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PT4/P/+P2
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/+P2 |
Read OK: | ✔ |
File size: | 1126 bytes |
Load address: | 2B206576 |
Exec address: | D0D3250 |
Duplicates
There are 2 duplicate copies of this file in the archive:
- Personal collection » Acorn ADFS disks » Electron_User_Group » EUG_39.ADF » P/+P2
- Personal collection » Acorn ADFS disks » Greaseweazled » dfs_box04_disk02b_eug_scripts.adf » PT4/P/+P2
- Personal collection » Acorn hard disk » zipped_disks » elk03 » eug39/P/+P2
File contents
To use the sprites in your program, you must use the program "UDCMod" on this issue of EUG as a starting point. This file is in the "P" directory of this EUG disc. The program consists of a couple of lines at the beginning which set up your computer to use the module, by entering MODE 2, and assembling the machine code module into memory. Then there is the assembly language of the module itself which comes after the body of your program. Your program should be inserted between the line: REM Put your program code here! and the line: END Apart from adding your program code, there is one other alteration which you need to make, and that is to insert the filename of sprite file I mentioned earlier into line 1020. You should replace the string <Filename> in quotes at the end of line 1020 with the relavant filename. For the moment use 'B+B' - this will enable you to use the sprites used in the Bat and Ball demonstration. Whenever you want to display a sprite in your program, you need to set a number of variables and then call the module. These variables must be set with integer values in the ranges given: ?char - The number of the sprite you want to draw (0-31) ?xc - The x position of the sprite in characters (0-19) } Use just like ?yc - The y position of the sprite in characters (0-31) } TAB(?xc,?yc) ?xoff - The offset of the x position from the left edge of the character position given, in pixels (0-3). This enables you to smoothly move your sprite from one character to another. ?yoff - The offset of the y position from the top edge of the character position given (0-7). Having set these four variables, execute CALLdisplay to display your sprite. As an example we can try this now. Load up a copy of 'UDCMod' and replace the filename in line 1020 with 'B+B' as described earlier. Now enter the following line: 30 ?char=2:?xc=1:?yc=1:?xoff=2:?yoff=4:CALLdisplay RUN the program, and a block will appear at the top left of the screen. The top left of the block is in character square (1,1), and with offsets of half a character both horizontally and vertically. The SetPaint(col) function -------------------------- You may remember that a couple of issues back I mentioned how the GCOL command in BASIC can be used to set how graphics are drawn onto the screen. For example, the pixels could be set to the colours defined in your sprites regardless of their previous state. They could also have the light from the pixels mixed with the light from your sprite. This would mean, for example, that if a green sprite were plotted onto a blue background, the result would be cyan. This effect can also be achieved using this graphics module, using the SetPaint procedure: PROCSetPaint(x) Where: x = Parameter giving the type of painting you want to do. 0: Your sprite will replace any previous colours on the screen. 1: Your sprite will be used as a filter put over the light already on the screen. 2: Your sprite will be mixed with the light already on the screen. 3: EOR (described later) The default setting is 0. The other paint modes obviously have applications if you want to be able to see several sprites on top of each other by mixing the light from them, or if you only want to see a sprite when it is in a certain area of the screen. But the EOR mode also has another very important use: Suppose you want to create a moving sprite. Say, for example, the ball in the Bat & Ball demonstration. If you just draw the sprite over and over again slowly moving across the screen you will get a trail of all of the old displays of the sprite behind your latest display. This is because these are not being removed before the new image is being drawn. Let's say our sprite has moved left from square 10 to square 9. Initially you would have drawn the sprite in square 10. Then when the sprite moves into square 9 you would draw it again in its new position in square 9. The result is that your sprite is now visible in both squares 9 and 10 - you need to remove the image from square 10. You could do this by allocating one of your program's 32 sprites as a black square. But what happens if your sprite is in front of a complex backdrop? If you start putting black blocks in front of that, you'll get in a mess. The problem is illustrated by the 'Walking' demonstration which is available at the end of this tutorial.
