Speccy #07
31 декабря 1996

Programming - The program is proportional to the press and Windows (allows to display 4 types of windows).

<b>Programming</b> - The program is proportional to the press and Windows (allows
 to display 4 types of windows).
       PROGRAMMING


(C) Kuzma Fes'kov



   As the files of the traditional to improve your style, I 
propose today program is proportional to the press. What is 
proportional print - is when each letter

on the screen is exactly the
space as it needs to "M" - 6
points, such as "I" is sufficient only 4. The text, printed
this font looks nice and
aesthetically pleasing. No unnecessary
spaces between the letters.

   What's the difference this program
from other similar? In an unusual
storage format your text. It is stored in the rotated 90 
degrees to form each letter takes in memory as much space as

she must, as a result, we would like compressing
character set, which requires at 768 bytes and less.
Those of you who read ZX-Review,
already familiar with a similar format
font, I can only say that this
program has been developed entirely
me, it is much faster than suggested in the magazine, although 
not is unnecessary in my opinion additional effects. Of course, 
that for this program, the font should be specially prepared, 
and because the manual is extremely difficult to drive you will 
find a program that automatically converts a font that is 
created in any editor, the format desired program. Those of you 
who acquired the company Inforkom my

Professional font program
editor, can use an option that is built into the editor,
that much easier. Next comes
program with comments. The program connects to Channel 4
print, which you should run it from the address to which
you assemble it. After the program returns to
BASIC you can print proportional fonts operator PRINT # 4; AT 
Y, X; "text". Also you have the three control code: 
128-proportional font includes Latin, 129 includes Russian 
proportional font, the 130 includes a sub-press ROM. This code 
characters UDG graphs that are the number keys

(128-G +8, 129-G +1 - G type of cursor, etc.). You can enter 
them as CHR $ 128 (129), or directly from

klaviotury as PRINT # 4, "Code
Text. "The code is replaced with
print space! Number of codes within the same operator
PRINT is not limited. After receiving the code 130 to include 
the printing ROM, but any time you can disable it by filing a 
codes 128 or 129. If you come across the program codes with 
numbers from 131 to 164, that is, characters UDG,

automatically turns on printing program ROM as the program is 
not proportional to Print be able to print them herself. 
Including proportional print can be suppressed codes 128 or 129.


   If you go to print
the edge of the screen, the caption
SCROLL? will not, and print
pauses until you press any
keys. If you press BREAK,
program will be released in BASIC. You can give the command 
LIST # 4, but in TR-Dos this team hang your

computer. On what should
be the font, as it is stored,
See the description of the program -
"Modifier font.


        ORG 30000

        UNPHASE (or ENT)
; Connecting to Channel 4 press.
INITPRO LD DE, (# 5C4F)

        LD HL, # 5C25

        SBC HL, DE

        LD (# 5C1E), HL

        LD HL, CANINF

        LD DE, # 5C24

        LD BC, 5

        LDIR

        RET
DOWN INC H; Throws

        LD A, H; address

        AND 7, the following
        RET NZ; ing peak
        LD A, L; selnoy

        ADD A, 32; line

        LD L, A; below.

        RET C

        LD A, H

        SUB 8

        LD H, A

        RET
; Processing of incoming characters.
GENERAL PUSH AF

        LD A, (CONTROL)

        LD B, A

        POP AF

        DEC B

        JR Z, PRINTS

        CP 128, Code 128,

        JR C, CODE128; transition.

        CP 165; Token

        JP NC, 2548; BASIC.

        To the address in ROM 2548

        , Is a program

        , Which will translate the code

        ; BASIC token in the set

        ; Characters for printing.

        CP 129; Code 129,

        JR Z, CODE129; transition.

        CP 130, Code 130,

        JR Z, CODE130; transition.

        CALL CODE130; If 131

                       , And more.
PRINTS PUSH BC; Transfer

        PUSH DE; symbol

        PUSH HL; procedure
        LD HL, (ADRESS); re ne
        CALL L111; chati,

        LD HL, (23633); address

        LD BC, GENERAL; which

        LD E, (HL); in transition
        LD (HL), C; variable

        INC HL; ADRESS.

