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1325 lines
48 KiB
QBasic
1325 lines
48 KiB
QBasic
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'~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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' PIXELplus 256 User Subroutines & Functions
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' FREEWARE version 1.0 - (C)1995 Chris Chadwick. All rights reserved.
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' For QBASIC, QuickBASIC and Visual BASIC for MS-DOS
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'
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' Consult your PIXELplus 256 User's Manual for full details on how to
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' incorporate and use the routines contained in this file.
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'
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' Note: The routines contained in this file do not contain error
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' checking. This makes the code easier to understand.
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'
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' *** BEFORE RUNNING THE DEMONSTRATION ***
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' Running the demonstration requires access to four files which should have
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' been supplied with this FREEWARE version of PIXELplus 256. They are:
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'
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' CHARSET1.PUT
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' CHARSET2.PUT
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' CHARSET3.PUT
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' STANDARD.PAL
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'
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' In your PIXELplus 256 directory (usually C:\PP256), the three .PUT files
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' should be located in the IMAGES subdirectory, and the .PAL file should be
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' located in the PALETTES subdirectory. If you have PIXELplus 256
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' installed in a directory other than C:\PP256 then the value of Path$
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' (see (*) below) should be altered appropriately before running the
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' demonstration.
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'
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' Note that CHARSET2.PUT is only a partial character set image file that
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' does not include lower case letters so text to be displayed using it
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' should only contain upper case letters.
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'
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'~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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'Variable type to hold screen design item data.
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TYPE DesignType
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ImageNo AS INTEGER
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Xpos AS INTEGER
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Ypos AS INTEGER
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DisAct AS INTEGER
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END TYPE
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DECLARE SUB InitPaletteData (FileName$, PaletteArray&())
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DECLARE SUB InitDesignData (FileName$, DesignArray() AS DesignType)
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DECLARE SUB InitImageData (FileName$, ImageArray%())
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DECLARE SUB MakeImageIndex (ImageArray%(), IndexArray%())
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DECLARE SUB DisplayDesign (DesignArray() AS DesignType, ImageArray%(), ImageIndex%(), ClsAction%)
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DECLARE SUB ChangePalette (PaletteArray&())
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DECLARE SUB FadePalette (Direction%, PaletteArray&())
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DECLARE SUB RotatePalette (StartAttr%, EndAttr%, Direction%, PaletteArray&())
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DECLARE SUB CharPrint (Text$, Fore%, Back%, CursorPos%, ImageArray%())
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DECLARE SUB CharPrintXY (x%, y%, Text$, Fore%, Back%, CursorPos%, ImageArray%())
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DECLARE SUB Scroller (ScrollAct%, ImageArray%(), IndexArray%())
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DECLARE SUB WizzText (Text$, TopLine%, ImageArray%(), IndexArray%())
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DECLARE SUB GraphicText (x%, y%, Text$, CursorPos%, ImageArray%(), IndexArray%())
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DECLARE FUNCTION GetDepth% (ImNo%, ImageArray%(), IndexArray%())
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DECLARE FUNCTION GetWidth% (ImNo%, ImageArray%(), IndexArray%())
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DEFINT A-Z
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'Constants for subroutine parameters.
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CONST INITSCROLL = 0, UPDATESCROLL = 1
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CONST OVERPRINT = -1
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CONST CENTRETEXT = -1, FROMCURSOR = -2
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CONST FADEDOWN = 0, FADEUP = 1
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CONST ROTATELEFT = 0, ROTATERIGHT = 1
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CONST NEWLINE = 0, TEXTEND = 1
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'Change to 320x200, 256 colour VGA screen mode.
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SCREEN 13
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CLS
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'(*) If necessary, change Path$ to the path where
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' you have PIXELplus 256 installed.
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Path$ = ".\programs\samples\pete\pp256\"
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'Load standard palette.
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REDIM StandardPal&(1 TO 1)
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CALL InitPaletteData(Path$ + "\palettes\standard.pal", StandardPal&())
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CALL ChangePalette(StandardPal&())
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'Load character set used by CharPrint() and CharPrintXY() routines.
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REDIM Set1Data(1 TO 1)
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CALL InitImageData(Path$ + "\images\charset1.put", Set1Data())
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'Load bitmapped character set used by WizzText() and Scroller() routines.
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'This is a partial character set containing ASCII characters 32 (space)
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'to 90 (Z) only.
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REDIM Set2Data(1 TO 1)
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REDIM Set2Index(1 TO 1)
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CALL InitImageData(Path$ + "\images\charset2.put", Set2Data())
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CALL MakeImageIndex(Set2Data(), Set2Index())
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'Load bitmapped character set used by GraphicText() routine.
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REDIM Set3Data(1 TO 1)
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REDIM Set3Index(1 TO 1)
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CALL InitImageData(Path$ + "\images\charset3.put", Set3Data())
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CALL MakeImageIndex(Set3Data(), Set3Index())
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'Initialize images used in GAME OVER screen design.
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REDIM ImageData(1 TO 1)
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REDIM ImageIndex(1 TO 1)
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RESTORE SDImageData
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CALL InitImageData("", ImageData())
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CALL MakeImageIndex(ImageData(), ImageIndex())
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'Initialize alternative palette.
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REDIM NewPal&(1 TO 1)
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RESTORE NewPaletteData
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CALL InitPaletteData("", NewPal&())
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'Initialize GAME OVER screen design.
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REDIM GODesign(1 TO 1) AS DesignType
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RESTORE DesignData
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CALL InitDesignData("", GODesign())
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'*** Draw page 1 of demonstration ***
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'Draw a background image so overprinting can be demonstrated properly.
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FOR n = 1 TO 12
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LINE (0, 51 + n)-STEP(318, 0), 30 - n
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LINE (0, 53 - n)-STEP(318, 0), 30 - n
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NEXT n
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'Demonstrate CharPrint() subroutine.
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CALL CharPrint("CharPrint() can be used as an", 40, 0, Newline, Set1Data())
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CALL CharPrint("alternative to BASIC's own PRINT", 40, 0, Newline, Set1Data())
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CALL CharPrint("statement. A user-defined character set", 40, 0, Newline, Set1Data())
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CALL CharPrint("is used and text can either be displayed", 40, 0, Newline, Set1Data())
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CALL CharPrint("with a ", 40, 0, Textend, Set1Data())
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CALL CharPrint("BACKGROUND", 40, 44, Textend, Set1Data())
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CALL CharPrint(" colour or...", 40, 0, Newline, Set1Data())
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LOCATE 7, 10
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CALL CharPrint("O V E R P R I N T E D", 40, Overprint, Newline, Set1Data())
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LOCATE 9
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CALL CharPrint("on the existing screen image.", 40, 0, Newline, Set1Data())
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'Demonstrate CharPrintXY() subroutine.
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CALL CharPrintXY(0, 90, "CharPrintXY() is the same as", 33, 44, Newline, Set1Data())
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CALL CharPrintXY(2, 99, "CharPrint() except it allows text", 33, 44, Newline, Set1Data())
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CALL CharPrintXY(5, 109, "to be displayed at a graphics", 33, 44, Newline, Set1Data())
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CALL CharPrintXY(9, 120, "screen coordinate.", 33, 44, Newline, Set1Data())
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CALL CharPrintXY(Centretext, 135, "Single lines of", 33, 0, Newline, Set1Data())
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CALL CharPrintXY(Centretext, Fromcursor, "text can", 33, 0, Newline, Set1Data())
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CALL CharPrintXY(Centretext, Fromcursor, "also be automatically", 33, 0, Newline, Set1Data())
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CALL CharPrintXY(Centretext, Fromcursor, "centred on-screen", 33, 0, Newline, Set1Data())
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CALL CharPrintXY(Centretext, Fromcursor, "by using CharPrintXY()", 33, 0, Newline, Set1Data())
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'Demonstrate Scroller() subroutine and wait for a key press.
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RESTORE ScrollMess1
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CALL Scroller(Initscroll, Set2Data(), Set2Index())
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DO
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CALL Scroller(Updatescroll, Set2Data(), Set2Index())
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LOOP WHILE INKEY$ = ""
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'*** Draw page 2 of demonstration ***
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CLS
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'Demonstrate GraphicText() subroutine.
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CALL GraphicText(0, 0, "The GraphicText() subroutine is used to display", Newline, Set3Data(), Set3Index())
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CALL GraphicText(Fromcursor, Fromcursor, "text that uses a bitmapped character set...", Newline, Set3Data(), Set3Index())
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CALL GraphicText(Centretext, 32, "WHICH CAN BE ANY", Newline, Set2Data(), Set2Index())
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CALL GraphicText(Centretext, 48, "SIZE YOU LIKE!", Newline, Set2Data(), Set2Index())
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CALL GraphicText(0, 72, "Use GraphicText() to display", Newline, Set3Data(), Set3Index())
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CALL GraphicText(1, 81, "fancy text at any position", Newline, Set3Data(), Set3Index())
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CALL GraphicText(5, 91, "on the screen by using", Newline, Set3Data(), Set3Index())
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CALL GraphicText(9, 102, "graphics screen coordinates.", Newline, Set3Data(), Set3Index())
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CALL GraphicText(0, 120, "Notice how text is displayed proportionally so", Newline, Set3Data(), Set3Index())
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CALL GraphicText(Fromcursor, Fromcursor, "narrow characters like 'i' are still displayed with", Newline, Set3Data(), Set3Index())
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CALL GraphicText(Fromcursor, Fromcursor, "the same spacing as wide characters like 'm'.", Newline, Set3Data(), Set3Index())
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CALL GraphicText(Centretext, 156, "There's an automatic", Newline, Set3Data(), Set3Index())
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CALL GraphicText(Centretext, Fromcursor, "centring option", Newline, Set3Data(), Set3Index())
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CALL GraphicText(Centretext, Fromcursor, "too!", Newline, Set3Data(), Set3Index())
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'Demonstrate Scroller() subroutine and wait for a key press.