00000000 54 6f 20 75 73 65 20 74 68 65 20 73 70 72 69 74 |To use the sprit| 00000010 65 73 20 69 6e 20 79 6f 75 72 20 70 72 6f 67 72 |es in your progr| 00000020 61 6d 2c 20 79 6f 75 20 6d 75 73 74 20 75 73 65 |am, you must use| 00000030 20 74 68 65 20 70 72 6f 67 72 61 6d 20 22 55 44 | the program "UD| 00000040 43 4d 6f 64 22 20 6f 6e 0d 74 68 69 73 20 69 73 |CMod" on.this is| 00000050 73 75 65 20 6f 66 20 45 55 47 20 61 73 20 61 20 |sue of EUG as a | 00000060 73 74 61 72 74 69 6e 67 20 70 6f 69 6e 74 2e 20 |starting point. | 00000070 54 68 69 73 20 66 69 6c 65 20 69 73 20 69 6e 20 |This file is in | 00000080 74 68 65 20 22 50 22 20 64 69 72 65 63 74 6f 72 |the "P" director| 00000090 79 0d 6f 66 20 74 68 69 73 20 45 55 47 20 64 69 |y.of this EUG di| 000000a0 73 63 2e 20 54 68 65 20 70 72 6f 67 72 61 6d 20 |sc. The program | 000000b0 63 6f 6e 73 69 73 74 73 20 6f 66 20 61 20 63 6f |consists of a co| 000000c0 75 70 6c 65 20 6f 66 20 6c 69 6e 65 73 20 61 74 |uple of lines at| 000000d0 20 74 68 65 0d 62 65 67 69 6e 6e 69 6e 67 20 77 | the.beginning w| 000000e0 68 69 63 68 20 73 65 74 20 75 70 20 79 6f 75 72 |hich set up your| 000000f0 20 63 6f 6d 70 75 74 65 72 20 74 6f 20 75 73 65 | computer to use| 00000100 20 74 68 65 20 6d 6f 64 75 6c 65 2c 20 62 79 20 | the module, by | 00000110 65 6e 74 65 72 69 6e 67 20 4d 4f 44 45 0d 32 2c |entering MODE.2,| 00000120 20 61 6e 64 20 61 73 73 65 6d 62 6c 69 6e 67 20 | and assembling | 00000130 74 68 65 20 6d 61 63 68 69 6e 65 20 63 6f 64 65 |the machine code| 00000140 20 6d 6f 64 75 6c 65 20 69 6e 74 6f 20 6d 65 6d | module into mem| 00000150 6f 72 79 2e 20 54 68 65 6e 20 74 68 65 72 65 20 |ory. Then there | 00000160 69 73 20 74 68 65 0d 61 73 73 65 6d 62 6c 79 20 |is the.assembly | 00000170 6c 61 6e 67 75 61 67 65 20 6f 66 20 74 68 65 20 |language of the | 00000180 6d 6f 64 75 6c 65 20 69 74 73 65 6c 66 20 77 68 |module itself wh| 00000190 69 63 68 20 63 6f 6d 65 73 20 61 66 74 65 72 20 |ich comes after | 000001a0 74 68 65 20 62 6f 64 79 20 6f 66 20 79 6f 75 72 |the body of your| 000001b0 0d 70 72 6f 67 72 61 6d 2e 20 59 6f 75 72 20 70 |.program. Your p| 000001c0 72 6f 67 72 61 6d 20 73 68 6f 75 6c 64 20 62 65 |rogram should be| 000001d0 20 69 6e 73 65 72 74 65 64 20 62 65 74 77 65 65 | inserted betwee| 000001e0 6e 20 74 68 65 20 6c 69 6e 65 3a 0d 0d 52 45 4d |n the line:..REM| 000001f0 20 50 75 74 20 79 6f 75 72 20 70 72 6f 67 72 61 | Put your progra| 00000200 6d 20 63 6f 64 65 20 68 65 72 65 21 0d 0d 61 6e |m code here!..an| 00000210 64 20 74 68 65 20 6c 69 6e 65 3a 0d 0d 45 4e 44 |d the line:..END| 00000220 0d 0d 41 70 61 72 74 20 66 72 6f 6d 20 61 64 64 |..Apart from add| 00000230 69 6e 67 20 79 6f 75 72 20 70 72 6f 67 72 61 6d |ing your program| 00000240 20 63 6f 64 65 2c 20 74 68 65 72 65 20 69 73 20 | code, there is | 00000250 6f 6e 65 20 6f 74 68 65 72 20 61 6c 74 65 72 61 |one other altera| 00000260 74 69 6f 6e 20 77 68 69 63 68 0d 79 6f 75 20 6e |tion which.you n| 00000270 65 65 