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Re: Beagle Graphics programs wont compile?
On Dec 12, 9:26 am, Brian <bpic...@gmail.com> wrote:
> On Dec 12, 7:00 am, gids...@sasktel.net wrote:
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> > On Wednesday, December 12, 2012 1:42:17 AM UTC-6, Brian wrote:
> > > Beagle Graphics offers programs that allow you to use double-hi res
> > > commands from applesoft (using an "&" in front of common hgr
> > > commands). I've been using their DHGR program specifically and it
> > > works great, but I haven't been able to successfully compile my code
> > > (compiles with no error, but won't start the program). I couldn't
> > > find any solutions online, and although it's a long shot, have any of
> > > you worked with this program? What's the secret to getting it
> > > compiled? (Or is that no possible).
> > > Thanks.
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> > Compilers normally will not compile the & ampersand routines more than likely due to memory conflicts. Ampersand ML routines are usually static and can be anywhere in memory, which would make it very hard for the compiler to move the routine to where it has free space.
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> > Best to read the compilers instructions to see how it handles ampersand commands. Most compilers just ignore it.
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> > Rob
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> Aww, that makes sense. I just downloaded Beagle Compiler (v2.2) with
> the hopes it would be written to be compatible with their own
> programs, but nope. The manual actually says "Ampersand (&)
> statements with parameters and the routines that they call must be
> altered by someone with assembly language experience. Einstein and
> TASC compilers don't spell it out like that, but I imagine it's the
> same.
So is there any alternative way to draw shapes or plot lines onto a
dhr graphic in applesoft?
I'm using the following code to combine the two image files produced
by Beagle graphics to display as the background, but I can't draw or
plot anything on top of it like I can after bloading a picture on the
hgr2 screen:
5 HGR2
10 D$ = CHR$ (4)
20 POKE 768,56: POKE 769,76: POKE 770,17: POKE 771,195: REM SEC; JMP
$C311
30 PRINT D$"PR#3": PRINT CHR$ (12): REM DHR requires 80 cols
40 PRINT D$"BLOAD LEVEL1.AUX"
50 POKE 60,0: POKE 61,32: POKE 62,255: POKE 63,63: POKE 66,0: POKE
67,32: REM Set up for auxmove
60 CALL 768: REM Move data to aux bank
70 PRINT D$"BLOAD LEVEL1"
80 POKE 49246,0: POKE 49239,0: POKE 49234,0: POKE 49232,0: REM Show
it!
110 SCALE= 1: ROT= 0
120 SH = 25000
130 PRINT D$;"BLOAD SHAPES,A";SH
140 POKE 232,SH - INT (SH / 256) * 256
150 POKE 233, INT (SH / 256)
160 XDRAW 4 AT 100,100