I have to admit, this year’s Logiker challenge stumped me. I had a few “clever” ideas on how to reproduce the pattern, but the code was larger than just printing out the pattern from arrays of strings.
Meanwhile, Jason Pittman kept posting revisions of his concept in the comments. In a response to part 2, he shared this:
This is the last attempt I came up with. It uses the same “-3 to 2 … ABS()” from the other example I sent on part 1. I think one potential trick here is to treat it as if you are holding a rubber stamp that stamps out three asterisks that are six spaces apart. You want to make this pattern by stamping it twice on each line. You’re keeping track of a starting position on each row (1027 + 32 for each row) and an offset to add and subtract to the starting position for each row. On the first line, the offset is zero, so you stamp it twice on top of itself at the starting position. On the next line, the offset is 1, so you stamp it twice, but one time you add -1 and the other time you add +1 to the starting position. Does this make any sense?
This was an optimization of his original approach, but it had one limitation that might prevent it from solving the challenge: The CoCo’s 32×16 screen is too small to display the entire image, and POKEing characters on the screen would be limited to just 16 lines of text. He was aware of this, and his program does POKE the full image, but it is POKEing past the end of the visible screen. Would this count? RUNning the program displays the pattern over and over again (which was done to avoid having a new line with an endless loop GOTO):
POKEing past the visible screen works here because I am emulating a Disk Extended BASIC CoCo, and the memory after the text screen is reserved for four pages of PMODE high resolution graphics. But, I suspect, if I ran this on a cassette based CoCo, it might be POKEing in to memory used for the BASIC program itself.
Perhaps the CoCo 3 could help, since it has 40×25 and 80×25 text modes? Jason tried that:
I may play around with LPOKE. This should get it on the 40 column screen. I bet there is a crafty way to (a) not do the last line manually outside of the loops (b) remove one of the FOR loops (c) Shoot, there’s probably some crafty wizard way to do it in one FOR loop with logical operators, but I wouldn’t ever find it.
In this version, Jason uses LOCATE(x,y) to position the cursor. That is what the CoCo 3 used instead of PRINT@ for text positioning. And it works!
It also feels better to use built-in BASIC text commands versus POKEing in to memory.
But he wasn’t done! He added this version:
10 WIDTH 40 20 FOR S = -15 TO 33 STEP 6 30 FOR X = 0 TO 18 40 IF S+X < 19 AND S+X >= 0 THEN LOCATE S+X,X:PRINT "*"; 41 IF S-X >= 0 AND S-X < 19 THEN LOCATE S-X,X:PRINT "*"; 50 NEXT X 60 NEXT S 70 GOTO 70
This one draws the same pattern, but in a very different way. It draws diagonal lines going down from the points at the top. Try it! It’s cool!
And, then this odd one, which creates the pattern by drawing the asterisks RANDOMLY, eventually getting them all on the screen.
…seems like it should be simple. Three asterisks, then six, then six, then four, then six, then six, then three… Spaces that go five, three, one, zero and then back up. Unhelpful.
But, it’s also just one pattern repeated across the screen three times…
* * * * * * *
And then it’s reversed, so I think if we can do the above, we can do the whole pattern. We see spaces of three, two, one, zero on the left, and zero, one, three, and five in the inside.
Color BASIC does not have a SPC() option (my VIC-20 did, I think) for outputting spaces, but TAB() will go to a specific column. Maybe we can figure out which column the asterisks should be in:
This gives us 4, 10 and 16. Then 3 and 5, 9 and 11, and 15 and 17. Then 2 and 6, 8 and 12, and 14 and 18. Finally, 1 and 7 and 13 and 19. I don’t know why, but I kind of like thinking about it as tab positions.