64 20 74 6f 20 6d 61 6b 65 2c 20 61 6e 64 |eed to make, and| 00000280 20 74 68 61 74 20 69 73 20 74 6f 20 69 6e 73 65 | that is to inse| 00000290 72 74 20 74 68 65 20 66 69 6c 65 6e 61 6d 65 20 |rt the filename | 000002a0 6f 66 20 73 70 72 69 74 65 20 66 69 6c 65 20 49 |of sprite file I| 000002b0 0d 6d 65 6e 74 69 6f 6e 65 64 20 65 61 72 6c 69 |.mentioned earli| 000002c0 65 72 20 69 6e 74 6f 20 6c 69 6e 65 20 31 30 32 |er into line 102| 000002d0 30 2e 20 59 6f 75 20 73 68 6f 75 6c 64 20 72 65 |0. You should re| 000002e0 70 6c 61 63 65 20 74 68 65 20 73 74 72 69 6e 67 |place the string| 000002f0 20 3c 46 69 6c 65 6e 61 6d 65 3e 0d 69 6e 20 71 | <Filename>.in q| 00000300 75 6f 74 65 73 20 61 74 20 74 68 65 20 65 6e 64 |uotes at the end| 00000310 20 6f 66 20 6c 69 6e 65 20 31 30 32 30 20 77 69 | of line 1020 wi| 00000320 74 68 20 74 68 65 20 72 65 6c 61 76 61 6e 74 20 |th the relavant | 00000330 66 69 6c 65 6e 61 6d 65 2e 20 46 6f 72 20 74 68 |filename. For th| 00000340 65 0d 6d 6f 6d 65 6e 74 20 75 73 65 20 27 42 2b |e.moment use 'B+| 00000350 42 27 20 2d 20 74 68 69 73 20 77 69 6c 6c 20 65 |B' - this will e| 00000360 6e 61 62 6c 65 20 79 6f 75 20 74 6f 20 75 73 65 |nable you to use| 00000370 20 74 68 65 20 73 70 72 69 74 65 73 20 75 73 65 | the sprites use| 00000380 64 20 69 6e 20 74 68 65 20 42 61 74 0d 61 6e 64 |d in the Bat.and| 00000390 20 42 61 6c 6c 20 64 65 6d 6f 6e 73 74 72 61 74 | Ball demonstrat| 000003a0 69 6f 6e 2e 0d 0d 57 68 65 6e 65 76 65 72 20 79 |ion...Whenever y| 000003b0 6f 75 20 77 61 6e 74 20 74 6f 20 64 69 73 70 6c |ou want to displ| 000003c0 61 79 20 61 20 73 70 72 69 74 65 20 69 6e 20 79 |ay a sprite in y| 000003d0 6f 75 72 20 70 72 6f 67 72 61 6d 2c 20 79 6f 75 |our program, you| 000003e0 20 6e 65 65 64 20 74 6f 20 73 65 74 20 61 0d 6e | need to set a.n| 000003f0 75 6d 62 65 72 20 6f 66 20 76 61 72 69 61 62 6c |umber of variabl| 00000400 65 73 20 61 6e 64 20 74 68 65 6e 20 63 61 6c 6c |es and then call| 00000410 20 74 68 65 20 6d 6f 64 75 6c 65 2e 20 54 68 65 | the module. The| 00000420 73 65 20 76 61 72 69 61 62 6c 65 73 20 6d 75 73 |se variables mus| 00000430 74 20 62 65 20 73 65 74 0d 77 69 74 68 20 69 6e |t be set.with in| 00000440 74 65 67 65 72 20 76 61 6c 75 65 73 20 69 6e 20 |teger values in | 00000450 74 68 65 20 72 61 6e 67 65 73 20 67 69 76 65 6e |the ranges given| 00000460 3a 0d 0d 3f 63 68 61 72 20 2d 20 54 68 65 20 6e |:..?char - The n| 00000470 75 6d 62 65 72 20 6f 66 20 74 68 65 20 73 70 72 |umber of the spr| 00000480 69 74 65 20 79 6f 75 20 77 61 6e 74 20 74 6f 20 |ite you want to | 00000490 64 72 61 77 20 28 30 2d 33 31 29 0d 0d 3f 78 63 |draw (0-31)..?xc| 000004a0 20 2d 20 54 68 65 20 78 20 70 6f 73 69 74 69 6f | - The x positio| 000004b0 6e 20 6f 66 20 74 68 65 20 73 70 72 69 74 65 20 |n of the sprite | 000004c0 69 6e 20 63 68 61 72 61 63 74 65 72 73 20 28 30 |in characters (0| 000004d0 2d 31 39 29 20 20 7d 20 55 73 65 20 6a 75 73 74 |-19) } Use just| 000004e0 20 6c 69 6b 65 0d 3f 79 63 20 2d 20 54 68 65 20 | like.?yc - The | 000004f0 79 20 70 6f 73 69 74 69 6f 6e 20 6f 66 20 74 68 |y position of th| 00000500 65 20 73 70 72 69 74 65 20 69 6e 20 63 68 61 72 |e sprite in char| 00000510 61 63 74 65 72 73 20 28 30 2d 33 31 29 20 20 7d |acters (0-31) }| 00000520 20 20 54 41 42 28 3f 78 63 2c 3f 79 63 29 0d 0d | TAB(?xc,?yc)..