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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