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DASM macro for inverting PF0 / PF2 bytes?


Propane13

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Hi everyone,

 

So, PF0 and PF2 are set up way less program-friendly than PF1, since the data for them is reversed, compared to PF1.

I was wondering if anyone had a quick macro they'd be willing to share to completely invert byte values, so that I can enter them all the same way?

 

-John

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In my projects I use a bunch of defines in graphics.h. I also use _ for 0 and X for 1 because I find this:

FrostyGraphic0:                              
       .byte zz___XX___ ;  0
       .byte zz___XX___ ;  1
       .byte zz___XX___ ;  2
       .byte zz___XX___ ;  3
       .byte zz__XXXX__ ;  4
       .byte zz___XXX__ ;  5
       .byte zz__X_X___ ;  6
       .byte zz_XXX_XX_ ;  7
       .byte zz_X_XXXX_ ;  8
       .byte zz_X____X_ ;  9
       .byte zz_X___XX_ ; 10
       .byte zz_XX__XX_ ; 11
       .byte zz__XXXX__ ; 12
       .byte zzXXXXXX__ ; 13
       .byte zz__XXXX__ ; 14
       .byte zz_XXX_XX_ ; 15
       .byte zzXXXXXXXX ; 16
       .byte zzXXXXXXXX ; 17
       .byte zzXXXXX_XX ; 18
       .byte zzXXXXXXXX ; 19
       .byte zzXXXXXXXX ; 20
       .byte zzXXXXX_XX ; 21
       .byte zzXXXXXXXX ; 22
       .byte zz_XXXXXX_ ; 23
       .byte zz__XXXX__ ; 24    

 

much easier to decipher than this:

        .byte 011000 ;  0
       .byte 011000 ;  1
       .byte 011000 ;  2
       .byte 011000 ;  3
       .byte 111100 ;  4
       .byte 011100 ;  5
       .byte 101000 ;  6
       .byte %01110110 ;  7
       .byte %01011110 ;  8
       .byte %01000010 ;  9
       .byte %01000110 ; 10
       .byte %01100110 ; 11
       .byte 111100 ; 12
       .byte %11111100 ; 13
       .byte 111100 ; 14
       .byte %01110110 ; 15
       .byte %11111111 ; 16
       .byte %11111111 ; 17
       .byte %11111011 ; 18
       .byte %11111111 ; 19
       .byte %11111111 ; 20
       .byte %11111011 ; 21
       .byte %11111111 ; 22
       .byte %01111110 ; 23
       .byte 111100 ; 24    

 

Weird lines that start with % 0 0 lost those 3 characters. :? Anyway, you can still see how much easier the _ and X are to decipher.

 

To reverse the order use zr instead of zz:

        .byte zr___XX___ ;  0
       .byte zr___XX___ ;  1
       .byte zr___XX___ ;  2
       .byte zr___XX___ ;  3
       .byte zr__XXXX__ ;  4
       .byte zr___XXX__ ;  5
       .byte zr__X_X___ ;  6
       .byte zr_XXX_XX_ ;  7
       .byte zr_X_XXXX_ ;  8
       .byte zr_X____X_ ;  9
       .byte zr_X___XX_ ; 10
       .byte zr_XX__XX_ ; 11
       .byte zr__XXXX__ ; 12
       .byte zrXXXXXX__ ; 13
       .byte zr__XXXX__ ; 14
       .byte zr_XXX_XX_ ; 15
       .byte zrXXXXXXXX ; 16
       .byte zrXXXXXXXX ; 17
       .byte zrXXXXX_XX ; 18
       .byte zrXXXXXXXX ; 19
       .byte zrXXXXXXXX ; 20
       .byte zrXXXXX_XX ; 21
       .byte zrXXXXXXXX ; 22
       .byte zr_XXXXXX_ ; 23
       .byte zr__XXXX__ ; 24     

 

My Atari Utilities for converting sprites and bitmaps output the graphics in this format.

 

 

graphics_h.txt

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