| 00000530 3f 78 6f 66 66 20 2d 20 54 68 65 20 6f 66 66 73 |?xoff - The offs| 00000540 65 74 20 6f 66 20 74 68 65 20 78 20 70 6f 73 69 |et of the x posi| 00000550 74 69 6f 6e 20 66 72 6f 6d 20 74 68 65 20 6c 65 |tion from the le| 00000560 66 74 20 65 64 67 65 20 6f 66 20 74 68 65 20 63 |ft edge of the c| 00000570 68 61 72 61 63 74 65 72 0d 20 20 20 20 20 20 20 |haracter. | 00000580 20 70 6f 73 69 74 69 6f 6e 20 67 69 76 65 6e 2c | position given,| 00000590 20 69 6e 20 70 69 78 65 6c 73 20 28 30 2d 33 29 | in pixels (0-3)| 000005a0 2e 20 54 68 69 73 20 65 6e 61 62 6c 65 73 20 79 |. This enables y| 000005b0 6f 75 20 74 6f 20 73 6d 6f 6f 74 68 6c 79 0d 20 |ou to smoothly. | 000005c0 20 20 20 20 20 20 20 6d 6f 76 65 20 79 6f 75 72 | move your| 000005d0 20 73 70 72 69 74 65 20 66 72 6f 6d 20 6f 6e 65 | sprite from one| 000005e0 20 63 68 61 72 61 63 74 65 72 20 74 6f 20 61 6e | character to an| 000005f0 6f 74 68 65 72 2e 0d 0d 3f 79 6f 66 66 20 2d 20 |other...?yoff - | 00000600 54 68 65 20 6f 66 66 73 65 74 20 6f 66 20 74 68 |The offset of th| 00000610 65 20 79 20 70 6f 73 69 74 69 6f 6e 20 66 72 6f |e y position fro| 00000620 6d 20 74 68 65 20 74 6f 70 20 65 64 67 65 20 6f |m the top edge o| 00000630 66 20 74 68 65 20 63 68 61 72 61 63 74 65 72 0d |f the character.| 00000640 20 20 20 20 20 20 20 20 70 6f 73 69 74 69 6f 6e | position| 00000650 20 67 69 76 65 6e 20 28 30 2d 37 29 2e 0d 0d 48 | given (0-7)...H| 00000660 61 76 69 6e 67 20 73 65 74 20 74 68 65 73 65 20 |aving set these | 00000670 66 6f 75 72 20 76 61 72 69 61 62 6c 65 73 2c 20 |four variables, | 00000680 65 78 65 63 75 74 65 20 43 41 4c 4c 64 69 73 70 |execute CALLdisp| 00000690 6c 61 79 20 74 6f 20 64 69 73 70 6c 61 79 20 79 |lay to display y| 000006a0 6f 75 72 0d 73 70 72 69 74 65 2e 0d 0d 41 73 20 |our.sprite...As | 000006b0 61 6e 20 65 78 61 6d 70 6c 65 20 77 65 20 63 61 |an example we ca| 000006c0 6e 20 74 72 79 20 74 68 69 73 20 6e 6f 77 2e 20 |n try this now. | 000006d0 4c 6f 61 64 20 75 70 20 61 20 63 6f 70 79 20 6f |Load up a copy o| 000006e0 66 20 27 55 44 43 4d 6f 64 27 20 61 6e 64 20 72 |f 'UDCMod' and r| 000006f0 65 70 6c 61 63 65 0d 74 68 65 20 66 69 6c 65 6e |eplace.the filen| 00000700 61 6d 65 20 69 6e 20 6c 69 6e 65 20 31 30 32 30 |ame in line 1020| 00000710 20 77 69 74 68 20 27 42 2b 42 27 20 61 73 20 64 | with 'B+B' as d| 00000720 65 73 63 72 69 62 65 64 20 65 61 72 6c 69 65 72 |escribed earlier| 00000730 2e 20 4e 6f 77 20 65 6e 74 65 72 20 74 68 65 0d |. Now enter the.| 00000740 66 6f 6c 6c 6f 77 69 6e 67 20 6c 69 6e 65 3a 0d |following line:.