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RESTORE ScrollMess2
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CALL Scroller(Initscroll, Set2Data(), Set2Index())
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DO
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CALL Scroller(Updatescroll, Set2Data(), Set2Index())
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LOOP WHILE INKEY$ = ""
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'*** Draw page 3 of demonstration ***
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CLS
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'Demonstrate WizzText() subroutine.
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CALL WizzText("THE WIZZTEXT()", 30, Set2Data(), Set2Index())
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CALL WizzText("SUBROUTINE CAN BE", 50, Set2Data(), Set2Index())
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CALL WizzText("USED TO DISPLAY", 70, Set2Data(), Set2Index())
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CALL WizzText("AND CENTRE SINGLE", 90, Set2Data(), Set2Index())
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CALL WizzText("LINES OF BITMAPPED", 110, Set2Data(), Set2Index())
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CALL WizzText("TEXT IN A MORE", 130, Set2Data(), Set2Index())
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CALL WizzText("EXCITING WAY!", 150, Set2Data(), Set2Index())
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'Demonstrate Scroller() subroutine and wait for a key press.
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RESTORE ScrollMess2
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CALL Scroller(Initscroll, Set2Data(), Set2Index())
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DO
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CALL Scroller(Updatescroll, Set2Data(), Set2Index())
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LOOP WHILE INKEY$ = ""
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'*** Draw page 4 of demonstration ***
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CLS
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'Draw a palette grid showing all 256 available colours.
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FOR rr = 0 TO 15
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FOR cc = 0 TO 15
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LINE (32 + cc * 16, 40 + rr * 8)-STEP(14, 6), (rr * 16) + cc, BF
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NEXT cc
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NEXT rr
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'Display explanation text.
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CALL GraphicText(0, 8, "Using the ChangePalette() subroutine allows you", Newline, Set3Data(), Set3Index())
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CALL GraphicText(Fromcursor, Fromcursor, "to quickly change palettes...", Newline, Set3Data(), Set3Index())
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'Demonstrate ChangePalette() subroutine.
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FOR n = 1 TO 5
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SLEEP 1
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CALL ChangePalette(StandardPal&())
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SLEEP 1
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CALL ChangePalette(NewPal&())
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NEXT n
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'Clear old text from top of screen.
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LINE (0, 0)-(319, 38), 0, BF
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'Display explanation text.
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CALL GraphicText(0, 8, "Use the RotatePalette() subroutine to shift a", Newline, Set3Data(), Set3Index())
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CALL GraphicText(Fromcursor, Fromcursor, "range of colours to the left or right...", Newline, Set3Data(), Set3Index())
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'Demonstrate RotatePalette() subroutine.
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FOR n = 1 TO 8
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SLEEP 1
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CALL RotatePalette(32, 47, Rotateright, NewPal&())
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NEXT n
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FOR n = 1 TO 8
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SLEEP 1
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CALL RotatePalette(32, 47, Rotateleft, NewPal&())
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NEXT n
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'Clear old text from top of screen.
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LINE (0, 0)-(319, 38), 0, BF
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'Display explanation text.
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CALL GraphicText(0, 8, "Use the FadePalette() subroutine to gradually", Newline, Set3Data(), Set3Index())
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CALL GraphicText(Fromcursor, Fromcursor, "fade out the display...", Newline, Set3Data(), Set3Index())
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'Demonstrate FadePalette() subroutine.
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SLEEP 3
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CALL FadePalette(Fadedown, NewPal&())
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LINE (0, 0)-(319, 38), 0, BF
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CALL GraphicText(0, 8, "...then gradually fade it back in!", Newline, Set3Data(), Set3Index())
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SLEEP 1
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CALL FadePalette(Fadeup, NewPal&())
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'Demonstrate Scroller() subroutine and wait for a key press.
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RESTORE ScrollMess2
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CALL Scroller(Initscroll, Set2Data(), Set2Index())
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DO
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CALL Scroller(Updatescroll, Set2Data(), Set2Index())
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LOOP WHILE INKEY$ = ""
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'*** Draw page 5 of demonstration ***
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CLS
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'Display explanation text.
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CALL GraphicText(0, 0, "This is a simple screen design and shows how", Newline, Set3Data(), Set3Index())
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CALL GraphicText(Fromcursor, Fromcursor, "RotatePalette() can be used to create", Newline, Set3Data(), Set3Index())
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CALL GraphicText(Fromcursor, Fromcursor, "very colourful effects...", Newline, Set3Data(), Set3Index())
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'Display GAME OVER screen design.
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CALL DisplayDesign(GODesign(), ImageData(), ImageIndex(), 0)
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'Demonstrate Scroller() and RotatePalette() subroutines
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'while waiting for a key press.
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RESTORE ScrollMess2
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CALL Scroller(Initscroll, Set2Data(), Set2Index())
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DO
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'Scroller() is called more often than RotatePalette() so that
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'the palette isn't rotated too quickly.