10 FOR SP=3 TO 0 STEP-1 20 PRINT TAB(SP);"*";TAB(6-SP); 30 IF SP<3 THEN PRINT "*"; 40 PRINT 50 NEXT
That would give us one of the pyramid shapes. To complete the bottom, we’d do another FOR/NEXT loop. At least, that’s what I would do. BUT, in a comment to part 1, Jason Pittman had a smarter idea:
Awesome! I’ve got an idea on this one but I’m not going to jump ahead this year and I’m just going to follow along.One thought here is that you could combine the two print loops on 100 and 110 by coming up with a series that goes “0 1 2 3 2 1”. I did it by replacing 100 and 110 with this: “100 FOR A=-3 TO 2:PRINT A$(ABS(ABS(A)-3)):NEXT”
Or, you could shorten that a little if you reverse the direction of the array (so that it looks like “VVV”) and use “100 FOR A=-3 TO 2:PRINT A$(ABS(A)):NEXT”
– Jason Pittman
I could print one diamond like this:
10 FOR A=-3 TO 3:SP=ABS(A) 20 PRINT TAB(SP);"*";TAB(6-SP); 30 IF SP<3 THEN PRINT "*"; 40 PRINT 50 NEXT
That prints almost the entire diamond, except for the final asterisk. Because, if I wanted to print three of them, I’d do this in a loop, then print the final asterisk row at the end.
Unfortunately, as I start going down this rabbit hole, I find the code of loops and such ends up looking larger than some much simpler approaches, like one shown to my by Rick Adams. His code was written for a PDP-8 BASIC, which lacks things like ELSE and MID$. His technique was to have strings representing parts of the pyramid:
" * " " * * " " * *" "* "
…then to print each string three times across the screen. This produced:
" * * * " " * * * * * * " " * * * * * *" "* * * "
…and then do it backwards. There is a missing “*” on the right, that gets printed with an “IF”. In a chat, we bounced around some ideas to shrink the code, but looking at his approach, it seems everything I try to do gets larger:
Try “run length encode” where DATA statements represent the spaces. Print that many spaces, then an asterisk, and repeat.
Try DATA statements showing the positions of the asterisks. DATA is large than a string.
Try simulating a “SET(x,y)” to draw it, but using PRINT@ on the CoCo. Alas, the CoCo 32×16 screen is too small to fit the whole pattern, so even if this was smaller, it would still require extra code at the end to scroll the screen and print the final few lines (as the top portion scrolls off). BUT, using a CoCo 3 40/80 column screen would work using LOCATE x,y instead. But still, larger.
Is there an elegant solution to this challenge that doesn’t involve just PRINTing strings?
Legendary Color Computer game programmer, Steve Bjork, is no longer with us.
I have much to say about Steve. I considered him good friend, and alwauys enjoyed meeting up with him when I would visit Southern California. I had not been in touch since the Covid-era, and I wish I had. This news comes as quite a shock.
I hope to share some fun stories about hanging out with Steve. Though many know him from his video games on TRS-80, the Color Computer, Gameboy, Genesis, Super Nintendo, and I think even something on Playstation, I knew him as my Disneyland/theme park friend.
As a local, Steve grew up around Disneyland, and even worked there in the 1970s as a Jungle Cruise skipper.
I spent many days hanging out with him at Disneyland, and early on he would tell me, “there’s more to see in California than Disneyland.” He would become my tour guide during these trips — taking me to Magic Mountain (where he worked in the 1970s), Knott’s Berry Farms, and places like Fry’s Electronics and In and Out Burger. Many of the things I love about visiting California are directly traced back to Steve suggestions.
My finances prevented me for visiting for many years, but I did meet up with him again in 2017. Then he introduced us to Rock and Brews – a restaurant connected to KISS members Gene Simmons and Paul Stanley.
There was always a new experience I would never have discovered on my own as an ignorant tourist ;-)
There are fun trivia things about Steve… He was an extra in The Goonies (if I have the movie correct), as a reporter. He was an extra in the movie Rollercoaster, I believe loading folks on a coaster. He has an Internet Movie Database entry through his work on One On One (basketball) and The Mask (Super Nintendo). He was a magician at some point — a tidbit that came up during an early theme park visit, complete with him presenting a “Hot Rod” trick he had with him (a trick I knew well from my younger days as an amateur magician).
There are many tales about his time in the software industry – such as a story about folks working on the TRON movie visiting computer places to ask questions. I think he worked for Datasoft at the time, which was “just down the road” from the Disney Studios.
If you look at the startup screen for The Rocketeer on Super Nintendo, I believe I heard Steve was the one wearing the suit for the photo (1992). Apparently props and such were loaned out so they could be used for reference for the game.