| 00000750 0d 33 30 20 3f 63 68 61 72 3d 32 3a 3f 78 63 3d |.30 ?char=2:?xc=| 00000760 31 3a 3f 79 63 3d 31 3a 3f 78 6f 66 66 3d 32 3a |1:?yc=1:?xoff=2:| 00000770 3f 79 6f 66 66 3d 34 3a 43 41 4c 4c 64 69 73 70 |?yoff=4:CALLdisp| 00000780 6c 61 79 0d 0d 52 55 4e 20 74 68 65 20 70 72 6f |lay..RUN the pro| 00000790 67 72 61 6d 2c 20 61 6e 64 20 61 20 62 6c 6f 63 |gram, and a bloc| 000007a0 6b 20 77 69 6c 6c 20 61 70 70 65 61 72 20 61 74 |k will appear at| 000007b0 20 74 68 65 20 74 6f 70 20 6c 65 66 74 20 6f 66 | the top left of| 000007c0 20 74 68 65 20 73 63 72 65 65 6e 2e 0d 54 68 65 | the screen..The| 000007d0 20 74 6f 70 20 6c 65 66 74 20 6f 66 20 74 68 65 | top left of the| 000007e0 20 62 6c 6f 63 6b 20 69 73 20 69 6e 20 63 68 61 | block is in cha| 000007f0 72 61 63 74 65 72 20 73 71 75 61 72 65 20 28 31 |racter square (1| 00000800 2c 31 29 2c 20 61 6e 64 20 77 69 74 68 20 6f 66 |,1), and with of| 00000810 66 73 65 74 73 0d 6f 66 20 68 61 6c 66 20 61 20 |fsets.of half a | 00000820 63 68 61 72 61 63 74 65 72 20 62 6f 74 68 20 68 |character both h| 00000830 6f 72 69 7a 6f 6e 74 61 6c 6c 79 20 61 6e 64 20 |orizontally and | 00000840 76 65 72 74 69 63 61 6c 6c 79 2e 0d 0d 54 68 65 |vertically...The| 00000850 20 53 65 74 50 61 69 6e 74 28 63 6f 6c 29 20 66 | SetPaint(col) f| 00000860 75 6e 63 74 69 6f 6e 0d 2d 2d 2d 2d 2d 2d 2d 2d |unction.--------| 00000870 2d 2d 2d 2d 2d 2d 2d 2d 2d 2d 2d 2d 2d 2d 2d 2d |----------------| 00000880 2d 2d 0d 0d 59 6f 75 20 6d 61 79 20 72 65 6d 65 |--..You may reme| 00000890 6d 62 65 72 20 74 68 61 74 20 61 20 63 6f 75 70 |mber that a coup| 000008a0 6c 65 20 6f 66 20 69 73 73 75 65 73 20 62 61 63 |le of issues bac| 000008b0 6b 20 49 20 6d 65 6e 74 69 6f 6e 65 64 20 68 6f |k I mentioned ho| 000008c0 77 20 74 68 65 20 47 43 4f 4c 0d 63 6f 6d 6d 61 |w the GCOL.comma| 000008d0 6e 64 20 69 6e 20 42 41 53 49 43 20 63 61 6e 20 |nd in BASIC can | 000008e0 62 65 20 75 73 65 64 20 74 6f 20 73 65 74 20 68 |be used to set h| 000008f0 6f 77 20 67 72 61 70 68 69 63 73 20 61 72 65 20 |ow graphics are | 00000900 64 72 61 77 6e 20 6f 6e 74 6f 20 74 68 65 0d 73 |drawn onto the.s| 00000910 63 72 65 65 6e 2e 20 46 6f 72 20 65 78 61 6d 70 |creen. For examp| 00000920 6c 65 2c 20 74 68 65 20 70 69 78 65 6c 73 20 63 |le, the pixels c| 00000930 6f 75 6c 64 20 62 65 20 73 65 74 20 74 6f 20 74 |ould be set to t| 00000940 68 65 20 63 6f 6c 6f 75 72 73 20 64 65 66 69 6e |he colours defin| 00000950 65 64 20 69 6e 0d 79 6f 75 72 20 73 70 72 69 74 |ed in.your sprit| 00000960 65 73 20 72 65 67 61 72 64 6c 65 73 73 20 6f 66 |es regardless of| 00000970 20 74 68 65 69 72 20 70 72 65 76 69 6f 75 73 20 | their previous | 00000980 73 74 61 74 65 2e 20 54 68 65 79 20 63 6f 75 6c |state. They coul| 00000990 64 20 61 6c 73 6f 20 68 61 76 65 20 74 68 65 0d |d also have the.