[A83] Re: dested register
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[A83] Re: dested register
You can't load B into HL or HL into B. Unless you were meaning to load the
value at address (HL) into B, you have to load b into h and 0 into l, and
vice versa. But I didn't look into your code in that much detail, so that's
what I just spotted.
««««««««»»»»»»»»
Colin Hart
Xempest@aol.com
««««««««»»»»»»»»
>
>
> Well, since the value for the register B is dested.. i thought maybe I
> could push it before I make a rom call and pop it before the _ipoint makes
> the pixel.
>
> However, I get errors like:
> C:\DEV_PACK>asm pixel
> ----- Assembling pixel for the TI-83 Plus...
> TASM Z80 Assembler. Version 3.0.1 June, 1994.
> Copyright (C) 1985-1994 by Speech Technology Incorporated
> tasm: pass 1 complete.
> temp.z80 line 0023: Label not found: (b)
> temp.z80 line 0023: Unused data in MS byte of argument. (2)
> temp.z80 line 0044: Label not found: (hl)
> temp.z80 line 0044: Unused data in MS byte of argument. (200)
> temp.z80 line 0047: Label not found: (b)
> temp.z80 line 0047: Unused data in MS byte of argument. (2)
> temp.z80 line 0053: Label not found: (hl)
> temp.z80 line 0053: Unused data in MS byte of argument. (200)
> temp.z80 line 0056: Label not found: (b)
> temp.z80 line 0056: Unused data in MS byte of argument. (2)
> temp.z80 line 0072: Label not found: (hl)
> temp.z80 line 0072: Unused data in MS byte of argument. (200)
> tasm: pass 2 complete.
> tasm: Number of errors = 12
> ----- There were errors.
>
> C:\DEV_PACK>
>
>
> I dont think 'B' nor 'HL' are lables... so that must not be how you load
> them... any suggestions?
> HERE IS THE CODE:
>
>
> .nolist
> #include "ion.inc"
> #DEFINE kLeft 02h
> #DEFINE kRight 01h
> #DEFINE kUp 03h
> #DEFINE kDown 04h ;All these guys are hex code
> #DEFINE kEnter 05h ;for keys on the Ti-keyboard.
> #DEFINE kClear 09h
> .list
> #ifdef TI83P
> .org progstart-2
> .db $BB,$6D
> #else
> .org progstart
> #endif
> ret
> jr nc,begin
> .db "Pixel Mover",0
> begin:
> bcall(_clrLCDFull) ;Clear the screen.
> ld b,47
> ld hl,b
> push hl
> ld c,47
> ld d,1 ;Set D to 1.
> bcall(_IPoint)
> GetKey:
> bcall(_getKey) ;Asked for a key.
> cp kLeft ;Compare key with code for left.
> jp z,Left ;If equals 0, go to left.
> cp kRight
> jp z,Right
> cp kUp
> jp z,Up
> cp kDown
> jp z,Down
> cp kClear
> jp z,Quit
> jp GetKey
> Left:
> ld d,0 ;Set D to 0.
> pop hl
> ld b,hl
> bcall(_IPoint)
> dec b
> ld hl,b
> push hl ;Decrement B
> jp Draw
> Right:
> ld d,0
> pop hl
> ld b,hl
> bcall(_IPoint)
> inc b
> ld hl,b
> push hl
> jp Draw
> Up:
> ld d,0
> bcall(_IPoint)
> inc c
> jp Draw
> Down:
> ld d,0
> bcall(_IPoint)
> dec c
> jp Draw
> Draw:
> ld d,1
> pop hl
> ld b,hl
> bcall(_IPoint)
> push hl
> jp GetKey ;Repeat
> Quit:
> ret ;Return to OS.
> .end
> END
>
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