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+P3
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 » Electron_User_Group » EUG_38.ADF |
Filename: | +P3 |
Read OK: | ✔ |
File size: | 157D bytes |
Load address: | 2B204556 |
Exec address: | D3350 |
Duplicates
There is 1 duplicate copy of this file in the archive:
- Personal collection » Acorn ADFS disks » Electron_User_Group » EUG_38.ADF » +P3
- Personal collection » Acorn hard disk » zipped_disks » elk03 » eug38/+P3
File contents
Earlier in the article, I mentioned several examples of screens which I have done for EUG using saved screens using this technique. These included the title screens for both Shipwrecked games, and also several EUG title screens. You may have noticed that these were actually animated (see the starfield in Jupiter 3 and the EUG 35 title). This was achieved by palette switching as used in the previous article. If you look again at the programming technique demonstration from this article (on EUG 36), and select option 5, the same effect will appear on your screen. The same principal was applied in both animated screens mentioned above - the only difference is that in these title screens the pattern on screen which is being palette switched is rather more complex. Shipwreck's title screen (with the animated water scene) was also created in this way, except that for this screen there was also a machine code program altering the contents of screen memory as well, to enhance the effect. So, we have a technique which allows us to store a small number of very detailed screens on floppy, and recall then at very great speed. But what if we want to use this method for a large number of screens? And what if we want a situation like a game, where the user can move sprites on the screen around. This can also be done by altering the values in screen memory directly, but in a different way... 2. Editing screen memory The basic idea is this: in any program, you only usually require a certain, small number of little 'blocks' to make up a whole picture. In a word processor, for example, you only need the letters of the alphabet to appear on the screen. These letters are small blocks of graphics which appear on your screen (called characters). Because only these 26 blocks are required, the word processor does not need to store every letter as all of the pixels which make it up (ie. as a bitmap), but just as a code for that particular letter. When the word processor wants to display a letter on the screen, it looks up the letter code, and then copies the graphic data for what that letter looks like onto the screen. Therefore, the graphic data for what colour all of the pixels should be for that particular letter (which might take several bytes) need only be stored once, and that letter can be stored in your script in just one byte, for the letter code. Thus, the memory taken up by your script is reduced dramatically. The same principal can be used in graphics. Look at two brick walls in an arcade adventure such as Shipwrecked - can you see the difference between them? If they are the same, surely you only need to store the graphic data for a brick wall once, and then copy it onto the screen whenever you want a brick wall. In Shipwrecked, for example, the graphic data to describe what a brick wall looks like took 128 bytes. Yet every time I wanted that brick wall (which was over a hundred times) I could simply use one byte to say "Put a brick wall here!". The easiest way to use this block idea, as you may already have realised, is using user defined characters. You redefine the letters of the alphabet as different pictures, and then use the standard BASIC PRINT command to output these pictures to the screen, as and when they are required. But, as we already realised in the last article, this only allows you to use one colour in each character. Even so, this is a reasonable technique if you don't mind the lack of colour. Many commercial games actually never addressed this problem, and had graphics which lacked colour somewhat. Even Dizzy (for those who have never heard of it, a great arcade adventure of the 1980s, which caused quite a cult following at the time on the Spectrum and C64, but never quite reached the Elk) did not have more than one colour (other than black) per block. Different blocks were, however, different colours - trees were green and the ground was red - but there was never any overlap between the two colour areas. There is, however, a way of creating an effect just like user defined characters, but in full colour, and the principal is very similar to that used before in saving screen memory. Basically, you design you small block on the screen, using whatever technique you like to draw it, and then save the small part of screen memory which contains your design. This time, however, you will not save it to floppy disc, but to another area of memory. You can then copy this block back to screen memory whenever and wherever you want it. If you want it, say, in the fifth row down, and twelve characters along, you can calculate where abouts this corresponds to in screen memory, and copy the block to this location. As the block is stored in your computer's RAM, as opposed to on floppy, this transfer can be done by machine code at very great speed (taking only a small fraction of a second). For those programmers who are not familiar with machine code, a module is included with this tutorial allowing you to do this. The program code for this module is actually taken directly from Shipwrecked. If you are not familiar with machine code, then you can probably skip the next section on how to directly access screen memory, as it is impossible to achieve any speed by accessing screen memory directly in BASIC - your program will crawl along incredibly slowly. You could still use such a technique in preparing a screen which you intend to save to floppy using the technique described before with *SAVE and *LOAD.