| 000009a0 6c 69 67 68 74 20 66 72 6f 6d 20 74 68 65 20 70 |light from the p| 000009b0 69 78 65 6c 73 20 6d 69 78 65 64 20 77 69 74 68 |ixels mixed with| 000009c0 20 74 68 65 20 6c 69 67 68 74 20 66 72 6f 6d 20 | the light from | 000009d0 79 6f 75 72 20 73 70 72 69 74 65 2e 20 54 68 69 |your sprite. Thi| 000009e0 73 20 77 6f 75 6c 64 0d 6d 65 61 6e 2c 20 66 6f |s would.mean, fo| 000009f0 72 20 65 78 61 6d 70 6c 65 2c 20 74 68 61 74 20 |r example, that | 00000a00 69 66 20 61 20 67 72 65 65 6e 20 73 70 72 69 74 |if a green sprit| 00000a10 65 20 77 65 72 65 20 70 6c 6f 74 74 65 64 20 6f |e were plotted o| 00000a20 6e 74 6f 20 61 20 62 6c 75 65 0d 62 61 63 6b 67 |nto a blue.backg| 00000a30 72 6f 75 6e 64 2c 20 74 68 65 20 72 65 73 75 6c |round, the resul| 00000a40 74 20 77 6f 75 6c 64 20 62 65 20 63 79 61 6e 2e |t would be cyan.| 00000a50 20 54 68 69 73 20 65 66 66 65 63 74 20 63 61 6e | This effect can| 00000a60 20 61 6c 73 6f 20 62 65 20 61 63 68 69 65 76 65 | also be achieve| 00000a70 64 0d 75 73 69 6e 67 20 74 68 69 73 20 67 72 61 |d.using this gra| 00000a80 70 68 69 63 73 20 6d 6f 64 75 6c 65 2c 20 75 73 |phics module, us| 00000a90 69 6e 67 20 74 68 65 20 53 65 74 50 61 69 6e 74 |ing the SetPaint| 00000aa0 20 70 72 6f 63 65 64 75 72 65 3a 0d 0d 50 52 4f | procedure:..PRO| 00000ab0 43 53 65 74 50 61 69 6e 74 28 78 29 0d 0d 57 68 |CSetPaint(x)..Wh| 00000ac0 65 72 65 3a 20 78 20 3d 20 50 61 72 61 6d 65 74 |ere: x = Paramet| 00000ad0 65 72 20 67 69 76 69 6e 67 20 74 68 65 20 74 79 |er giving the ty| 00000ae0 70 65 20 6f 66 20 70 61 69 6e 74 69 6e 67 20 79 |pe of painting y| 00000af0 6f 75 20 77 61 6e 74 20 74 6f 20 64 6f 2e 0d 0d |ou want to do...| 00000b00 30 3a 20 59 6f 75 72 20 73 70 72 69 74 65 20 77 |0: Your sprite w| 00000b10 69 6c 6c 20 72 65 70 6c 61 63 65 20 61 6e 79 20 |ill replace any | 00000b20 70 72 65 76 69 6f 75 73 20 63 6f 6c 6f 75 72 73 |previous colours| 00000b30 20 6f 6e 20 74 68 65 20 73 63 72 65 65 6e 2e 0d | on the screen..| 00000b40 31 3a 20 59 6f 75 72 20 73 70 72 69 74 65 20 77 |1: Your sprite w| 00000b50 69 6c 6c 20 62 65 20 75 73 65 64 20 61 73 20 61 |ill be used as a| 00000b60 20 66 69 6c 74 65 72 20 70 75 74 20 6f 76 65 72 | filter put over| 00000b70 20 74 68 65 20 6c 69 67 68 74 20 61 6c 72 65 61 | the light alrea| 00000b80 64 79 20 6f 6e 0d 20 20 20 74 68 65 20 73 63 72 |dy on. the scr| 00000b90 65 65 6e 2e 0d 32 3a 20 59 6f 75 72 20 73 70 72 |een..2: Your spr| 00000ba0 69 74 65 20 77 69 6c 6c 20 62 65 20 6d 69 78 65 |ite will be mixe| 00000bb0 64 20 77 69 74 68 20 74 68 65 20 6c 69 67 68 74 |d with the light| 00000bc0 20 61 6c 72 65 61 64 79 20 6f 6e 20 74 68 65 20 | already on the | 00000bd0 73 63 72 65 65 6e 2e 0d 33 3a 20 45 4f 52 20 28 |screen..3: EOR (| 00000be0 64 65 73 63 72 69 62 65 64 20 6c 61 74 65 72 29 |described later)| 00000bf0 0d 0d 54 68 65 20 64 65 66 61 75 6c 74 20 73 65 |..The default se| 00000c00 74 74 69 6e 67 20 69 73 20 30 2e 20 54 68 65 20 |tting is 0. The | 00000c10 6f 74 68 65 72 20 70 61 69 6e 74 20 6d 6f 64 65 |other paint mode| 00000c20 73 20 6f 62 76 69 6f 75 73 6c 79 20 68 61 76 65 |s obviously have| 00000c30 0d 61 70 70 6c 69 63 61 74 69 6f 6e 73 20 69 66 |.applications if| 00000c40 20 79 6f 