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-= Kodera =
(C) NoViSeT
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Novice coders dedicated.
Introduction.
Hello to you beginners the most beautiful language
programming on the whole world. If you decided to link
my life (or part thereof) with programming in Assembler, you
did true test of choice, because before you open the magic of
the commands that you you can apply for the benefit of mankind
and modern perhaps very soon you'll be able to be as it is
fashionable now to speak Elit'oy Scen'y. But know until this
moment to be against you is full of complexities and
hazards, and only few people reach the finish ...
Mean more to the point ... In this section
will be discussed in virtually all matters
are associated with programming in assembler,
its capabilities, commands, and techniques to apply them. And
if you think you have grasped this interesting language, you
just should, or should I say obliged to share
with our readers. And if you have
questions, then you should definitely ask them, and we will try
to answer. But if do not look out the right answer, I
I hope the world can we in it razobratsya and help ...
And so immediately in this issue, I would
wanted to tell all the suffering and interested in a pretty and
very prostyatsky not the optimal method for deriving the sprite
on the screen.
.......
SPR LD DE, 256, specifies the offset
LD IX, 16384; ask the address in display; om file
LD A, 3; the size of the sprite in the Y
; Familiarity
L3 PUSH AF
LD B, 3; the size of the sprite in the X
; Familiarity
L2 PUSH BC
PUSH IX
LD B, 3
L1 LD A, (HL)
LD (IX), A
INC HL
ADD IX, DE; add an offset
DJNZ L1
POP IX
INC IX
POP BC
DJNZ L2
LD BC, 29; the transition to the next line
ADD IX, BC; in BC given 32-X, ie in
; Line 32 character subtract from them the size of
; Sprite X
POP AF
DEC A
JR NZ, L3; go to print the following; ing line
......
Here is a protsedurka, if you know a faster method or method
of deriving the sprite to within one pixel, then please
us and tell us about it.