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Another strange thing related to the "graphics overwriting"
#1
I have polished a bit my sprite routine, writting it in just one file and erasing repeated code (it worked OK up to this point) and adding a new subroutine to set the background colour of the playing area. Wheter I use or not this routine (and even if I take it out of the sprite routine file and copy it in any part of the main program code) its causing the graphics behave strangely.

When I'm drawing the "show room" (the only one atm, where I'm trying the graphics and the movements) I call (via Gosub) the routines drawing the different parts, i.e.:
GOSUB ESQUINA -- DRAWS THE CORNERS
GOSUB HABITACINESCONPUERTA -- DRAWS THE "WALLS" AND THE DOORS

When I draw the decoration parts (i.e. a carpet, or different floor designs) I see one of the coordinates of the sprites is changed:

If I draw the carpet (GOSUB ALFOMBRA), then the transparent window has its Y coordinate changed, whatever the correct value is.

If I draw the star (GOSUB ESTRELLA), the main sprite's X coordinate is changed.

And so on. I'll copy the .bas files for the game and the library so you can check it changing between the decorations (MADERA, FLECHAIZDA,FLECHADERECHA,ESTRELLA,SUELOEQUIS,LABERINTO). Perhaps it makes any sense to you. I don't include the .rle file because its the same I sent you last time.



The main program:

