Re: A83: Blinking


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Re: A83: Blinking




Try my routine!  This is kind of complicated.  E-mail me if you don't
understand


;----------------Direct Input Equates----------------

RstKey		.equ 0ffh

Group_1 	.equ 0feh

KDown		.equ 254 
KLeft		.equ 253 
KRight		.equ 251 
KUp		.equ 247 

Group_2 	.equ 0fdh

KEnter		.equ 254 
KPlus		.equ 253 
KMinus		.equ 251 
KMul		.equ 247 
KDiv		.equ 239 
KPower		.equ 223 
KClear		.equ 191 

Group_3 	.equ 0fbh

kMinus2		.equ 254 
kThree		.equ 253 
kSix		.equ 251 
kNine		.equ 247 
kRbracket	.equ 239 
kTan		.equ 223 
kVars		.equ 191 

Group_4 	.equ 0f7h

KPoint		.equ 254 
KTwo		.equ 253 
KFive		.equ 251

KEight		.equ 247
KLbracket	.equ 239
KCos		.equ 223
KPrgm		.equ 191
KStat		.equ 127 

Group_5 	.equ 0efh

KZero		.equ 254
KOne		.equ 253
KFour		.equ 251
KSeven		.equ 247
KComma		.equ 239
KSin		.equ 223
KMatrx		.equ 191
KX		.equ 127 

Group_6 	.equ 0dfh

KSto		.equ 253
KLn		.equ 251
KLog		.equ 247
kX2		.equ 239
kX-1		.equ 223
kMath		.equ 191
kAlpha		.equ 127 

Group_7 	.equ 0bfh

KGraph		.equ 254
KTrace		.equ 253

KZoom		.equ 251
KWindow		.equ 247
KY		.equ 239
k2nd		.equ 223
kMode		.equ 191
kDel		.equ 127

Group1		.equ Group_1
Group2		.equ Group_2
Group3		.equ Group_3
Group4		.equ Group_4
Group5		.equ Group_5
Group6		.equ Group_6
Group7		.equ Group_7

;  Title Blink

; Replace this comment with whatever otherinfo you want
; displayed along with the title

Flash:
	ld	de,10000	; DE is the timer
	ld	a,b		; B  is the inverse text flag (B=1 or 0)
	xor	1		; If B=0, 1->b, vice versa: Is B 0 				; (All in a 1 byte
instruction)
	call	z,NormFlash	; Yes: Display Normal text
	call	nz,InvFlash	; No:  Display Inverse text

;----------------Key/Flash Delay----------------

KeyDelay:
	ld	a,RstKey	; Reset Keyport
	out	(1),a		; Send to Keyport

	ld	a,Group2	; Set Keyport to Group2
	out	(1),a		; Send to Keyport
	in	a,(1)		; Get  Keypress in a
	cp	KCLEAR	; Is it Clear?
	jp	z,EndOfGame	; Yes: Quit

	ld	a,RstKey	; Reset Keyport
	out	(1),a		; Send to Keyport

	ld	a,Group7	; Set Keyport to Group7
	out	(1),a		; Send to Keyport
	in	a,(1)		; Get Keypress in a
	cp	k2nd		; Is it 2nd
	jp	z,GameStart	; Yes: Start game

	cp	kMode		; Is it Mode?
	jp	z,Options	; Yes: Options Menu

	dec	de		; DE-1->DE
	ld	a,d
	or	e		; Is DE 0?
	jp	nz,KeyDelay	; No: Delay/Getkey again
	jp	Flash		; Yes: Goto Flash

;----------------Display Title Routines----------------

NormFlash:
	res	textInverse,(iy+textFlags)
	call	DispTitle
	ret
InvFlash:
	set	textInverse,(iy+textFlags)
	call	DispTitle
	ret
DispTitle:
	push	af
	call	_homeup
	ld      hl,Title
	call    _puts
	pop	af
	ret

>
>Yet another question hoping to get answered :)  How do the blinking 
>letters
>in galaxian or penguins in the title picture work. I looked at the 
>source
>but there is a lot going on there and it is hard to find.
>
>From: Chris
>mecad@scv.net
>
>

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