acme/ACME_Lib/cbm/multicolor.a
marcobaye 21cc635bc8 added library files making use of the new string features:
<cbm/msbstring.a> defines macro to store a string with msb set in last character,
<cbm/multicolor.a> defines macros to "paint" 4-color graphics via strings.


git-svn-id: https://svn.code.sf.net/p/acme-crossass/code-0/trunk@269 4df02467-bbd4-4a76-a152-e7ce94205b78
2020-06-28 22:48:10 +00:00

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;ACME 0.97
!ifdef lib_cbm_multicolor_a !eof
lib_cbm_multicolor_a = 1
; this file contains macros to convert strings into bit patterns.
; the idea is to use four different characters to indicate the four
; different bit patterns of multicolor graphics, so mc sprites can be
; "drawn" in the source code even though ACME does not support any
; four-based number system. see the end of this file for an example.
; macro to set "digit" characters
; example:
; +mc_set " .o#"
!macro mc_set .s {
!if is_number(.s) or is_list(.s) {
!error "Argument to +mc_set must be a string."
} else if len(.s) != 4 {
!error "Argument to +mc_set must be four characters."
} else {
!set multicolor_alphabet = .s
}
}
; macro to convert string to number
!macro mc_value ~.result, .in, .len {
!ifndef multicolor_alphabet {
!error "Called +mc_value before calling +mc_set."
} else if is_number(.in) or is_list(.in) {
!error "Argument to +mc_value must be a string."
} else if len(.in) != .len {
!error "Argument to +mc_value must have ", .len, " characters."
} else {
!set .result = 0
!for .idx, 0, (.len / 2) - 1 {
!set .char = .in[2 * .idx] ; get first of pair
!if .char != .in[2 * .idx + 1] { ; compare to second
!error "Characters in argument to +mc_value must be given in pairs."
} else {
!if .char = multicolor_alphabet[0] {
!set .result = (.result << 2)
} else if .char = multicolor_alphabet[1] {
!set .result = (.result << 2) + 1
} else if .char = multicolor_alphabet[2] {
!set .result = (.result << 2) + 2
} else if .char = multicolor_alphabet[3] {
!set .result = (.result << 2) + 3
} else {
!error "Characters in argument to +mc_value must be from alphabet set via +mc_set."
}
}
}
}
}
; macro for a multicolor byte (for charsets)
!macro mc_8 .in {
+mc_value ~.result, .in, 8
!by .result
}
; macro for a multicolor sprite line
!macro mc_be24 .in {
+mc_value ~.result, .in, 24
!be24 .result
}
!eof
; Here's an example on how to use this:
!to "mc-sprites.prg", cbm
*=$e00
+mc_set " .o#" ; set four characters
; and now use those four characters to "paint" the sprite:
+mc_be24 " "
+mc_be24 ".. .."
+mc_be24 ".... ...."
+mc_be24 "...... ##....## ......"
+mc_be24 " .................... "
+mc_be24 " .................... "
+mc_be24 " ................ "
+mc_be24 " ######........###### "
+mc_be24 " ..oo####....####oo.. "
+mc_be24 "##..oo ######## oo..##"
+mc_be24 "....oo oo....oo oo...."
+mc_be24 "......oooo....oooo......"
+mc_be24 "........................"
+mc_be24 "......oooo....oooo......"
+mc_be24 "....oooooooooooooooo...."
+mc_be24 ".... oooooooooooo ...."
+mc_be24 ".. ####oooooooo#### .."
+mc_be24 ".. ######oooo###### .."
+mc_be24 " ###### #### "
+mc_be24 " ###### ## "
+mc_be24 " "