Code:
#include <sinclair.bas> #include <keys.bas> 'pause 0 'declaracion variables DIM UP AS UBYTE: DIM DOWN AS UBYTE: DIM LEFT AS UBYTE: DIM RIGHT AS UBYTE DIM X AS UBYTE: DIM XA AS UBYTE: DIM Y AS UBYTE: DIM YA AS UBYTE DIM FRAME AS UBYTE: DIM DIRECCION AS UBYTE DIM XE AS UBYTE: DIM XEA AS UBYTE: DIM YE AS UBYTE: DIM YEA AS UBYTE: DIM XVENT AS UBYTE: DIM YVENT AS UBYTE DIM FRAMEE AS UBYTE:DIM VERTICAL AS UBYTE: DIM HORIZONTAL AS UBYTE: DIM CONTADORE AS UBYTE: DIM DIRECCIONE AS UBYTE DIM VELOCIDAD AS UBYTE:DIM VELOCIDADE AS UBYTE DIM PAPELFONDO AS UBYTE 'mapeado {0:COLOR,1:N,2:E,3:S,4:O,5:TIPO_ESCENARIO,6:SUELO,7:DEC_IZDA,8:DEC_DCHA,9:MOB,10:VENT,11:SCRIPT1,12:SCRIPT2,13:VACIO,14:VACIO) DIM MAPA (0 TO 1,0 TO 14) AS uByte => {{5,0,1,0,1,0,1,1,1,1,1,0,0,0,0 } , _ {6,0,1,1,1,1,2,2,2,1,1,0,0,0,0 }} 'pantalla DIM PANTALLA AS UBYTE LET PANTALLA=0 'variables LET X=80:LET XA=80:LET Y=120:LET YA=120 LET FRAME=0: LET DIRECCION=0 LET XE=60:LET XEA=60:LET YE=88:LET YEA=88: LET XVENT=96:LET YVENT=160 LET FRAMEE=0:LET VERTICAL=1:LET HORIZONTAL=0: LET CONTADORE=0:LET DIRECCIONE=0 LET VELOCIDAD=1:LET VELOCIDADE=2 LET PAPELFONDO=5 'imprime pantalla unchunk (@pantalla,16384,2614) paper PAPELFONDO: ink O: bright 0 fondocolor (PAPELFONDO*8) GOSUB ESQUINAS GOSUB RODAPIECONPUERTA GOSUB HABITACIONESCONPUERTA GOSUB ESTRELLA 'preimpresion xorsprite (30,90,@escudo1) spriteh (24) xorsprite (30,145,@armadura) spriteh (12) cpbuffer (XVENT,YVENT,@buser2) spriteh (16) cpbuffer (X,Y,@buser) cpbuffer (XE,YE,@buser3) andsprite (X,Y,@gentlecillo) xorsprite (X,Y,@gentlecillo+32*8) andsprite (XE,YE,@mayordomo) xorsprite (XE,YE,@mayordomo+64) spriteh (12) andsprite (XVENT,YVENT,@ventana1) xorsprite (XVENT,YVENT,@ventana1+32) spriteh (16) 'BUCLE PRINCIPAL bucle: DO GOSUB teclado GOSUB mayordom GOSUB impresion LOOP end 'lectura del teclado teclado: LET UP=MULTIKEYS(KEYQ) LET DOWN=MULTIKEYS(KEYA) LET LEFT=MULTIKEYS(KEYO) LET RIGHT=MULTIKEYS(KEYP) IF UP AND (X-16)>25 AND Y>101-(X/2) AND Y<138+(X/2)THEN LET X=X-VELOCIDAD: LET DIRECCION=1:END IF IF DOWN AND X+16<120 THEN LET X=X+VELOCIDAD: LET DIRECCION=0: END IF IF LEFT AND Y>101-(X/2) THEN LET Y=Y-VELOCIDAD: LET DIRECCION=3:END IF IF RIGHT AND Y<138+(X/2) THEN LET Y=Y+VELOCIDAD: LET DIRECCION=2:END IF IF UP+DOWN+LEFT+RIGHT>0 THEN LET FRAME=FRAME+1:IF FRAME>1 THEN LET FRAME=0:END IF:END IF RETURN mayordom: LET XE=XE+(VERTICAL*VELOCIDADE) LET YE=YE+(HORIZONTAL*VELOCIDADE) 'IF INT (RND*100)=1 THEN LET VERTICAL=1:END IF 'IF INT (RND*100)=1 THEN LET HORIZONTAL=1: END IF IF XE<43 OR XE>103 THEN LET VERTICAL=VERTICAL*-1:END IF IF YE<101-(XE/2) OR YE>138+(XE/2) THEN LET HORIZONTAL=HORIZONTAL*-1:END IF 'LET CONTADORE=CONTADORE +1:IF CONTADORE>100 THEN LET DIRECCIONE=INT (RND*2):LET CONTADOREE=0:GOSUB CAMBIODIRE:END IF LET FRAMEE=FRAMEE+1: IF FRAMEE>1 THEN LET FRAMEE=0:END IF RETURN CAMBIODIRE: IF DIRECCIONE=0 THEN LET VERTICAL=VERTICAL*(-1):LET HORIZONTAL=0:END IF IF DIRECCIONE=1 THEN LET HORIZONTAL =HORIZONTAL*-1:LET VERTICAL=0:END IF RETURN impresion: ASM HALT ; Wait for scan line LD BC,1137 fspRedrawloop: DEC BC LD A,B OR C JR NZ,fspRedrawloop END ASM rstbuffer (XA,YA,@buser) rstbuffer (XEA,YEA,@buser3) rstbuffer (XVENT,YVENT,@buser2) cpbuffer (X,Y,@buser) cpbuffer (XE,YE,@buser3) cpbuffer (XVENT,YVENT,@buser2) IF X<=XE THEN GOSUB GENTLE:GOSUB MAYORD:END IF IF XE<X THEN GOSUB MAYORD:GOSUB GENTLE:END IF GOSUB VENTAN LET XA=X:LET YA=Y LET XEA=XE:LET YEA=YE RETURN GENTLE: andsprite (X,Y,@gentlecillo+(DIRECCION*64)+(FRAME*32)) xorsprite (X,Y,@gentlecillo+256+(DIRECCION*64)+(FRAME*32)) RETURN MAYORD: andsprite (XE,YE,@mayordomo+FRAMEE*32) xorsprite (XE,YE,@mayordomo+64+(FRAMEE*32)) RETURN VENTAN: spriteh (12) andsprite (XVENT,YVENT,@ventana1) xorsprite (XVENT,YVENT,@ventana1+32) spriteh (16) RETURN SUB FASTCALL ARQUITECTURA() HABITACIONESCONPUERTA: 'pared inferior con puerta plot 54,68:draw 65,0 draw 5,-2:draw 7,0:draw 5,2 draw 65,0 'papred izquierda con puerta plot 48,75: draw 16,32 draw 0,20: draw 6,10:draw 0,-20 draw 9,18 'pared derecha con puerta plot 52+128+26,75: draw -16,32 draw 0,20: draw -6,10:draw 0,-20 draw -9,18 'pared superior con puerta plot 48+122,76+32+30: draw -36,0 draw 0,16:draw -15,0:draw 0,-16 draw -35,0 RETURN RODAPIECONPUERTA: 'rodapie inferior con puerta plot 55,70:draw 64,0 plot 56+64+16,70:draw 64,0 'rodapie izquierda con puerta plot 50,75: draw 16,32 plot 50+16+6,75+32+10:draw 9,18 'rodapie derecha con puerta plot 50+128+26,75: draw -16,32 plot 50+128+4,75+32+10:draw -9,18 'rodapie superior con puerta plot 48+122,76+32+28:draw -35,0 plot 50+68,76+32+28: draw -34,0 RETURN HABITACIONESSINPUERTA: 'pared inferior sin puerta plot 54,68:draw 145,0 'pared izquierda sin puerta plot 48,75: draw 30,60 'pared derecha sin puerta plot 206,75: draw -30,60 'pared superior sin puerta plot 170,138: draw -86,0 RETURN RODAPIESSINPUERTA: 'rodapie inferior sin puerta plot 55,70:draw 145,0 'rodapie izquierda sin puerta plot 50,75: draw 30,60 'rodapie derecha sin puerta plot 204,75: draw -30,60 'rodapie superior sin puerta plot 170,136:draw -86,0 RETURN ESQUINAS: 'esquina superior derecha plot 175,136:draw -2,2:draw -2,0 plot 173,136:draw -1,0:draw -1,0 'esquina superior izquierda plot 81,136:draw 1,0:draw 1,0 plot 79,136:draw 2,2:draw 2,0 'esquina inferior izquierda plot 54,68:draw -4,2:draw -2,2:draw 0,2 plot 54,70:draw -3,2:draw -1,1:draw 0,1 'esquina inferior derecha plot 200,68:draw 4,2:draw 2,2:draw 0,2 plot 200,70:draw 3,2:draw 1,1:draw 0,1 RETURN SOTANOSINPUERTA: 'pared inferior sin puerta plot 54,68:draw 30,-4:draw 20,2:draw 50,-3:draw 45,5 'pared izquierda sin puerta plot 48,75: draw 5,23:draw 10,9:draw 5,19:draw 10,9 'pared derecha sin puerta plot 206,75: draw -5,23:draw -10,9:draw -5,19:draw -10,9 'pared superior sin puerta plot 170,138: draw -15,10: draw -8,-5:draw -20,6:draw -18,-8:draw -15,7:draw -10,-10 RETURN RODAPIESOTANOSINPUERTA: 'rodapie inferior sin puerta plot 55,70:draw 145,0 'rodapie izquierda sin puerta plot 50,75: draw 30,60 'rodapie derecha sin puerta plot 204,75: draw -30,60 'rodapie superior sin puerta plot 170,136:draw -86,0 RETURN SOTANOCONPUERTA: 'pared inferior con puerta plot 54,68:draw 30,-4:draw 20,2:draw 15,-1:draw -1,-6:draw 5,-2:draw 6,1:draw 8,-1:draw -1,10:draw 35,-5:draw 28,6 'pared izquierda con puerta plot 48,75: draw 2,20:draw 12,16 draw -2,10:draw -2,4:draw 7,2:draw 3,5:draw 0,-5:draw 2,-7 draw 2,12:draw 6,4 