00000000 0d 45 61 72 6c 69 65 72 20 69 6e 20 74 68 65 20 |.Earlier in the | 00000010 61 72 74 69 63 6c 65 2c 20 49 20 6d 65 6e 74 69 |article, I menti| 00000020 6f 6e 65 64 20 73 65 76 65 72 61 6c 20 65 78 61 |oned several exa| 00000030 6d 70 6c 65 73 20 6f 66 20 73 63 72 65 65 6e 73 |mples of screens| 00000040 20 77 68 69 63 68 20 49 20 68 61 76 65 0d 64 6f | which I have.do| 00000050 6e 65 20 66 6f 72 20 45 55 47 20 75 73 69 6e 67 |ne for EUG using| 00000060 20 73 61 76 65 64 20 73 63 72 65 65 6e 73 20 75 | saved screens u| 00000070 73 69 6e 67 20 74 68 69 73 20 74 65 63 68 6e 69 |sing this techni| 00000080 71 75 65 2e 20 54 68 65 73 65 20 69 6e 63 6c 75 |que. These inclu| 00000090 64 65 64 20 74 68 65 0d 74 69 74 6c 65 20 73 63 |ded the.title sc| 000000a0 72 65 65 6e 73 20 66 6f 72 20 62 6f 74 68 20 53 |reens for both S| 000000b0 68 69 70 77 72 65 63 6b 65 64 20 67 61 6d 65 73 |hipwrecked games| 000000c0 2c 20 61 6e 64 20 61 6c 73 6f 20 73 65 76 65 72 |, and also sever| 000000d0 61 6c 20 45 55 47 20 74 69 74 6c 65 0d 73 63 72 |al EUG title.scr| 000000e0 65 65 6e 73 2e 20 59 6f 75 20 6d 61 79 20 68 61 |eens. You may ha| 000000f0 76 65 20 6e 6f 74 69 63 65 64 20 74 68 61 74 20 |ve noticed that | 00000100 74 68 65 73 65 20 77 65 72 65 20 61 63 74 75 61 |these were actua| 00000110 6c 6c 79 20 61 6e 69 6d 61 74 65 64 20 28 73 65 |lly animated (se| 00000120 65 20 74 68 65 0d 73 74 61 72 66 69 65 6c 64 20 |e the.starfield | 00000130 69 6e 20 4a 75 70 69 74 65 72 20 33 20 61 6e 64 |in Jupiter 3 and| 00000140 20 74 68 65 20 45 55 47 20 33 35 20 74 69 74 6c | the EUG 35 titl| 00000150 65 29 2e 20 54 68 69 73 20 77 61 73 20 61 63 68 |e). This was ach| 00000160 69 65 76 65 64 20 62 79 20 70 61 6c 65 74 74 65 |ieved by palette| 00000170 0d 73 77 69 74 63 68 69 6e 67 20 61 73 20 75 73 |.switching as us| 00000180 65 64 20 69 6e 20 74 68 65 20 70 72 65 76 69 6f |ed in the previo| 00000190 75 73 20 61 72 74 69 63 6c 65 2e 20 49 66 20 79 |us article. If y| 000001a0 6f 75 20 6c 6f 6f 6b 20 61 67 61 69 6e 20 61 74 |ou look again at| 000001b0 20 74 68 65 0d 70 72 6f 67 72 61 6d 6d 69 6e 67 | the.programming| 000001c0 20 74 65 63 68 6e 69 71 75 65 20 64 65 6d 6f 6e | technique demon| 000001d0 73 74 72 61 74 69 6f 6e 20 66 72 6f 6d 20 74 68 |stration from th| 000001e0 69 73 20 61 72 74 69 63 6c 65 20 28 6f 6e 20 45 |is article (on E| 000001f0 55 47 20 33 36 29 2c 20 61 6e 64 0d 73 65 6c 65 |UG 36), and.sele| 00000200 63 74 20 6f 70 74 69 6f 6e 20 35 2c 20 74 68 65 |ct option 5, the| 00000210 20 73 61 6d 65 20 65 66 66 65 63 74 20 77 69 6c | same effect wil| 00000220 6c 20 61 70 70 65 61 72 20 6f 6e 20 79 6f 75 72 |l appear on your| 00000230 20 73 63 72 65 65 6e 2e 20 54 68 65 20 73 61 6d | screen. The sam| 00000240 65 0d 70 72 69 6e 63 69 70 61 6c 20 77 61 73 20 |e.principal was | 00000250 61 70 70 6c 69 65 