Автор: Simon Crampin
Год: 1986
Издатели: Your Sinclair
Языки:
Английский
Формат:
TAP лента
Требования:
ZX Spectrum 48K
Ссылки:
Страница на ZXArt
Страница на World Of Spectrum
Страница на Spectrum Computing
Скриншоты:
Год: 1986
Издатели: Your Sinclair
Языки:
Формат:
Требования:
Ссылки:
Скриншоты:
SUPERCOLOUR
from Your Sinclair #6 (Jun.1986)
Are you feeling drab, boring and colourless? Do attribute
problems get you down and affect your relations with the
opposite sex? Does working with a limited colour palette
leave a nasty taste in your mouth? Well, cheer up, 'cos
Simon Crampin's routine will blast your retinas off.
One of the most annoying things about our beloved Spectrum
is its inability to display more than two colours on any one
character square This isn't much of a problem when you're
displaying text, but when you want to draw hi-res graphics
you have to plan everything very carefully indeed to avoid
the attributes (colours) bleeding out into the adjacent
squares.
Help is at hand. With this amazing SuperColour program you
can not only put more than one colour on one character
square, but up to eight colours on each row of the
character! And if that's not enough for you (demanding
aren't you?) you can even make the attributes scroll and
flash, have them BRIGHT or normal, as you wish. But how's
this possible? It's just a little machine code routine ...
Well, it's not so much of a little routine, more of a
mega-enhancement to your Spectrum's facilities. The program
allows you to design a 4 x 8 graphic and fill it with
colour. The graphic can then be used in your own programs
called from Basic, or if space allows, from machine code.
You can design your own logo and have it flashing and
pulsing on your title screen. You can highlight the top
score in your high score table. You can even make a
spectacular endgame effect, or incorporate it into the game
itself. Then you can save your graphic and a chunk of code
to operate it and voila! Instant rainbows! Interested?
BETTER BY DESIGN
The program takes the form of a very clever chunk of machine
code that controls the attributes in your 4 x 8 graphic.
Also included is a designer program that lets you set or
erase any pixel in the 4 x 8 rectangle, using a cursor on an
easy to see magnified grid. The grid is a blown up section
of one piece of the graphic and you can move the grid window
over it to examine every corner.
To get you started we've done our own logo justice in a demo
graphic for you to load in.
You begin by building up your basic graphic in black and
white, setting individual pixels into the shape you want.
Use the view picture option to see your whole graphic actual
size. That way you can keep track of your progress.
Next add a splash of colour. SuperColour, even. You can now
set the attributes to any INK and PAPER colours, and even
have alternating rows of BRIGHT and FLASH. That is, if you
enjoy migraine headaches!
--
Keep this by you when you use the program - it's your
instruction manual. Everything you need to know to use
SuperColour in your own programs, in an all-in-one
easy-to-swallow capsule!
STARTING UP
After the program's loaded, it'll prompt you with "Fresh
Start?" Answer 'y' to this and all the data in the designer
program will be wiped and you can begin on an empty grid. If
you've already made and saved a graphic from a previous
session, answer 'n' to this prompt and the program will
automatically load your graphic from tape. Having loaded
your graphic, you'll then be shown your workspace.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FUNCTION KEYS
Key Effect
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
5 cursor left
6 cursor down
7 cursor up
8 cursor right
1 move grid left 8 pixels
2 move grid down 1 pixel
3 move grid up 1 pixel
4 move grid right 8 pixels
S set or draw pixel at cursor
R reset or erase pixel at cursor
A enter attributes: INK, PAPER, BRIGHT and FLASH
K clear all pixel data to the last values input using the 'A' function
H display your graphic actual size and colour
ENTER return to Basic and Save menu
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
When you select the return to Basic/Save option, you're
given two options. The first is to save your graphic to
tape, and this is usually the best to go for; if anything
goes wrong you're not going to like the idea of starting
from scratch.
The second option brings us to the most important part of
the program. This enables you to save the code that controls
your graphic. When you use the graphic in your own programs,
you save this controller code too, and then POKE and
RANDOMIZE USR different addresses to position and turn on
the graphic.
This code is saved by the program as "CGWC" which stands for
Colour Generator Working Copy, so you'll have a pretty good
idea of what it does - it's saved at address 64496 and it's
671 bytes long. To position your graphic on the screen, POKE
the following addresses with the appropriate values, taking
row 0, column 0 to be the top left corner of the screen.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
VALUE ADDED TABLE
Function Address Value
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Row at which display is required 65030 8*row
Column (move) 65053 0-24
Row (move) 65056 0-18
Column (print) 65118 0-24
Row (print) 65117 0-18
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note:The Addresses of Column (print) and Row (print) were transposed
when published in Your Sinclair. These have been corrected in the
table above.
Turn Graphic On
To activate your graphic once you've positioned it, simply
RANDOMIZE USR 65116. (Or if you want to activate it but not
show, use RANDOMIZE USR 65151.)
Turn Graphic Off
To switch your graphic off, RANDOMIZE USR 65020. This is
easier and kinder than saying, "Gee graphic, you're really
unattractive!"
Two Or More
If you've got more than one graphic, you'll have to store
them in different locations from the ones used by
SuperColour's designer. Here are the POKES you'll need:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Start byte of your pixel data 65120 low
65121 high
Start of your attribute data 65065 low
65066 high
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
You can now use many different graphics and call them up
from Basic or machine code as you need them. After all, even
the most dazzling graphic gets a bit tiresome if you see it
all the time.