'pared derecha con puerta plot 206,75: draw -2,20:draw -12,16 draw 2,10:draw 2,4:draw -7,2:draw -3,5:draw 0,-5:draw -2,-7 draw -2,12:draw -6,4 'pared superior con puerta plot 170,138: draw -15,10: draw -8,-5:draw -15,6 draw 3,8:draw -2,-1:draw -8,1:draw -6,-4:draw 1,-12 draw -15,3:draw -10,-2:draw -5,4:draw -6,-8 RETURN END SUB ARQUITECTURA() SUB FASTCALL DECORACION() ALFOMBRA: plot 72,80:draw 108,0:draw -20,48:draw -68,0:draw -20,-48 for triangulo=1 to 24 step 2:plot 72+triangulo*2,80+triangulo:draw 108-(4*triangulo),0:next for triangulo=1 to 24 step 2:plot 92+triangulo,128-triangulo:draw 68-(2*triangulo),0:next RETURN ESTRELLA: for estrella=0 to 1 plot 126+estrella,80: draw 30,40-estrella:draw -60,0:draw 30,-40+estrella plot 126+estrella,130:draw -40,-35+estrella:draw 80,0:draw -40,35-estrella next RETURN MADERA: for suelo=0 to 15 plot 50+suelo*2,74+suelo*4: draw 153-(suelo*4),0 next for suelo=0 to 15 step 2 plot 64+suelo*2,74+suelo*4: draw 1,3 plot 96+suelo,70+suelo*4: draw 0,4 plot 128,74+suelo*4: draw 0,4 plot 160-suelo,70+suelo*4: draw 0,4 plot 192-suelo*2,74+suelo*4: draw -1,3 next RETURN LABERINTO: plot 62,78: draw 130,0:draw -26,52:draw -78,0 draw -22,-44:draw 112,0:draw -18,36:draw -64,0 draw -13,-26:draw 76,0: draw -8,16:draw -50,0 draw -4,-8:draw 48,0 RETURN SUELOEQUIS: FOR EQUIS=0 TO 2 PLOT 85+EQUIS,75+EQUIS: DRAW 15,0:DRAW 25,25:DRAW 25,-25:DRAW 15,0 DRAW -30,30:DRAW 22,25:DRAW -12,0:DRAW -20,-20:DRAW -20,20:DRAW -12,0:DRAW 22,-25:DRAw -30,-30 NEXT RETURN FLECHADERECHA: FOR FLECHA=0 TO 2 PLOT 85+FLECHA,103+FLECHA: DRAW 30,0:DRAW -5,-20:DRAW 55,25 DRAW -46,20: DRAW -3,-12:DRAW -26,0:DRAW -5,-13 NEXT RETURN FLECHAIZDA: FOR FLECH=0 TO 2 PLOT 170+FLECH,103+FLECH: DRAW -30,0:DRAW 5,-20:DRAW -55,25 DRAW 46,20: DRAW 3,-12:DRAW 26,0:DRAW 5,-13 NEXT RETURN END SUB DECORACION() END SUB FASTCALL GRAFICOS() #include "d:\basiclib\sprite2.bas" '#include "d:\basiclib\spritebuffer.bas" #include "d:\basiclib\unchunk.bas" espare: ASM espare: defS 32,0 END ASM gentlecillo: ASM ; ASM source file created by SevenuP v1.20 ; SevenuP (C) Copyright 2002-2006 by Jaime Tejedor Gomez, aka Metalbrain ;GRAPHIC DATA: ;Pixel Size: ( 16, 16) ;Char Size: ( 2, 2) ;Frames: 8 q ;Sort Priorities: X char, Char line, Y char, Frame number, Mask ;Data Outputted: Gfx ;Interleave: Frames ;Mask: Yes, before graphic gentlecillo2: DEFB 240, 15,224, 7,224, 7,224, 7 DEFB 224, 7,224, 7,224, 7,192, 3 DEFB 128, 1,128, 1,128, 1,192, 3 DEFB 128, 7,128, 3,129, 3,129, 3 DEFB 240, 15,224, 7,224, 7,224, 7 DEFB 224, 7,224, 7,224, 7,192, 3 DEFB 128, 1,128, 1,128, 1,192, 3 DEFB 224, 1,192, 1,192,129,192,129 DEFB 240, 15,224, 7,224, 7,224, 7 DEFB 224, 7,224, 7,224, 7,192, 3 DEFB 128, 1,128, 1,128, 1,192, 3 DEFB 128, 7,129, 3,129, 3,129, 3 DEFB 240, 15,224, 7,224, 7,224, 7 DEFB 224, 7,224, 7,224, 7,192, 3 DEFB 128, 1,128, 1,128, 1,192, 3 DEFB 224, 1,192,129,192,129,192,129 DEFB 240, 15,224, 7,224, 7,224, 7 DEFB 224, 7,224, 7,224, 7,192, 3 DEFB 128, 1,128, 1,128, 1,192, 3 DEFB 224, 7,248, 3,248, 3,248, 3 DEFB 240, 15,224, 7,224, 7,224, 7 DEFB 224, 7,224, 7,224, 7,192, 3 DEFB 128, 1,128, 1,128, 1,192, 1 DEFB 224, 1,224, 1,224, 1,224, 3 DEFB 240, 15,224, 7,224, 7,224, 7 DEFB 224, 7,224, 