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BiFrost Multicolour engine.
#48
BTW may I suggest an improvement for your tool?

Here's your original program, but with the tile image defined using defb:
Code:
#include "bifrost.bas" INK 5: PAPER 0: BORDER 0: CLS PRINT INK 6;AT 4,22;"slenkars";AT 5,23;"ENGINE";AT 6,24;"DEMO"; INK 4; AT 10,24;"WITH";AT 11,23;"BORIEL";AT 12,22;"ZX-BASIC" BIFROSTstart() BIFROSTresetTileImages(@MyUdgBlock) While 1 LET a$=INKEY$ IF a<>"" THEN Dim iter as UInteger iter=0 for x=0 to 8 for y=0 to 8 BIFROSTsetTile(x, y,BIFROSTSTATIC+ iter) iter=iter+1 next next PRINT INK 6;AT 4,22;"slenkars";AT 5,23;"you";AT 6,24;STR(pokepos); INK 4; AT 10,24;"a";AT 11,23;"Button"; END IF Wend MyUdgBlock: REM a simple Label; @Label returns it's memory address ASM defb 0,0,31,128,11,128,14,128 defb 15,128,103,128,255,192,15,128 defb 31,128,25,128,49,192,48,192 defb 48,96,96,96,64,96,0,240 defb 0,0,7,7,2,7,2,7 defb 1,1,2,1,7,1,1,1 defb 5,5,5,5,5,5,5,5 defb 6,5,6,5,6,6,0,6 END ASM
My suggestion for your tool is that SPACE could "save" the result using POKEs (as the current version) and ENTER could "save" the result using defb as above!
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