        LD D, (HL)

        LD (HL), B

        LD A, B

        CP D

        JR NZ, CHNG

        LD A, C

        CP E

        JR Z, QUIT
CHNG LD (ADRESS), DE
QUIT POP HL

        POP DE

        POP BC

        RET
L111 JP (HL)
CODE128 LD HL, L_PRO

        LD (FONTS), HL

        LD HL, PRTPIX

        JR CODE130 +3
CODE129 LD HL, R_PRO

        LD (FONTS), HL

        LD HL, PRTPIX

        JR CODE130 +3
CODE130 LD HL, 2548

        LD (ADRESS), HL

        RET
; Proportsiodalnaya printing.
PRTPIX CP 13; If the code is

        JP Z, ENTER1; ENTER.

        CP 22; If the code is

        JP Z, ATT1; AT.

        CP 32; If the code is

        RET C; <32.

        LD HL, (FONTS); Address

                       ; Font.

        AND A

        SBC A, 1932

        CP 0

        JR Z, PRTPIX1

        LD D, 0; Looking

        LD B, A; address
PRTPIX2 LD E, (HL); character.

        ADD HL, DE

        INC HL

        DJNZ PRTPIX2
PRTPIX1 CALL PROWER; Challenge

        ; Check coordinates

        ; Print.

        LD B, 8; Clear

        LD DE, FBUF; buffer.
PRTPIX5 XOR A

        LD (DE), A

        INC DE

        DJNZ PRTPIX5

        LD B, (HL); Pereno
        PUSH BC; sim sim
        INC HL; parish in

        LD DE, FBUF +7; buffer.
PRTPIX6 LD A, (HL)

        LD (DE), A

        DEC DE

        INC HL

        DJNZ PRTPIX6

        CALL ROTATE; cooks
        ; Ourselves to clipboard, then by
        ; Gate symbol will be

        ; Buffer 2 in the normal

        ; Form, but upside down.

        LD DE, (COORDY); Vyschi
        LD B, E; Pipeline

        LD C, D; address in

        LD A, B; screen.

        CALL # 22B1

        LD IX, FBUF1 +7; Since
        , The symbol upside down, we

        , We take the data from

        ; Buffer from the bottom up.

        LD A, (COORDX); Print

        AND 7; character

        EX AF, AF '; on the screen
        LD C, 8; not naRRMS1 LD DE, 0; position

        EX AF, AF '; to XOR

        LD B, A; ie in

        EX AF, AF '; mode

        DEC B; OVER 1.

        INC B

        LD D, (IX +0)

        JR Z, PRMS21
PRMS2 SRL D

        RR E

        DJNZ PRMS2
PRMS21 LD A, (HL)

        XOR D

        LD (HL), A

        INC L

        LD A, (HL)

        XOR E

        LD (HL), A

        DEC L

        DEC IX

        CALL DOWN

        DEC C

        JR NZ, PRMS1

        POP BC

        LD A, (COORDX); Expand
        ADD A, B; Vai X

        LD (COORDX), A; the length of

                       ; Character.

        RET
; If you went over the edge of the screen.
WAITCLS PUSH BC; If you
        PUSH HL; followed the

        PUSH DE; edge eq
        LD BC, 0; wound, then

        CALL 7997; waiting for
        CALL 8020; zhatiya

        JR NC, BREAK; any

        LD DE, 16385, key

        LD HL, 16384; then

        LD BC, 6143, clearing the

        LD (HL), 0; screen

        LDIR; (without am
        POP DE; ributov)

        POP HL

        POP BC

        XOR A

        LD (COORDY), A

        LD (COORDX), A

        RET
; Check coordinates printing.
PROWER LD A, (COORDY)

        CP 185

        JR NC, WAITCLS

        LD (COORDY), A

        LD A, (COORDX)

        LD E, A

        LD A, (HL)

        ADD A, E

        RET NC

        XOR A

        LD (COORDX), A

        LD A, (COORDY)

        ADD A, 8

        LD (COORDY), A

        RET
; Output when BREAK.
BREAK POP HL

        POP HL

        POP HL

        JP 7035
; Rotate buffer at 90 degrees.
ROTATE SUB A

        LD DE, FBUF1 +7

        LD C, 8
ROTATE1 LD HL, FBUF

        LD B, 8
ROTATE2 RR (HL)

        RRA

        INC HL

        DJNZ ROTATE2

        LD (DE), A

        DEC DE

        DEC C

        JR NZ, ROTATE1

        RET
; Processing code 1913-ENTER.
ENTER1 LD A, (COORDY)

