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Wait for jet return (&BD19)?

Started by funkheld, 09:50, 09 November 18

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funkheld


Hi good afternoon.

&BD19?
This routine is not so clear to me.
Is that put in the ASM code before the drawing or when the drawing is done?
will the asmroutine continue to run until it has found &BD19[size=78%]?[/size]

Is it possible to hang an ASM routine in order to do something different during this time?



Does the ASM program remain exactly at this point until this return is completed?
Or the ASM program stops until this event has occurred and waits
then until it is over and then let the ASM program continue
Explain this to me once for a layman.

Thank you.
Greeting

AMSDOS

It's a Waiting sequence which waits for frame to clear, it would hold up any ASM routine at that point until the next frame. There's other Firmware Routines which allow to create NEW Frame Flyback (&BCD7) and ADD Frame Flyback (&BCDA), I made a thread a couple of years ago using one of those to create unusual results, but can't remember which Firmware routine I used. I think it was New Frame Flyback.

In coding the best thing to do with &BD19 is to print your character (prior to main loop), start the loop, check controls, check collisions, delete graphic and draw graphic in new position. &BD19 seems to work better after the drawing the image as it holds it there longer to help reduce flicker.
Though my thread from other day shows how &BD19 can play a role in my program examples, "SM1PLAT.BAS - BASIC Platform Game using Spritemaker v2.3" runs at a blistering pace when &BD19 is removed (about as fast as my earlier example using Ariom Sprites) & also similar kind of thing with  "SBU1PLAT.BAS - BASIC Platform Game using Spriting Back Utility."
* Using the old Amstrad Languages :D   * with the Firmware :P
* I also like to problem solve code in BASIC :)   * And type-in Type-Ins! :D

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