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B-ASIC

314 bytes added, 14:52, 26 September 2006
=== HISTORICS ===
* V3.1 xx/xx/1993 B-ASIC doesn't use any byte of BASIC main memory
* V3.2 25/02/2006 Bug fix on table calculation for path in interrupt* | Correct a firmware bug (ei before real interrupt handler end)* V3.3 27/02/2006 Forgotten to copy BASIC code from bank 2 to 5* | New instruction : SPRWHERE
=== INSTRUCTIONS ===
'''INKF,pen,colour'''
* pen=[0..15] colour=[0..4095]* Modify colour of a pen* Example : INKF,0,2303
'''INKFRVB,pen,red,green,blue'''
* pen=[0..15] red=[0..15] green=[0..15] blue=[0..15]* Modify colour for a pen using colour elementaries components* Example : FOR I=0 TO 15:INKFRVB,0,I,0,0:NEXT I
'''BORDERP,colour'''
* colour=[0..4095]* Modify border's colour.* Example : BORDERP,543
'''BORDERRVB,red,green,blue'''
* red=[0..15] green=[0..15] blue=[0..15]* Modify border colour using colour elementaries components* Example : FOR I=0 TO 15:BORDERRVB,0,0,0,I:NEXT I
'''INKS,pen,colour'''
* pen=[1..15] colour=[0..4095]* Modify colour of an hardware sprite pen* Note : The pen 0 cannot be modified. It's the transparent colour.* Example : INKS,1,3456
'''INKSRVB,pen,red,green,blue'''
* pen=[1..15] red=[0..15] green=[0..15] blue=[0..15]* Modify colour for an hardware sprite pen using colour elementaries components* Note : The pen 0 cannot be modified. It's the transparent colour.* Example : FOR I=0 TO 15:INKFRVB,0,I,0,0:NEXT I
'''SPRITES INSTRUCTIONS SET'''
'''SPROFF,SpriteNumber'''
* SpriteNumber=[0..15]* Sprite display is disactivated for specified sprite.* Example : SPROFF,3
'''SPRON,SpriteNumber'''
* SpriteNumber=[0..15]* Sprite display is activated for specified sprite.* Example : SPRON,3
'''SPRZOOM,SpriteNumber,XZoom,YZoom'''
* SpriteNumber=[0..15] XZoom=[0..3] YZoom=[0..3]* Define sprite zoom for specified sprite.* If XZoom or YZoom is zeroed, sprite is not displayed* Zoom value of 1 is no magnify.* Note : Sprite must be activated by SPRON instruction to be displayed on screen* Example : SPRZOOM,2,2,1 define the sprite 2 magnification to 2x horiz. and 1x vertically
'''SPRXY,SpriteNumber,XPos,YPos'''
* SpriteNumber=[0..15] XPos=[-256..767] YZoom=[-256..255]* Define sprite position on screen according a mode 2 definition* Note : Sprite must be activated by SPRON instruction to be displayed on screen* Example : SPRXY,2,100,80 define sprite 2 position at 100,80 coordinates
'''SPRTDEF,SpriteNumber,Address,DurationPer,WaitingPer'''
* SpriteNumber=[0..15] Address=[0..65535] DurationPer=[0..65535] WaitingPer=[0..65535]* Periods are defined by period of 0,02 second (e.g. 50 = 1 second) * Define a path for the specified sprite.* The path is defined by screen positions, given by a set of x,y coordinates defined in memory.* Each coordinate is defined on 2 bytes (4 bytes for a screen position) in the memory* The coordinate must be stored on a little endian method, e.g. the less significant byte* in first and the most significant byte in second position in memory.* The last x coordinate must take the value F0F0 (hexa) to indicate the path end definition* DurationPer indicates the time while the sprite will run on the path (at the last position* the path start again at the fist position). * If DurationPer is zeroed, so the duration is infinite.* WaitingPer indicate the start period which occurs when the path will be activated* (see SPRTON and SPRTOFF instructions)* Note : A same path can be used by one or more sprites.* Example : SPRTDEF,3,&3000,0,100 to define for sprite 3 a path defined in &3000 with an infinite* loop of the path after 2 seconds of start delay after SPRTON,3 instruction.
