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PT4/P/+P1

This website contains an archive of files for the Acorn Electron, BBC Micro, Acorn Archimedes, Commodore 16 and Commodore 64 computers, which Dominic Ford has rescued from his private collection of floppy disks and cassettes.

Some of these files were originally commercial releases in the 1980s and 1990s, but they are now widely available online. I assume that copyright over them is no longer being asserted. If you own the copyright and would like files to be removed, please contact me.

Tape/disk: Home » Personal collection » Acorn ADFS disks » Greaseweazled » dfs_box04_disk02b_eug_scripts.adf
Filename: PT4/P/+P1
Read OK:
File size: 0CBF bytes
Load address: D6576
Exec address: 0000
Duplicates

There are 2 duplicate copies of this file in the archive:

File contents
Programming Technique
Part 4: Graphics - Screen Memory access from BASIC

Written by Dominic Ford

In the last EUG issue I described how screen memory is laid out, and how
this knowledge can be of use to the programmer. The problem is that this
is all of little use in BASIC - your program would crawl along if it tried
to display graphics by directly accessing screen memory from BASIC. The
only technique which is of use if you don't know machine code is that of
using *LOAD and *SAVE to reload a previous screen memory display.

This doesn't mean, however, that it is impossible for BASIC programmers to
make use of screen memory techniques. The only part of your program which
has to be an machine code is the part which accesses screen memory - the
rest can be in BASIC. Let's say, for example, that you are writing a game
which requires a sprite to move across the screen. The part of the program
which physically plots the sprite into screen memory must be in machine
code to be able to achieve reasonable speed. But the part of the program
which manipulates the sprite, keeps track of your score, checks if you've
walking into an enemy sprite, etc. can all be done in BASIC.

This means that if BASIC programmers could have a module of machine code
which does the screen memory access for them, and which they can call
every time the want to display a sprite on the screen, they too could make
use of this powerful technique. That is exactly what I am providing in
this issue of EUG - a small machine code module which BASIC programmers
can use to plot multi-coloured sprites onto the screen. There are even a
couple of sample demonstrations to show how the module can be put to use.

Obviously such a system does have some limitations - whereas machine
code programmers can devise a specialist module for the particular needs
of their program, this module does force the user into following certain
rules in their program. The main limitations are:

- Your program must operate in MODE 2 when the module is being used to
produce the graphics.
- Your sprites must consist of blocks of 8x8 pixels (one character),
although larger sprites can be used simply by tiling several one character
sprites together, side by side.
- Your program must not make use of memory locations above &2C00. This
does put quite a severe size limit on your program on an ADFS system. If
you recieve "No Room" error messages when you try to use your program,
you've hit that limit!
- You must not use conventional VDU23 style user-defined characters in
your program, because this module uses the same workspace as these.

