HRPrintFast.bas
The High Resolution printing routine allows standard sized characters to be positioned anywhere on the screen.
Usage
There is a an example program that uses this at the end of the page.
Where * x is the x value in pixel co-ordinates * y is the y value in pixel co-ordinates * character is the memory address of the UDG style bytes for the character being printed. To print standard characters, use the address of the character from the ROM table. * attribute is the attribute byte value (As you'd get from the ATTR function) * over is 0 or 1, and chooses whether to print in OVER 0 or OVER 1 mode.
Prints the character to the screen at the given pixel co-ordinates.
NOTE: The ZX Spectrum's attribute system is encoded into the hardware as a 32 character grid. HRPrint does its best, but changing the paper / bright / flash colour from the background is likely to look imperfect as the attribute blocks cannot line up well with the character printed unless it overlaps - as a result, the colour of attribute squares nearby is likely to be changed.
CODE
This code is too large to place in full, since it requires Britlion's Screen and Rotate Tables, and this wiki does not allow attachments. Please download HRPrintFast from the forum posting: http://boriel.com/mybb/showthread.php?tid=532&pid=3318#pid3318
SUB HRPrintFast (x AS UBYTE, y AS UBYTE, char AS UInteger, attribute AS UBYTE, overprint AS UBYTE)
REM High res Printing, based on code produced, with thanks, by Turkwel over on the WOS boards.
REM Brought to ZX Basic by Britlion, June 2010.
ASM
ld a,(IX+13) ; Get overprint value
AND a ; zero?
JR Z,HRP_No_Over
LD a,182
JP HRP_Change_Code
HRP_No_Over:
XOR A ; faster than LD a,0
HRP_Change_Code:
LD (HRPOver1),a
LD (HRPOver2),a
ld b,(IX+7)
ld c,(IX+5)
push BC ; SAVE our co-ordinates.
;print_char:
ld d,(IX+09)
inc d
dec d
jr z, HRPrint_From_Charset
ld e,(IX+08)
jp HR_Print
HRPrint_From_Charset:
ld de,(23606)
ld h,0
ld l,(IX+8) ; character
add hl,hl
add hl,hl
add hl,hl
add hl,de
HR_Print:
;call HRPat
;PUSH HL
EX DE,HL ; Save HL out in DE
LD H, HRPScreenTables/256
LD L,B
LD A,(HL)
INC H
LD L,(HL)
LD H,A
LD A,C
SRL A
SRL A
SRL A
ADD A,L
LD L,A
EX DE,HL ; swap HL and DE Back
;convert the Y AND X pixel values TO the correct Screen Address - Address in DE
ld a,8
;set counter TO 8 - Bytes of Character Data TO put down
HRPrint0:
push af
;save off Counter
;ld a,b
;cp 192
;jr c,HRprint1
;pop af
;jp HRPrintEnd
;don't print character if > 191 - off the bottom of the screen - restore AF and exit Print routine
;[this can be removed IF you are keeping tight control of your Y values]
HRprint1:
push hl
push de
push de
;save off Address of Character Data, Screen Address, Screen Address
ld a,c
AND 7
ld d,a
;get lowest 3 bits of Screen address
;ld e,255
;set up E with the Mask TO use - 11111111b = All On
ld a,(hl)
jr nz,HRprint2
;get a BYTE of Character Data TO put down - but ignore the following Mask shifting
;if the the X value is on an actual Character boundary i.e. there's no need to shift anything
; rrca
; srl e
; dec d
; jp nz,HRprint2
ld e,0
jp HRprint3
HRprint2:
;Rotate the Character Data BYTE D times - AND Shift the Mask BYTE AS well, forcing Zeroes into the
;Left hand side. The Mask will be used TO split the Rotated Character Data OVER a Character boundary
; New version: Grab into DE, the split rotation values.
LD E,A ; Put our working byte safe
LD A,D ; Grab our number of rotates
EX DE,HL ; Save HL
DEC A ; decrease so 1->0
SLA A ; Multiply by 2 because we have double tables.
ADD A, RotateTables/256 ; Add in the base for rotate tables.
LD H,A ; put it into our lookup.
LD A,(HL) ; get high byte
INC H
LD L,(HL) ; get low byte
LD H,A
EX DE,HL ; put result in DE, and restore HL.
HRprint3:
pop hl
;POP one of the Screen Addresses (formerly in DE) into HL
;ld d,a
;ld a,e
;AND d
ld a,d ; get our first byte
HRPOver1:
OR (hl)
ld (hl),a
;take the Rotated Character Data, mask it with the Mask BYTE AND the OR it with what's already on the Screen,
;this takes care of the first part of the BYTE
;[remove the OR (HL) IF you just want a straight write rather than a merge]
inc l
ld a,l
AND 31
jr z, HRprint4
;Increment the Screen Address AND check TO see IF it's at the end of a line,
;if so THEN there's no need to put down the second part of the Byte
ld a,e
;cpl
;AND d
HRPOver2:
OR (hl)
ld (hl),a
;Similar TO the first BYTE, we need TO Invert the mask with a CPL so we can put down the second part of the BYTE
;in the NEXT Character location
;[again, remove the OR (HL) IF you just want a straight write rather than a merge]
HRprint4:
pop de
inc d
inc b
;get the Screen Address back into DE, increment the MSB so it points the the Address immediately below
;it AND Increment the Y value in B AS well
ld a,b
AND 7
;call z,HRPat
jr nz, HRPatSkip
EX DE,HL ; Save HL out in DE
LD H, ScreenTables/256
LD L,B
LD A,(HL)
INC H
LD L,(HL)
LD H,A
LD A,C
SRL A
SRL A
SRL A
ADD A,L
LD L,A
EX DE,HL ; swap HL and DE Back
HRPatSkip:
;now check IF the Y value has gone OVER a Character Boundary i.e. we will need TO recalculate the Screen
;Address IF we've jumped from one Character Line to another - messy but necessary especially for lines 7 and 15
pop hl
inc hl
;get the Address of the Character Data back AND increment it ready FOR the NEXT BYTE of data
pop af
dec a
jp nz,HRPrint0
;get the Counter value back, decrement it AND GO back FOR another write IF we haven't reached the end yet
; jp HRPrintAttributes (No need to jump around this now)
HRPrintAttributes:
POP BC ; recover our X-Y co-ordinates.