Steve also had a haunted house effects company — creating custom hardware and software to do things like make animated skulls talk to audio. An article about one of his products (“Wee Little Talker”) was featured in Nuts and Volts magazine (September 2017). You can see a photo of a circuit board with “Copyright 2017 Steve Bjork” on it. The article was co-written by his haunt partner, Steve Koci, who also passed away in recent years. Their business, Haunt Hackers, last updated in 2021 with a “closed due to Covid” message on the now-defunct website.
And people knew him. Once I was at Disneyland with him for some special opening event. A Disneyland manager type walked up to him and said “Steve Bjork, you’re my hero!” This person had known him through computer clubs back in the 80s. And that wasn’t the only time I saw something like that happen.
So while he popped up in CoCo discussions frequently (and got re-engaged in later years via the CoCoTalk YouTube show), it was also no surprise to see him pop up in an electronics publication or a haunted house message forum. I even remember reading a Disneyland fan site report about some event out there, and Steve Bjork was there presenting some kind of plaque to someone involved with a restaurant.
He did so much, and was still designing and programming new things right up to his final years.
This image is 19×19, so while it will fit on a Radio Shack Color Computer 1/2 screen width-wise, it’s a bit too tall to fit height-wise. The challenge allows for it to scroll off the screen, which is something we had to do for past challenges.
Logiker 2023 Challenge pattern.
I can think of a number of ways to approach this.
The pattern is made up of only four unique lines, so you could print them A B C D B C A B C D and so on. There’s probably a simple way to do that with a FOR/NEXT loop and an array of those four lines.
10 CLS 50 A$(0)=" * * * 60 A$(1)=" * * * * * * 70 A$(2)=" * * * * * * 80 A$(3)="* * * * 90 FOR I=1 TO 3 100 FOR A=0 TO 3:PRINT A$(A):NEXT 110 FOR A=2 TO 1 STEP-1:PRINT A$(A):NEXT 120 NEXT 130 PRINT A$(0) 333 GOTO 333
If we had a larger screen (like the 40 or 80 column screens on the Color Computer 3), we could use LOCATE x,y to plot the pattern using some line drawing type math.
We could try the RLE (run length encoding) compression from past years to see if we could compress it down to spaces and characters.
We could try using math to figure out a pattern.
These all seem fun.
I hope to find some time to experiment. I don’t plan to “enter,” since one of the asks for the challenge is to not share your work until after the challenge ends.
VAL() takes a string and converts it in to a floating point numerical variable. The value of “1E39” is a number in scientific notation, and this appears to cause a problem.
In Microsoft BASIC, the notation “1E39” represents the number 1 multiplied by 10 raised to the power of 39. This is also known as scientific notation, where the “E” indicates the exponent to which the base (10 in this case) is raised. So, “1E39” is equal to 1 * 10^39, which is an extremely large number:
There is a classic Commodore one-liner program that prints a maze. I have discussed it on this site several times in the past:
10 PRINT CHR$(205.5+RND(1));GOTO 10
I converted it to use CoCo ASCII “/” and “\” characters:
10 PRINT CHR$(47+(RND(2)-1)*45); : GOTO 10
I have since noticed that the 10 PRINT book even has a version for the CoCo in it:
https://10print.org/10_PRINT_121114.pdf page 55
Recently, Jim Gerrie posted a video of a new one-liner MC-10 version of the maze that truly fit on one 32-column line of the MC-10:
https://www.youtube.com/watch?v=7FQ_ht5u2y4
His approach of using MID$() looked much simpler than the CHR$ version of the Commodore original. I am pretty sure my VIC-20 had MID$ so surely the C64 had it as well. Why wasn’t it used? Perhaps this was an example of code obfuscation. “Type in this mysterious code and see what you get!”
Indeed, in a quick test, using MID$() is smaller and faster:
Now, doing the MC-10 version with CHR$() would be longer on the CoCo since we can’t type those characters like the MC-10 allows. We’d have to use CHR$(140)+CHR$(138) embedded in the MID$ to make that work (and be much slower since it would parse those numbers for every byte of the maze it prints). But…
0 PRINTMID$(CHR$(140)+CHR$(138),RND(2));:GOTO
…does work.
