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x16 r39: cx16.screen_set_mode() -> cx16.screen_mode()
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@ -14,14 +14,14 @@ graphics {
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sub enable_bitmap_mode() {
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; enable bitmap screen, erase it and set colors to black/white.
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void cx16.screen_set_mode($80)
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void cx16.screen_mode($80, false)
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cx16.GRAPH_init(0)
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clear_screen(1, 0)
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}
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sub disable_bitmap_mode() {
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; enables text mode, erase the text screen, color white
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void cx16.screen_set_mode(2)
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void cx16.screen_mode(0, false)
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txt.fill_screen(' ', 1) ; doesn't seem to fully clear the text screen after returning from gfx mode
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}
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@ -294,7 +294,7 @@ cx16 {
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romsub $ff4a = close_all(ubyte device @A) clobbers(A,X,Y)
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romsub $ff59 = lkupla(ubyte la @A) clobbers(A,X,Y)
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romsub $ff5c = lkupsa(ubyte sa @Y) clobbers(A,X,Y)
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romsub $ff5f = screen_set_mode(ubyte mode @A) clobbers(A, X, Y) -> ubyte @Pc
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romsub $ff5f = screen_mode(ubyte mode @A, ubyte getCurrent @Pc) clobbers(A, X, Y) -> ubyte @Pc
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romsub $ff62 = screen_set_charset(ubyte charset @A, uword charsetptr @XY) clobbers(A,X,Y) ; incompatible with C128 dlchr()
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; not yet supported: romsub $ff65 = pfkey() clobbers(A,X,Y)
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romsub $ff6e = jsrfar()
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@ -3,7 +3,6 @@ TODO
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For next release
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^^^^^^^^^^^^^^^^
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- x16: screen_set_mode -> screen_mode + other args https://github.com/commanderx16/x16-docs/blob/master/Commander%20X16%20Programmer's%20Reference%20Guide.md#function-name-screen_mode
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- x16: change mouse_config API https://github.com/commanderx16/x16-docs/blob/master/Commander%20X16%20Programmer's%20Reference%20Guide.md#function-name-mouse_config
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also add mouse_config2() ? that does the screen_mode() trick internally for you?
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- x16: check new ZP free addresses https://github.com/commanderx16/x16-docs/commit/541f2ce9e61d1d0d0e157d7f52fe16bc0895e6f0
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@ -8,7 +8,7 @@
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main {
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sub start() {
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void cx16.screen_set_mode(0)
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void cx16.screen_mode(3, false)
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txt.print("\n\n how many sprites does\n the commander x16 have?\n")
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sys.wait(120)
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txt.print("\n\n the manual says: '128'.\n")
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@ -16,7 +16,7 @@ main {
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uword angley
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uword anglez
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void cx16.screen_set_mode($80)
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void cx16.screen_mode($80, false)
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cx16.GRAPH_init(0)
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cx16.GRAPH_set_colors(13, 6, 6)
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cx16.GRAPH_clear()
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@ -27,7 +27,7 @@ main {
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cx16.GRAPH_set_colors(0, 0, 0)
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; cx16.GRAPH_clear()
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cx16.GRAPH_draw_rect(32, 10, 256, 220, 0, false)
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cx16.GRAPH_draw_rect(32, 10, 256, 220, 0, true)
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cx16.GRAPH_set_colors(1, 0, 0)
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draw_lines_hiddenremoval()
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@ -6,7 +6,7 @@
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main {
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sub start() {
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; make palette color 1 black so we can print black letters over the background color 0
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void cx16.screen_set_mode(0)
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void cx16.screen_mode(3, false)
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cx16.vpoke(1, $fa02, $0)
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cx16.vpoke(1, $fa03, $0)
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txt.color(1)
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@ -22,7 +22,7 @@ main {
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; Not yet implemented in ROM: cx16.FB_set_palette(&colors, 0, len(colors)*3)
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palette.set_rgb(&colors, len(colors))
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void cx16.screen_set_mode(128) ; low-res bitmap 256 colors
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void cx16.screen_mode(128, false) ; low-res bitmap 256 colors
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cx16.FB_init()
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cx16.VERA_DC_VSCALE = 0 ; display trick spoiler.......: stretch display all the way to the bottom
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cx16.set_rasterirq(&irq.irqhandler, 0)
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@ -54,7 +54,7 @@ main {
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}
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sub initialize() {
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void cx16.screen_set_mode($80)
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void cx16.screen_mode($80, false)
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txt.plot(32, 5)
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txt.print("256*240")
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@ -6,7 +6,7 @@ main {
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sub start() {
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; palette.set_rgb(&colors, len(colors))
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void cx16.screen_set_mode(128) ; low-res bitmap 256 colors
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void cx16.screen_mode(128, false) ; low-res bitmap 256 colors
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cx16.FB_init()
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@ -8,7 +8,7 @@
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main {
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sub start() {
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void cx16.screen_set_mode(0)
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void cx16.screen_mode(3, false)
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txt.plot(14,14)
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txt.print("raster bars!")
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@ -32,7 +32,7 @@ main {
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sub start() {
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void cx16.screen_set_mode(0) ; low res
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void cx16.screen_mode(3, false) ; low res
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sound.init()
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newGame()
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drawBoard()
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