--
Another Fine Product transcribed by:
Jim Grimwood (jg27paw4@globalnet.co.uk), Weardale, England
--
from Your Sinclair #6 (Jun.1986)
Are you feeling drab, boring and colourless? Do attribute
problems get you down and affect your relations with the
opposite sex? Does working with a limited colour palette
leave a nasty taste in your mouth? Well, cheer up, 'cos
Simon Crampin's routine will blast your retinas off.
One of the most annoying things about our beloved Spectrum
is its inability to display more than two colours on any one
character square This isn't much of a problem when you're
displaying text, but when you want to draw hi-res graphics
you have to plan everything very carefully indeed to avoid
the attributes (colours) bleeding out into the adjacent
squares.
Help is at hand. With this amazing SuperColour program you
can not only put more than one colour on one character
square, but up to eight colours on each row of the
character! And if that's not enough for you (demanding
aren't you?) you can even make the attributes scroll and
flash, have them BRIGHT or normal, as you wish. But how's
this possible? It's just a little machine code routine ...
Well, it's not so much of a little routine, more of a
mega-enhancement to your Spectrum's facilities. The program
allows you to design a 4 x 8 graphic and fill it with
colour. The graphic can then be used in your own programs
called from Basic, or if space allows, from machine code.
You can design your own logo and have it flashing and
pulsing on your title screen. You can highlight the top
score in your high score table. You can even make a
spectacular endgame effect, or incorporate it into the game
itself. Then you can save your graphic and a chunk of code
to operate it and voila! Instant rainbows! Interested?
BETTER BY DESIGN
The program takes the form of a very clever chunk of machine
code that controls the attributes in your 4 x 8 graphic.
Also included is a designer program that lets you set or
erase any pixel in the 4 x 8 rectangle, using a cursor on an
easy to see magnified grid. The grid is a blown up section
of one piece of the graphic and you can move the grid window
over it to examine every corner.
To get you started we've done our own logo justice in a demo
graphic for you to load in.
You begin by building up your basic graphic in black and
white, setting individual pixels into the shape you want.
Use the view picture option to see your whole graphic actual
size. That way you can keep track of your progress.
Next add a splash of colour. SuperColour, even. You can now
set the attributes to any INK and PAPER colours, and even
have alternating rows of BRIGHT and FLASH. That is, if you
enjoy migraine headaches!
--
Keep this by you when you use the program - it's your
instruction manual. Everything you need to know to use
SuperColour in your own programs, in an all-in-one
easy-to-swallow capsule!
STARTING UP
After the program's loaded, it'll prompt you with "Fresh
Start?" Answer 'y' to this and all the data in the designer
program will be wiped and you can begin on an empty grid. If
you've already made and saved a graphic from a previous
session, answer 'n' to this prompt and the program will
automatically load your graphic from tape. Having loaded
your graphic, you'll then be shown your workspace.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FUNCTION KEYS
Key Effect
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
5 cursor left
6 cursor down
7 cursor up
8 cursor right
1 move grid left 8 pixels
2 move grid down 1 pixel
3 move grid up 1 pixel
4 move grid right 8 pixels
S set or draw pixel at cursor
R reset or erase pixel at cursor
A enter attributes: INK, PAPER, BRIGHT and FLASH
K clear all pixel data to the last values input using the 'A' function
H display your graphic actual size and colour
ENTER return to Basic and Save menu
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
When you select the return to Basic/Save option, you're
given two options. The first is to save your graphic to
tape, and this is usually the best to go for; if anything
goes wrong you're not going to like the idea of starting
from scratch.
The second option brings us to the most important part of
the program. This enables you to save the code that controls
your graphic. When you use the graphic in your own programs,
you save this controller code too, and then POKE and
RANDOMIZE USR different addresses to position and turn on
the graphic.
This code is saved by the program as "CGWC" which stands for
Colour Generator Working Copy, so you'll have a pretty good
idea of what it does - it's saved at address 64496 and it's
671 bytes long. To position your graphic on the screen, POKE
the following addresses with the appropriate values, taking
row 0, column 0 to be the top left corner of the screen.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
VALUE ADDED TABLE
Function Address Value
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Row at which display is required 65030 8*row
Column (move) 65053 0-24
Row (move) 65056 0-18
Column (print) 65118 0-24
Row (print) 65117 0-18
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note:The Addresses of Column (print) and Row (print) were transposed
when published in Your Sinclair. These have been corrected in the
table above.
Turn Graphic On
To activate your graphic once you've positioned it, simply
RANDOMIZE USR 65116. (Or if you want to activate it but not
show, use RANDOMIZE USR 65151.)
Turn Graphic Off
To switch your graphic off, RANDOMIZE USR 65020. This is
easier and kinder than saying, "Gee graphic, you're really
unattractive!"
Two Or More
If you've got more than one graphic, you'll have to store
them in different locations from the ones used by
SuperColour's designer. Here are the POKES you'll need:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Start byte of your pixel data 65120 low
65121 high
Start of your attribute data 65065 low
65066 high
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
You can now use many different graphics and call them up
from Basic or machine code as you need them. After all, even
the most dazzling graphic gets a bit tiresome if you see it
all the time.
--
Another Fine Product transcribed by:
Jim Grimwood (jg27paw4@globalnet.co.uk), Weardale, England
--