'''SPRTON,SprNb1,SprNb2,...,SprNbx'''
* SprNbx=[O..15]* Start the path simultanously for the specified sprites.* Note : An undefined path for the sprite may occur an erratic behaviour of the sprite started.* Example : SPRTON,1,5,7 start the path for sprites 1, 5 and 7 simultaneously
'''SPRTOFF,SprNb1,SprNb2,...,SprNbx'''
* SprNbx=[0..15]* Stop the path simultaneously for the specified sprites * Example : SPRTOFF,1,7 stop the path for sprites 1 and 7 simultanously
'''SPRSWAP,SpriteNumber1,SpriteNumber2'''
* SpriteNumberx=[0..15]* Exchange the sprite content of two sprites.* Note : If SpriteNumber1=SpriteNumber2 it results just a waste of time.* Example : SPRSWAP,1,5 exchange the graphics data of sprites 1 and 5
'''SPRPLOT,SpriteNumber,XPos,YPos,SpritePen'''
* SpriteNumber=[0..15] XPos=[0..15] YPos=[0..15] SpritePen=[0..15]* Plot a pixel in the specified sprite at specified coordinates* Note : SpritePen=0 means the transparent pen for sprite* Example : SPRPLOT,3,10,9,4 plot a pixel pen 4 at coordinates 10,9 of sprite 3
'''SPRCOPY,SpriteOrg,SpriteDst
* SpriteOrg=[0..15], SpriteDst=[0..15]* Copy the content of SpriteOrg to SpriteDst.* Example : SPRCOPY,1,2 copy the content of sprite 1 to sprite 2
'''SPRTURNX,SpriteNumber'''
* SpriteNumber=[0..15]* Flip the sprite specified on horizontal axis* Example : SPRTURNX,1
'''SPRTURNY,SpriteNumber'''
* SpriteNumber=[0..15]* Flip the sprite specified on vertical axis* Example : SPRTURNY,1
'''SPRFILL,SpriteNumber,SpritePen'''
* SpriteNumber=[0..15] SpritePen=[0..15]* Fill the specified sprite with the specified pen* Note : SpritePen=0 means the transparent pen for sprite* Example : SPRFILL,1,12 fill the sprite 1 with pen 12
'''SPRSAVE,[SpriteNumber,] BlocNumber, Filename'''
* SpriteNumber=[0..15] BlocNumber=[0..4] Filename=Name of file in Amsdos standard* Save a sprite or a set of 16 sprites (defined as one Block) to disk* B-Asic can store 64 sprites definitions more than the usal sprite contained in asic ram.* These 64 sprites are organised as 4 sets of 16 sprites named "Block".* Bloc 1 : sprites 0 to 15, Bloc 2 : sprites 16 to 31, Bloc 3 : sprites 32 to 47 and* Bloc 4 : sprites 48 to 63* Bloc 0 is used for the 16 "real" asic sprites.* If SpriteNumber is not precised in the instruction, so a complete block is saved* If SpriteNumber is precised, only the specified sprite of the block is saved* Note : Sprites are not optimised (e.g. 1 pixel=1 byte)* Example : SPRSAVE,3,2,"SPR3BLK1.BIN" save the sprite 3 of the Bloc 2 (e.g. sprite 18/63)* in the file named "SPR3BLK1.BIN"* Example : SPRSAVE,0,"SPRASIC.BIN" save the content of block 0 (e.g. 16 asic sprites)
'''SPRLOAD,[SpriteNumber,] BlocNumber, Filename'''
* SpriteNumber=[0..15] BlocNumber=[0..4] Filename=Name of file in Amsdos standard* Load a sprite or a set of 16 sprites (defined as one Block) from disk* B-Asic can store 64 sprites definitions more than the usal sprite contained in asic ram.* These 64 sprites are organised as 4 sets of 16 sprites named "Block".* Bloc 1 : sprites 0 to 15, Bloc 2 : sprites 16 to 31, Bloc 3 : sprites 32 to 47 and* Bloc 4 : sprites 48 to 63* Bloc 0 is used for the 16 "real" asic sprites.* If SpriteNumber is not precised in the instruction, so a complete block is loaded* If SpriteNumber is precised, only the specified sprite of the block is loaded* Note : Sprites are not optimised (e.g. 1 pixel=1 byte)* Note : If the file specified has an invalid size, an error is displayed* Example : SPRLOAD,3,2,"SPR3BLK1.BIN" load the sprite 3 of the Bloc 2 (e.g. sprite 18/63)
from the file "SPR3BLK1.BIN"
* Example : SPRLOAD,3,"RAAHHHHH.SPR" load the block 3 (e.g. sprites 32 to 47) from file "RAAHHHHH.SPR"
'''SPRTORAM,SpriteAsic,SpriteRam
* SpriteAsic=[0..15] SpriteRam=[0..63]* Copy the content of the current asic sprite in the sprite ram specified* See SPRLOAD/SPRSAVE instruction for block oragnisation.* Example : SPRTORAM,1,17 copy sprite asic 1 to sprite 17 of ram (e.g.in Block 2)
'''RAMTOSPR,SpriteRam,SpriteAsic
* SpriteRam=[0..63] SpriteAsic=[0..15]* Copy the content of the sprite in ram in the current asic sprite specified* See SPRLOAD/SPRSAVE instruction for block oragnisation.* Example : RAMTOSPR,17,1 copy sprite sprite 17 of ram (2nd of bloc 2) in sprite asic 1
'''CATCH,SpriteNumber,XPos,YPos'''
* SpriteNumber=[0..15] XPos=[0..143] YPos=[0..183]* Get a sprite from mode 0 screen at specified coordinates (coordinates top/left).* Note : This instruction runs only in graphic mode 0* Example : CATCH,3,120,100 catch the pixels from 120,100 to 135,115 in sprite 3
'''INKCOPY'''
* Copy the whole colour screen palette to sprite palette.