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CALL Scroller(Updatescroll, Set2Data(), Set2Index())
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CALL Scroller(Updatescroll, Set2Data(), Set2Index())
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CALL RotatePalette(176, 255, Rotateright, NewPal&())
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LOOP WHILE INKEY$ = ""
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'Fade and blank screen before ending.
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CALL FadePalette(Fadedown, NewPal&())
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CLS
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'Restore standard palette.
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CALL ChangePalette(StandardPal&())
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'*** Message text for Scroller() subroutine (upper case only) ***
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ScrollMess1:
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DATA "THIS IS A SCROLLING MESSAGE DISPLAYED USING THE SCROLLER() ROUTINE..."
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DATA " "
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ScrollMess2:
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DATA "PRESS A KEY TO CONTINUE..."
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DATA " "
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DATA ""
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'*** Data for images used in GAME OVER screen design ***
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SDImageData:
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DATA 360
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DATA 128,16,0,0,-8448,-8225,-8225,223,0,0,0,-8448,-8225,-8739,-8739,-8225,223,0,0,-8225
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DATA -8739,-9253,-9253,-8739,-8225,0,-8448,-8737,-9253,-9767,-9767,-9253,-8227,223,-8448,-9251,-9767,-10538,-10538,-9767
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DATA -8741,223,-8225,-9251,-10535,-11052,-11052,-9770,-8741,-8225,-8737,-9765,-11050,-11564,-11054,-10540,-9255,-8227,-8737,-9765
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DATA -11050,-12078,-11568,-10540,-9255,-8227,-8737,-9765,-11050,-12078,-11568,-10540,-9255,-8227,-8737,-9765,-11050,-11564,-11054,-10540
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DATA -9255,-8227,-8225,-9251,-10535,-11052,-11052,-9770,-8741,-8225,-8448,-9251,-9767,-10538,-10538,-9767,-8741,223,-8448,-8737
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DATA -9253,-9767,-9767,-9253,-8227,223,0,-8225,-8739,-9253,-9253,-8739,-8225,0,0,-8448,-8225,-8739,-8739,-8225
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DATA 223,0,0,0,-8448,-8225,-8225,223,0,0,128,16,-1,-1,255,0,0,-256,-1,-1
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DATA -1,255,0,0,0,0,-256,-1,-1,0,0,0,0,0,0,-1,255,0,0,0
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DATA 0,0,0,-256,255,0,0,0,0,0,0,-256,0,0,0,0,0,0,0,0
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DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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DATA 255,0,0,0,0,0,0,-256,255,0,0,0,0,0,0,-256,-1,0,0,0
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DATA 0,0,0,-1,-1,255,0,0,0,0,-256,-1,-1,-1,255,0,0,-256,-1,-1
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DATA 112,14,-8996,-11563,-9772,-8740,-10533,-11310,-9769,-10021,-11053,-9255,-9765,-10794,-11053,-9255,-10793,-10283,-10792,-11309
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DATA -10027,-11050,-9000,-10796,-11050,-11309,-10797,-9254,-11563,-9003,-11309,-11821,-10542,-8998,-9250,-11308,-9002,-11049,-11566,-10798
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DATA -8228,-9762,-10540,-8741,-9507,-10537,-10797,-8484,-11046,-10798,-8996,-8996,-9509,-9512,-9507,-11820,-10799,-9765,-9514,-8997
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DATA -8483,-10788,-12079,-10029,-10791,-9517,-8996,-8226,-11301,-11311,-10283,-10795,-9259,-10022,-8484,-11303,-10541,-11306,-10029,-9255
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DATA -10538,-9509,-10795,-10793,-11309,-9770,-8996,-9768,-10791,-9515,-10533,-9771,-10021,-8482,-9251,-11307,-8487,-10018,-10536,-11046
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'*** Alternative palette data ***
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NewPaletteData:
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DATA 0,2752512,10752,2763264,42,2752554,5418,2763306
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DATA 1381653,4134165,1392405,4144917,1381695,4134207,1392447,4144959
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DATA 8751,271408,534065,862258,1124915,1387572,1650229,1912886
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DATA 2240824,2503481,2766138,3028795,3291452,3619645,3882302,4144959
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|
DATA 4128768,4128784,4128799,4128815,4128831,3080255,2031679,1048639
|
||
|
DATA 63,4159,7999,12095,16191,16175,16159,16144
|
||
|
DATA 16128,1064704,2047744,3096320,4144896,4140800,4136704,4132864
|
||
|
DATA 4136735,4136743,4136751,4136759,4136767,3612479,3088191,2563903
|
||
|
DATA 2039615,2041663,2043711,2045759,2047807,2047799,2047791,2047783
|
||
|
DATA 2047775,2572063,3096351,3620639,4144927,4142879,4140831,4138783
|
||
|
DATA 4140333,4140337,4140342,4140346,4140351,3812671,3550527,3222847
|
||
|
DATA 2960703,2961727,2963007,2964031,2965311,2965306,2965302,2965297
|
||
|
DATA 2965293,3227437,3555117,3817261,4144941,4143661,4142637,4141357
|
||
|
DATA 1835008,1835015,1835022,1835029,1835036,1376284,917532,458780
|
||
|
DATA 921130,986666,986667,1052203,1052459,1117996,1183532,1183532
|
||
|
DATA 1249069,1249069,1314605,1314606,1380398,1445934,1445935,1511471
|
||
|
DATA 1511471,1577008,1642544,1642544,1708337,1708337,1773873,1839410
|
||
|
DATA 1839410,1904946,1904947,1970483,1970739,2036276,2101812,2101812
|
||
|
DATA 2167349,2167349,2232885,2298422,2298678,2364214,2364215,2429751
|
||
|
DATA 2429751,2495288,2560824,2560824,2626617,2626617,2692153,2757690
|
||
|
DATA 2757690,2823226,2823227,2888763,2954555,2954556,3020092,3020092
|
||
|
DATA 3085629,3085629,3151165,3216702,3216958,3282494,3282495,3348031
|
||
|
DATA 4128768,3867648,3606528,3280128,3019008,2757888,2496768,2235648
|
||
|
DATA 1909248,1648128,1387008,1125888,864768,538368,277248,16128
|
||
|
DATA 16132,16136,16140,16144,16148,16152,16156,16160
|
||
|
DATA 16163,16167,16171,16175,16179,16183,16187,16191
|
||
|
DATA 15167,14143,13119,12095,11071,10047,9023,7999
|
||
|
DATA 7231,6207,5183,4159,3135,2111,1087,63
|
||
|
DATA 262207,524351,786495,1048639,1310783,1572927,1835071,2097215
|
||
|
DATA 2293823,2555967,2818111,3080255,3342399,3604543,3866687,4128831
|
||
|
DATA 4128827,4128823,4128819,4128815,4128811,4128807,4128803,4128799
|
||
|
DATA 4128796,4128792,4128788,4128784,4128780,4128776,4128772,4128768
|
||
|
|
||
|
'*** GAME OVER screen design data ***
|
||
|
DesignData:
|
||
|
DATA 346
|
||
|
DATA 2,72,40,5,1,72,40,3,2,64,32,5,1,64,32,3,2,56,32,5
|
||
|
DATA 1,56,32,3,2,48,32,5,1,48,32,3,2,40,32,5,1,40,32,3
|
||
|
DATA 2,32,40,5,1,32,40,3,2,32,48,5,1,32,48,3,2,32,56,5
|
||
|
DATA 1,32,56,3,2,32,64,5,1,32,64,3,2,32,72,5,1,32,72,3
|
||
|
DATA 2,32,80,5,1,32,80,3,2,40,88,5,1,40,88,3,2,48,88,5
|
||
|
DATA 1,48,88,3,2,56,88,5,1,56,88,3,2,64,88,5,1,64,88,3
|
||
|
DATA 2,72,80,5,1,72,80,3,2,72,72,5,1,72,72,3,2,72,64,5
|
||
|
DATA 1,72,64,3,2,64,64,5,1,64,64,3,2,56,64,5,1,56,64,3
|
||
|
DATA 2,96,88,5,1,96,88,3,2,96,80,5,1,96,80,3,2,96,72,5
|
||
|
DATA 1,96,72,3,2,96,64,5,1,96,64,3,2,96,56,5,1,96,56,3
|
||
|
DATA 2,96,48,5,1,96,48,3,2,104,40,5,1,104,40,3,2,112,32,5
|
||
|
DATA 1,112,32,3,2,120,32,5,1,120,32,3,2,128,40,5,1,128,40,3
|
||
|
DATA 2,136,48,5,1,136,48,3,2,136,56,5,1,136,56,3,2,136,64,5
|
||
|
DATA 1,136,64,3,2,136,72,5,1,136,72,3,2,136,80,5,1,136,80,3
|
||
|
DATA 2,136,88,5,1,136,88,3,2,128,64,5,1,128,64,3,2,120,64,5
|
||
|
DATA 1,120,64,3,2,112,64,5,1,112,64,3,2,104,64,5,1,104,64,3