64 20 69 6e 20 62 6f 74 68 20 |applied in both | 00000260 61 6e 69 6d 61 74 65 64 20 73 63 72 65 65 6e 73 |animated screens| 00000270 20 6d 65 6e 74 69 6f 6e 65 64 20 61 62 6f 76 65 | mentioned above| 00000280 20 2d 20 74 68 65 20 6f 6e 6c 79 0d 64 69 66 66 | - the only.diff| 00000290 65 72 65 6e 63 65 20 69 73 20 74 68 61 74 20 69 |erence is that i| 000002a0 6e 20 74 68 65 73 65 20 74 69 74 6c 65 20 73 63 |n these title sc| 000002b0 72 65 65 6e 73 20 74 68 65 20 70 61 74 74 65 72 |reens the patter| 000002c0 6e 20 6f 6e 20 73 63 72 65 65 6e 20 77 68 69 63 |n on screen whic| 000002d0 68 20 69 73 0d 62 65 69 6e 67 20 70 61 6c 65 74 |h is.being palet| 000002e0 74 65 20 73 77 69 74 63 68 65 64 20 69 73 20 72 |te switched is r| 000002f0 61 74 68 65 72 20 6d 6f 72 65 20 63 6f 6d 70 6c |ather more compl| 00000300 65 78 2e 20 53 68 69 70 77 72 65 63 6b 27 73 20 |ex. Shipwreck's | 00000310 74 69 74 6c 65 20 73 63 72 65 65 6e 0d 28 77 69 |title screen.(wi| 00000320 74 68 20 74 68 65 20 61 6e 69 6d 61 74 65 64 20 |th the animated | 00000330 77 61 74 65 72 20 73 63 65 6e 65 29 20 77 61 73 |water scene) was| 00000340 20 61 6c 73 6f 20 63 72 65 61 74 65 64 20 69 6e | also created in| 00000350 20 74 68 69 73 20 77 61 79 2c 20 65 78 63 65 70 | this way, excep| 00000360 74 20 74 68 61 74 0d 66 6f 72 20 74 68 69 73 20 |t that.for this | 00000370 73 63 72 65 65 6e 20 74 68 65 72 65 20 77 61 73 |screen there was| 00000380 20 61 6c 73 6f 20 61 20 6d 61 63 68 69 6e 65 20 | also a machine | 00000390 63 6f 64 65 20 70 72 6f 67 72 61 6d 20 61 6c 74 |code program alt| 000003a0 65 72 69 6e 67 20 74 68 65 20 63 6f 6e 74 65 6e |ering the conten| 000003b0 74 73 0d 6f 66 20 73 63 72 65 65 6e 20 6d 65 6d |ts.of screen mem| 000003c0 6f 72 79 20 61 73 20 77 65 6c 6c 2c 20 74 6f 20 |ory as well, to | 000003d0 65 6e 68 61 6e 63 65 20 74 68 65 20 65 66 66 65 |enhance the effe| 000003e0 63 74 2e 0d 0d 53 6f 2c 20 77 65 20 68 61 76 65 |ct...So, we have| 000003f0 20 61 20 74 65 63 68 6e 69 71 75 65 20 77 68 69 | a technique whi| 00000400 63 68 20 61 6c 6c 6f 77 73 20 75 73 20 74 6f 20 |ch allows us to | 00000410 73 74 6f 72 65 20 61 20 73 6d 61 6c 6c 20 6e 75 |store a small nu| 00000420 6d 62 65 72 20 6f 66 20 76 65 72 79 0d 64 65 74 |mber of very.det| 00000430 61 69 6c 65 64 20 73 63 72 65 65 6e 73 20 6f 6e |ailed screens on| 00000440 20 66 6c 6f 70 70 79 2c 20 61 6e 64 20 72 65 63 | floppy, and rec| 00000450 61 6c 6c 20 74 68 65 6e 20 61 74 20 76 65 72 79 |all then at very| 00000460 20 67 72 65 61 74 20 73 70 65 65 64 2e 20 42 75 | great speed. Bu| 00000470 74 20 77 68 61 74 20 69 66 0d 77 65 20 77 61 6e |t what if.we wan| 00000480 74 20 74 6f 20 75 73 65 20 74 68 69 73 20 6d 65 |t to use this me| 00000490 74 68 6f 64 20 66 6f 72 20 61 20 6c 61 72 67 65 |thod for a large| 000004a0 20 6e 75 6d 62 65 72 20 6f 66 20 73 63 72 65 65 | number of scree| 000004b0 6e 73 3f 20 41 6e 64 20 77 68 61 74 20 69 66 20 |ns? And what if | 000004c0 77 65 0d 77 61 6e 74 20 61 20 73 69 74 75 61 74 |we.want a situat| 000004d0 69 6f 6e 20 6c 69 6b 65 20 61 20 67 61 6d 65 2c |ion like a game,| 000004e0 20 77 68 65 72 65 20 74 68 65 20 75 73 65 72 20 | where the user | 000004f0 63 61 6e 20 6d 6f 76 65 20 73 70 72 69 74 65 73 |can move sprites| 00000500 20 6f 6e 20 74 68 65 20 73 63 72 65 65 6e 0d 61 | on the screen.a| 00000510 72 6f 75 6e 64 2e 20 54 68 69 73 20 63 61 6e 20 |round. This can | 00000520 61 6c 73 6f 20 62 65 20 64 6f 6e 65 20 62 79 20 |also be done by | 00000530 61 6c 74 65 72 69 6e 67 20 74 68 65 20 76 61 6c |altering the val| 00000540 75 65 73 20 69 6e 20 73 63 72 65 65 6e 20 6d 65 |ues in screen me| 00000550 6d 6f 72 79 0d 64 69 72 65 63 74 6c 79 2c 20 62 |mory.directly, b| 00000560 75 74 20 69 6e 20 61 20 64 69 66 66 65 72 65 6e |ut in a differen| 00000570 74 20 77 61 79 2e 2e 2e 0d 0d 32 2e 20 45 64 69 |t way.....2. Edi| 00000580 74 69 6e 67 20 73 63 72 65 65 6e 20 6d 65 6d 6f |ting screen memo| 00000590 72 79 0d 0d 54 68 65 20 62 61 73 69 63 20 69 64 |ry..The basic id| 000005a0 65 61 20 69 73 20 74 68 69 73 3a 20 69 6e 20 61 |ea is this: in a| 000005b0 6e 79 20 70 72 6f 67 72 61 6d 2c 20 79 6f 75 20 |ny program, you | 000005c0 6f 6e 6c 79 20 75 73 75 61 6c 6c 79 20 72 65 71 |only usually req| 000005d0 75 69 72 65 20 61 0d 63 65 72 74 61 69 6e 2c 20 |uire a.certain, | 000005e0 73 6d 61 6c 6c 20 6e 75 6d 62 65 72 20 6f 66 20 |small number of | 000005f0 6c 69 74 74 6c 65 20 27 62 6c 6f 63 6b 73 27 20 |little 'blocks' | 00000600 74 6f 20 6d 61 6b 65 20 75 70 20 61 20 77 68 6f |to make up a who| 00000610 6c 65 20 70 69 63 74 75 72 65 2e 20 49 6e 20 61 |le picture. In a| 00000620 0d 77 6f 72 64 20 70 72 6f 63 65 73 73 6f 72 2c |.word processor,| 00000630 20 66 6f 72 20 65 78 61 6d 70 6c 65 2c 20 79 6f | for example, yo| 00000640 75 20 6f 6e 6c 79 20 6e 65 65 64 20 74 68 65 20 |u only need the | 00000650 6c 65 74 74 65 72 73 20 6f 66 20 74 68 65 20 61 |letters of the a| 00000660 6c 70 68 61 62 65 74 20 74 6f 0d 61 70 70 65 61 |lphabet to.appea| 00000670 72 20 6f 6e 20 74 68 65 20 73 63 72 65 65 6e 2e |r on the screen.| 00000680 20 54 68 65 73 65 20 6c 65 74 74 65 72 73 20 61 | These letters a| 00000690 72 65 20 73 6d 61 6c 6c 20 62 6c 6f 63 6b 73 20 |re small blocks | 000006a0 6f 66 20 67 72 61 70 68 69 63 73 20 77 68 69 63 |of graphics whic| 000006b0 68 0d 61 70 70 65 61 72 20 6f 6e 20 79 6f 75 72 |h.appear on your| 000006c0 20 73 63 72 65 65 6e 20 28 63 61 6c 6c 65 64 20 | screen (called | 000006d0 63 68 61 72 61 63 74 65 72 73 29 2e 20 42 65 63 |characters). Bec| 000006e0 61 75 73 65 20 6f 6e 6c 79 20 74 68 65 73 65 20 |ause only these | 000006f0 32 36 20 62 6c 6f 63 6b 73 0d 61 72 65 20 72 65 |26 blocks.are re| 00000700 