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[IntyBASIC] Using Coloured Squares mode


GroovyBee

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As promised, here is some example source code to make use of Coloured Squares mode in IntyBASIC :-

ColouredSquares.bas

In the source you'll find a procedure for plotting points in one of the 7 primary colours and a procedure for drawing lines between 2 points.

You'll also need the updated constants.bas to go with it :-

constants.bas

This is a gifeo of it in action :-

post-21935-0-33543100-1452882650_thumb.gif <---- Click to animate

And here is the ROM :-

ColouredSquares.rom

With this code you could make SNAFU II, a light cycle style game, a Qix like game, a territory based game or even add some interesting explosions or chunky particles to your games.

 

The example will also make its way into the next IntyBASIC release.

 

Any queries or problems let me know.

 

Have fun!

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As promised, here is some example source code to make use of Coloured Squares mode in IntyBASIC :-

 

ColouredSquares.bas

 

In the source you'll find a procedure for plotting points in one of the 7 primary colours and a procedure for drawing lines between 2 points.

You'll also need the updated constants.bas to go with it :-

 

constants.bas

 

This is a gifeo of it in action :-

 

ColouredSquares.gif <---- Click to animate

 

And here is the ROM :-

 

ColouredSquares.rom

 

With this code you could make SNAFU II, a light cycle style game, a Qix like game, a territory based game or even add some interesting explosions or chunky particles to your games.

 

The example will also make its way into the next IntyBASIC release.

 

Any queries or problems let me know.

 

Have fun!

That is awesome! Thanks, GroovyBee!

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More awesomeness from the Bee. Thank you!

 

It looks interesting when overlaying (underlaying?) text as Backtab is in there.There is no slowdown when music is playing while the graphics run either, very interesting.

 

Thanks again!

 

ColouredSquares.bas

 

 

As promised, here is some example source code to make use of Coloured Squares mo[snip]

 

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The pixel plotting in this code uses a generic approach, so the Robotron style wipe is slower than it could be. If somebody needed that kind of effect I could thrash it out in assembler or provide special horizontal and vertical line drawing routines that do 2 pixels at once.

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