Difference between revisions of "Programming:Storing and Retrieving Screens from the extra 64kb"
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This routine comes from the Push-Pop program which was published in [[Amstrad_Action_June_1990_Type-Ins|Issue 57 of Amstrad Action]], however while that program is useful for Storing and Retrieving Screens in the 6128s extra 64k, it's only going to work on the 6128, so other computers with memory expansions won't be able to use it, this updated routine will work on all systems (as long as they have 128kb minimum). | This routine comes from the Push-Pop program which was published in [[Amstrad_Action_June_1990_Type-Ins|Issue 57 of Amstrad Action]], however while that program is useful for Storing and Retrieving Screens in the 6128s extra 64k, it's only going to work on the 6128, so other computers with memory expansions won't be able to use it, this updated routine will work on all systems (as long as they have 128kb minimum). | ||
− | == The | + | == The Routine == |
+ | |||
+ | The routine works by specifying the RSX command PUSH,<n> with <n> being a number between 1 and 4 to store a screen in banks between c4 and c7 and RSX command POP,<n> restoring that screen (it doesn't delete from where it was stored, unless a new screen is stored there). | ||
+ | |||
+ | Is this routine useful for storing screens for 128k based games? No, not for fast Action games where Animation is constant. A flip screen game would work, though would have to be considered bad to have a 4 screen game using that extra 64k, when there were games like Roland in Time being written in 1984 only occupying 32k and having many screens fully running in 64kb. This routine uses LDIR, which is considered slow, though perhaps useful for Slideshow. | ||
<pre> | <pre> |
Latest revision as of 03:58, 11 August 2018
Overview
This routine comes from the Push-Pop program which was published in Issue 57 of Amstrad Action, however while that program is useful for Storing and Retrieving Screens in the 6128s extra 64k, it's only going to work on the 6128, so other computers with memory expansions won't be able to use it, this updated routine will work on all systems (as long as they have 128kb minimum).
The Routine
The routine works by specifying the RSX command PUSH,<n> with <n> being a number between 1 and 4 to store a screen in banks between c4 and c7 and RSX command POP,<n> restoring that screen (it doesn't delete from where it was stored, unless a new screen is stored there).
Is this routine useful for storing screens for 128k based games? No, not for fast Action games where Animation is constant. A flip screen game would work, though would have to be considered bad to have a 4 screen game using that extra 64k, when there were games like Roland in Time being written in 1984 only occupying 32k and having many screens fully running in 64kb. This routine uses LDIR, which is considered slow, though perhaps useful for Slideshow.
org &a500 ld bc,table ld hl,workspace call &bcd1 ret .workspace defb 0,0,0,0 .table defw table2 jp push jp pop .table2 defb "PUS" defb "H"+&80 defb "PO" defb "P"+&80 defb 0 .push cp &01 ret nz ld a,(ix+&00) cp &05 ret nc add &c3 ld c,a ld b,&7f out (c),c ld de,&4000 ld hl,&c000 ld bc,&3fff ldir ld bc,&7fc0 out (c),c ret .pop cp &01 ret nz ld a,(ix+&00) cp &05 ret nc add &c3 ld c,a ld b,&7f out (c),c ld de,&c000 ld hl,&4000 ld bc,&3fff ldir ld bc,&7fc0 out (c),c ret