71 75 69 72 65 64 2c 20 74 68 65 20 77 6f 72 64 |quired, the word| 00000710 20 70 72 6f 63 65 73 73 6f 72 20 64 6f 65 73 20 | processor does | 00000720 6e 6f 74 20 6e 65 65 64 20 74 6f 20 73 74 6f 72 |not need to stor| 00000730 65 20 65 76 65 72 79 20 6c 65 74 74 65 72 20 61 |e every letter a| 00000740 73 0d 61 6c 6c 20 6f 66 20 74 68 65 20 70 69 78 |s.all of the pix| 00000750 65 6c 73 20 77 68 69 63 68 20 6d 61 6b 65 20 69 |els which make i| 00000760 74 20 75 70 20 28 69 65 2e 20 61 73 20 61 20 62 |t up (ie. as a b| 00000770 69 74 6d 61 70 29 2c 20 62 75 74 20 6a 75 73 74 |itmap), but just| 00000780 20 61 73 20 61 20 63 6f 64 65 0d 66 6f 72 20 74 | as a code.for t| 00000790 68 61 74 20 70 61 72 74 69 63 75 6c 61 72 20 6c |hat particular l| 000007a0 65 74 74 65 72 2e 20 57 68 65 6e 20 74 68 65 20 |etter. When the | 000007b0 77 6f 72 64 20 70 72 6f 63 65 73 73 6f 72 20 77 |word processor w| 000007c0 61 6e 74 73 20 74 6f 20 64 69 73 70 6c 61 79 20 |ants to display | 000007d0 61 0d 6c 65 74 74 65 72 20 6f 6e 20 74 68 65 20 |a.letter on the | 000007e0 73 63 72 65 65 6e 2c 20 69 74 20 6c 6f 6f 6b 73 |screen, it looks| 000007f0 20 75 70 20 74 68 65 20 6c 65 74 74 65 72 20 63 | up the letter c| 00000800 6f 64 65 2c 20 61 6e 64 20 74 68 65 6e 20 63 6f |ode, and then co| 00000810 70 69 65 73 20 74 68 65 0d 67 72 61 70 68 69 63 |pies the.graphic| 00000820 20 64 61 74 61 20 66 6f 72 20 77 68 61 74 20 74 | data for what t| 00000830 68 61 74 20 6c 65 74 74 65 72 20 6c 6f 6f 6b 73 |hat letter looks| 00000840 20 6c 69 6b 65 20 6f 6e 74 6f 20 74 68 65 20 73 | like onto the s| 00000850 63 72 65 65 6e 2e 20 54 68 65 72 65 66 6f 72 65 |creen. Therefore| 00000860 2c 0d 74 68 65 20 67 72 61 70 68 69 63 20 64 61 |,.the graphic da| 00000870 74 61 20 66 6f 72 20 77 68 61 74 20 63 6f 6c 6f |ta for what colo| 00000880 75 72 20 61 6c 6c 20 6f 66 20 74 68 65 20 70 69 |ur all of the pi| 00000890 78 65 6c 73 20 73 68 6f 75 6c 64 20 62 65 20 66 |xels should be f| 000008a0 6f 72 20 74 68 61 74 0d 70 61 72 74 69 63 75 6c |or that.particul| 000008b0 61 72 20 6c 65 74 74 65 72 20 28 77 68 69 63 68 |ar letter (which| 000008c0 20 6d 69 67 68 74 20 74 61 6b 65 20 73 65 76 65 | might take seve| 000008d0 72 61 6c 20 62 79 74 65 73 29 20 6e 65 65 64 20 |ral bytes) need | 000008e0 6f 6e 6c 79 20 62 65 20 73 74 6f 72 65 64 0d 6f |only be stored.o| 000008f0 6e 63 65 2c 20 61 6e 64 20 74 68 61 74 20 6c 65 |nce, and that le| 00000900 74 74 65 72 20 63 61 6e 20 62 65 20 73 74 6f 72 |tter can be stor| 00000910 65 64 20 69 6e 20 79 6f 75 72 20 73 63 72 69 70 |ed in your scrip| 00000920 74 20 69 6e 20 6a 75 73 74 20 6f 6e 65 20 62 79 |t in just one by| 00000930 74 65 2c 20 66 6f 72 0d 74 68 65 20 6c 65 74 74 |te, for.the lett| 00000940 65 72 20 63 6f 64 65 2e 20 54 68 75 73 2c 20 74 |er code. Thus, t| 00000950 68 65 20 6d 65 6d 6f 72 79 20 