|
||
|
DATA 2,160,88,5,1,160,88,3,2,160,80,5,1,160,80,3,2,160,72,5
|
||
|
DATA 1,160,72,3,2,160,64,5,1,160,64,3,2,160,56,5,1,160,56,3
|
||
|
DATA 2,160,48,5,1,160,48,3,2,160,40,5,1,160,40,3,2,160,32,5
|
||
|
DATA 1,160,32,3,2,168,40,5,1,168,40,3,2,176,48,5,1,176,48,3
|
||
|
DATA 2,184,56,5,1,184,56,3,2,192,48,5,1,192,48,3,2,200,40,5
|
||
|
DATA 1,200,40,3,2,208,32,5,1,208,32,3,2,208,40,5,1,208,40,3
|
||
|
DATA 2,208,48,5,1,208,48,3,2,208,56,5,1,208,56,3,2,208,64,5
|
||
|
DATA 1,208,64,3,2,208,72,5,1,208,72,3,2,208,80,5,1,208,80,3
|
||
|
DATA 2,208,88,5,1,208,88,3,2,232,32,5,1,232,32,3,2,232,40,5
|
||
|
DATA 1,232,40,3,2,232,48,5,1,232,48,3,2,232,56,5,1,232,56,3
|
||
|
DATA 2,232,64,5,1,232,64,3,2,232,72,5,1,232,72,3,2,232,80,5
|
||
|
DATA 1,232,80,3,2,232,88,5,1,232,88,3,2,240,88,5,1,240,88,3
|
||
|
DATA 2,248,88,5,1,248,88,3,2,256,88,5,1,256,88,3,2,264,88,5
|
||
|
DATA 1,264,88,3,2,272,88,5,1,272,88,3,2,240,32,5,1,240,32,3
|
||
|
DATA 2,248,32,5,1,248,32,3,2,256,32,5,1,256,32,3,2,264,32,5
|
||
|
DATA 1,264,32,3,2,272,32,5,1,272,32,3,2,240,64,5,1,240,64,3
|
||
|
DATA 2,248,64,5,1,248,64,3,2,256,64,5,1,256,64,3,2,264,64,5
|
||
|
DATA 1,264,64,3,2,68,112,5,1,68,112,3,2,60,112,5,1,60,112,3
|
||
|
DATA 2,52,112,5,1,52,112,3,2,44,112,5,1,44,112,3,2,36,120,5
|
||
|
DATA 1,36,120,3,2,36,128,5,1,36,128,3,2,36,136,5,1,36,136,3
|
||
|
DATA 2,36,144,5,1,36,144,3,2,36,152,5,1,36,152,3,2,36,160,5
|
||
|
DATA 1,36,160,3,2,44,168,5,1,44,168,3,2,52,168,5,1,52,168,3
|
||
|
DATA 2,60,168,5,1,60,168,3,2,68,168,5,1,68,168,3,2,76,160,5
|
||
|
DATA 1,76,160,3,2,76,152,5,1,76,152,3,2,76,144,5,1,76,144,3
|
||
|
DATA 2,76,136,5,1,76,136,3,2,76,128,5,1,76,128,3,2,76,120,5
|
||
|
DATA 1,76,120,3,2,100,112,5,1,100,112,3,2,100,120,5,1,100,120,3
|
||
|
DATA 2,100,128,5,1,100,128,3,2,100,136,5,1,100,136,3,2,100,144,5
|
||
|
DATA 1,100,144,3,2,100,152,5,1,100,152,3,2,108,160,5,1,108,160,3
|
||
|
DATA 2,116,168,5,1,116,168,3,2,124,168,5,1,124,168,3,2,132,160,5
|
||
|
DATA 1,132,160,3,2,140,152,5,1,140,152,3,2,140,144,5,1,140,144,3
|
||
|
DATA 2,140,136,5,1,140,136,3,2,140,128,5,1,140,128,3,2,140,120,5
|
||
|
DATA 1,140,120,3,2,140,112,5,1,140,112,3,2,164,112,5,1,164,112,3
|
||
|
DATA 2,164,120,5,1,164,120,3,2,164,128,5,1,164,128,3,2,164,136,5
|
||
|
DATA 1,164,136,3,2,164,144,5,1,164,144,3,2,164,152,5,1,164,152,3
|
||
|
DATA 2,164,160,5,1,164,160,3,2,164,168,5,1,164,168,3,2,172,168,5
|
||
|
DATA 1,172,168,3,2,180,168,5,1,180,168,3,2,188,168,5,1,188,168,3
|
||
|
DATA 2,196,168,5,1,196,168,3,2,204,168,5,1,204,168,3,2,172,112,5
|
||
|
DATA 1,172,112,3,2,180,112,5,1,180,112,3,2,188,112,5,1,188,112,3
|
||
|
DATA 2,196,112,5,1,196,112,3,2,204,112,5,1,204,112,3,2,172,144,5
|
||
|
DATA 1,172,144,3,2,180,144,5,1,180,144,3,2,188,144,5,1,188,144,3
|
||
|
DATA 2,196,144,5,1,196,144,3,2,236,112,5,1,236,112,3,2,244,112,5
|
||
|
DATA 1,244,112,3,2,252,112,5,1,252,112,3,2,260,112,5,1,260,112,3
|
||
|
DATA 2,268,120,5,1,268,120,3,2,268,128,5,1,268,128,3,2,268,136,5
|
||
|
DATA 1,268,136,3,2,260,144,5,1,260,144,3,2,252,144,5,1,252,144,3
|
||
|
DATA 2,244,144,5,1,244,144,3,2,236,144,5,1,236,144,3,2,268,168,5
|
||
|
DATA 1,268,168,3,2,260,160,5,1,260,160,3,2,252,152,5,1,252,152,3
|
||
|
DATA 2,228,112,5,1,228,112,3,2,228,120,5,1,228,120,3,2,228,128,5
|
||
|
DATA 1,228,128,3,2,228,136,5,1,228,136,3,2,228,144,5,1,228,144,3
|
||
|
DATA 2,228,152,5,1,228,152,3,2,228,160,5,1,228,160,3,2,228,168,5
|
||
|
DATA 1,228,168,3,3,0,38,1,3,0,52,1,3,0,66,1,3,0,80,1
|
||
|
DATA 3,0,94,1,3,0,108,1,3,0,122,1,3,0,136,1,3,0,150,1
|
||
|
DATA 3,0,164,1,3,306,38,1,3,306,52,1,3,306,66,1,3,306,80,1
|
||
|
DATA 3,306,94,1,3,306,108,1,3,306,122,1,3,306,136,1,3,306,150,1
|
||
|
DATA 3,306,164,1
|
||
|
|
||
|
'* ChangePalette() subroutine:
|
||
|
'* Quickly changes the current colour palette to the colours held in
|
||
|
'* a palette array.
|
||
|
'*
|
||
|
'* Parameters:
|
||
|
'* PaletteArray&() - Long integer array holding the colours to be used as
|
||
|
'* the new colour palette. This array must have previously
|
||
|
'* been initialized by calling InitPaletteData().
|
||
|
'*
|
||
|
SUB ChangePalette (PaletteArray&())
|
||
|
|
||
|
'Break down all 256 colours into their RGB values.
|
||
|
DIM RGBval(0 TO 255, 0 TO 2)
|
||
|
FOR n = 0 TO 255
|
||
|
c& = PaletteArray&(n)
|
||
|
b = c& \ 65536: c& = c& - b * 65536
|
||
|
g = c& \ 256: c& = c& - g * 256
|
||
|
r = c&
|
||
|
RGBval(n, 0) = r
|
||
|
RGBval(n, 1) = g
|
||
|
RGBval(n, 2) = b
|
||
|
NEXT n
|
||
|
|
||
|
'Write colours directly to the video card.
|
||
|
WAIT &H3DA, &H8, &H8: WAIT &H3DA, &H8
|
||
|
FOR n = 0 TO 255
|
||
|
OUT &H3C8, n 'Select attribute.
|
||
|
OUT &H3C9, RGBval(n, 0) 'Write red.
|
||
|
OUT &H3C9, RGBval(n, 1) 'Write green.
|
||
|
OUT &H3C9, RGBval(n, 2) 'Write blue.
|
||
|
NEXT n
|
||
|
|
||
|
END SUB
|
||
|
|
||
|
'* CharPrint() subroutine:
|
||
|
'* Displays a text string using a character set designed with PIXELplus 256.
|
||
|
'* Text can be displayed using both a foreground and background colour, or
|
||
|
'* can be overprinted on the existing screen image using the foreground
|
||
|
'* colour.
|
||
|
'*
|
||
|
'* Parameters:
|
||
|
'* Text$ - The text string to be displayed.
|
||
|
'* Fore - The foreground colour to display text in.
|
||
|
'* Back - The background colour to display text in or use OVERPRINT
|
||
|
'* to have the text overprinted on the existing screen image.
|
||
|
'* CursorPos - Dictates where the text cursor should be left after
|
||
|
'* the text has been displayed:
|
||
|
'* Use NEWLINE to move the cursor to the start of a new line.
|
||
|
'* Use TEXTEND to leave the cursor directly after the last
|
||
|
'* character displayed.
|
||
|
'* ImageArray() - Image array holding the character set to be used. Each
|
||
|
'* character must be an 8x8 image and be in the standard
|
||
|
'* ASCII order, starting with the space character.
|
||
|
'*
|
||
|
SUB CharPrint (Text$, Fore, Back, CursorPos, ImageArray())
|
||
|
|
||
|
'Create an 8x8 image array to build a character in.
|
||
|
DIM NewChar(1 TO 34)
|
||
|
NewChar(1) = 64: NewChar(2) = 8
|
||
|
|
||
|
'Convert text cursor position to graphics (x,y) coordinates.
|
||
|
x = (POS(0) - 1) * 8: y = (CSRLIN - 1) * 8
|
||
|
|
||
|
'Get high byte equivalent of Fore & Back colours.
|
||
|
HighFore = 0: HighBack = 0
|
||
|
DEF SEG = VARSEG(HighFore)
|
||
|
POKE VARPTR(HighFore) + 1, Fore
|
||
|
DEF SEG = VARSEG(HighBack)
|
||
|
POKE VARPTR(HighBack) + 1, Back
|
||
|
DEF SEG
|
||
|
|
||
|
IF Back = Overprint THEN
|
||
|
'*** Overprint text onto existing screen image ***
|
||
|
|
||
|
'Loop to build and display each character of Text$.
|
||
|
FOR j = 1 TO LEN(Text$)
|
||
|
GET (x, y)-STEP(7, 7), NewChar(1)
|
||
|
|
||
|
BasePtr = (ASC(MID$(Text$, j, 1)) - 32) * 34
|
||
|
|
||
|
'Build new character image in NewChar().
|
||
|
FOR n = 3 TO 34
|
||
|
PixPair = ImageArray(BasePtr + n)
|
||
|
|
||
|
IF (PixPair AND &HFF) THEN
|
||
|
LowByte = Fore
|
||
|
ELSE
|
||
|
LowByte = NewChar(n) AND &HFF
|
||
|
END IF
|
||
|
|
||
|
IF (PixPair AND &HFF00) THEN
|
||
|
NewChar(n) = HighFore OR LowByte
|
||
|
ELSE
|
||
|
NewChar(n) = (NewChar(n) AND &HFF00) OR LowByte
|
||
|
END IF
|
||
|
NEXT n
|
||
|
|
||
|
'Display the character.
|
||
|
PUT (x, y), NewChar(1), PSET
|
||
|
|
||
|
'Find screen coordinates for next character.
|
||
|
IF x = 312 THEN
|
||
|
x = 0
|
||
|
IF y <> 192 THEN y = y + 8
|
||
|
ELSE
|
||
|
x = x + 8
|
||
|
END IF
|
||
|
NEXT j
|
||
|
ELSE
|
||
|
'*** Display text using foreground & background colours ***
|
||
|
|
||
|
'Loop to build and display each character of Text$.
|
||
|
FOR j = 1 TO LEN(Text$)
|
||
|
BasePtr = (ASC(MID$(Text$, j, 1)) - 32) * 34
|
||
|
|
||
|
'Build new character image in NewChar().
|
||
|
FOR n = 3 TO 34
|
||
|
PixPair = ImageArray(BasePtr + n)
|
||
|
|
||
|
IF (PixPair AND &HFF) THEN
|
||
|
LowByte = Fore
|
||
|
ELSE
|
||
|
LowByte = Back
|
||
|
END IF
|
||
|
|
||
|
IF (PixPair AND &HFF00) THEN
|
||
|
NewChar(n) = HighFore OR LowByte
|
||
|
ELSE
|
||
|
NewChar(n) = HighBack OR LowByte
|
||
|
END IF
|
||
|
NEXT n
|
||
|
|
||
|
'Display the character.
