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BiFrost Multicolour engine.
#53
turns out the reason was because I used REM on the pokes which didnt really get rid of them,
so moving the tile image location AND doing the pokes caused the program to end, dont know why

heres the code:
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) REM POKE 48628,0 POKE 48629,0 POKE 48630,5 POKE 48631,128 POKE 48632,7 POKE 48633,192 POKE 48634,7 POKE 48635,192 POKE 48636,15 POKE 48637,240 POKE 48638,31 POKE 48639,252 POKE 48640,31 POKE 48641,84 POKE 48642,127 POKE 48643,231 POKE 48644,228 POKE 48645,124 POKE 48646,117 POKE 48647,224 POKE 48648,245 POKE 48649,224 POKE 48650,117 POKE 48651,224 POKE 48652,228 POKE 48653,224 POKE 48654,31 POKE 48655,224 POKE 48656,15 POKE 48657,224 POKE 48658,15 POKE 48659,224 POKE 48660,0 POKE 48661,0 POKE 48662,34 POKE 48663,34 POKE 48664,34 POKE 48665,34 POKE 48666,34 POKE 48667,32 POKE 48668,34 POKE 48669,34 POKE 48670,34 POKE 48671,34 POKE 48672,34 POKE 48673,56 POKE 48674,57 POKE 48675,56 POKE 48676,57 POKE 48677,56 POKE 48678,57 POKE 48679,34 POKE 48680,57 POKE 48681,34 POKE 48682,57 POKE 48683,34 POKE 48684,57 POKE 48685,34 POKE 48686,32 POKE 48687,32 POKE 48688,34 POKE 48689,34 POKE 48690,32 POKE 48691,32 END REM 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,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: ASM defb 0,0,0,0,0,0,0,0,0,0,0,0,0,0,56,0,56,0,56,0,56,0,0,0,0,0,0,0,0,0,0,0 defb 0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,0,105,0,81,0,17,0,0,0,0,0,0,0,0,0,0,0 END ASM

loadersnap.sna is the loader i use
please see attached bifrostgame.tzx


Attached Files
.sna   loadersnap.sna (Size: 48.03 KB / Downloads: 412)
.tzx   bifrostgame.tzx (Size: 2.63 KB / Downloads: 471)
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