Re: A83: Blinking


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Re: A83: Blinking




How so? I only use each routine once.  In WAM83 (Which is finished BTW;
Right now I'm fine-tuning

On Mon, 31 Aug 1998 16:30:24 -0700 Phelan Wolf
<gwatford@worldnet.att.net> writes:
>
>
>
>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
>
>how about this instead
>
>call Reset
>
>Reset:
> ld a,RstKey
> out (1),a
> ret
>
>it would save you a few bytes total
>
>>
>>
>>         ld      a,Group2        ; Set Keyport to Group2
>>         out     (1),a           ; Send to Keyport
>>         in      a,(1)           ; Get  Keypress in a
>
>same with this call GET_PORT
>
>GET_PORT:
> out (1),a
> in a,(1)
> ret
>
>
>>         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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>
>
>
>

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