|
||
|
PUT (x, y), NewChar(1), PSET
|
||
|
|
||
|
'Find screen coordinates for next character.
|
||
|
IF x = 312 THEN
|
||
|
x = 0
|
||
|
IF y <> 192 THEN y = y + 8
|
||
|
ELSE
|
||
|
x = x + 8
|
||
|
END IF
|
||
|
NEXT j
|
||
|
END IF
|
||
|
|
||
|
'Update text cursor to required position before exiting.
|
||
|
c = (x \ 8) + 1: r = (y \ 8) + 1
|
||
|
IF CursorPos = Newline THEN
|
||
|
'Check a new line is actually required.
|
||
|
IF c <> 1 THEN
|
||
|
c = 1
|
||
|
IF r < 25 THEN r = r + 1
|
||
|
END IF
|
||
|
END IF
|
||
|
LOCATE r, c
|
||
|
|
||
|
END SUB
|
||
|
|
||
|
'* CharPrintXY() subroutine:
|
||
|
'* Displays a text string at a graphics screen coordinate, using a character
|
||
|
'* set designed with PIXELplus 256. Text can be displayed using both a
|
||
|
'* foreground and background colour, or can be overprinted on the existing
|
||
|
'* screen image using the foreground colour.
|
||
|
'*
|
||
|
'* Parameters:
|
||
|
'* x - Horizontal coordinate of where printing should start or:
|
||
|
'* Use FROMCURSOR to use the current graphics cursor X
|
||
|
'* coordinate.
|
||
|
'* Use CENTRETEXT to have the text centred.
|
||
|
'* y - Vertical coordinate of where printing should start or
|
||
|
'* use FROMCURSOR to use the current graphics cursor Y
|
||
|
'* coordinate.
|
||
|
'* Text$ - The text string to be displayed.
|
||
|
'* Fore - The foreground colour to display text in.
|
||
|
'* Back - The background colour to display text in or use OVERPRINT
|
||
|
'* to have the text overprinted on the existing screen image.
|
||
|
'* CursorPos - Dictates where the graphics cursor should be left after
|
||
|
'* the text has been displayed:
|
||
|
'* Use NEWLINE to move the cursor to the start of a new line.
|
||
|
'* Use TEXTEND to leave the cursor directly after the last
|
||
|
'* character displayed.
|
||
|
'* ImageArray() - Image array holding the character set to be used. Each
|
||
|
'* character must be an 8x8 image and be in the standard
|
||
|
'* ASCII order, starting with the space character.
|
||
|
'*
|
||
|
SUB CharPrintXY (x, y, Text$, Fore, Back, CursorPos, ImageArray())
|
||
|
|
||
|
MessLen = LEN(Text$)
|
||
|
IF x = Centretext THEN
|
||
|
'Find start X coordinate for centred text.
|
||
|
w = MessLen * 8
|
||
|
x = (320 - w) \ 2
|
||
|
ELSEIF x = Fromcursor THEN
|
||
|
'Use current X coordinate.
|
||
|
x = POINT(0)
|
||
|
END IF
|
||
|
|
||
|
'Use current Y coordinate if requested.
|
||
|
IF y = Fromcursor THEN y = POINT(1)
|
||
|
|
||
|
'Create an 8x8 image array to build a character in.
|
||
|
DIM NewChar(1 TO 34)
|
||
|
NewChar(1) = 64: NewChar(2) = 8
|
||
|
|
||
|
'Get high byte equivalent of Fore & Back colours.
|
||
|
HighFore = 0: HighBack = 0
|
||
|
DEF SEG = VARSEG(HighFore)
|
||
|
POKE VARPTR(HighFore) + 1, Fore
|
||
|
DEF SEG = VARSEG(HighBack)
|
||
|
POKE VARPTR(HighBack) + 1, Back
|
||
|
DEF SEG
|
||
|
|
||
|
IF Back = Overprint THEN
|
||
|
'*** Overprint text onto existing screen image ***
|
||
|
|
||
|
'Loop to build and display each character of Text$.
|
||
|
FOR j = 1 TO LEN(Text$)
|
||
|
GET (x, y)-STEP(7, 7), NewChar(1)
|
||
|
|
||
|
BasePtr = (ASC(MID$(Text$, j, 1)) - 32) * 34
|
||
|
|
||
|
'Build new character image in NewChar().
|
||
|
FOR n = 3 TO 34
|
||
|
PixPair = ImageArray(BasePtr + n)
|
||
|
|
||
|
IF (PixPair AND &HFF) THEN
|
||
|
LowByte = Fore
|
||
|
ELSE
|
||
|
LowByte = NewChar(n) AND &HFF
|
||
|
END IF
|
||
|
|
||
|
IF (PixPair AND &HFF00) THEN
|
||
|
NewChar(n) = HighFore OR LowByte
|
||
|
ELSE
|
||
|
NewChar(n) = (NewChar(n) AND &HFF00) OR LowByte
|
||
|
END IF
|
||
|
NEXT n
|
||
|
|
||
|
'Display the character.
|
||
|
PUT (x, y), NewChar(1), PSET
|
||
|
|
||
|
'Find screen coordinates for next character.
|
||
|
IF x >= 305 THEN
|
||
|
x = 0
|
||
|
IF y >= 185 THEN y = 192 ELSE y = y + 8
|
||
|
ELSE
|
||
|
x = x + 8
|
||
|
END IF
|
||
|
NEXT j
|
||
|
ELSE
|
||
|
'*** Display text using foreground & background colours ***
|
||
|
|
||
|
'Loop to build and display each character of Text$.
|
||
|
FOR j = 1 TO LEN(Text$)
|
||
|
BasePtr = (ASC(MID$(Text$, j, 1)) - 32) * 34
|
||
|
|
||
|
'Build new character image in NewChar().
|
||
|
FOR n = 3 TO 34
|
||
|
PixPair = ImageArray(BasePtr + n)
|
||
|
|
||
|
IF (PixPair AND &HFF) THEN
|
||
|
LowByte = Fore
|
||
|
ELSE
|
||
|
LowByte = Back
|
||
|
END IF
|
||
|
|
||
|
IF (PixPair AND &HFF00) THEN
|
||
|
NewChar(n) = HighFore OR LowByte
|
||
|
ELSE
|
||
|
NewChar(n) = HighBack OR LowByte
|
||
|
END IF
|
||
|
NEXT n
|
||
|
|
||
|
'Display the character.
|
||
|
PUT (x, y), NewChar(1), PSET
|
||
|
|
||
|
'Find screen coordinates for next character.
|
||
|
IF x >= 305 THEN
|
||
|
x = 0
|
||
|
IF y >= 185 THEN y = 192 ELSE y = y + 8
|
||
|
ELSE
|
||
|
x = x + 8
|
||
|
END IF
|
||
|
NEXT j
|
||
|
END IF
|
||
|
|
||
|
'Update graphics cursor to required position before exiting.
|
||
|
IF CursorPos = Newline THEN
|
||
|
'Check a new line is actually required.
|
||
|
IF x <> 0 THEN
|
||
|
x = 0
|
||
|
IF y < 185 THEN y = y + 8
|
||
|
END IF
|
||
|
END IF
|
||
|
PSET (x, y), POINT(x, y)
|
||
|
|
||
|
END SUB
|
||
|
|
||
|
'* DisplayDesign() subroutine:
|
||
|
'* Displays the screen design held in DesignArray() using the images held
|
||
|
'* in ImageArray().
|
||
|
'*
|
||
|
'* Parameters:
|
||
|
'* DesignArray() - Dynamic, DesignType array holding screen design data.
|
||
|
'* ImageArray() - Dynamic, integer array holding the images to use for
|
||
|
'* displaying the screen design.
|
||
|
'* IndexArray() - Dynamic, integer array holding the index for images in
|
||
|
'* ImageArray().
|
||
|
'* ClsAction - A non-zero value causes the screen to be cleared before
|
||
|
'* the screen design is displayed.
|
||
|
'*
|
||
|
SUB DisplayDesign (DesignArray() AS DesignType, ImageArray(), ImageIndex(), ClsAction)
|
||
|
|
||
|
'Only clear the screen if requested to.
|
||
|
IF ClsAction THEN CLS
|
||
|
|
||
|
LastItem = UBOUND(DesignArray)
|
||
|
|
||
|
'Loop to display all items in the screen design.
|
||
|
FOR n = 1 TO LastItem
|
||
|
ImageNo = DesignArray(n).ImageNo
|
||
|
Xpos = DesignArray(n).Xpos
|
||
|
Ypos = DesignArray(n).Ypos
|
||
|
DisAct = DesignArray(n).DisAct
|
||
|
|
||
|
'Mask-out high byte of DisAct to find display action code.