To make it faster, we’d need two lines and a string:
Even with that, the GOTO is slower than the MC-10 version since it has to parse a number, and then has to skip a line each time. You could get around that by doing it like this, and starting it with “RUN 1”:
I recently shared the story about my first commercial CoCo product, the Huffman K1 Librarian. This was a MIDI librarian for the Kawai K1 synthesizer. In that article, I mentioned that I later sold my K1 to buy a more-better Kawai K4 synthesizer. What I did not remember is that I apparently made a K4 librarian, as well!
The K4 version was very similar to the K1 original, but the menu was updated to reflect how patches were organized on the K4. It appears the K4 has single patches, blocks of patches, and a way to transfer everything at once.
It also had the same disk command menu.
This version shows a 1991 copyright, so two years after the K1 original in 1989. Although the title screen references Rulaford Research, I do not recall it ever being a product they sold. I’m not sure if anyone ever had a copy of it other than myself. If you know otherwise, please leave a comment.
Thirty two years later and I am still (re)discovering stuff.
Although I was “this close” to having my *ALLRAM* BBS sold by a well-known CoCo company back in 1983 it wasn’t until 1989 that something I wrote appeared for sale in the pages of Rainbow Magazine.
Rainbow Magazine, November 1989, Page 111.
I had gotten my first musical keyboard (a Suzuki Keyman PK-61) during high school, and then acquired a Casio CZ-101 synthesizer. After graduation in 1987, I purchased the CoCo MIDI interface from Rulaford Research. This started my love for MIDI and creating keyboard music which I still enjoy today (just without MIDI, as it’s been replaced by virtual instruments on a computer and USB piano keyboards).
There were two main types of MIDI programs. A sequencer allowed recording the keys pressed on a MIDI keyboard and playing them back. This was a high-tech player piano, but instead of a roll of paper with holes punch in it triggering hammers hitting strings, it was serial byte codes going to a synthesizer or sound module playing notes. Lester Hands’ sequencer was quite an achievement for a 64K CoCo.
The second type of program was called a librarian. These programs would use special messages the synthesizer supported to download sound data (the “patch” or “voice” as keyboards called them) and save it to tape or disk. You could later upload that information back. This allowed saving out all the sounds a keyboard made, and loading in new ones. Or, backing up custom sounds you created.
There was a third type know as an editor, but I never had any of those so I cannot really comment on them.
I recall buying a Casio CZ-101 Librarian from Rulaford Research.
I eventually saved up enough to buy a Kawai K1 full-size synthesizer. I learned enough about how the CoCo MIDI hardware pak worked (thanks to my Commodore friend Mark finding the data sheet) to create routines to read and write data through it. This, and some technical information on the SysEx (system exclusive) MIDI messages of the K1 led me to create a librarian for that synth. I had been in communication with Cecil Houk of Rulaford Research and he suggested putting my name in the title so it would be an instantly unique title (rather than something generic like “Kawai K1 Librarian”).
The end result was the Huffman K1 Librarian, shown here at version 1.2. I have no recollection of what changed between 1.0, 1.1 and this version.
At the time, while many of us had copies of software we did not purchase, I didn’t like having copies of anything that asked me to not copy it. I included the message “Support the future of music on the Color Computer. Please do not pirate this program.” on the title screen.
The main menu allows sending a single patch (voice) to and from the K1, or a block (which was a bank of many patches).
I do not recall much about how the K1 LCD screen looked, but I know it used an uppercase “I” or “E” (internal/external) as well as lowercase “i” or “e” for the singles voices.
The voices were divided up in to four banks (lettered A to D) with 8 patches in each. It was basically octal! This is the only time I’ve seen base-8 numbering used (though in this case, it would be like A1-A8 to D1-D8 rather than 00-38 in octal).
To dump (upload) a patch to the synthesizer, you had to type the name of the patch file. I built-in a Directory command similar to how the Casio Librarian did it.
This may have been the first time I ever made use of DSKI$ to manually parse the directory table of the CoCo’s disk format.
I also added a disk menu to give a fuller directory, kill files, rename files, and copy files.