ld d,0
ld a,(IX+11) ; attribute
AND a
jp z, HRPrintEnd ; IF attribute=0, THEN we don't do attributes.
ld e,a ; pass TO e
;transfer Attribute BYTE TO e FOR easier use
ld a,b
cp 192
jp nc, HRPrintEnd
;check Y position AND EXIT IF off bottom of screen
push bc
;save off Y AND X values FOR later
AND 248
ld h,22
ld l,a
add hl,hl
add hl,hl
srl c
srl c
srl c
ld b,d
add hl,bc
;calculate the correct Attribute Address FOR the Y\X values
ld (hl),e
;set the Attribute - this is ALWAYS set no matter what the valid Y\X values used
pop bc
;get the Y AND X values back into BC
;call print_attribute2
;call the subroutine TO see IF an adjacent Horizontal Attribute needs TO be set
print_attributes1:
ld a,c
cp 248
jr nc,endPrintAttributes1
;check TO see IF we are AT Horizontal character 31 - IF so THEN no need TO set adjacent Horizontal Attribute
AND 7
jr z, endPrintAttributes1
;and don't set the adjacent Horizontal Attribute if there's no need to
inc l
ld (hl),e
dec l
;increment the Attribute address - set the adjacent horizontal Attribute - THEN set the Attribute Address back
endPrintAttributes1:
ld a,b
cp 184
jp nc, HRPrintEnd
;check TO see IF we are AT Vertical character 23 - IF so THEN no need TO set adjacent Vertical Attribute & EXIT routine
AND 7
jp z, HRPrintEnd
;and don't set the adjacent Vertical Attribute if there's no need to & Exit routine
ld a,l
add a,32
ld l,a
ld a,d
adc a,h
ld h,a
ld (hl),e
;set the Attribute address TO the line below - AND set the adjacent Vertical Attribute
;drop through now into adjacent Horizontal Attribute subroutine - all RETs will now EXIT the routine completely
HRPrintAttribute2:
ld a,c
cp 248
jp nc, HRPrintEnd
;check TO see IF we are AT Horizontal character 31 - IF so THEN no need TO set adjacent Horizontal Attribute
AND 7
jp z, HRPrintEnd
;and don't set the adjacent Horizontal Attribute if there's no need to
inc l
ld (hl),e
dec l
;increment the Attribute address - set the adjacent horizontal Attribute - THEN set the Attribute Address back
;ret
jp HRPrintEnd
# include once "Screentables.asm"
# include once "RotateTables.asm"
HRPrintEnd:
END ASM
END SUB
EXAMPLE OF USE
CLS
DIM x,y,x2,y2 as uByte
DIM xd,yd as fixed
DIM counter as uInteger
DIM time,endtime as uLong
x=100
y=10
x2=x
y2=y
xd=2
yd=2
DO
x2=x+xd
y2=y+yd
' Timing loop to make the sprite update clean on the screen.
' Instead of a waste of time loop here, you could go off and do something for the equivalent time span of the loop. and then come back here to update the sprites.
' You could call subroutines to update numbers in memory, play some sound for a while, see if a key is pressed...all sorts of things!
' The point is you need to do a halt, and then get to the sprite update bit a little while later - after the electron beam has moved off the screen.
' This version below clearly wastes over 130,000 T states per frame.
asm
halt
halt
halt
push hl ;11
push af ; 11
ld hl,5000 ;10
quickloop:
dec hl ;6
ld a,l ;4
or h ;4
jr nz, quickloop ; 12 (usually - one iteration of 7)
pop af ; 10
pop hl ;10
end asm
HRPrintFast(x,y,32,56,0)
HRPrintFast(x+8,y,32,56,0)
HRPrintFast(x,y+8,32,56,0)
HRPrintFast(x+8,y+8,32,56,0)
HRPrintFast(x2,y2,@gentle,76,0)
HRPrintFast(x2+8,y2,@gentle+8,76,1)
HRPrintFast(x2,y2+8,@gentle+16,76,0)
HRPrintFast(x2+8,y2+8,@gentle+24,76,1)
x=x2
y=y2
IF x<=0 OR x>=245 THEN xd=-xd : END IF
IF y<=0 OR y>=175 THEN yd=-yd : END IF
LOOP
end
gentle:
asm
defb 15,15,15,15,15,15,13,15
defb 240,144,208,208,240,240,176,240
defb 15,14,63,0,0,12,26,30
defb 176,112,252,0,0,24,104,120
end asm