|
||
|
SELECT CASE (DisAct AND &HFF)
|
||
|
CASE 1
|
||
|
PUT (Xpos, Ypos), ImageArray(ImageIndex(ImageNo)), PSET
|
||
|
CASE 2
|
||
|
PUT (Xpos, Ypos), ImageArray(ImageIndex(ImageNo)), PRESET
|
||
|
CASE 3
|
||
|
PUT (Xpos, Ypos), ImageArray(ImageIndex(ImageNo)), OR
|
||
|
CASE 4
|
||
|
PUT (Xpos, Ypos), ImageArray(ImageIndex(ImageNo)), XOR
|
||
|
CASE 5
|
||
|
PUT (Xpos, Ypos), ImageArray(ImageIndex(ImageNo)), AND
|
||
|
END SELECT
|
||
|
NEXT n
|
||
|
|
||
|
END SUB
|
||
|
|
||
|
'* FadePalette() subroutine:
|
||
|
'* Gradually fades the current display in or out by fading all the colours in
|
||
|
'* the currently active palette down (fade to black) or up (restore colours).
|
||
|
'*
|
||
|
'* Parameters:
|
||
|
'* Direction - Dictates what direction the currently active colour
|
||
|
'* palette should be faded in:
|
||
|
'* Use FADEDOWN to fade down all colours to black.
|
||
|
'* Use FADEUP to fade up all colours from black to their
|
||
|
'* true colours.
|
||
|
'* PaletteArray&() - Palette array holding the colours of the currently
|
||
|
'* active colour palette.
|
||
|
'*
|
||
|
SUB FadePalette (Direction, PaletteArray&())
|
||
|
|
||
|
IF Direction = Fadedown THEN
|
||
|
'*** Fade palette down ***
|
||
|
|
||
|
'Break down all 256 colours into their RGB values and
|
||
|
'calculate how much each will need fading down by.
|
||
|
DIM RGBval!(0 TO 255, 0 TO 2)
|
||
|
DIM SubVal!(0 TO 255, 0 TO 2)
|
||
|
FOR n = 0 TO 255
|
||
|
c& = PaletteArray&(n)
|
||
|
b = c& \ 65536: c& = c& - b * 65536
|
||
|
g = c& \ 256: c& = c& - g * 256
|
||
|
r = c&
|
||
|
RGBval!(n, 0) = r
|
||
|
RGBval!(n, 1) = g
|
||
|
RGBval!(n, 2) = b
|
||
|
SubVal!(n, 0) = r / 63
|
||
|
SubVal!(n, 1) = g / 63
|
||
|
SubVal!(n, 2) = b / 63
|
||
|
NEXT n
|
||
|
|
||
|
'Fade down all 256 colours in 63 steps.
|
||
|
FOR j = 1 TO 63
|
||
|
'Calculate new faded down RGB values.
|
||
|
FOR n = 0 TO 255
|
||
|
RGBval!(n, 0) = RGBval!(n, 0) - SubVal!(n, 0)
|
||
|
RGBval!(n, 1) = RGBval!(n, 1) - SubVal!(n, 1)
|
||
|
RGBval!(n, 2) = RGBval!(n, 2) - SubVal!(n, 2)
|
||
|
NEXT n
|
||
|
|
||
|
'Write faded down colours directly to the video card.
|
||
|
WAIT &H3DA, &H8, &H8: WAIT &H3DA, &H8
|
||
|
FOR n = 0 TO 255
|
||
|
OUT &H3C8, n 'Select attribute.
|
||
|
OUT &H3C9, RGBval!(n, 0) 'Write red.
|
||
|
OUT &H3C9, RGBval!(n, 1) 'Write green.
|
||
|
OUT &H3C9, RGBval!(n, 2) 'Write blue.
|
||
|
NEXT n
|
||
|
NEXT j
|
||
|
ELSE
|
||
|
'*** Fade palette up ***
|
||
|
|
||
|
'Break down all 256 colours into their RGB values and
|
||
|
'calculate how much each will need fading up by.
|
||
|
DIM RGBval!(0 TO 255, 0 TO 2)
|
||
|
DIM AddVal!(0 TO 255, 0 TO 2)
|
||
|
FOR n = 0 TO 255
|
||
|
c& = PaletteArray&(n)
|
||
|
b = c& \ 65536: c& = c& - b * 65536
|
||
|
g = c& \ 256: c& = c& - g * 256
|
||
|
r = c&
|
||
|
AddVal!(n, 0) = r / 63
|
||
|
AddVal!(n, 1) = g / 63
|
||
|
AddVal!(n, 2) = b / 63
|
||
|
NEXT n
|
||
|
|
||
|
'Fade up all 256 colours in 63 steps.
|
||
|
FOR j = 1 TO 63
|
||
|
'Calculate new faded up RGB values.
|
||
|
FOR n = 0 TO 255
|
||
|
RGBval!(n, 0) = RGBval!(n, 0) + AddVal!(n, 0)
|
||
|
RGBval!(n, 1) = RGBval!(n, 1) + AddVal!(n, 1)
|
||
|
RGBval!(n, 2) = RGBval!(n, 2) + AddVal!(n, 2)
|
||
|
NEXT n
|
||
|
|
||
|
'Write faded up colours directly to the video card.
|
||
|
WAIT &H3DA, &H8, &H8: WAIT &H3DA, &H8
|
||
|
FOR n = 0 TO 255
|
||
|
OUT &H3C8, n 'Select attribute.
|
||
|
OUT &H3C9, RGBval!(n, 0) 'Write red.
|
||
|
OUT &H3C9, RGBval!(n, 1) 'Write green.
|
||
|
OUT &H3C9, RGBval!(n, 2) 'Write blue.
|
||
|
NEXT n
|
||
|
NEXT j
|
||
|
END IF
|
||
|
|
||
|
END SUB
|
||
|
|
||
|
'* GetDepth() function:
|
||
|
'* Returns the depth (in pixels) of any image contained in an image array.
|
||
|
'*
|
||
|
'* Parameters:
|
||
|
'* ImNo - The number of the image to return the depth of.
|
||
|
'* ImageArray() - Image array that contains the image.
|
||
|
'* IndexArray() - Index array for the images in ImageArray().
|
||
|
'*
|
||
|
FUNCTION GetDepth (ImNo, ImageArray(), IndexArray())
|
||
|
|
||
|
GetDepth = ImageArray(IndexArray(ImNo) + 1)
|
||
|
|
||
|
END FUNCTION
|
||
|
|
||
|
'* GetWidth() function:
|
||
|
'* Returns the width (in pixels) of any image contained in an image array.
|
||
|
'*
|
||
|
'* Parameters:
|
||
|
'* ImNo - The number of the image to return the width of.
|
||
|
'* ImageArray() - Image array that contains the image.
|
||
|
'* IndexArray() - Index array for the images in ImageArray().
|
||
|
'*
|
||
|
FUNCTION GetWidth (ImNo, ImageArray(), IndexArray())
|
||
|
|
||
|
GetWidth = ImageArray(IndexArray(ImNo)) \ 8
|
||
|
|
||
|
END FUNCTION
|
||
|
|
||
|
'* GraphicText() subroutine:
|
||
|
'* Displays a text string at a graphics screen coordinate, using a bitmapped
|
||
|
'* character set.
|
||
|
'*
|
||
|
'* Parameters:
|
||
|
'* x - Horizontal coordinate of where printing should start or:
|
||
|
'* Use FROMCURSOR to use the current graphics cursor X
|
||
|
'* coordinate.
|
||
|
'* Use CENTRETEXT to have the text centred.
|
||
|
'* y - Vertical coordinate of where printing should start or
|
||
|
'* use FROMCURSOR to use the current graphics cursor Y
|
||
|
'* coordinate.
|
||
|
'* Text$ - The text string to be displayed.
|
||
|
'* CursorPos - Dictates where the graphics cursor should be left after
|
||
|
'* the text has been displayed:
|
||
|
'* Use NEWLINE to move the cursor to the start of a new line.
|
||
|
'* Use TEXTEND to leave the cursor directly after the last
|
||
|
'* character displayed.
|
||
|
'* ImageArray() - Image array holding the character set to be used. Each
|
||
|
'* character must in the standard ASCII order, starting with
|
||
|
'* the space character.
|
||
|
'* IndexArray() - Index array for the character images in ImageArray().
|
||
|
'*
|
||
|
SUB GraphicText (x, y, Text$, CursorPos, ImageArray(), IndexArray())
|
||
|
|
||
|
MessLen = LEN(Text$)
|
||
|
IF x = Centretext THEN
|
||
|
'Find start X coordinate for centred text.
|
||
|
w = 0
|
||
|
FOR n = 1 TO MessLen
|
||
|
CharNo = ASC(MID$(Text$, n, 1)) - 31
|
||
|
w = w + GetWidth(CharNo, ImageArray(), IndexArray())
|
||
|
NEXT n
|
||
|
x = (320 - w) \ 2
|
||
|
ELSEIF x = Fromcursor THEN
|
||
|
'Use current X coordinate.
|
||
|
x = POINT(0)
|
||
|
END IF
|
||
|
|
||
|
'Use current Y coordinate if requested.
|
||
|
IF y = Fromcursor THEN y = POINT(1)
|
||
|
|
||
|
CharDepth = GetDepth(1, ImageArray(), IndexArray())
|
||
|
|
||
|
'Loop to display each character of Text$.
|
||
|
FOR n = 1 TO MessLen
|
||
|
CharNo = ASC(MID$(Text$, n, 1)) - 31
|
||
|
CharWidth = GetWidth(CharNo, ImageArray(), IndexArray())
|
||
|
|
||
|
'Screen coordinate management for current character.