7,224, 7,192, 3 DEFB 128, 1,128, 1,128, 1,192, 3 DEFB 224, 7,192, 31,192, 31,192, 31 DEFB 240, 15,224, 7,224, 7,224, 7 DEFB 224, 7,224, 7,224, 7,192, 3 DEFB 128, 1,128, 1,128, 1,128, 3 DEFB 128, 7,128, 7,128, 7,192, 7 DEFB 0, 0, 7,224, 15,240, 11,208 DEFB 12, 48, 15,240, 13,176, 15,240 DEFB 23,232, 57,156, 30,120, 7,240 DEFB 25,128, 44, 48, 60, 88, 0,120 DEFB 0, 0, 7,224, 15,240, 11,208 DEFB 12, 48, 15,240, 13,176, 15,240 DEFB 23,232, 57,156, 30,120, 15,224 DEFB 1,152, 12, 44, 22, 60, 30, 0 DEFB 0, 0, 7,224, 15,240, 11,208 DEFB 12, 48, 15,240, 15,240, 15,240 DEFB 23,232, 57,156, 30,120, 7,240 DEFB 25,128, 60, 48, 60,120, 0,120 DEFB 0, 0, 7,224, 15,240, 11,208 DEFB 12, 48, 15,240, 15,240, 15,240 DEFB 23,232, 57,156, 30,120, 15,224 DEFB 1,152, 12, 60, 30, 60, 30, 0 DEFB 0, 0, 7,224, 15,240, 11,208 DEFB 12, 48, 15,240, 15,208, 15,240 DEFB 23,232, 57,156, 30,120, 15,240 DEFB 0,192, 3, 48, 3,216, 3,224 DEFB 0, 0, 7,224, 15,240, 11,208 DEFB 12, 48, 15,240, 15,208, 15,240 DEFB 23,232, 57,156, 30,120, 15,240 DEFB 3,196, 12, 60, 14, 56, 7, 0 DEFB 0, 0, 7,224, 15,240, 11,208 DEFB 12, 48, 15,240, 11,240, 15,240 DEFB 23,232, 57,156, 30,120, 15,240 DEFB 3, 0, 12,192, 27,192, 7,192 DEFB 0, 0, 7,224, 15,240, 11,208 DEFB 12, 48, 15,240, 11,240, 15,240 DEFB 23,232, 57,156, 30,120, 15,240 DEFB 35,192, 60, 48, 28,112, 0,224 END ASM espare3: ASM espare3: ; defs 24,0 END ASM mayordomo: ASM mayordomo: DEFB 224, 15,224, 15,224, 15,224, 15 DEFB 192, 7,128, 3,128, 3,128, 3 DEFB 128, 3,128, 3,128, 3,128, 3 DEFB 128, 3,128, 3,128, 3,224, 7 DEFB 240, 31,224, 15,224, 15,224, 15 DEFB 192, 7,128, 3,128, 3,128, 3 DEFB 128, 3,128, 3,128, 3,128, 3 DEFB 128, 3,128, 3,128, 3,224, 31 DEFB 7,192, 15,224, 10,160, 1, 0 DEFB 4, 64, 23,208, 38,200, 52, 88 DEFB 42,168, 51,152, 42,168, 51,152 DEFB 42,168, 57, 56, 12, 96, 0,112 DEFB 0, 0, 7,192, 15,224, 10,160 DEFB 1, 0, 20, 80, 39,200, 38,200 DEFB 52, 88, 41, 40, 50,152, 43,168 DEFB 50,152, 57, 56, 6,192, 14, 0 END ASM ventana1: ASM ventana12: DEFB 0, 0, 0, 0, 0, 0, 31,248 DEFB 31,248, 31,248, 31,248, 31,248 DEFB 31,248, 0, 0, 0, 0, 0, 0 DEFB 0, 0, 0, 0, 0, 0, 0, 0 DEFB 170,170, 85, 85,128, 3, 64, 3 DEFB 128, 3, 64, 3,128, 3, 64, 3 DEFB 128, 3, 64, 3,191,253,127,254 DEFB 0, 0, 0, 0, 0, 0, 0, 0 END ASM escudo1: ASM escudolibra: DEFB 0, 0,127,254,254,127,253,191 DEFB 122, 94,116, 46,116, 46,111,134 DEFB 36, 4, 47,132, 52, 12, 23,232 DEFB 24, 24, 15,240, 7,224, 1,128 END ASM armadura: ASM relojpared: DEFB 3,192, 14,176, 21, 88, 43,236 DEFB 52, 52, 41, 28, 89, 22,113, 10 DEFB 81,206,112, 10, 82, 78,114, 74 DEFB 82,238,119,106, 87, 14,112, 10 DEFB 95,246,106,170,127,254, 24, 24 DEFB 24, 24, 0, 0, 0, 0, 0, 0 END ASM buser: ASM buser: defb 0,0,0,0,0,0,0,0 defb 0,0,0,0,0,0,0,0 defb 0,0,0,0,0,0,0,0 defb 0,0,0,0,0,0,0,0 defb 0,0,0,0,0,0,0,0 defb 0,0,0,0,0,0,0,0 END ASM buser2: ASM buser2: defb 0,0,0,0,0,0,0,0 defb 0,0,0,0,0,0,0,0 defb 0,0,0,0,0,0,0,0 defb 0,0,0,0,0,0,0,0 defb 0,0,0,0,0,0,0,0 defb 0,0,0,0,0,0,0,0 END ASM buser3: ASM buser3: defb 0,0,0,0,0,0,0,0 defb 0,0,0,0,0,0,0,0 defb 0,0,0,0,0,0,0,0 defb 0,0,0,0,0,0,0,0 defb 0,0,0,0,0,0,0,0 defb 0,0,0,0,0,0,0,0 END ASM pantalla: asm incbin "gentle.rle" end asm END SUB GRAFICOS ()

