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doc refs duplicates fix
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@ -163,7 +163,7 @@ Routines to convert strings to numbers or vice versa.
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- numbers to strings, in various formats (binary, hex, decimal)
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- strings in decimal, hex and binary format into numbers (bytes, words)
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Read the `source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/conv.p8>`_
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Read the `conv source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/conv.p8>`_
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to see what's in there.
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@ -182,7 +182,7 @@ dealing with text-based input and output (to the screen). Such as
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All routines work with Screencode character encoding, except `print`, `chrout` and `input_chars`,
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these work with PETSCII encoding instead.
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Read the `source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/cx16/textio.p8>`_
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Read the `textio source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/cx16/textio.p8>`_
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to see what's in there. (Note: slight variations for different compiler targets)
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@ -206,7 +206,7 @@ to 16 bits, 64Kb)
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Als contains routines for operating on subdirectories (chdir, mkdir, rmdir), to relabel the disk,
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and to seek in open files.
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Read the `source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/cx16/diskio.p8>`_
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Read the `diskio source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/cx16/diskio.p8>`_
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to see what's in there. (Note: slight variations for different compiler targets)
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.. note::
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@ -434,7 +434,7 @@ This library is available both on the C64 and the cx16.
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It uses the ROM based graphics routines on the latter, and it is a very small library because of that.
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On the cx16 there's also the ``gfx2`` library if you want full-screen graphics or non-monochrome drawing. See below for that one.
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Read the `source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/c64/graphics.p8>`_
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Read the `graphics source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/c64/graphics.p8>`_
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to see what's in there. (Note: slight variations for different compiler targets)
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@ -559,7 +559,7 @@ cx16
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This is available on *all targets*, it is always imported as part of syslib.
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On the Commander X16 this module contains a *whole bunch* of things specific to that machine.
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It's way too much to include here, you have to study the
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`source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/cx16/syslib.p8>`_
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`syslib source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/cx16/syslib.p8>`_
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to see what is there.
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On the other targets, it only contains the definition of the 16 memory mapped virtual registers
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@ -585,7 +585,7 @@ The routines are designed to be fast and bulk load/save the data directly into o
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without the need to buffer something in main memory.
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For details about what routines are available, have a look at
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the `source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/cx16/bmx.p8>`_ .
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the `bmx source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/cx16/bmx.p8>`_ .
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There's also the "showbmx" example to look at.
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@ -596,7 +596,7 @@ Allows you to interface with the emulator's debug routines/registers.
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There's stuff like ``is_emulator`` to detect if running in the emulator,
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and ``console_write`` to write a (iso) string to the emulator's console (stdout) etc.
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Read the `source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/cx16/emudbg.p8>`_
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Read the `emudbg source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/cx16/emudbg.p8>`_
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to see what's in there.
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Information about the exposed debug registers is in the `emulator's documentation <https://github.com/X16Community/x16-emulator#debug-io-registers>`_.
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@ -614,7 +614,7 @@ Same interface as gfx2, but is optimized for monochrome (1 bpp) screens.
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- drawing text inside the bitmap
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- can draw using a stipple pattern (alternate black/white pixels)
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Read the `source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/cx16/monogfx.p8>`_
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Read the `monogfx source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/cx16/monogfx.p8>`_
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to see what's in there.
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@ -630,7 +630,7 @@ Same interface as monogfx, but for color screens. For 1 bpp monochrome screens,
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- flood fill
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- drawing text inside the bitmap
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Read the `source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/cx16/gfx2.p8>`_
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Read the `gfx2 source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/cx16/gfx2.p8>`_
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to see what's in there.
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@ -641,7 +641,7 @@ There are also a few better looking Commodore 64 color palettes available here,
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because the Commander X16's default colors for this (the first 16 colors) are too saturated
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and are quite different than how they looked on a VIC-II chip in a C64.
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Read the `source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/cx16/palette.p8>`_
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Read the `palette source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/cx16/palette.p8>`_
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to see what's in there.
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@ -652,7 +652,7 @@ Contains a simple abstraction for the Vera's PSG (programmable sound generator)
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It includes an interrupt routine to handle simple Attack/Release envelopes as well.
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See the examples/cx16/bdmusic.p8 program for ideas how to use it.
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Read the `source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/cx16/psg.p8>`_
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Read the `psg source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/cx16/psg.p8>`_
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to see what's in there.
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@ -664,7 +664,7 @@ That's why they control one sprite at a time. The exception is the ``pos_batch``
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which is quite efficient to update sprite positions of multiple sprites in one go.
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See the examples/cx16/sprites/dragon.p8 and dragons.p8 programs for ideas how to use it.
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Read the `source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/cx16/sprites.p8>`_
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Read the `sprites source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/cx16/sprites.p8>`_
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to see what's in there.
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@ -699,5 +699,5 @@ the emulators already support it).
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``transparency``
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Enable or disable transparent writes (color 0 will be transparent if enabled).
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Read the `source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/cx16/verafx.p8>`_
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Read the `verafx source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/cx16/verafx.p8>`_
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to see what's in there.
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