|
||
|
IF x + CharWidth > 320 THEN
|
||
|
x = 0
|
||
|
IF (y + CharDepth + CharDepth - 1) > 199 THEN
|
||
|
y = 200 - CharDepth
|
||
|
ELSE
|
||
|
y = y + CharDepth
|
||
|
END IF
|
||
|
END IF
|
||
|
|
||
|
PUT (x, y), ImageArray(IndexArray(CharNo)), PSET
|
||
|
x = x + CharWidth
|
||
|
NEXT n
|
||
|
|
||
|
'Ensure x and y are valid screen coordinates.
|
||
|
IF x > 319 THEN
|
||
|
x = 0
|
||
|
IF (y + CharDepth + CharDepth - 1) > 199 THEN
|
||
|
y = 200 - CharDepth
|
||
|
ELSE
|
||
|
y = y + CharDepth
|
||
|
END IF
|
||
|
END IF
|
||
|
|
||
|
'Update graphics cursor to required position before exiting.
|
||
|
IF CursorPos = Newline THEN
|
||
|
'Check a new line is actually required.
|
||
|
IF x <> 0 THEN
|
||
|
x = 0
|
||
|
IF (y + CharDepth + CharDepth - 1) > 199 THEN
|
||
|
y = 200 - CharDepth
|
||
|
ELSE
|
||
|
y = y + CharDepth
|
||
|
END IF
|
||
|
END IF
|
||
|
END IF
|
||
|
PSET (x, y), POINT(x, y)
|
||
|
|
||
|
END SUB
|
||
|
|
||
|
'* InitDesignData() subroutine:
|
||
|
'* Initializes a DesignType array with screen design data - this must be done
|
||
|
'* before displaying a screen design using the DisplayDesign() routine. The
|
||
|
'* calling value of FileName$ dictates whether the data should be read
|
||
|
'* directly from a screen design file or from DATA statements (see below).
|
||
|
'*
|
||
|
'* Parameters:
|
||
|
'* FileName$ - The name of the screen design file to load. This must
|
||
|
'* include the path to the file if it does not reside in the
|
||
|
'* current directory. If FileName$ is an empty string (""),
|
||
|
'* screen design data is read from DATA statements.
|
||
|
'* DesignArray() - Dynamic, DesignType array to hold the screen design data.
|
||
|
'*
|
||
|
'* Note: Before calling InitDesignData() to initialize a screen design from
|
||
|
'* DATA statements, use an appropriate RESTORE statement to ensure the
|
||
|
'* correct DATA statements are read.
|
||
|
'*
|
||
|
SUB InitDesignData (FileName$, DesignArray() AS DesignType)
|
||
|
|
||
|
IF FileName$ <> "" THEN
|
||
|
'***** Read screen design data from file *****
|
||
|
|
||
|
'Establish size of DesignType array required.
|
||
|
FileNo = FREEFILE
|
||
|
OPEN FileName$ FOR BINARY AS #FileNo
|
||
|
ItemCount = (LOF(FileNo) - 7) \ 8
|
||
|
CLOSE #FileNo
|
||
|
REDIM DesignArray(0 TO ItemCount) AS DesignType
|
||
|
|
||
|
'Load screen design data directly into array memory.
|
||
|
DEF SEG = VARSEG(DesignArray(0))
|
||
|
BLOAD FileName$, 0
|
||
|
DEF SEG
|
||
|
ELSE
|
||
|
'***** Read screen design data from DATA statements *****
|
||
|
|
||
|
'Establish size of DesignType array required.
|
||
|
READ ItemCount
|
||
|
REDIM DesignArray(0 TO ItemCount) AS DesignType
|
||
|
|
||
|
'READ screen design DATA into array.
|
||
|
FOR n = 1 TO ItemCount
|
||
|
READ ImageNo, Xpos, Ypos, DisAct
|
||
|
DesignArray(n).ImageNo = ImageNo
|
||
|
DesignArray(n).Xpos = Xpos
|
||
|
DesignArray(n).Ypos = Ypos
|
||
|
DesignArray(n).DisAct = DisAct
|
||
|
NEXT n
|
||
|
END IF
|
||
|
|
||
|
END SUB
|
||
|
|
||
|
'* InitImageData() subroutine:
|
||
|
'* Initializes an integer array with image data - this must be done before
|
||
|
'* displaying an image using the PUT(graphics) statement. The calling value
|
||
|
'* of FileName$ dictates whether the data should be read directly from an
|
||
|
'* image file or from DATA statements (see below).
|
||
|
'*
|
||
|
'* Parameters:
|
||
|
'* FileName$ - The name of the image file to load. This must include the
|
||
|
'* path to the file if it does not reside in the current
|
||
|
'* directory. If FileName$ is an empty string (""), image
|
||
|
'* data is read from DATA statements.
|
||
|
'* ImageArray() - Dynamic, integer array to hold the image data.
|
||
|
'*
|
||
|
'* Note: Before calling InitImageData() to initialize images from DATA
|
||
|
'* statements, use an appropriate RESTORE statement to ensure the
|
||
|
'* correct DATA statements are read.
|
||
|
'*
|
||
|
SUB InitImageData (FileName$, ImageArray())
|
||
|
|
||
|
IF FileName$ <> "" THEN
|
||
|
'***** Read image data from file *****
|
||
|
|
||
|
'Establish size of integer array required.
|
||
|
FileNo = FREEFILE
|
||
|
OPEN FileName$ FOR BINARY AS #FileNo
|
||
|
Ints = (LOF(FileNo) - 7) \ 2
|
||
|
CLOSE #FileNo
|
||
|
REDIM ImageArray(1 TO Ints)
|
||
|
|
||
|
'Load image data directly into array memory.
|
||
|
DEF SEG = VARSEG(ImageArray(1))
|
||
|
BLOAD FileName$, 0
|
||
|
DEF SEG
|
||
|
ELSE
|
||
|
'***** Read image data from DATA statements *****
|
||
|
|
||
|
'Establish size of integer array required.
|
||
|
READ IntCount
|
||
|
REDIM ImageArray(1 TO IntCount)
|
||
|
|
||
|
'READ image DATA into array.
|
||
|
FOR n = 1 TO IntCount
|
||
|
READ x
|
||
|
ImageArray(n) = x
|
||
|
NEXT n
|
||
|
END IF
|
||
|
|
||
|
END SUB
|
||
|
|
||
|
'* InitPaletteData() subroutine:
|
||
|
'* Initializes a long integer array with palette colour data - this must be
|
||
|
'* done before changing palettes with the PALETTE USING statement. The
|
||
|
'* calling value of FileName$ dictates whether the data should be read
|
||
|
'* directly from a palette file or from DATA statements (see below).
|
||
|
'*
|
||
|
'* Parameters:
|
||
|
'* FileName$ - The name of the palette file to load. This must include
|
||
|
'* the path to the file if it does not reside in the
|
||
|
'* current directory. If FileName$ is an empty string (""),
|
||
|
'* palette data is read from DATA statements.
|
||
|
'* PaletteArray&() - Dynamic, long integer array to hold palette data.
|
||
|
'*
|
||
|
'* Note: Before calling InitPaletteData() to initialize a palette from DATA
|
||
|
'* statements, use an appropriate RESTORE statement to ensure the
|
||
|
'* correct DATA statements are read.
|
||
|
'*
|
||
|
SUB InitPaletteData (FileName$, PaletteArray&())
|
||
|
|
||
|
'Size array to hold all 256 colours.
|
||
|
REDIM PaletteArray&(0 TO 255)
|
||
|
|
||
|
IF FileName$ <> "" THEN
|
||
|
'*** Read palette data from file ***
|
||
|
FileNo = FREEFILE
|
||
|
OPEN FileName$ FOR BINARY AS #FileNo
|
||
|
FOR n = 0 TO 255
|
||
|
GET #FileNo, , colour&
|
||
|
PaletteArray&(n) = colour&
|
||
|
NEXT n
|
||
|
CLOSE #FileNo
|
||
|
ELSE
|
||
|
'*** Read palette data from DATA statements ***
|
||
|
FOR n = 0 TO 255
|
||
|
READ colour&
|
||
|
PaletteArray&(n) = colour&
|
||
|
NEXT n
|
||
|
END IF
|
||
|
|
||
|
END SUB
|
||
|
|
||
|
'* MakeImageIndex() subroutine:
|
||
|
'* Constructs an image position index for the images held in an image array.
|
||
|
'*
|
||
|
'* Parameters:
|
||
|
'* ImageArray() - Dynamic, integer array holding images to be indexed.
|
||
|
'* IndexArray() - Dynamic, integer array to hold the index for images in
|
||
|
'* ImageArray().
|
||
|
'*
|
||
|
SUB MakeImageIndex (ImageArray(), IndexArray())
|
||
|
|
||
|
'The index will initially be built in a temporary array, allowing
|
||
|
'for the maximum 1000 images per file.
|
||
|
DIM Temp(1 TO 1000)
|
||
|
Ptr& = 1: IndexNo = 1: LastInt = UBOUND(ImageArray)
|
||
|
DO
|
||
|
Temp(IndexNo) = Ptr&
|
||
|
IndexNo = IndexNo + 1
|
||
|
|
||
|
'Evaluate descriptor of currently referenced image to
|
||
|
'calculate the beginning of the next image.