Here was my copyright notice in REMarks at the top of the program. From looking at the CLEAR command, that reminds me that my assembly language MIDI routines loaded at &H7000.
Also note I set a variable DR (current drive) with a PEEK, rather than hard-coding a default of drive 0. This meant if the user had done a “DRIVE 1” and was running it from that drive, it would default to using drive 1. I had forgotten about this technique.
I guess I typed too soon. At the end of my programmer version notes, so now I know about 1.1 (add error checking) and 1.2 (more error checking). Nice.
Beyond looking at the menu screens, today I have no way to do anything with this program. I sold my Kawai K1 long ago, and upgraded to a K4 :) I eventually sold that and replaced it with a Yamaha W7.
Humble beginnings, and fun times. I hope you enjoyed this look back at my earliest commercial product.
Awhile back, I posted a note about some weird behavior with DATA statements in Color BASIC. The issue was that you really couldn’t have anything else on a line after the DATA keyword other than data.
I recently mentioned this to Alex Evans so he could make sure his BASIC utilities were not combining DATA statements together. He mentioned something to me that demonstrated this issue even more:
100 DATA 1,2,3:PRINT "FOO"
110 DATA -1
If you RUN that program, it should print “FOO” and do nothing else, proving that the interpreter does scan the entire line looking for things after a DATA statement.
BUT, if you try to USE that DATA, it will continue reading after the 3 and error out, since the data it finds is not an ASCII number:
Above, the “?SN ERROR” is caused by trying to read a numeric variable from what is NOT a string (the token value for PRINT followed by FOO in quotes). Altering the program to use A$ instead of A (and print one item read per line) shows this a bit better:
Alex explained it like this:
Basically, for the purposes of READ everything after the DATA keyword is part of the data statements, but the interpreter executes the line properly.
– Alex Evans
You can see it appears to treat the colon as a DATA separator, since it does not appear as part of the read DATA.
This is a quirk I do not expect many of us ever encountered, since most of us probable grouped all our DATA together, without mixing commands in with them:
100 DATA 1,2,3,-1
I bet all of this was discovered and covered back in the 1980s in various CoCo magazines and newsletters, but the behavior surprised me when I stumbled upon it so I guess I never saw it.
The later model CoCo 2s used an upgrade MC6847 video display generator chip. This chip provided an updated font with true lowercase, as well as the ability to change the border color and inverse the video.
The original 6847 had a hardware pin that could inverse video, and I recall taking the VDG out of my CoCo 1 to pull up a pin then re-insert it. That gave me the nice inverted display I often use in the XRoar emulator:
In the nearly-forty years since I did that modification I had forgotten that it could only be done in hardware. I thought there was probably a POKE or something, since many programs I had used the inverted video mode.
I couldn’t figure it out, and the bits that made the updated 6847T1 show inverse video did not work on the original 6847.
I wrote a program to go through the 6847 T1 VDG text modes, which includes lowercase, changing the border, and inverting the screen.
I’ve seen programs on the CoCo (like GRABBER) that invert/reverse the screen in software, but the bits to do that on the T1 don’t seem to do anything on the 6847.
Does anyone know of a reference that would show me how to do this? Thanks, much!
There is an inverse video pin on the chip. But it is not hooked up. I think.
– tim lindner, 2/15/2023
With that in mind, I decided to do some quick tests. This test PRINTs every possible visible character on the screen:
10 CLS:PRINT
20 FOR C=32 TO 255:PRINT CHR$(C);:NEXT
30 GOTO 30
I skipped the first line and I started printing with CHR$(32) (a space) because the values below that are non-visible characters.
BUT, if you POKE to the screen, you get more characters. Here is an update that will POKE the values 0-255 to the bottom half of the screen:
10 CLS:PRINT
20 FOR C=32 TO 255:PRINT CHR$(C);:NEXT
30 FOR C=0 TO 255:POKE 1280+C,C:NEXT
40 GOTO 40
Comparing the PRINT versus POKE characters, you can see PRINT has 64 ASCII-printable characters starting at 32-96. After that are 32 inverted characters. There are 32 characters that you cannot print in inverse.
When you POKE, values 0-63 represent the inverted full ASCII character set, and 64-127 are the uppercase.