The sprite libary (sprite2.bas):

Code:
SUB psprite (xd as ubyte,yd as ubyte,gfx as uinteger) POKE @esprite,xd: POKE @esprite+1,yd: POKE Uinteger (@esprite+2),gfx POKE @xor1,121:POKE @xor2,122:POKE @xor3,123 gosub printsprite END SUB SUB xorsprite (xd as ubyte,yd as ubyte,gfx as uinteger) POKE @esprite,xd: POKE @esprite+1,yd: POKE Uinteger (@esprite+2),gfx POKE @xor1,169:POKE @xor2,170:POKE @xor3,171:POKE @mask+1,0: POKE @carry,167':POKE @esprite+5,7:'POKE @esprite+4,255':POKE @esprite+6,60 gosub printsprite END SUB SUB andsprite (xd as ubyte,yd as ubyte,gfx as uinteger) POKE @esprite,xd: POKE @esprite+1,yd: POKE Uinteger (@esprite+2),gfx POKE @xor1,161:POKE @xor2,162:POKE @xor3,163:POKE @mask+1,255:POKE @carry,0':POKE @esprite+5,0:POKE @esprite+4,246'230':POKE @esprite+6,0 gosub printsprite END SUB SUB orsprite (xd as ubyte,yd as ubyte,gfx as uinteger) POKE @esprite,xd: POKE @esprite+1,yd: POKE Uinteger (@esprite+2),gfx POKE @xor1,177:POKE @xor2,178:POKE @xor3,179 gosub printsprite END SUB SUB spriteh (h as ubyte) POKE @altura+1,h END SUB SUB cpbuffer (xd as ubyte,yd as ubyte,buff as Uinteger) POKE @buffer,xd:POKE @buffer+1,yd: POKE uinteger @buffer+5,buff gosub copybuffer END SUB SUB rstbuffer (xd as ubyte,yd as ubyte,buff as Uinteger) POKE @buffer,xd:POKE @buffer+1,yd: POKE uinteger @buffer+5,buff gosub restorebuffer END SUB SUB cpattr (xd as ubyte, yd as ubyte, buff as Uinteger) LET xattr=INT (xd/8): LET yattr=INT (yd/8): LET dirattr=22528+(32*xattr)+yattr 'POKE uinteger @buffer+5,buff POKE buff,PEEK dirattr: POKE buff+1,PEEK (dirattr+1): POKE buff+2,PEEK (dirattr+2) POKE buff+3,PEEK (dirattr+32): POKE buff+4,PEEK (dirattr+33): POKE buff+5,PEEK (dirattr+34) POKE buff+6,PEEK (dirattr+64): POKE buff+7,PEEK (dirattr+65): POKE buff+8,PEEK (dirattr+66) END SUB SUB rstattr (xd as ubyte, yd as ubyte, buff as Uinteger) LET xattr=INT (xd/8): LET yattr=INT (yd/8): LET dirattr=22528+(32*xattr)+yattr 'POKE uinteger @buffer+5,buff POKE dirattr,PEEK buff: POKE dirattr+1,PEEK (buff+1): POKE dirattr+2,PEEK (buff+2) POKE dirattr+32,PEEK (buff+3): POKE dirattr+33,PEEK (buff+4): POKE dirattr+34,PEEK (buff+5) POKE dirattr+64,PEEK (buff+6): POKE dirattr+65,PEEK (buff+7): POKE dirattr+66,PEEK (buff+8) END SUB SUB fondocolor (col as ubyte) POKE @dircol+1,col ASM ld a,14 ld hl,22630 lineacolor: ld b,20 celdacolor: END ASM dircol: ASM ld (hl),12 inc hl djnz celdacolor ld DE,12 add hl,DE dec a jp nz,lineacolor END ASM END SUB esprite: ASM xp: defb 0 yp: defb 0 gfxdir: defw 0 ; This is the sprite routine and expects coordinates in (c ,b) form, ; where c is the vertical coord from the top of the screen (0-176), and ; b is the horizontal coord from the left of the screen (0 to 240). ; Sprite data is stored as you'd expect in its unshifted form as this ; routine takes care of all the shifting itself. This means that sprite ; handling isn't particularly fast but the graphics only take 1/8th of the ; space they would require in pre-shifted form. ; On entry HL must point to the unshifted sprite data. sprit7: xor 7 ; complement last 3 bits. inc a ; add one for luck! sprit3: rl d ; rotate left... rl c ; ...into middle byte... rl e ; ...and finally into left character cell. dec a ; count shifts we've done. jr nz,sprit3 ; return until all shifts complete. ; Line of sprite image is now in e + c + d, we need it in form c + d + e. ld a,e ; left edge of image is currently in e. ld e,d ; put right edge there instead. ld d,c ; middle bit goes in d. ld c,a ; and the left edge back into c. jr sprit0 ; we've done the switch so transfer to screen. END ASM printsprite: ASM sprite: ld hl,(gfxdir) ld bc,(xp) ld (dispx),bc ; store coords in dispx for now. call scadd ; calculate screen address. END ASM altura: ASM ld a,16 ; height of sprite in pixels. sprit1: ex af,af' ; store loop counter. push de ; store screen address. ld c,(hl) ; first sprite graphic. inc hl ; increment poiinter to sprite data. ld d,(hl) ; next bit of sprite image. inc hl ; point to next row of sprite data. ld (sprtmp),hl ; store it for later. END ASM mask: ASM ld e,0 ; blank right byte for now. ld a,b ; b holds y position. and 7 ; how are we straddling character cells? jr z,sprit0 ; we're not straddling them, don't bother shifting. cp 8 ; 5 or more right shifts needed? jr nc,sprit7 ; yes, shift from left as it's