Edited by sometimes99er, Tue Apr 3, 2018 9:52 PM.
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Posted Fri Nov 11, 2011 6:13 AM
Cool idea, simple and efficient!
Posted Fri Nov 11, 2011 11:14 AM
100 CALL CLEAR::CALL SCREEN(2)::FOR C=5 TO 12::CALL COLOR(C,9,1)::NEXT C 110 PRINT"AMIGA TRACK LOADER","amiga track loader"::FOR C=65 TO 90::CALL CHARPAT(C,C$) 120 CALL CHAR(C,SEG$(C$,3,2)&"00"&SEG$(C$,5,2)&"00"&SEG$(C$,7,2)&"00"&SEG$(C$,9,2)) 130 CALL CHAR(C+32,SEG$(C$,11,2)&"00"&SEG$(C$,13,2)&"00"&SEG$(C$,15,2)) 140 CALL HCHAR(8,C-62,C)::CALL HCHAR(9,C-62,C+32)::NEXT C 150 GOTO 150
Posted Thu Aug 10, 2017 7:39 PM
This is such cool trick I had to play with it in Forth.
In CAMEL99 I used integers for character patterns so I had to play games with the numbers.
This was made simpler by 2 little code words:
Once it worked, I went nuts and made TYPE.BIG which takes the address and len of a string and prints it in these big characters.
I would never have thought of doing this like this. Very clever.
EDIT: Forgot to mention, by not using strings this goes much faster. The code in the spoiler runs in 1 second.
Edited by TheBF, Fri Aug 11, 2017 7:43 AM.
Posted Fri Aug 11, 2017 12:10 PM
100 CALL CLEAR::CALL SCREEN(5)::FOR A=5 TO 12::CALL COLOR(A,16,1)::NEXT A 110 N$="00030C0F30333C3FC0C300000000000000CCCFF0F3FCFF"::FOR A=65 TO 90 120 CALL CHARPAT(A,C$)::PRINT CHR$(A)&CHR$(A+32);::FOR C=0 TO 1:: D$="" 130 FOR R=0 TO 7::D$=D$&SEG$(N$,(ASC(SEG$(C$,C+R*2+1,1))-48)*2+1,2)::NEXT R 140 CALL CHAR(A+C*32,D$)::NEXT C::NEXT A::PRINT::PRINT::N$="QUASIPARTICLES" 150 FOR A=1 TO LEN(N$)::PRINT SEG$(N$,A,1)&CHR$(ASC(SEG$(N$,A,1))+32);::NEXT A 160 FOR A=1 TO 28::CALL SPRITE(#A,46,16,1,124,8,RND*10-5)::NEXT A::GOTO 160
Posted Fri Aug 11, 2017 1:11 PM
Very cool. Amazing what you can coax XB to do.
I will do this one too.
For this one I will have to load my sprite library and the multi-tasker.
I don't use interrupts for auto-motion in this system.
But I think I can do it...
Posted Sat Aug 12, 2017 12:16 AM
And here's a screen capture ...
Posted Sat Aug 12, 2017 6:07 PM
Nice. I am having more trouble that I thought I would have, re-creating the motion characteristics of XB.
Ah the programmers life.
I guess considering that I am standing on top of a cross-compiler/assembler that I wrote, on top of the Forth kernel that it generated on top of the multitasker, on top of the sprite library I should realize it's a house of cards. :-)
I have 2 rules about software:
1. Anything is possible. YEAH!
2. Nothing is easy (oh yeah).
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