PRINT POKE
------- -------
32-96 64-127 Space to Left Arrow
96-127 0-31 Inverse "@" to Inverse Left Arrow
32-63 Inverse Space to Inverse "Left Arrow"?"
From that table, you can see it’s impossible to PRINT thirty two of the available inverse characters in the 6847, but you can POKE them.
I thought it might be fun to write a routine that would PEEK through the screen memory and invert all the characters. Since there are 32 non-inverted characters from 32-96, and 32 inverted characters from 96-127, it seems all I needed to do is PEEK each location and if it was from 96-127, subtract 64 and POKE it back.
We start with this slow program, complete with some benchmarking timing code:
10 ' FILL SCREEN WITH STUFF
20 CLS:FOR C=32 TO 255:PRINT CHR$(C);:NEXT
30 TIMER=0
40 FOR L=1024 TO 1536
50 V=PEEK(L):IF V>63 AND V<128 THEN POKE L,V-64
60 NEXT
70 PRINT TIMER
This prints 631 for me. One of the first speedups we can do is change the decimal numbers in line 50 to hex.
10 ' FILL SCREEN WITH STUFF
20 CLS:FOR C=32 TO 255:PRINT CHR$(C);:NEXT
30 TIMER=0
40 FOR L=1024 TO 1536
50 V=PEEK(L):IF V>&H3F AND V<&H80 THEN POKE L,V-&H40
60 NEXT
70 PRINT TIMER
That simple change takes the time down to 490. And, since variable lookups (when there aren’t a ton of variables) is faster than parsing a hex number in source code, we can change those values to variables and make it even faster:
10 ' FILL SCREEN WITH STUFF
20 CLS:FOR C=32 TO 255:PRINT CHR$(C);:NEXT
25 X=&H3F:Y=&H80:Z=&H40
30 TIMER=0
40 FOR L=1024 TO 1536
50 V=PEEK(L):IF V>X AND V<Y THEN POKE L,V-Z
60 NEXT
70 PRINT TIMER
This drops to 475.
And, any time you use “IF this AND that”, it can be sped up by doing “IF this THEN IF that”. Let’s try that…
10 ' FILL SCREEN WITH STUFF
20 CLS:FOR C=32 TO 255:PRINT CHR$(C);:NEXT
25 X=&H3F:Y=&H80:Z=&H40
30 TIMER=0
40 FOR L=1024 TO 1536
50 V=PEEK(L):IF V>X THEN IF V<Y THEN POKE L,V-Z
60 NEXT
70 PRINT TIMER
In this case, it really did not change anything — I see 474. Okay, that was a fail. I guess it doesn’t always help.
Since the math we are doing is a subtract 64, we should see if we can do that by using AND to remove the bit that represents 64. We don’t want to do that if it is a graphics character (128-255) so we’ll need to retain on IF:
10 ' FILL SCREEN WITH STUFF
20 CLS:FOR C=32 TO 255:PRINT CHR$(C);:NEXT
25 X=&H3F:Y=&H80:Z=&H40
30 TIMER=0
40 FOR L=1024 TO 1536
50 V=PEEK(L):IF V<Y THEN POKE L,V AND &H3F
60 NEXT
70 PRINT TIMER
That shows 367 for me. Better!
I did test to see if checking for the 8th bit (V AND 128) was faster than just comparing a value (A > 127) and the “>” check was faster, so we’ll stick with that.
At this point, the routine to inverse the screen while leaving graphics characters alone is getting close to twice as fast as the original version.
Can we do better? At least a bit, by removing spaces and combining lines (and even though it only parses the FOR values once, I’ll switch them to hex):
10 ' FILL SCREEN WITH STUFF
20 CLS:FOR C=32 TO 255:PRINT CHR$(C);:NEXT
25 X=&H3F:Y=&H80
30 TIMER=0
40 FORL=&H400 TO&H5FF:V=PEEK(L):IFV<Y THENPOKEL,V AND&H3F
50 NEXT
70 PRINT TIMER
That prints 356. (There were a few spaces that could not be removed due to needing them so the BASIC parser knows where a variable ends and a keyword begins.)