quicker. end asm carry: asm and a ; oops, carry flag is set so clear it. sprit2: rr c ; rotate left byte right... rr d ; ...through middle byte... rr e ; ...into right byte. dec a ; one less shift to do. jr nz,sprit2 ; return until all shifts complete. sprit0: pop hl ; pop screen address from stack. ld a,(hl) ; what's there already. END ASM xor1: ASM xor c ; merge in image data. a9 169 a1 161 79 121 b1 177 ld (hl),a ; place onto screen. inc l ; next character cell to right please. ld a,(hl) ; what's there already. END ASM xor2: ASM xor d ; merge with middle bit of image. aa 170 a2 162 7a 122 b2 178 ld (hl),a ; put back onto screen. inc l ; next bit of screen area. ld a,(hl) ; what's already there. END ASM xor3: ASM xor e ; right edge of sprite image data. ab 171 a3 163 7b 123 b3 179 ld (hl),a ; plonk it on screen. ld a,(dispx) ; vertical coordinate. inc a ; next line down. ld (dispx),a ; store new position. and 63 ; are we moving to next third of screen? jr z,sprit4 ; yes so find next segment. and 7 ; moving into character cell below? jr z,sprit5 ; yes, find next row. dec l ; left 2 bytes. dec l ; not straddling 256-byte boundary here. inc h ; next row of this character cell. sprit6: ex de,hl ; screen address in de. ld hl,(sprtmp) ; restore graphic address. ex af,af' ; restore loop counter. dec a ; decrement it. jp nz,sprit1 ; not reached bottom of sprite yet to repeat. ret ; job done. sprit4: ld de,30 ; next segment is 30 bytes on. add hl,de ; add to screen address. jp sprit6 ; repeat. sprit5: ld de,63774 ; minus 1762. add hl,de ; subtract 1762 from physical screen address. jp sprit6 ; rejoin loop. ; This routine returns a screen address for (c, b) in de. scadd: ld a,c ; get vertical position. and 7 ; line 0-7 within character square. add a,64 ; 64 * 256 = 16384 (Start of screen display) ld d,a ; line * 256. ld a,c ; get vertical again. rrca ; multiply by 32. rrca rrca and 24 ; high byte of segment displacement. add a,d ; add to existing screen high byte. ld d,a ; that's the high byte sorted. ld a,c ; 8 character squares per segment. rlca ; 8 pixels per cell, mulplied by 4 = 32. rlca ; cell x 32 gives position within segment. and 224 ; make sure it's a multiple of 32. ld e,a ; vertical coordinate calculation done. ld a,b ; y coordinate. rrca ; only need to divide by 8. rrca rrca and 31 ; squares 0 - 31 across screen. add a,e ; add to total so far. ld e,a ; hl = address of screen. ret dispx: defb 0 ; general-use coordinates. dispy: defb 0 sprtmp: defw 0 ; sprite temporary address. END ASM buffer: ASM xcoord: defb 0 ycoord: defb 0 altura: defb 0 gfx: defw 0 buf: defw 0 END ASM copybuffer: ASM copybuffer: ;rutina para copiar algo en algun sitio, más o menos. ; This routine returns a screen address for (c, b) in de. ld bc,(xcoord) call scadd ld (gfx),de ld b,16 ld HL,(gfx) ;apuntar a la primera celda de la pantalla ld DE,(buf) ;apuntar al buffer bucle3: ld a,(HL) ;capturo el grafico en a ;LD C,a ;y lo paso a C ;ld a,(HL) ;cargo en a el contenido de la celda destino ;xor C ;xoreo con lo que traigo del grafico ld (DE),a ;lo pinto en (hasta aquí sale xdd) inc L inc E ld a,(HL) ld (DE),a inc L inc E ld a,(HL) ld (DE),a dec L dec L call uphl inc E djnz bucle3 ret END ASM restorebuffer: ASM restorebuffer: ;rutina para copiar algo en algun sitio, más o menos. ; This routine returns a screen address for (c, b) in de. ld bc,(xcoord) call scadd ld (gfx),de ld b,16 ld HL,(gfx) ;apuntar a la primera celda del destino ld DE,(buf) ;apuntar al origen bucle2: ld a,(DE) ;capturo el grafico en a ;LD C,a ;y lo paso a C ;ld a,(HL) ;cargo en a el contenido de la celda destino ;xor C ;xoreo con lo que traigo del grafico ld (HL),a ;lo pinto en la pantalla (hasta aquí sale xdd) inc L inc E ld a,(DE) ld (HL),a inc L inc E ld a,(DE) ld (HL),a dec L dec L call uphl inc E djnz bucle2 ret uphl: inc h ld a,h and 7 ret nz ld a,l add a,32 ld l,a ret c ld a,h sub 8 ld h,a ret END ASM
Reply
#2
apenao Wrote:I have polished a bit my sprite routine, writting it in just one file and erasing repeated code (it worked OK up to this point) and adding a new subroutine to set the background colour of the playing area. Wheter I use or not this routine (and even if I take it out of the sprite routine file and copy it in any part of the main program code) its causing the graphics behave strangely.

