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Update SCRN_PLOT_your_sound_routine.md

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@ -179,7 +179,7 @@ As you can see there are two lines 30. The second one is an optimization of the
If we combine line 40 and line 30 (``POKE 768+I/2, ASC( ...``) we have 112 characters !
Can we do better ?
## Using a string but without manipulating the string
### Using a string but without manipulating the string
Starting with our coded ``A$`` string, instead of using ``MID$`` and ``ASC`` to get the value to ``POKE``, we could "read" the value directly from it's location in the code.
```
@ -193,28 +193,58 @@ The Applesoft code begins in $800 (2048). The first letter of A$ is in position
All in all, it's still 105 characters long !
Can we do better ?
Can we do better ? Of course.
##
## New technique: PRINT/PLOT hexadecimal
So here comes the technique I've developed for this particular case.
Notice that it can be used for all kinds of subroutines .... just be aware that we're "printing" routines and that the TEXT page lines are not sequential (line 1 is not in $400+40 chars)
This new (?) technique involves using four very simple instructions: PRINT, SCRN, COLOR and PLOT.
We will be using the GR/TEXT capabilities of Applesoft to poke a program in TEXT page 1.
How does it work ?
### PRINT
First we start from our 14 routine bytes: A6 07 A4 06 AD 30 C0 88 D0 FD CA D0 F5 60
We leave every number as it is, but we replace all the letters with new letters according to this:
A becomes J, B becomes K, C->L, D->M, E->N and F becomes O.
We now have J6 07 J4 06 JM 30 L0 88 M0 OM LJ M0 O5 60
We will now take advantage of the GR/TEXT screen and the SCRN function.
We are going to print every low-nibble (4 bits) of each char on line 1 of TEXT (which is line 0 of GR), this means we print "6746M0080MJ050"
we will print every high-nibble of each char on line 2 of TEXT (which is line 2 of GR), this means we print "J0J0J3L8MOLMO6"
Then, we will move/copy line 2 of GR, using SCRN to get its "value" (color), to line 1 of GR.
The result is that in line 0 of GR, we'll have our sound routine.
We are going to print every low-nibble (4 bits) of each char on line 1 of TEXT (which is line 0 of GR), this means we print "6746M0080MJ050"
And we will print every high-nibble of each char on line 2 of TEXT (which is line 2 of GR), this means we print "J0J0J3L8MOLMO6"
The result is the following:
![screen capture](img/printplotsound1.gif)
If you watch closely, you'll notice that the low nibble is already in place in $400 for our first byte (we have the "6" of $A6) and that the low nibble of the value in $480 ("A" from $CA) is the value we need to place as the high nibble of our first byte.
We must find a way to leave unchanged the low nibble of each byte in line 1 and use the low nibble of each byte in line 2 as the high nibble of each byte in line 1.
### SCRN, COLOR & PLOT
As you know, SCRN will return the color of a "point" in Lo-res. You also know that one TEXT character is represented as 2 "vertical" points of various colors in lores.
Here's what our two PRINTs look like in GR:
![screen capture](img/printplotsound2.gif)
You see 4 lines of colored points because we printed 2 lines of text.
The colors in line 0 correspond to the low-nibble (4 bits) of the bytes in $400->$40D while the colors in line 1 corresponds to the high-nibble of the bytes in the same range.
And of course, the same goes for lines 2 & 3... Now all we have to do is copy the points in GR line 2 (low-nibbles of bytes in $480-$48D) to line 1 (high nibbles of bytes in $400-$40D).
The result is that in line 0 and 1 of GR, we'll have our sound routine.
Here's the resulting code:
```
0 HOME: REM 4 chars (not counted)
1 ?"6746M0080MJ050": REM 17+1 chars
2 ?"J0J0J3L8MOLMO6": REM +17+1 chars = 36 chars
@ -222,13 +252,12 @@ Here's the resulting code:
4 COLOR = SCRN(I,2): REM +15+1 chars = 63 chars we have a value 0-15
5 PLOT I,1: REM +7+1 chars = 71 chars we PLOT it on line 1, actually adding 16*color to the byte in $400+I
6 NEXT : REM +4 chars = 75 chars
```
Even with the "HOME" statement at first (which is needed but might already be included in your 2-liner), we have 75+4+1 chars = 80 chars
This is still better than the traditional POKE technique ...
This method can be used to POKE/PLOT longer routines ... just make sure to take into account the fact that one line is 40 chars max, so you
if you need to handle more bytes, simply add a embracing loop to repeat as needed ... don't forget you can do "NEXT I,J" instead of "NEXT:NEXT" !
This method can be used to POKE/PLOT longer routines ... just make sure to take into account the fact that one line is 40 chars max, so if you need to handle more bytes, simply add a embracing loop to repeat as needed ... don't forget you can do "NEXT I,J" instead of "NEXT:NEXT" !
Of course, if you need line 1 of TEXT or line 0 of GR, you'll see the routine ... it's probably better using Hires 2-liners....
@ -236,9 +265,13 @@ One last thing.
Roger Wagner's assembly lines contains another routine to handle sound that might be very useful for 2-liners.
Instead of using
```
POKE 6,P: POKE 7,D: CALL 1024
```
it's using
```
CALL 1024, P, D
```
This means saving 12 characters every time you want to emit a sound.
However, the routine itself (see page 148 of the book) is not 14 bytes but 24 bytes. That's 10 bytes more.
@ -247,6 +280,7 @@ But if you need more tunes, use the 24 bytes routine !
The 24 bytes routine uses 95 characters by itself ... it's almost as good as the "usual" routine we presented first that had 92 chars but it will take 9 characters less to call it !
```
10 HOME : REM 4 (not counted)
20 ? "0L7660L7676746M0080MJ050" : REM 27+1
30 ? "24N8024N80J0J0J3L8MOLMO6" : REM +27+1 = 56
@ -259,7 +293,7 @@ The 24 bytes routine uses 95 characters by itself ... it's almost as good as the
120 FOR I = 0 TO 255
130 CALL 1024 , I, 10
140 NEXT
```
I hope you enjoyed this little tutorial on "how I did it" ! ....