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49 lines
1.8 KiB
ReStructuredText
49 lines
1.8 KiB
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====
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TODO
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====
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### Macros
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@todo macros are meta-code that is executed by the compiler, in a preprecessing step
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during the compilation, and can produce output that is then replaced on that point in the input source.
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Allows us to create pre calculated sine tables and such.
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Memory Block Operations
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^^^^^^^^^^^^^^^^^^^^^^^
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@todo matrix,list,string memory block operations:
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- matrix type operations (whole matrix, per row, per column, individual row/column)
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operations: set, get, copy (from another matrix with the same dimensions, or list with same length),
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shift-N (up, down, left, right, and diagonals, meant for scrolling)
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rotate-N (up, down, left, right, and diagonals, meant for scrolling)
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clear (set whole matrix to the given value, default 0)
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- list operations (whole list, individual element)
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operations: set, get, copy (from another list with the same length), shift-N(left,right), rotate-N(left,right)
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clear (set whole list to the given value, default 0)
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- list and matrix operations ofcourse work identical on vars and on memory mapped vars of these types.
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- strings: identical operations as on lists.
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- matrix with row-interleave can only be a memory mapped variable and can be used to directly
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access a rectangular area within another piece of memory - such as a rectangle on the (character) screen
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these should call (or emit inline) optimized pieces of assembly code, so they run as fast as possible
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Bitmap Definition (for Sprites and Characters)
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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to define CHARACTERS (8x8 monochrome or 4x8 multicolor = 8 bytes)
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--> PLACE in memory on correct address (???k aligned)
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and SPRITES (24x21 monochrome or 12x21 multicolor = 63 bytes)
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--> PLACE in memory on correct address (base+sprite pointer, 64-byte aligned)
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