74 61 6b 65 6e 20 |he memory taken | 00000960 75 70 20 62 79 20 79 6f 75 72 20 73 63 72 69 70 |up by your scrip| 00000970 74 20 69 73 20 72 65 64 75 63 65 64 0d 64 72 61 |t is reduced.dra| 00000980 6d 61 74 69 63 61 6c 6c 79 2e 0d 0d 54 68 65 20 |matically...The | 00000990 73 61 6d 65 20 70 72 69 6e 63 69 70 61 6c 20 63 |same principal c| 000009a0 61 6e 20 62 65 20 75 73 65 64 20 69 6e 20 67 72 |an be used in gr| 000009b0 61 70 68 69 63 73 2e 20 4c 6f 6f 6b 20 61 74 20 |aphics. Look at | 000009c0 74 77 6f 20 62 72 69 63 6b 20 77 61 6c 6c 73 20 |two brick walls | 000009d0 69 6e 20 61 6e 0d 61 72 63 61 64 65 20 61 64 76 |in an.arcade adv| 000009e0 65 6e 74 75 72 65 20 73 75 63 68 20 61 73 20 53 |enture such as S| 000009f0 68 69 70 77 72 65 63 6b 65 64 20 2d 20 63 61 6e |hipwrecked - can| 00000a00 20 79 6f 75 20 73 65 65 20 74 68 65 20 64 69 66 | you see the dif| 00000a10 66 65 72 65 6e 63 65 20 62 65 74 77 65 65 6e 0d |ference between.| 00000a20 74 68 65 6d 3f 20 49 66 20 74 68 65 79 20 61 72 |them? If they ar| 00000a30 65 20 74 68 65 20 73 61 6d 65 2c 20 73 75 72 65 |e the same, sure| 00000a40 6c 79 20 79 6f 75 20 6f 6e 6c 79 20 6e 65 65 64 |ly you only need| 00000a50 20 74 6f 20 73 74 6f 72 65 20 74 68 65 20 67 72 | to store the gr| 00000a60 61 70 68 69 63 20 64 61 74 61 0d 66 6f 72 20 61 |aphic data.for a| 00000a70 20 62 72 69 63 6b 20 77 61 6c 6c 20 6f 6e 63 65 | brick wall once| 00000a80 2c 20 61 6e 64 20 74 68 65 6e 20 63 6f 70 79 20 |, and then copy | 00000a90 69 74 20 6f 6e 74 6f 20 74 68 65 20 73 63 72 65 |it onto the scre| 00000aa0 65 6e 20 77 68 65 6e 65 76 65 72 20 79 6f 75 20 |en whenever you | 00000ab0 77 61 6e 74 0d 61 20 62 72 69 63 6b 20 77 61 6c |want.a brick wal| 00000ac0 6c 2e 20 49 6e 20 53 68 69 70 77 72 65 63 6b 65 |l. In Shipwrecke| 00000ad0 64 2c 20 66 6f 72 20 65 78 61 6d 70 6c 65 2c 20 |d, for example, | 00000ae0 74 68 65 20 67 72 61 70 68 69 63 20 64 61 74 61 |the graphic data| 00000af0 20 74 6f 20 64 65 73 63 72 69 62 65 0d 77 68 61 | to describe.wha| 00000b00 74 20 61 20 62 72 69 63 6b 20 77 61 6c 6c 20 6c |t a brick wall l| 00000b10 6f 6f 6b 73 20 6c 69 6b 65 20 74 6f 6f 6b 20 31 |ooks like took 1| 00000b20 32 38 20 62 79 74 65 73 2e 20 59 65 74 20 65 76 |28 bytes. Yet ev| 00000b30 65 72 79 20 74 69 6d 65 20 49 20 77 61 6e 74 65 |ery time I wante| 00000b40 64 20 74 68 61 74 0d 62 72 69 63 6b 20 77 61 6c |d that.brick wal| 00000b50 6c 20 28 77 68 69 63 68 20 77 61 73 20 6f 76 65 |l (which was ove| 00000b60 72 20 61 20 68 75 6e 64 72 65 64 20 74 69 6d 65 |r a hundred time| 00000b70 73 29 20 49 20 63 6f 75 6c 64 20 73 69 6d 70 6c |s) I could simpl| 00000b80 79 20 75 73 65 20 6f 6e 65 20 62 79 74 65 20 74 |y use one byte t| 00000b90 6f 0d 73 61 79 20 22 50 75 74 20 61 20 62 72 69 |o.say "Put a bri| 00000ba0 63 6b 20 77 61 6c 6c 20 68 65 72 65 21 22 2e 0d |ck wall here!"