix with the left block exx ; ld (de), a ; put it into our workspace inc de ; next workspace byte djnz loop1 ; go round for our other bytes pop bc ; Recover a pointer to our workspace. printdata: call testcoords ; check our position, and wrap around if necessary. [returns with d=y,e=x] inc e ; Bump along to next co-ordinate ld (xycoords), de ; Store our coordinates for the next character dec e ; Bump back to our current one ld a, e ; get x sla a ; Shift Left Arithmetic - *2 ld l, a ; put x*2 into L sla a ; make it x*4 add a, l ; (x*2)+(x*4)=6x ld l, a ; put 6x into L [Since we're in a 6 pixel font, L now contains the # of first pixel we're interested in] srl a ; divide by 2 srl a ; divide by another 2 (/4) srl a ; divide by another 2 (/8) ld e, a ; Put the result in e (Since the screen has 8 pixel bytes, pixel/8 = which char pos along our first pixel is in) ld a, l ; Grab our pixel number again and 7 ; And do mod 8 [So now we have how many pixels into the character square we're starting at] push af ; Save A ex af, af' ld a, d ; Put y Coord into A' sra a ; Divide by 2 sra a ; Divide by another 2 (/4 total) sra a ; Divide by another 2 (/8) [Gives us a 1/3 of screen number] add a, 88 ; Add in start of screen attributes high byte ld h, a ; And put the result in H ld a, d ; grab our Y co-ord again and 7 ; Mod 8 (why? *I thought to give a line in this 1/3 of screen, but we're in attrs here) rrca ; rrca rrca ; Bring the bottom 3 bits to the top - Multiply by 32(since there are 32 bytes across the screen), here, in other words. [Faster than 5 SLA instructions] add a, e ; add in our x coordinate byte to give us a low screen byte ld l, a ; Put the result in L. So now HL -> screen byte at the top of the character ld a, (23693) ; ATTR P Permanent current colours, etc (as set up by colour statements). ld e, a ; Copy ATTR into e ld (hl), e ; Drop ATTR value into screen inc hl ; Go to next position along pop af ; Pull how many pixels into this square we are cp 3 ; It more than 2? jr c, hop1 ; No? It all fits in this square - jump changing the next attribute ld (hl), e ; 63446 Must be yes - we're setting the attributes in the next square too. hop1: dec hl ; Back up to last position ld a, d ; Y Coord into A' and 248 ; Turn it into 0,8 or 16. (y=0-23) add a, 64 ; Turn it into 64,72,80 [40,48,50 Hex] for high byte of screen pos ld h, a ; Stick it in H push hl ; Save it exx ; Swap registers pop hl ; Put it into H'L' exx ; Swap Back ld a, 8 hop4: push af ; Save Accumulator ld a, (bc) ; Grab a byte of workspace exx ; Swap registers push hl ; Save h'l' ld c, 0 ; put 0 into c' ld de, 1023 ; Put 1023 into D'E' ex af, af' ; Swap AF and a ; Flags on A jr z, hop3 ; If a is zero jump forward ld b, a ; A -> B ex af, af' ; Swap to A'F' hop2:; Slides a byte right to the right position in the block (and puts leftover bits in the left side of c) and a ; Clear Carry Flag rra ; Rotate Right A rr c ; Rotate right C (Rotates a carry flag off A and into C) scf ; Set Carry Flag rr d ; Rotate Right D rr e ; Rotate Right E (D flows into E, with help from the carry bit) djnz hop2 ; Decrement B and loop back ex af, af' hop3: ex af, af' ld b, a ld a, (hl) and d or b ld (hl), a ; Write out our byte inc hl ; Go one byte right ld a, (hl) ; Bring it in and e or c ; mix those leftover bits into the next block ld (hl), a ; Write it out again pop hl inc h ; Next line exx inc bc ; Next workspace byte pop af dec a jr nz, hop4 ; And go back! exx ; Tidy up pop hl ; Clear stack leftovers exx ; And... ret ; Go home. mult8: ; Multiplies L by 8 -> HL and adds it to DE. Used for 8 byte table vectors. ld h, 0 add hl, hl add hl, hl add hl, hl add hl, de ret testcoords: ld de, (xycoords) ; get our current screen co-ordinates (d=y,e=x - little endian) nxtchar: ld a, e ; cp 42 ; Are we >42? jr c, ycoord ; if not, hop forward nxtline: inc d ; if so, so bump us to the next line down ld e, 0 ; and reset x to left edge ycoord: ld a, d ; cp 24 ; are we >24 lines? ret c ; if no, exit subroutine ld d, 0 ; if yes, wrap around to top line again. ret ; exit subroutine end asm printAt42Coords: asm xycoords: defb 0 ; x coordinate defb 0 ; y coordinate workspace: defb 0 defb 0 defb 0 defb 0 defb 0 defb 0 defb 0 defb 0 ; The data below identifies a column in the character to remove. It consists of 1's ; from the left edge. First zero bit is the column we're removing. ; If the leftmost bit is NOT 1, then the byte represents a redefined character position ; in the lookup table. whichcolumn: defb 254 ; SPACE defb 254 ; ! defb 128 ; " defb 224 ; # defb 128 ; $ defb 0 ; % (Redefined below) defb 1 ; & (Redefined below) defb 128 ; ' defb 128 ; ( defb 128 ; ) defb 128 ; * defb 128 ; + defb 128 ; , defb 128 ; - defb 128 ; . defb 128 ; / defb 2 ; 0 (Redefined below) defb 128 ; 1 defb 224 ; 2 defb 224 ; 3 defb 252 ; 4 defb 224 ; 5 defb 224 ; 6 defb 192 ; 7 defb 240 ; 8 defb 240 ; 9 defb 240 ; : defb 240 ; ; defb 192 ; < defb 240 ; = defb 192 ; > defb 192 ; ? defb 248 ; @ defb 240 ; A defb 240 ; B defb 240 ; C defb 240 ; D defb 240 ; E defb 240 ; F defb 240 ; G defb 240 ; H defb 128 ; I defb 240 ; J defb 192 ; K defb 240 ; L defb 240 ; M defb 248 ; N defb 240 ; O defb 240 ; P defb 248 ; Q defb 240 ; R defb 240 ; S defb 3 ; T defb 240 ; U defb 240 ; V defb 240 ; W defb 240 ; X defb 4 ; Y defb 252 ; Z defb 224 ; [ defb 252 ; \ defb 240 ; ] defb 252 ; ^ defb 240 ; _ defb 240 ; UK Pound (Currency) Symbol defb 255 ; a defb 128 ; b defb 255 ; c defb 255 ; d defb 255 ; e defb 255 ; f defb 255 ; g defb 255 ; h defb 255 ; i defb 255 ; j defb 255 ; k defb 255 ; l defb 255 ; m defb 255 ; n defb 255 ; o defb 255 ; p defb 255 ; q defb 255 ; r defb 255 ; s defb 255 ; t defb 255 ; u defb 255 ; v defb 255 ; w defb 255 ; x defb 255 ; y defb 255 ; z defb 128 ; { defb 128 ; | defb 255 ; } defb 128 ; ~ defb 5 ; (c) end column data characters: defb 0 ; % defb 0 defb 100 defb 104 defb 16 defb 44 defb 76 defb 0 defb 0 ; & defb 32 defb 80 defb 32 defb 84 defb 72 defb 52 defb 0 defb 0 ; digit 0 defb 56 defb 76 defb 84 defb 84 defb 100 defb 56 defb 0 defb 0 ; Letter T defb 124 defb 16 defb 16 defb 16 defb 16 defb 16 defb 0 defb 0 ; Letter Y defb 68 defb 68 defb 40 defb 16 defb 16 defb 16 defb 0 defb 0 ; (c) symbol defb 48 defb 72 defb 180 defb 164 defb 180 defb 72 defb 48 end asm END SUB

