Re: A83: Blinking


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Re: A83: Blinking




If you guys want your routines posted on ticalc.org, please put your
name, e-mail address, title of the routine, and what it does at the top.
Then submit it like a file to ticalc.org.  Or else you can just e-mail it
to me.

-- 
Bryan Rabeler <brabeler@ticalc.org>
   File Archives, News, Features, HTML, and Support
   the ticalc.org project - http://www.ticalc.org/

On Sun, 30 Aug 1998, Alan C Johnson wrote:

> 
> 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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