Re: A86: Re: Bars


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Re: A86: Re: Bars




Oh, yeah, guess I did.  Silly me.   He's right, the only ones that need to
be words are the pointers, everything else is a string of bytes.  That's
what I get for copy/pasting example code...

-----Original Message-----
From: BrncAvFan2@aol.com <BrncAvFan2@aol.com>
To: assembly-86@lists.ticalc.org <assembly-86@lists.ticalc.org>
Date: Sunday, November 15, 1998 11:19 PM
Subject: Re: A86: Re: Bars


>
>In a message dated 11/15/1998 9:49:37 PM Mountain Standard Time,
>electrum@tfs.net writes:
>
><< We wrote a pretty good table-driven bar menu that's being used in
several
> games.  I've attached it to this message.  It might be bigger than what
you
> want (125 bytes), but that's because it's general purpose.  It can be used
> for up to 7 or 8 items (don't remember how many work) at a time, and it
> jumps to an address for each item.  It displays whatever you want for the
> title and the items.  The advantage is that you could use the same routine
> for 50 different menus in one program and wouldn't have to change a thing.
> If anyone has any improvements, let me know...
>  >>
>
>
>In your example table, you have:
>
>; example table:
>;  .db 2 ; num entries
>;  .dw "My menu",0 ; title text (at the top)
>;  .dw "First thing",0 ; text for each entry
>;  .dw "Second one",0 ; ...
>;  .dw Option1 ; pointers (labels) to jump
>;  .dw Option2 ; to for each entry in menu
>
>Those first three .dw's need to be changed to .db's.  I am pretty new to
>assembly and it took me 10 minutes to figure that out.  Maybe you could
change
>that so nobody else has problems.
>
>THANX
>Dan