75 20 77 61 6e 74 20 74 6f 20 62 65 20 | you want to be | 00000c50 61 62 6c 65 20 74 6f 20 73 65 65 20 73 65 76 65 |able to see seve| 00000c60 72 61 6c 20 73 70 72 69 74 65 73 20 6f 6e 20 74 |ral sprites on t| 00000c70 6f 70 20 6f 66 20 65 61 63 68 0d 6f 74 68 65 72 |op of each.other| 00000c80 20 62 79 20 6d 69 78 69 6e 67 20 74 68 65 20 6c | by mixing the l| 00000c90 69 67 68 74 20 66 72 6f 6d 20 74 68 65 6d 2c 20 |ight from them, | 00000ca0 6f 72 20 69 66 20 79 6f 75 20 6f 6e 6c 79 20 77 |or if you only w| 00000cb0 61 6e 74 20 74 6f 20 73 65 65 20 61 20 73 70 72 |ant to see a spr| 00000cc0 69 74 65 0d 77 68 65 6e 20 69 74 20 69 73 20 69 |ite.when it is i| 00000cd0 6e 20 61 20 63 65 72 74 61 69 6e 20 61 72 65 61 |n a certain area| 00000ce0 20 6f 66 20 74 68 65 20 73 63 72 65 65 6e 2e 20 | of the screen. | 00000cf0 42 75 74 20 74 68 65 20 45 4f 52 20 6d 6f 64 65 |But the EOR mode| 00000d00 20 61 6c 73 6f 20 68 61 73 0d 61 6e 6f 74 68 65 | also has.anothe| 00000d10 72 20 76 65 72 79 20 69 6d 70 6f 72 74 61 6e 74 |r very important| 00000d20 20 75 73 65 3a 0d 0d 53 75 70 70 6f 73 65 20 79 | use:..Suppose y| 00000d30 6f 75 20 77 61 6e 74 20 74 6f 20 63 72 65 61 74 |ou want to creat| 00000d40 65 20 61 20 6d 6f 76 69 6e 67 20 73 70 72 69 74 |e a moving sprit| 00000d50 65 2e 20 53 61 79 2c 20 66 6f 72 20 65 78 61 6d |e. Say, for exam| 00000d60 70 6c 65 2c 20 74 68 65 20 62 61 6c 6c 20 69 6e |ple, the ball in| 00000d70 0d 74 68 65 20 42 61 74 20 26 20 42 61 6c 6c 20 |.the Bat & Ball | 00000d80 64 65 6d 6f 6e 73 74 72 61 74 69 6f 6e 2e 20 49 |demonstration. I| 00000d90 66 20 79 6f 75 20 6a 75 73 74 20 64 72 61 77 20 |f you just draw | 00000da0 74 68 65 20 73 70 72 69 74 65 20 6f 76 65 72 20 |the sprite over | 00000db0 61 6e 64 20 6f 76 65 72 0d 61 67 61 69 6e 20 73 |and over.again s| 00000dc0 6c 6f 77 6c 79 20 6d 6f 76 69 6e 67 20 61 63 72 |lowly moving acr| 00000dd0 6f 73 73 20 74 68 65 20 73 63 72 65 65 6e 20 79 |oss the screen y| 00000de0 6f 75 20 77 69 6c 6c 20 67 65 74 20 61 20 74 72 |ou will get a tr| 00000df0 61 69 6c 20 6f 66 20 61 6c 6c 20 6f 66 20 74 68 |ail of all of th| 00000e00 65 0d 6f 6c 64 20 64 69 73 70 6c 61 79 73 20 6f |e.old displays o| 00000e10 66 20 74 68 65 20 73 70 72 69 74 65 20 62 65 68 |f the sprite beh| 00000e20 69 6e 64 20 79 6f 75 72 20 6c 61 74 65 73 74 20 |ind your latest | 00000e30 64 69 73 70 6c 61 79 2e 20 54 68 69 73 20 69 73 |display. This is| 00000e40 20 62 65 63 61 75 73 65 0d 74 68 65 73 65 20 61 | because.these a| 00000e50 72 65 20 6e 6f 74 20 62 65 69 6e 67 20 72 65 6d |re not being rem| 00000e60 6f 76 65 64 20 62 65 66 6f 72 65 20 74 68 65 20 |oved before the | 00000e70 6e 65 77 20 69 6d 61 67 65 20 69 73 20 62 65 69 |new image is bei| 00000e80 6e 67 20 64 72 61 77 6e 2e 20 4c 65 74 27 73 20 |ng drawn. Let's | 00000e90 73 61 79 0d 6f 75 72 20 73 70 72 69 74 65 20 68 |say.our sprite h| 00000ea0 61 73 20 6d 6f 76 65 64 20 6c 65 66 74 20 66 72 |as moved left fr| 00000eb0 6f 6d 20 73 71 75 61 