Search found 648 matches

by at67
13 Feb 2023, 06:55
Forum: Hardware and software hacking
Topic: gtBASIC
Replies: 435
Views: 124992

Re: gtBASIC

Where would you load it from? I have an unfinished bit of code that will allow you to OPEN files on Pluggy Reloaded and then LOAD them as you described above, but no timeline to completion unfortunately. You can load a title screen as part of the loading process, which takes up no RAM, (technically ...
by at67
12 Feb 2023, 21:29
Forum: Hardware and software hacking
Topic: gtBASIC
Replies: 435
Views: 124992

Re: gtBASIC

You shouldn't use the LOAD command for any file type within a PROC or GOSUB, as that is undefined behaviour. If you look at PucMon it uses LOAD commands within modules just fine.
by at67
12 Feb 2023, 19:58
Forum: Hardware and software hacking
Topic: gtBASIC
Replies: 435
Views: 124992

Re: gtBASIC

Try this pragma early in your code: 'use this after _runtimeStart_ to specify maximum number of blits if you have more than 48 _maxNumBlits_ 62 There is no CHAIN command, but there is a MODULE command that inserts a module, (like C's include), e.g. module "PucMonData_ROMv5a.m" So you could...
by at67
12 Feb 2023, 00:42
Forum: Hardware and software hacking
Topic: gtBASIC
Replies: 435
Views: 124992

Re: gtBASIC

It's pretty simple, all it does is change the contents of the sprite's image. PATTERN is the old school BASIC name for a swappable image for a SPRITE, so: 'SPRITE PATTERN, <id>, <pattern id>' means change the image for SPRITE <id> to PATTERN <id> You usually do this at a much lower rate/frequency th...
by at67
11 Feb 2023, 18:18
Forum: Hardware and software hacking
Topic: gtBASIC
Replies: 435
Views: 124992

Re: gtBASIC

'SPRITE PATTERN, <id>, <pattern id>'

This syntax error doc bug has already been fixed.
by at67
11 Feb 2023, 14:14
Forum: Hardware and software hacking
Topic: gtBASIC
Replies: 435
Views: 124992

Re: gtBASIC

Remember you can use the pattern statement to change sprite data in real time, so lets say for example you are limited to 10 sprites of varying sizes, (due to your offscreen limitations), as long as you never have more than ten sprites on screen, then you can use those ten sprites to represent many ...
by at67
11 Feb 2023, 11:40
Forum: Hardware and software hacking
Topic: gtBASIC
Replies: 435
Views: 124992

Re: gtBASIC

Yes there is: 1) Sprites are hard-coded to offscreen addresses for a 32K RAM Gigatron, (XXA0 to XXB3). This means the maximum number of sprite 9 pixel rows you can have is 120. So one sprite of vertical size 120 or ten sprites of vertical size 12, etc. 2) For a 64K RAM Gigatron you have (120+128) * ...
by at67
06 Feb 2023, 02:47
Forum: Hardware and software hacking
Topic: gtBASIC
Replies: 435
Views: 124992

Re: gtBASIC

For detailed paramater lists you'll need to check the source code, which is trivial to do in the correpsonding files, pragmas.cpp, operators.cpp, functions.cpp, keywords.cpp, etc. Pragmas: // Pragmas _pragmas["_codeRomType_"] = {"_codeRomType_", CODEROMTYPE }; _pragmas["_run...
by at67
05 Feb 2023, 22:14
Forum: Hardware and software hacking
Topic: gtBASIC
Replies: 435
Views: 124992

Re: gtBASIC

Have you seen this unfinished doc https://github.com/at67/ROMvX0/blob/mai ... tBASIC.pdf?

If at some stage you'd like to try and help finish it, that would be awesome!
by at67
05 Feb 2023, 13:46
Forum: Hardware and software hacking
Topic: gtBASIC
Replies: 435
Views: 124992

Re: gtBASIC

Once again, on the TODO list, it will be fast and configurable, but is probably a while off.