When I'm drawing the "show room" (the only one atm, where I'm trying the graphics and the movements) I call (via Gosub) the routines drawing the different parts, i.e.:
GOSUB ESQUINA -- DRAWS THE CORNERS
GOSUB HABITACINESCONPUERTA -- DRAWS THE "WALLS" AND THE DOORS

When I draw the decoration parts (i.e. a carpet, or different floor designs) I see one of the coordinates of the sprites is changed:

If I draw the carpet (GOSUB ALFOMBRA), then the transparent window has its Y coordinate changed, whatever the correct value is.

If I draw the star (GOSUB ESTRELLA), the main sprite's X coordinate is changed.
If I let the GOSUB ESTRELLA, I don't notice anything special. :?: If I use GOSUB ALFOMBRA, then the moving sprite gets corrupted.
It seems something is corrupting the stack frame, but I don't know what is it. I will investigate it further...

What I want to make clear is that those seems to be collateral effects, and might not be related to PLOT/DRAW at all, but for example, to stack or heap corruption. I see you use much inline asm blocks and gosubs, and this is not a good idea. You should make your routines directly callable from BASIC instead. I suggest you to try convert them using this:
  • If the function takes a single parameter, just use SUB FASTCALL xxx(param as..) scheme. The parameter will came in A register (if it is ubyte), HL if it's 16 bits, HLDE if it's 32 bits and A BCDE if it's FLOAT (like ZX Spectrum ROM). You can use RET at any point inside a FASTCALL sub. If you use FUNCTION, it's the same, but those registers will be also used to get the RETURN VALUE.
  • If the function takes more than one parameter, then it's better to use the normal (STDCALL) scheme. But guessing parameter addresses might by hard. So let the compiler TELL YOU.
Since you can tell the compiler to generate ASM, you can get the parameter addresses, creating a dummy SUB and getting it's asm:
Code:
SUB dummyTest(param1 as Ubyte, param2 as Uinteger) DIM b as Uinteger param1 = 1 param2 = 2 b = 5 END SUB
Compiling with zxb -A test.bas will create test.asm, which reads:
Code:
... 29 _dummyTest: 30 push ix 31 ld ix, 0 32 add ix, sp 33 ld hl, 0 34 push hl 35 ld (ix+5), 1 36 ld (ix+6), 2 37 ld (ix+7), 0 38 ld (ix-2), 5 39 ld (ix-1), 0 40 _dummyTest__leave: 41 ld sp, ix 42 pop ix 43 exx 44 pop hl 45 pop bc 46 ex (sp), hl 47 exx 48 ret
This is your SUB compiled. Notice now what's happening. Line 35 stores 5 at (ix + 5). So (ix + 5) if addr of param1 (you can read and write at any param address). And param2 is (ix+6) (Low byte) and (ix+7) (high byte). Local variable b is at (ix - 2) (low byte) and (ix - 1) (high byte). Notice IX + n are used for parameters and IX - n for local vars.

WARNING: Unlike FASTCALL subroutines, you can't return with RET from an STDCALL SUB or FUNCTION. You must clean and restore the stack frame, so to return you must JUMP to _dummyTest__leave.

Now you can start an ASM... END ASM block inside the subroutine, using the (ix+n) addresses to get the values passed by the caller. This is the way the compiler works, and it's the way you should too. When you write code outside the subroutines, the compiler might move it to another location (even with optimization disabled). In fact, SUBs and FUNCTIONS are moved to the end of the program, before the variables memory zone.
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#3
Ok, I have tested your file. I removed the DEFS "spare", and your program worked ok to me. :?: :?: :?:
Also noticed you do "GOSUB ALFOMBRA", and so on, into a SUB body. This only works with labels inside FASTCALL functions and subrotines (as you do), but you shouldn't do that anyway. So:

Code:
GOSUB label ... SUB mySub ... label: ... RETURN : REM *CRASH*, because returns here tries to "restore" the stack. END SUB

Incidentally, your program works *ok* to me. I'm not experiencing those glitches... :?: :?: :?:
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#4
After debugging your program for a LONG time, I've concluded that you use optimized sprite routines that relies on memory alignment addresses. I'm going to implement that (yes, an ALIGN n directive, so the code will be aligned to the closes n*ADDRESS code; this will be difficult to implement at the moment).

So basically, I discovered you have an INK O (instead of INK 0) sentence. By replacing it with INK 0, everything it's fixed. After a lot of tests, adding or removing NOPs to your code mades it to work ok or "dirty". These are alignment issues, and it seems to be on the sprite2.bas file. Probably you're using INC L and INC E instead of INC HL and INC DE or something. I guess that's the point. Other than that, your program is Ok.

A fast fix for that is to use "Spare" zones as you did: DEFS N, 0. Start from 1, and increase N until the program works ok.
¿Can you fix it?
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#5
Yep, it's fixed now Smile

Sorry for the inconvenience. I'll check the sprite routine when I finish the map and the graphics. By now, I'm ok with the spare buffer solution.

Thanks a lot Smile
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#6
Once again, Boriel goes above and beyond the call of duty.

We appreciate it!
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#7
Ok, if no more bugs until this weekend, I will close this release, and start 1.2.6 with new features.
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