72 65 20 31 30 20 74 6f 20 |om square 10 to | 00000ec0 73 71 75 61 72 65 20 39 2e 20 49 6e 69 74 69 61 |square 9. Initia| 00000ed0 6c 6c 79 20 79 6f 75 20 77 6f 75 6c 64 0d 68 61 |lly you would.ha| 00000ee0 76 65 20 64 72 61 77 6e 20 74 68 65 20 73 70 72 |ve drawn the spr| 00000ef0 69 74 65 20 69 6e 20 73 71 75 61 72 65 20 31 30 |ite in square 10| 00000f00 2e 20 54 68 65 6e 20 77 68 65 6e 20 74 68 65 20 |. Then when the | 00000f10 73 70 72 69 74 65 20 6d 6f 76 65 73 20 69 6e 74 |sprite moves int| 00000f20 6f 20 73 71 75 61 72 65 0d 39 20 79 6f 75 20 77 |o square.9 you w| 00000f30 6f 75 6c 64 20 64 72 61 77 20 69 74 20 61 67 61 |ould draw it aga| 00000f40 69 6e 20 69 6e 20 69 74 73 20 6e 65 77 20 70 6f |in in its new po| 00000f50 73 69 74 69 6f 6e 20 69 6e 20 73 71 75 61 72 65 |sition in square| 00000f60 20 39 2e 20 54 68 65 20 72 65 73 75 6c 74 20 69 | 9. The result i| 00000f70 73 0d 74 68 61 74 20 79 6f 75 72 20 73 70 72 69 |s.that your spri| 00000f80 74 65 20 69 73 20 6e 6f 77 20 76 69 73 69 62 6c |te is now visibl| 00000f90 65 20 69 6e 20 62 6f 74 68 20 73 71 75 61 72 65 |e in both square| 00000fa0 73 20 39 20 61 6e 64 20 31 30 20 2d 20 79 6f 75 |s 9 and 10 - you| 00000fb0 20 6e 65 65 64 20 74 6f 0d 72 65 6d 6f 76 65 20 | need to.remove | 00000fc0 74 68 65 20 69 6d 61 67 65 20 66 72 6f 6d 20 73 |the image from s| 00000fd0 71 75 61 72 65 20 31 30 2e 0d 0d 59 6f 75 20 63 |quare 10...You c| 00000fe0 6f 75 6c 64 20 64 6f 20 74 68 69 73 20 62 79 20 |ould do this by | 00000ff0 61 6c 6c 6f 63 61 74 69 6e 67 20 6f 6e 65 20 6f |allocating one o| 00001000 66 20 79 6f 75 72 20 70 72 6f 67 72 61 6d 27 73 |f your program's| 00001010 20 33 32 20 73 70 72 69 74 65 73 20 61 73 20 61 | 32 sprites as a| 00001020 0d 62 6c 61 63 6b 20 73 71 75 61 72 65 2e 20 42 |.black square. B| 00001030 75 74 20 77 68 61 74 20 68 61 70 70 65 6e 73 20 |ut what happens | 00001040 69 66 20 79 6f 75 72 20 73 70 72 69 74 65 20 69 |if your sprite i| 00001050 73 20 69 6e 20 66 72 6f 6e 74 20 6f 66 20 61 20 |s in front of a | 00001060 63 6f 6d 70 6c 65 78 0d 62 61 63 6b 64 72 6f 70 |complex.backdrop| 00001070 3f 20 49 66 20 79 6f 75 20 73 74 61 72 74 20 70 |? If you start p| 00001080 75 74 74 69 6e 67 20 62 6c 61 63 6b 20 62 6c 6f |utting black blo| 00001090 63 6b 73 20 69 6e 20 66 72 6f 6e 74 20 6f 66 20 |cks in front of | 000010a0 74 68 61 74 2c 20 79 6f 75 27 6c 6c 20 67 65 74 |that, you'll get| 000010b0 0d 69 6e 20 61 20 6d 65 73 73 2e 20 54 68 65 20 |.in a mess. The | 000010c0 70 72 6f 62 6c 65 6d 20 69 73 20 69 6c 6c 75 73 |problem is illus| 000010d0 74 72 61 74 65 64 20 62 79 20 74 68 65 20 27 57 |trated by the 'W| 000010e0 61 6c 6b 69 6e 67 27 20 64 65 6d 6f 6e 73 74 72 |alking' demonstr| 000010f0 61 74 69 6f 6e 20 77 68 69 63 68 0d 69 73 20 61 |ation which.is a| 00001100 76 61 69 6c 61 62 6c 65 20 61 74 20 74 68 65 20 |vailable at the | 00001110 65 6e 64 20 6f 66 20 74 68 69 73 20 74 75 74 6f |end of this tuto| 00001120 72 69 61 6c 2e 0d |rial..| 00001126