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#1 sometimes99er OFFLINE  

sometimes99er

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Posted Thu Nov 10, 2011 1:40 PM

100 CALL CLEAR::PRINT"GENERATING PATTERNS","generating patterns"::FOR C=65 TO 90::CALL CHARPAT(C,C$)
110 CALL CHAR(C,SEG$(C$,3,2)&SEG$(C$,3,2)&SEG$(C$,5,2)&SEG$(C$,5,2)&SEG$(C$,7,2)&SEG$(C$,7,2)&SEG$(C$,9,2)&SEG$(C$,9,2))
120 CALL CHAR(C+32,SEG$(C$,11,2)&SEG$(C$,11,2)&SEG$(C$,13,2)&SEG$(C$,13,2)&SEG$(C$,15,2)&SEG$(C$,15,2))
130 CALL HCHAR(8,C-62,C)::CALL HCHAR(9,C-62,C+32)::NEXT C

:)
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#2 moulinaie OFFLINE  

moulinaie

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Posted Thu Nov 10, 2011 1:45 PM

Cool idea, simple and efficient!

Guillaume.

#3 sometimes99er OFFLINE  

sometimes99er

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Posted Fri Nov 11, 2011 6:13 AM

Cool idea, simple and efficient!

Guillaume.


Glad you like it. And thanks for letting me know. :)

#4 sometimes99er OFFLINE  

sometimes99er

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Posted Fri Nov 11, 2011 11:14 AM

Here's a variant looking a bit like some of the first Amiga track loaders. It's funny how the pixels that are not there kinda adds further high resolution to the letters. An optical illusion of sorts.

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

:)

#5 sometimes99er OFFLINE  

sometimes99er

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Posted Fri Nov 11, 2011 11:19 AM

For those of you in a hurry ...

bigletters.gif


Edited by sometimes99er, Thu Jul 20, 2017 12:18 AM.


#6 TheBF OFFLINE  

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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:

  1. SPLIT which splits an integer into 2 bytes
     
  2. FUSE which "fuses" to bytes into an integer

 

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.

 

Spoiler

Attached Files


Edited by TheBF, Fri Aug 11, 2017 7:43 AM.


#7 sometimes99er OFFLINE  

sometimes99er

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Posted Fri Aug 11, 2017 12:10 PM

Here's another biggie going the other way.
  
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
                           


#8 TheBF OFFLINE  

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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...

 

B



#9 sometimes99er OFFLINE  

sometimes99er

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Posted Sat Aug 12, 2017 12:16 AM

And here's a screen capture ...

 

bigletters2.gif

 



#10 TheBF OFFLINE  

TheBF

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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).

 

:-D 






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