..| 00000bb0 0d 54 68 65 20 65 61 73 69 65 73 74 20 77 61 79 |.The easiest way| 00000bc0 20 74 6f 20 75 73 65 20 74 68 69 73 20 62 6c 6f | to use this blo| 00000bd0 63 6b 20 69 64 65 61 2c 20 61 73 20 79 6f 75 20 |ck idea, as you | 00000be0 6d 61 79 20 61 6c 72 65 61 64 79 20 68 61 76 65 |may already have| 00000bf0 20 72 65 61 6c 69 73 65 64 2c 0d 69 73 20 75 73 | realised,.is us| 00000c00 69 6e 67 20 75 73 65 72 20 64 65 66 69 6e 65 64 |ing user defined| 00000c10 20 63 68 61 72 61 63 74 65 72 73 2e 20 59 6f 75 | characters. You| 00000c20 20 72 65 64 65 66 69 6e 65 20 74 68 65 20 6c 65 | redefine the le| 00000c30 74 74 65 72 73 20 6f 66 20 74 68 65 20 61 6c 70 |tters of the alp| 00000c40 68 61 62 65 74 0d 61 73 20 64 69 66 66 65 72 65 |habet.as differe| 00000c50 6e 74 20 70 69 63 74 75 72 65 73 2c 20 61 6e 64 |nt pictures, and| 00000c60 20 74 68 65 6e 20 75 73 65 20 74 68 65 20 73 74 | then use the st| 00000c70 61 6e 64 61 72 64 20 42 41 53 49 43 20 50 52 49 |andard BASIC PRI| 00000c80 4e 54 20 63 6f 6d 6d 61 6e 64 20 74 6f 0d 6f 75 |NT command to.ou| 00000c90 74 70 75 74 20 74 68 65 73 65 20 70 69 63 74 75 |tput these pictu| 00000ca0 72 65 73 20 74 6f 20 74 68 65 20 73 63 72 65 65 |res to the scree| 00000cb0 6e 2c 20 61 73 20 61 6e 64 20 77 68 65 6e 20 74 |n, as and when t| 00000cc0 68 65 79 20 61 72 65 20 72 65 71 75 69 72 65 64 |hey are required| 00000cd0 2e 20 42 75 74 2c 0d 61 73 20 77 65 20 61 6c 72 |. But,.as we alr| 00000ce0 65 61 64 79 20 72 65 61 6c 69 73 65 64 20 69 6e |eady realised in| 00000cf0 20 74 68 65 20 6c 61 73 74 20 61 72 74 69 63 6c | the last articl| 00000d00 65 2c 20 74 68 69 73 20 6f 6e 6c 79 20 61 6c 6c |e, this only all| 00000d10 6f 77 73 20 79 6f 75 20 74 6f 20 75 73 65 0d 6f |ows you to use.o| 00000d20 6e 65 20 63 6f 6c 6f 75 72 20 69 6e 20 65 61 63 |ne colour in eac| 00000d30 68 20 63 68 61 72 61 63 74 65 72 2e 20 45 76 65 |h character. Eve| 00000d40 6e 20 73 6f 2c 20 74 68 69 73 20 69 73 20 61 20 |n so, this is a | 00000d50 72 65 61 73 6f 6e 61 62 6c 65 20 74 65 63 68 6e |reasonable techn| 00000d60 69 71 75 65 20 69 66 0d 79 6f 75 20 64 6f 6e 27 |ique if.you don'| 00000d70 74 20 6d 69 6e 64 20 74 68 65 20 6c 61 63 6b 20 |t mind the lack | 00000d80 6f 66 20 63 6f 6c 6f 75 72 2e 20 4d 61 6e 79 20 |of colour. Many | 00000d90 63 6f 6d 6d 65 72 63 69 61 6c 20 67 61 6d 65 73 |commercial games| 00000da0 20 61 63 74 75 61 6c 6c 79 20 6e 65 76 65 72 0d | actually never.