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Crawly Crypt Collection 2
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1987-11-29
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Ok, heres quick docs for LINEA 1.000 11/30/87.
First off, if you have questions, even better answers, suggestions etc
leave me mail on Genie addressed do D.COOK or call my BBS at 206-672-0956.
Ok, well what I have done here is thrown some quick stuff together so we
can access LINEA graphics from Personal Pascal II. In this set of files
you should find LINEA.S ( the assembly code to do the actual calls ), LINEA.O
which you must link with your pascal file to use the routines and LINEATST.PAS
which is a short test program. Actually LINEATST.PAS was meant to be an include
file but I added a couple of extra lines to get it run a quick test. Just
strip out the main routine and the program statement and include it with your
stuff.
Now for the bad news. Not all linea calls have been fully implemented. Why,
well partly because of poor docs for OSS and partly from other poor docs. I
am strictly a beginner at 68000 assembly so I kept the code to the minimum.
Basically, what I have done is set up personal pascal to access the all
important PTSIN,PTSOUT,CONTRL etc. arrays. You do this by not really creating
the arrays, but instead using pointers. Look at my init functions and you will
get the picture. CONTRL^[0] corresponds to C's Contrl[0] etc.
Also, you can access the LINEA variables in two ways. You can use the address
which is provided and poke the values in ( all the constants are there to help
you ) or you can access the variables through an array.
If you choose this method the constants will have to be divided by two to
correspond to the proper array element. LINEA_VARS^[LA_X1/2] etc.
As far as testing goes, I have had little time to try out the routines but
I know the basic init and putpixel works. ( the demo shows that! ). The
sprites are a bit iffy and I am not sure you can get all the use text_blt.
Sprites. Well, I don't know much about sprites ( not having access with PP
to the before! ) but the textbook examples should be easy to modify to get
to run with this software. There are two arrays which get passed, one that
has the sprite info and a buffer for the screen stuff. The difference you
will find on the sprite array is that the first 2 elements must contain the
X,Y positions and then the standerd info as described in the INTERNALS book
or in Developers docs.
Again, I haven't tried those so I included the assembly so that you folks can
help me debug this and hopefully upgrade it to a real graphics package.
Oh yea, one more note of caution. If you use arrays ( the easiest for contrl
etc. ) you must turn range checking off. We are breaking pascals rules and it
doesn't like.
Wish you luck!
Devin Cook
D.COOK
Bauhaus BBS
(206) 672-0956