        CP 185

        JR NC, WAITCLS

        ADD A, 8

        LD (COORDY), A

        XOR A

        LD (COORDX), A

        RET
; Operator AT.
ATT1 LD HL, PRTPIX
AT LD (ATCLOSE), HL

        LD DE, AT1

        LD A, 1

        LD (CONTROL), A

        JR L0A80
AT1 LD DE, AT2

        JR L0A7D
AT2 LD DE, (ATCLOSE)

        CALL L0A70

        LD HL, (23566)

        LD (COORDY), HL

        XOR A

        LD (CONTROL), A

        RET
L0A7D LD (# 5C0E), A
L0A80 LD HL, (# 5C51)

        LD (HL), E

        INC HL

        LD (HL), D

        RET
L0A70 LD (# 5C0F), A

        JR L0A80
CONTROL NOP
FBUF DEFS 8
FBUF1 DEFS 8
FONTS DEFW L_PRO
COORDY EQU 23728
COORDX EQU 23729
ADRESS DEFW PRTPIX
CANINF DEFW GENERAL

        DEFB 192,21,83
ATCLOSE DEFW 0
L_PRO INCBIN l.pro; Latin America.

                       ; Font.
R_PRO INCBIN r.pro; Russian

                       ; Font.

   Team INCBIN allows you to load into memory block codes with
disc. After it should be written in the name of downloadable 
file, this case l.pro for Latin and r.pro for the Russian font. 
If your assembler does not have such a team (Eg GENS, ZEUS), 
you should remove those lines and then aasemblirovaniya 
download the fonts themselves. Lines can be replaced as follows:

L_PRO DEFS length of the font, 0
R_PRO DEFS length of the font, 0

   That's all, so far, waiting for your
letters. The next time we'll talk to you about the sprites.
(C) Fes'kov Kuzma


 The programs of native authors often can be found
window interface, which,
Unfortunately, not always on the level.

 As an application, I propose to your attention a little
Program WINDOWS, you can find on the disk as a text for an 
assembly with the same name. Also on the disk is to demonstrate 
the possibilities of this program. 

WINDOWS.A

 The program allows you to display on
Figure 4 shows the form of windows. To draw
window, 6 bytes of data:

 1 - X coordinate of window (in characters
     places).
 2 - Y coordinate of window (in characters
     places).
 3 - the length of the window (familiarity).
 4 - window height (in znakomes
     max).
 5 - window color (ink, paper, brig
     ht, flash).
 6 - window type:


       0 - sanctioned by the shadow.

       1 - overlap, shadow, over
           heads.

       2 - without imposing without

           shade, with a title.

       3 - no overlapping, no

           shadows, without a title.


   Subprograms:

 SCRBF - a service subroutine.
It preserves part of the screen
which will be spoiled with the window
type 0, 1. Direct call is not
subject.

 ADR - calculates the address on the screen.
 ADRATTR - calculates the address in
attributes.
 BFSCR - restores the screen,
After drawing a box with a type 0,

1. Called by the user.
 COL - X, ROW - Y, LEN - length,
 HGT - Height, ATTR - attribute
 ATTR +1 - the type of menu. STEK - prog Ramm can remember up 
to 8 windows  overlay on each window

 assigned to 6 bytes. BFSCR restoring windows establishes the 
principle  stack - last in, first

 leave.

 DOWN - the address should be reduced
pixel line.

 WINDOW - window paints. In HL
should be addressed to the data menu.
Called to the line.

 SETW - fills in the specified window
attribute. Service.

 CLSW - clears the screen. Service.

 BOX - draw frame and title.
Service.

 BUFER1 - starting with this address
data is stored perishable
window. WARNING! Make sure that
Had the label is in the end
programs and free memory
enough to keep your
menu, or when restoring
will be distorted screen. Screen
remains incomplete, and in
a sprite with the size of the window!
B `How to use


   For windows with type 0, 1.
PROG LD HL, MENDAT

       CALL WINDOW; DRAW WINDOW

       CALL BFSCR; restored
                    ; LEBANON WINDOW

       RET
MENDAT DEFW # Y, X, # HGT, LEN, # TIP

       DEFW ATTR
MENDAT DEFW # 0000, # 0D06, # 0128
; Draw a box with the coordinates, with coordinates 0, 0 
height, 13 ; Length of 6, with conservation

, With the shadow, with the headline,
; Paper - 5, Ink - 0,
; Bright - 0, Flash - 0.
 Window 2, 3, all the same, but
necessary to remove the command CALL BFSCR.

             *





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