| 00000db0 61 64 64 72 65 73 73 65 64 20 74 68 69 73 20 70 |addressed this p| 00000dc0 72 6f 62 6c 65 6d 2c 20 61 6e 64 20 68 61 64 20 |roblem, and had | 00000dd0 67 72 61 70 68 69 63 73 20 77 68 69 63 68 20 6c |graphics which l| 00000de0 61 63 6b 65 64 20 63 6f 6c 6f 75 72 20 73 6f 6d |acked colour som| 00000df0 65 77 68 61 74 2e 0d 45 76 65 6e 20 44 69 7a 7a |ewhat..Even Dizz| 00000e00 79 20 28 66 6f 72 20 74 68 6f 73 65 20 77 68 6f |y (for those who| 00000e10 20 68 61 76 65 20 6e 65 76 65 72 20 68 65 61 72 | have never hear| 00000e20 64 20 6f 66 20 69 74 2c 20 61 20 67 72 65 61 74 |d of it, a great| 00000e30 20 61 72 63 61 64 65 20 61 64 76 65 6e 74 75 72 | arcade adventur| 00000e40 65 0d 6f 66 20 74 68 65 20 31 39 38 30 73 2c 20 |e.of the 1980s, | 00000e50 77 68 69 63 68 20 63 61 75 73 65 64 20 71 75 69 |which caused qui| 00000e60 74 65 20 61 20 63 75 6c 74 20 66 6f 6c 6c 6f 77 |te a cult follow| 00000e70 69 6e 67 20 61 74 20 74 68 65 20 74 69 6d 65 20 |ing at the time | 00000e80 6f 6e 20 74 68 65 0d 53 70 65 63 74 72 75 6d 20 |on the.Spectrum | 00000e90 61 6e 64 20 43 36 34 2c 20 62 75 74 20 6e 65 76 |and C64, but nev| 00000ea0 65 72 20 71 75 69 74 65 20 72 65 61 63 68 65 64 |er quite reached| 00000eb0 20 74 68 65 20 45 6c 6b 29 20 64 69 64 20 6e 6f | the Elk) did no| 00000ec0 74 20 68 61 76 65 20 6d 6f 72 65 20 74 68 61 6e |t have more than| 00000ed0 0d 6f 6e 65 20 63 6f 6c 6f 75 72 20 28 6f 74 68 |.one colour (oth| 00000ee0 65 72 20 74 68 61 6e 20 62 6c 61 63 6b 29 20 70 |er than black) p| 00000ef0 65 72 20 62 6c 6f 63 6b 2e 20 44 69 66 66 65 72 |er block. Differ| 00000f00 65 6e 74 20 62 6c 6f 63 6b 73 20 77 65 72 65 2c |ent blocks were,| 00000f10 20 68 6f 77 65 76 65 72 2c 0d 64 69 66 66 65 72 | however,.differ| 00000f20 65 6e 74 20 63 6f 6c 6f 75 72 73 20 2d 20 74 72 |ent colours - tr| 00000f30 65 65 73 20 77 65 72 65 20 67 72 65 65 6e 20 61 |ees were green a| 00000f40 6e 64 20 74 68 65 20 67 72 6f 75 6e 64 20 77 61 |nd the ground wa| 00000f50 73 20 72 65 64 20 2d 20 62 75 74 20 74 68 65 72 |s red - but ther| 00000f60 65 0d 77 61 73 20 6e 65 76 65 72 20 61 6e 79 20 |e.was never any | 00000f70 6f 76 65 72 6c 61 70 20 62 65 74 77 65 65 6e 20 |overlap between | 00000f80 74 68 65 20 74 77 6f 20 63 6f 6c 6f 75 72 20 61 |the two colour a| 00000f90 72 65 61 73 2e 0d 0d 54 68 65 72 65 20 69 73 2c |reas...There is,| 00000fa0 20 68 6f 77 65 76 65 72 2c 20 61 20 77 61 79 20 | however, a way | 00000fb0 6f 66 20 63 72 65 61 74 69 6e 67 20 61 6e 20 65 |of creating an e| 00000fc0 66 66 65 63 74 20 6a 75 73 74 20 6c 69 6b 65 20 |ffect just like | 00000fd0 75 73 65 72 20 64 65 66 69 6e 65 64 0d 63 68 61 |user defined.cha| 00000fe0 72 61 63 74 65 72 73 2c 20 62 75 74 20 69 6e 20 |racters, but in | 00000ff0 66 75 6c 6c 20 63 6f 6c 6f 75 72 2c 20 61 6e 64 |full colour, and| 00001000 20 74 68 65 20 70 72 69 6e 63 69 70 61 6c 20 69 | the principal i| 00001010 73 20 76 65 72 79 20 73 69 6d 69 6c 61 72 20 74 |s very similar t| 00001020 6f 20 74 68 61 74 0d 75 73 65 64 20 62 65 66 6f |o that.used befo| 00001030 72 65 20 69 6e 20 73 61 76 69 6e 67 20 73 63 72 |re in saving scr| 00001040 65 65 6e 20 6d 65 6d 6f 72 79 2e 20 42 61 73 69 |een memory. 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