|
||
|
x& = (ImageArray(Ptr&) \ 8) * (ImageArray(Ptr& + 1)) + 4
|
||
|
IF x& MOD 2 THEN x& = x& + 1
|
||
|
Ptr& = Ptr& + (x& \ 2)
|
||
|
LOOP WHILE Ptr& < LastInt
|
||
|
|
||
|
LastImage = IndexNo - 1
|
||
|
|
||
|
'Copy the image index values into the actual index array.
|
||
|
REDIM IndexArray(1 TO LastImage)
|
||
|
FOR n = 1 TO LastImage
|
||
|
IndexArray(n) = Temp(n)
|
||
|
NEXT n
|
||
|
|
||
|
END SUB
|
||
|
|
||
|
'* RotatePalette() subroutine:
|
||
|
'* Rotates a contiguous range of colour attributes in the currently
|
||
|
'* active palette to the left or right.
|
||
|
'*
|
||
|
'* Parameters:
|
||
|
'* StartAttr - First attribute of the range to be rotated.
|
||
|
'* EndAttr - Last attribute of the range to be rotated.
|
||
|
'* Direction - Dictates what direction the selected colours should
|
||
|
'* be rotated in:
|
||
|
'* Use ROTATELEFT to rotate colours to the left.
|
||
|
'* Use ROTATERIGHT to rotate colours to the right.
|
||
|
'* PaletteArray&() - Palette array holding the colours of the currently
|
||
|
'* active colour palette.
|
||
|
'*
|
||
|
SUB RotatePalette (StartAttr, EndAttr, Direction, PaletteArray&())
|
||
|
|
||
|
'Rotate affected colours in PaletteArray&() in the requested direction.
|
||
|
IF Direction = Rotateright THEN
|
||
|
'*** Rotate right ***
|
||
|
Lastc& = PaletteArray&(EndAttr)
|
||
|
FOR n = EndAttr TO StartAttr + 1 STEP -1
|
||
|
PaletteArray&(n) = PaletteArray&(n - 1)
|
||
|
NEXT n
|
||
|
PaletteArray&(StartAttr) = Lastc&
|
||
|
ELSE
|
||
|
'*** Rotate left ***
|
||
|
Lastc& = PaletteArray&(StartAttr)
|
||
|
FOR n = StartAttr TO EndAttr - 1
|
||
|
PaletteArray&(n) = PaletteArray&(n + 1)
|
||
|
NEXT n
|
||
|
PaletteArray&(EndAttr) = Lastc&
|
||
|
END IF
|
||
|
|
||
|
'Break down the colours into their RGB values.
|
||
|
DIM RGBval(StartAttr TO EndAttr, 0 TO 2)
|
||
|
FOR n = StartAttr TO EndAttr
|
||
|
c& = PaletteArray&(n)
|
||
|
b = c& \ 65536: c& = c& - b * 65536
|
||
|
g = c& \ 256: c& = c& - g * 256
|
||
|
r = c&
|
||
|
RGBval(n, 0) = r
|
||
|
RGBval(n, 1) = g
|
||
|
RGBval(n, 2) = b
|
||
|
NEXT n
|
||
|
|
||
|
'Write colours directly to the video card.
|
||
|
WAIT &H3DA, &H8, &H8: WAIT &H3DA, &H8
|
||
|
FOR n = StartAttr TO EndAttr
|
||
|
OUT &H3C8, n 'Select attribute.
|
||
|
OUT &H3C9, RGBval(n, 0) 'Write red.
|
||
|
OUT &H3C9, RGBval(n, 1) 'Write green.
|
||
|
OUT &H3C9, RGBval(n, 2) 'Write blue.
|
||
|
NEXT n
|
||
|
|
||
|
END SUB
|
||
|
|
||
|
'* Scroller() subroutine:
|
||
|
'* Displays a scrolling message along the bottom of the screen, using a
|
||
|
'* bitmapped character set.
|
||
|
'*
|
||
|
'* Parameters:
|
||
|
'* ScrollAct - Dictates what action should be done:
|
||
|
'* Use INITSCROLL to initialize a new scroller message.
|
||
|
'* Use UPDATESCROLL to update the scroller display.
|
||
|
'* ImageArray() - Image array holding the character set to be used. Each
|
||
|
'* character must be a 16x8 image and be in the standard
|
||
|
'* ASCII order, starting with the space character.
|
||
|
'* IndexArray() - Index array for the character images in ImageArray().
|
||
|
'*
|
||
|
'* Note: Before calling Scroller() to initialize a new scrolling message
|
||
|
'* from DATA statements, use an appropriate RESTORE statement to
|
||
|
'* ensure the correct DATA statements are read.
|
||
|
'*
|
||
|
SUB Scroller (ScrollAct, ImageArray(), IndexArray())
|
||
|
|
||
|
'Retain variable settings between calls.
|
||
|
STATIC MessChar(), FirstX, CharPtr, MessLen, ScrollMess$
|
||
|
|
||
|
IF ScrollAct = Initscroll THEN
|
||
|
'*** Initialize scroller ***
|
||
|
REDIM MessChar(1 TO 19)
|
||
|
FOR n = 1 TO 19: MessChar(n) = 1: NEXT n
|
||
|
|
||
|
'Read entire scroller text into ScrollMess$ from module-level DATA.
|
||
|
ScrollMess$ = ""
|
||
|
DO
|
||
|
READ x$
|
||
|
ScrollMess$ = ScrollMess$ + x$
|
||
|
LOOP UNTIL x$ = ""
|
||
|
|
||
|
MessLen = LEN(ScrollMess$)
|
||
|
CharPtr = 1
|
||
|
FirstX = 16
|
||
|
ELSE
|
||
|
'*** Update scroller message display ***
|
||
|
x = FirstX
|
||
|
WAIT &H3DA, &H8, &H8: WAIT &H3DA, &H8
|
||
|
FOR n = 1 TO 19
|
||
|
PUT (x, 192), ImageArray(MessChar(n)), PSET
|
||
|
x = x + 16
|
||
|
NEXT n
|
||
|
|
||
|
'Display two end characters (spaces) to tidy up message appearance.
|
||
|
PUT (0, 192), ImageArray(IndexArray(1)), PSET
|
||
|
PUT (304, 192), ImageArray(IndexArray(1)), PSET
|
||
|
|
||
|
'Variable management ready for next Scroller(UPDATESCROLL) call.
|
||
|
FirstX = FirstX - 2
|
||
|
IF FirstX = 0 THEN
|
||
|
FirstX = 16
|
||
|
FOR n = 1 TO 18
|
||
|
MessChar(n) = MessChar(n + 1)
|
||
|
NEXT n
|
||
|
|
||
|
IF CharPtr > MessLen THEN CharPtr = 1
|
||
|
MessChar(19) = IndexArray(ASC(MID$(ScrollMess$, CharPtr, 1)) - 31)
|
||
|
CharPtr = CharPtr + 1
|
||
|
END IF
|
||
|
END IF
|
||
|
|
||
|
END SUB
|
||
|
|
||
|
'* WizzText() subroutine:
|
||
|
'* Centres a single line of text on the screen using a bitmapped character
|
||
|
'* set. Each character is whizzed across the screen in turn (from right to
|
||
|
'* left) to it's destination position.
|
||
|
'*
|
||
|
'* Parameters:
|
||
|
'* Text$ - The single line text message to be displayed.
|
||
|
'* TopLine - Screen Y coordinate to be the top line for the displayed
|
||
|
'* text message.
|
||
|
'* ImageArray() - Image array holding the character set to be used. Each
|
||
|
'* character must be a 16x8 image and be in the standard
|
||
|
'* ASCII order, starting with the space character.
|
||
|
'* IndexArray() - Index array for the character images in ImageArray().
|
||
|
'*
|
||
|
SUB WizzText (Text$, TopLine, ImageArray(), IndexArray())
|
||
|
|
||
|
'Calculate X coordinate for first character.
|
||
|
MessLen = LEN(Text$)
|
||
|
HomeX = (320 - (MessLen * 16)) \ 2
|
||
|
|
||
|
'Loop to display each character of Text$.
|
||
|
FOR n = 1 TO MessLen
|
||
|
x$ = MID$(Text$, n, 1)
|
||
|
|
||
|
'Ignore space characters.
|
||
|
IF x$ <> CHR$(32) THEN
|
||
|
CharIdx = IndexArray(ASC(x$) - 31)
|
||
|
OldX = 304
|
||
|
|
||
|
'Move character across the screen to destination position.
|
||
|
FOR x = 304 TO HomeX STEP -8
|
||
|
WAIT &H3DA, &H8, &H8: WAIT &H3DA, &H8
|
||
|
LINE (OldX, TopLine)-STEP(15, 7), 0, BF
|
||
|
PUT (x, TopLine), ImageArray(CharIdx), PSET
|
||
|
OldX = x
|
||
|
NEXT x
|
||
|
END IF
|
||
|
|
||
|
HomeX = HomeX + 16
|
||
|
NEXT n
|
||
|
|
||
|
END SUB
|
||
|
|