A little program to test and demonstrate:
Code:
DIM n as uByte CLS PRINT "01234567890123456789012345678901" FOR n=1 to 6 printat42(n+1,0) INK n print42("012345678901234567890123456789012345678901") NEXT n
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#2
Thanks. This will be useful...
I have somewhere a source for proportional printing too.
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#3
As you already know, this routine was already included.
I've cleaned it up today (and little bug removed). It will be updated in the next release, along with the new Britlion's print64 routine.
We must discuss how to document them in the Documentation sub-forum: I think it's not a good idea to include source code in the wiki. It's better to put an usage example instead. Idea
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#4
Hi all

Is it possible to add/modify characters to the routine? I know that some can be modified (like %, T, Y or 0) but I need them; and there are others (like {, }. [ or ]) that I'm not using, so I was thinking to replace them.
The new chars I need are the spanish vocals á é í ó ú and the ¿ character.

Thanks and regards
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#5
Yes, but not quite as simple as it looks - the routine works on minimal data. Rather than having a 6 bit wide character set, it has a list of columns to remove from the spectrum character set, turning an 8 bit wide font into a 6 bit wide font. Have a look at the source code! Each character, with a few exceptions, is "stored" as a single byte.

That said, if you pull it from the library, and edit it to make your own, you CAN change characters - it allows them to be redefined for the cases where "remove left column, plus one other column" didn't work well.

%, &, 0, T, Y and copyright symbol are all defined in the "characters" section. You could add characters here - needs 8 bytes. You'll have to change the marker in the main character information to note that it needs a redefined character set as well, however.
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#6
Thanks, I'll play a bit with the library source code with the help of your hints Smile

Cheers
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#7
Sorry to bump this after so long, but it seemed like the most relevant thread!

How do you include a newline with Print42? I have looked through the source and I thought adding CHR(13) to a string would do it, but it doesn't. For example:

Code:
#include <print42.bas> dim myString as string cls printat42(0,0) myString = "Hello"+chr(13)+"World" print42(myString) printat42(4,0) print42("Hello"+chr(13)+"World") ' neither way works...?
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#8
I don't think the routine allows for that specifically. I'd have to look - it's years since I played with it. It did in its original Aowen streams form, I'm sure.

for now, I think printat is the key.

Oddly, I'm working on fonts stuff. I think FZX should replace all the text drivers for the most part, because it's just more flexible; but an interface hasn't been added for Boriels' ZX Basic. Since I wanted to use it, I'm progressing on hacking a version together that works. We'll see if I make it! Smile

(FZX basically allows a set of font data, and fonts can be quite a startling array of sizes, and set to be proportional or fixed. By pointing the routine at a separate font data, you can have more than one font trivially)

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#9
Thanks for the reply britlion - I'll check out FZX. A version for easy use with Boriel would be great and much appreciated, if possible. Smile
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#10
Not quite ready for publication, but up and should be working:

Listed quietly here as I was doing work in progress stuff:
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