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sd:getting_stuff_done_in_assembly_language [2026/06/01 05:58] appledogsd:getting_stuff_done_in_assembly_language [2026/06/01 14:44] (current) appledog
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     INT $10     INT $10
  
-    LDAH $50+    LDAH $50    ; Set teletype text default color
     LDAL $2F    ; color data in AL: BG=2, FG=F (here, orange)     LDAL $2F    ; color data in AL: BG=2, FG=F (here, orange)
     INT $10     INT $10
Line 233: Line 233:
     INT 0x05     INT 0x05
  
-    LDAH $50+    LDAH $50    ; Set teletype text default color
     LDAL $29    ; color data default for mode 1     LDAL $29    ; color data default for mode 1
     INT $10     INT $10
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 The way to do multicolor graphics is to use different tiles for each color component. For example, you can have one tile with the blue pixels and the other tile with the yellow pixels. When you draw the tiles on top of each other, it will produce a multicolor effect. The way to do multicolor graphics is to use different tiles for each color component. For example, you can have one tile with the blue pixels and the other tile with the yellow pixels. When you draw the tiles on top of each other, it will produce a multicolor effect.
  
 +== Music
 +Randomly, in the middle of nowhere, we will explain to you; yes, you can play music in your game. Our PLAY statement is multi-voice; please see the relevant documentation for more information. For now, here's a short little ditty reminiscent of England in the summer of the 1600's.
 +
 +<codify BASIC>
 +10 PLAY "XV1 MN W5 XP3000 O4 L4 T180"
 +15 PLAY "XV2 MN W5 XP3500 O3 L4 T180"
 +20 PLAY "XV1 F1"
 +25 PLAY "XV2 R1"
 +30 PLAY "XV1 A4. B-8 > C4 C4 <"
 +35 PLAY "XV2 R1"
 +40 PLAY "XV1 B-4 A4 G4 F4"
 +45 PLAY "XV2 R1"
 +50 PLAY "XV1 > C2 C4. C8 <"
 +55 PLAY "XV2 R2 F4. F8"
 +60 PLAY "XV1 > C4 D2 C4 <"
 +65 PLAY "XV2 F4 < B-2 A4"
 +70 PLAY "XV1 B-4 A4 G4 G4"
 +75 PLAY "XV2 B-4 F4 > C4 C4"
 +80 PLAY "XV1 A1"
 +85 PLAY "XV2 < F1"
 +</codify>
 +
 +Now you may wonder, why incorporate a BASIC example? Here, we can use BASIC to quickly test musical ideas. When it's time to put them into a game, we do this:
 +
 +<codify armasm>
 +; Example 10: Music
 +
 +.address $C000
 +
 +    LDELM @fair_phyllis
 +    LDAH $52        ; Play Song
 +    INT $11
 +    RET
 +
 +fair_phyllis:
 +    .bytes "XV1 MN W5 XP3000 O4 L4 T180"
 +    .bytes "XV2 MN W5 XP3500 O3 L4 T180"
 +    .bytes "XV1 F1 "
 +    .bytes "XV2 R1 "
 +    .bytes "XV1 A4. B-8 > C4 C4 < "
 +    .bytes "XV2 R1 "
 +    .bytes "XV1 B-4 A4 G4 F4 "
 +    .bytes "XV2 R1 "
 +    .bytes "XV1 > C2 C4. C8 < "
 +    .bytes "XV2 R2 F4. F8 "
 +    .bytes "XV1 > C4 D2 C4 < "
 +    .bytes "XV2 F4 < B-2 A4 "
 +    .bytes "XV1 B-4 A4 G4 G4 "
 +    .bytes "XV2 B-4 F4 > C4 C4 "
 +    .bytes "XV1 A1 "
 +    .bytes "XV2 < F1", 0
 +</codify>
sd/getting_stuff_done_in_assembly_language.1780293537.txt.gz · Last modified: by appledog

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