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Post by hydrophilic on Oct 16, 2014 6:06:08 GMT
Yeah, as far as I know, # is only used in MOVSPR. Thanks for your feedback, Gsteemso. And thanks to Witzo for more efficient code.
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Post by darkatx on Dec 11, 2014 20:48:09 GMT
Yeah, I wrote a Hi-res drawing program back in the 90's so I could do some simple animations. It was a bit of a runaway train but it made use of a number of graphics commands and the Joy function - using a sprite cursor and such. I was never able to figure out the multi-colour memory locations but was still ablt to produce nice pics with it all the same.
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Post by hydrophilic on Dec 12, 2014 8:03:11 GMT
I never did an animation program, but made a graphic editor similar to GeoPaint in BASIC. Yeah the multi-color RAM is tricky to access with BASIC. One method I read about and used several times was to disable the KERNAL IRQ just so you could poke the right value to address 1. Then you can access bitmap color RAM... but if your program crashed in then you were out-of-luck... the keyboard does not work when IRQs are disabled
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Post by pinacolada on Sept 14, 2017 0:18:27 GMT
When I wrote that the # syntax wasn’t included in the BASIC reference, I hadn’t actually checked the MOVSPR entry, because I was operating under the mistaken assumption that the hash mark was acting as a BASIC operator or something of that sort. I had never seen a hash mark used in Commodore BASIC at all, anywhere, and had no idea how to pick apart the syntax of the original expression. EDIT: With the obvious exceptions of GET#, INPUT#, PRINT#, and RECORD#, of course, but it’s part of the keyword with those. Not the same thing at all. I realize this isn't what you mean about # used as a BASIC operator, but the only other place I've seen the # symbol is in PRINT USING statement for numeric placeholders. See sites.google.com/site/h2obsession/CBM/basic/keywords/pudef Just thought I'd pop in and resurrect an old thread.
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