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Collision attr routine.
#1
I was thinking about any routines that get attr positions up, right, down and left for one character of x,y position.
-p-
qAr
-s-
And the same for a tile
-pq-
rABt
sCDu
-vw-
and poke those valours into printer buffer or into a variable address, etc.
I'm tired for repeat the same sentences IF ATTR in basic listing cause is a heavy job.
I have no time now, but if someone has free time for this and they want...
I think this can be a library called e.g. ATTTR.bas or ATTTR.asm
Thx.
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#2
Why not write a subroutine which pokes these values into printer buffer? Like: POKE buf,peek(attradr-32)TongueOKE buf+1,peek(attradr-1)TongueOKE buf+2,peek(attradr+1)TongueOKE buf+3,peek(attradr+32). This is not standard BASIC function, and I don't think, it will be of any use for other users.
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#3
Tanks, I was thinking in zx basic. Yours is a good system.
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#4
LCD Wrote:Why not write a subroutine which pokes these values into printer buffer? Like: POKE buf,peek(attradr-32)TongueOKE buf+1,peek(attradr-1)TongueOKE buf+2,peek(attradr+1)TongueOKE buf+3,peek(attradr+32). This is not standard BASIC function, and I don't think, it will be of any use for other users.

I have added AttrAddr(y, x) function in attr.bas library in the latest version 1.2.8r2139
I was thinking exactly the same:
Code:
#include <attr.bas> Sub GetAddr(y, x, buf) Dim attraddr as UInteger attradr = AttrAddr(y, x) POKE buf,peek(attradr-32) POKE buf+1,peek(attradr-1) POKE buf+2,peek(attradr+1) POKE buf+3,peek(attradr+32) End Sub
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#5
Thanks. Big Grin
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#6
I was testing the routine and trying news clock sense orientet and with diagonals, and proyected tile clock and diagonals version.
I find that e.g. peek 23400=111
and if in 23401 is filled with 222
then peek 23400+1 play 112 instead 222
Is It like Zx Basic or changed for the compiler?
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#7
compiuter Wrote:I was testing the routine and trying news clock sense orientet and with diagonals, and proyected tile clock and diagonals version.
I find that e.g. peek 23400=111
and if in 23401 is filled with 222
then peek 23400+1 play 112 instead 222
Is It like Zx Basic or changed for the compiler?
Hmmm, try PEEK (23400 + 1) ?
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#8
Here is my testing routines clock sense oriented.
I am thinking about use parameters for the sprite height and wide, and made a dinamyc routine for whatever typè of sprites.
updated 11-03-13
Code:
#include <memcopy.bas> #include <sinclair.bas> #include <keys.bas> #include <attr.bas> '---CHARS----------------------- '---GetAddr clock sense oriented ^>v< cls print 999 print 999 print 999 'the two ciphers of colour are 'combined file+column poke 22528,11 poke 22528+1,12 poke 22528+2,13 poke 22528+32,21 poke 22528+34,23 poke 22528+64,31 poke 22528+65,32 poke 22528+66,33 'GetAddr clock sense oriented ^>v< Sub GetAddr(y, x, buf) Dim attraddr as UInteger attradr = AttrAddr(y, x) POKE buf,peek(attradr-32) POKE buf+1,peek(attradr+1) POKE buf+2,peek(attradr+32) POKE buf+3,peek(attradr-1) End Sub GetAddr(1, 1, 23400) Dim f1 As Ubyte for f1=0 to 3 print peek (23400+f1) next f1 pause (0) '---------------------------------------- '---GetAddrFull clock sense oriented ^>v< cls print 999 print 999 print 999 poke 22528,11 poke 22528+1,12 poke 22528+2,13 poke 22528+32,21 poke 22528+34,23 poke 22528+64,31 poke 22528+65,32 poke 22528+66,33 Sub GetAddrFull(y, x, buf) Dim attraddr as UInteger attradr = AttrAddr(y, x) POKE buf,peek(attradr-32) POKE buf+1,peek(attradr-31) POKE buf+2,peek(attradr+1) POKE buf+3,peek(attradr+33) POKE buf+4,peek(attradr+32) POKE buf+5,peek(attradr+31) POKE buf+6,peek(attradr-1) POKE buf+7,peek(attradr-33) End Sub GetAddrFull(1, 1, 23400) Dim f2 As Ubyte for f2=0 to 7 print peek (23400+f2) next f2 pause (0) '---TILES----------------------- '---GetAddrTile clock sense oriented ^>v< cls print 8888 print 8888 print 8888 print 8888 poke 22528+1,12 poke 22528+2,13 poke 22528+3+32,24 poke 22528+3+64,34 poke 22528+3+95,43 poke 22528+3+94,42 poke 22528+64,31 poke 22528+32,21 Sub GetAddrTile(y, x, buf) Dim attraddr as UInteger attradr = AttrAddr(y, x) POKE buf,peek(attradr-32) POKE buf+1,peek(attradr-31) POKE buf+2,peek(attradr+2) POKE buf+3,peek(attradr+34) POKE buf+4,peek(attradr+65) POKE buf+5,peek(attradr+64) POKE buf+6,peek(attradr+31) POKE buf+7,peek(attradr-1) End Sub GetAddrTile(1, 1, 23400) Dim f3 As Ubyte for f3=0 to 7 print peek (23400+f3) next f3 pause (0) '---GetAddrTileFull '---clock sense oriented ^>v< cls print 8888 print 8888 print 8888 print 8888 poke 22528,11 poke 22528+1,12 poke 22528+2,13 poke 22528+3,14 poke 22528+3+32,24 poke 22528+3+64,34 poke 22528+3+96,44 poke 22528+3+95,43 poke 22528+3+94,42 poke 22528+3+93,41 poke 22528+64,31 poke 22528+32,21 Sub GetAddrTileFull(y, x, buf) Dim attraddr as UInteger attradr = AttrAddr(y, x) POKE buf,peek(attradr-32) POKE buf+1,peek(attradr-31) POKE buf+2,peek(attradr-30) POKE buf+3,peek(attradr+2) POKE buf+4,peek(attradr+34) POKE buf+5,peek(attradr+34+32) POKE buf+6,peek(attradr+34+31) POKE buf+7,peek(attradr+34+30) POKE buf+8,peek(attradr+34+29) POKE buf+9,peek(attradr+2+29) POKE buf+10,peek(attradr-1) POKE buf+11,peek(attradr-33) End Sub GetAddrTileFull(1, 1, 23400) Dim f4 As Ubyte for f4=0 to 11 print peek (23400+f4) next f4 'pause (0) end
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