Before you can use the module, you must design some sprites for it to
display. This is done using the program 'Editor' which is available at the
end of this article, or can be found in the 'P' directory of this EUG
disc. If you don't want to get artistic at this stage of trying out the
module, there are a couple of files of sample sprites included with the
editor: 'B+B' are those used by the bat and ball demonstration and
'WalkSpr' are those used by the 'Walking' demonstration. For the moment I
will assume that you are using these sample sprite files - more details on
how to create your own sprite files using the editor program will be given
later.
00000000  50 72 6f 67 72 61 6d 6d  69 6e 67 20 54 65 63 68  |Programming Tech|
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00000020  61 70 68 69 63 73 20 2d  20 53 63 72 65 65 6e 20  |aphics - Screen |
00000030  4d 65 6d 6f 72 79 20 61  63 63 65 73 73 20 66 72  |Memory access fr|
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000005d0  55 47 20 2d 20 61 20 73  6d 61 6c 6c 20 6d 61 63  |UG - a small mac|
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00000640  20 54 68 65 72 65 20 61  72 65 20 65 76 65 6e 20  | There are even |
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00000800  63 73 2e 0d 2d 20 59 6f  75 72 20 73 70 72 69 74  |cs..- Your sprit|
00000810  65 73 20 6d 75 73 74 20  63 6f 6e 73 69 73 74 20  |es must consist |
00000820  6f 66 20 62 6c 6f 63 6b  73 20 6f 66 20 38 78 38  |of blocks of 8x8|
00000830  20 70 69 78 65 6c 73 20  28 6f 6e 65 20 63 68 61  | pixels (one cha|
00000840  72 61 63 74 65 72 29 2c  0d 61 6c 74 68 6f 75 67  |racter),.althoug|
00000850  68 20 6c 61 72 67 65 72  20 73 70 72 69 74 65 73  |h larger sprites|
00000860  20 63 61 6e 20 62 65 20  75 73 65 64 20 73 69 6d  | can be used sim|
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000008f0  32 43 30 30 2e 20 54 68  69 73 0d 64 6f 65 73 20  |2C00. This.does |
00000900  70 75 74 20 71 75 69 74  65 20 61 20 73 65 76 65  |put quite a seve|
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00000930  20 61 6e 20 41 44 46 53  20 73 79 73 74 65 6d 2e  | an ADFS system.|
00000940  20 49 66 0d 79 6f 75 20  72 65 63 69 65 76 65 20  | If.you recieve |
00000950  22 4e 6f 20 52 6f 6f 6d  22 20 65 72 72 6f 72 20  |"No Room" error |
00000960  6d 65 73 73 61 67 65 73  20 77 68 65 6e 20 79 6f  |messages when yo|
00000970  75 20 74 72 79 20 74 6f  20 75 73 65 20 79 6f 75  |u try to use you|
00000980  72 20 70 72 6f 67 72 61  6d 2c 0d 79 6f 75 27 76  |r program,.you'v|
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000009a0  21 0d 2d 20 59 6f 75 20  6d 75 73 74 20 6e 6f 74  |!.- You must not|
000009b0  20 75 73 65 20 63 6f 6e  76 65 6e 74 69 6f 6e 61  | use conventiona|
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00000a40  20 74 68 65 20 6d 6f 64  75 6c 65 2c 20 79 6f 75  | the module, you|
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00000af0  69 72 65 63 74 6f 72 79  20 6f 66 20 74 68 69 73  |irectory of this|
00000b00  20 45 55 47 0d 64 69 73  63 2e 20 49 66 20 79 6f  | EUG.disc. If yo|
00000b10  75 20 64 6f 6e 27 74 20  77 61 6e 74 20 74 6f 20  |u don't want to |
00000b20  67 65 74 20 61 72 74 69  73 74 69 63 20 61 74 20  |get artistic at |
00000b30  74 68 69 73 20 73 74 61  67 65 20 6f 66 20 74 72  |this stage of tr|
00000b40  79 69 6e 67 20 6f 75 74  20 74 68 65 0d 6d 6f 64  |ying out the.mod|
00000b50  75 6c 65 2c 20 74 68 65  72 65 20 61 72 65 20 61  |ule, there are a|
00000b60  20 63 6f 75 70 6c 65 20  6f 66 20 66 69 6c 65 73  | couple of files|
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00000b90  20 74 68 65 0d 65 64 69  74 6f 72 3a 20 27 42 2b  | the.editor: 'B+|
00000ba0  42 27 20 61 72 65 20 74  68 6f 73 65 20 75 73 65  |B' are those use|
00000bb0  64 20 62 79 20 74 68 65  20 62 61 74 20 61 6e 64  |d by the bat and|
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00000bd0  69 6f 6e 20 61 6e 64 0d  27 57 61 6c 6b 53 70 72  |ion and.'WalkSpr|
00000be0  27 20 61 72 65 20 74 68  6f 73 65 20 75 73 65 64  |' are those used|
00000bf0  20 62 79 20 74 68 65 20  27 57 61 6c 6b 69 6e 67  | by the 'Walking|
00000c00  27 20 64 65 6d 6f 6e 73  74 72 61 74 69 6f 6e 2e  |' demonstration.|
00000c10  20 46 6f 72 20 74 68 65  20 6d 6f 6d 65 6e 74 20  | For the moment |
00000c20  49 0d 77 69 6c 6c 20 61  73 73 75 6d 65 20 74 68  |I.will assume th|
00000c30  61 74 20 79 6f 75 20 61  72 65 20 75 73 69 6e 67  |at you are using|
00000c40  20 74 68 65 73 65 20 73  61 6d 70 6c 65 20 73 70  | these sample sp|
00000c50  72 69 74 65 20 66 69 6c  65 73 20 2d 20 6d 6f 72  |rite files - mor|
00000c60  65 20 64 65 74 61 69 6c  73 20 6f 6e 0d 68 6f 77  |e details on.how|
00000c70  20 74 6f 20 63 72 65 61  74 65 20 79 6f 75 72 20  | to create your |
00000c80  6f 77 6e 20 73 70 72 69  74 65 20 66 69 6c 65 73  |own sprite files|
00000c90  20 75 73 69 6e 67 20 74  68 65 20 65 64 69 74 6f  | using the edito|
00000ca0  72 20 70 72 6f 67 72 61  6d 20 77 69 6c 6c 20 62  |r program will b|
00000cb0  65 20 67 69 76 65 6e 0d  6c 61 74 65 72 2e 0d     |e given.later..|
00000cbf
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PT4/P/+P1.m5