'''SPRLINK,SpriteNumber1,SpriteNumber2,Xrel,Yrel'''
* SpriteNumberx=[0..15] XRel=[-256..767] YRel=[-256..255]* Link a sprite (2) to another sprite (1) with a relative position.* That means if sprite (1) is moved, then sprite (2) is moved too.* So if sprite 1 is moved in X1,Y1 then the sprite 2 will be moved automatically in X1+Xrel,Y1+Yrel* It's possible to link all the sprites in all combinations to create one or more "super sprites"* Note : A sprite cannot be linked to itself.* Example : SPRLINK,1,2,16,0 link sprite 2 to sprite 1 with a relative x position of 16 pixels* Example : SPRLINK,2,5,0,16 link sprite 5 to sprite 2 with a relative y position of 16 pixels* [ so move the sprite 1 signify to move sprite 2 and 5 ]
'''SPRUNLINK,SpriteNumber1,SpriteNumber2'''
* SpriteNumberx=[0..15]* Unlink a sprite from anoter sprite.* Example : SPRUNLINK,2,5 erase the link between sprite 2 and 5
'''ERALINK'''
* Erase all link
'''DEFORGXY,SpriteNumber,XPos,YPos'''
* SpriteNumber=[0..15] XPos=[-256..767] YPos=[-256..255]* Define absolute origin position of the specified sprite* That means that real sprite position take care of this defined coordinates.* Example : DEFORGXY,1,10,20:SPRXY,1,5,3 display sprite at 15,23* Note : It's possible to define an origin position for a sprite following a path (see SPRTDEF)* The default of origin at B-Asic reset is 0,0
'''DEFORGSPR,SpriteSlave,SpriteMaster'''
* SpriteSlave=[0..15] SpriteMaster=[0..15]* Define the origin position of SpriteSlave with the position of SpriteMaster.* Note : It's possible to define a sprite relative position for a sprite following a path (see SPRTDEF)* It's possible to generate complex definitions of sprites movments.* If a sprite 1 use a path 1 and a sprite 2 use a path 2, if the sprite 2 is the slave of sprite 1, then* the path 2 will be relative to path 1.* To erase the slavery of a sprite, use DEFORGXY instruction
'''SPRWHERE,SpriteNumber,@varx%,@vary%'''
* SpriteNumber=[0..15] varx=Name of x variable vary=Name of y variable* Get the x,y coordinates of the specified sprite* Important note : varx and vary must be defined first like integer (declaration in basic with '%') and* they must be given to the instruction "by address" ('@' before the variable name). The * declaration must* be respected to avoid unpredictibles results.* Example : 10 VARX%=0: VARY%=0 : SPRWHERE,1,@VARX%,@VARY%: PRINT VARX%,VARY%
'''OTHERS INSTRUCTIONS SET'''
'''POKEASIC,Address,val1,...,valx'''
Adress* Address=[&4000..&7FFF] Valx=[&00..&FF]* Poke one or more bytes in Asic I/O page* Instruction reserved to experimented users.
'''POKEVR,Address,val1,...,valn'''
Adress* Address=[&4000..&7FFF] Valx=[&00..&FF]* Poke one or more bytes in second video page* Instruction reserved to experimented users.
== ERROR MESSAGES ==
'''Bad arguments number'''
* Bad number of arguments used in the instruction
'''Invalid Argument'''
* An invalid value is used in one or more arguments of the instruction
'''Invalid Filename'''
* A bad filename was used in a SPRSAVE or SPRLOAD instruction
'''Disc Error'''
* An I/O error has occured in a SPRSAVE or SPRLOAD instruction.* Disc is missing, or the disk has a wrong or damaged format.
'''Not a Sprite file'''
* The size of the file specified in SPRLOAD is not correct.* See if you do no use the SPRLOAD with a block instead of a single sprite (or the opposite)
'''Same Sprites Numbers'''
* An instruction SPRLINK or SPRUNLINK is attempted with 2 identical sprite numbers.
'''Bad Graphic Mode'''
* Instruction CATCH is not used in MODE 0
'''Invalid Moving List'''
* An invalid table is created for SPRTDEF * (e.g. the first coordinate is the path end)
'''Link Table Full'''
* The link table is full.* Normally this error cannot occur in a well built program.
'''Sprites not Linked'''
* Instruction SPRUNLINK is used with sprites not linked.
[[Category:Programming]]
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