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