Now we could make a subroutine that would invert the screen, slowly.
While it might be a neat “effect” for a title screen to watch it painting the screen, it’s not fast enough to use in a program that you want the output to always be inverted.
Some thoughts…
If no semigraphics characters were being used, the check for them could be removed:
10 ' FILL SCREEN WITH STUFF
20 CLS:FOR C=32 TO 127:PRINT CHR$(C);:NEXT
25 X=&H3F:Y=&H80
30 TIMER=0
40 FORL=&H400 TO&H5FF:V=PEEK(L):POKEL,V AND&H3F
50 NEXT
70 PRINT TIMER
That prints 304 — twice as fast as the original, though it will corrupt semigraphics blocks by changing them.
Another approach might be to only do the portion of the screen that has been PRINTed to by changing the range that the L loop scans. For example, you could call a routine to invert just the last line of the screen every time something is PRINTed there.
Or, perhaps a custom “print reverse” routine might make more sense. We’d also want a special CLS routine that cleared the screen to inverse spaces.
10 CLS
20 GOSUB 1100
30 P=0:A$="This is in REVERSE video!":GOSUB 1000
40 P=32:A$="And this one is, too.":GOSUB 1000
50 P=480:A$="Hello, bottom line!":GOSUB 1000
999 GOTO 999
1000 ' PRINT@ REVERSE
1010 L=&H3FF+P:FOR I=1 TO LEN(A$)
1020 V=ASC(MID$(A$,I,1)):IF V>95 THEN V=V-96 ELSE IF V>64 THEN V=V-64
1030 POKE L+I,V:NEXT:RETURN
1100 ' CLS REVERSE
1110 P=0:FOR L=&H400 TO &H5FF:POKE L,&H20:NEXT:RETURN
To use the function set P to the PRINT@ location, assign the string to A$, then GOSUB 1000. Not much to it.
Handling scrolling the screen would be more work (and slower), but could also be done. Perhaps the routine could track the PRINT@ position internally, so every time you print it increases P by 32 (next line) and if it gets to the end of the screen, it could scroll everything up… slowly…
10 CLS
20 GOSUB 1200
30 A$="This is in REVERSE video!":GOSUB 1000
40 A$="And this one is, too.":GOSUB 1000
50 A$="PRINT;":GOSUB 1100
60 A$="NEXT TEXT":GOSUB 1100
70 P=480:A$="BOTTOM LINE":GOSUB 1000
80 A$="AND THIS":GOSUB 1000
999 GOTO 999
1000 ' PRINT@ REVERSE
1010 GOSUB 1100:P=P+32-I+1:IF P<512 THEN 1050
1020 ' SCROLL
1030 FOR L=&H400 TO &H5E0:POKE L,PEEK(L+&H20):NEXT
1040 FOR L=&H5E0 TO &H5FF:POKE L,&H20:NEXT:P=P-32
1050 RETURN
1100 ' PRINT@; REVERSE
1110 L=&H3FF+P:FOR I=1 TO LEN(A$)
1120 V=ASC(MID$(A$,I,1)):IF V>95 THEN V=V-96 ELSE IF V>64 THEN V=V-64
1130 POKE L+I,V:NEXT:P=P+I-1
1140 RETURN
1200 ' CLS REVERSE
1210 P=0:FOR L=&H400 TO &H5FF:POKE L,&H20:NEXT:RETURN
To clear the screen, GOSUB 1200.
To do a normal PRINT, set the string in A$ and GOSUB 1000.
To do a PRINT with a semicolon at the end, set the string in A$ and GOSUB 1100.
To simulate a PRINT@, set P to the screen position then GOSUB 1000 or 1100.
This program does NOT handle printing past position 512 at the bottom right of the screen.
IT CAN POKE PAST SCREEN MEMORY AND CAUSE A CRASH!
A simple check could be done before line 1130 to see if L+I is going to be past the end of screen memory (1536) and adjust accordingly.
If there is any interest (leave a comment), we can look at how we might do that in a future article.
Is this useful?
If we really wanted to use inverse video in BASIC, I guess it would be useful. Can you make it faster in BASIC? What would you suggest? Leave a comment.
But, doing inverse text would be a simple thing for some assembly language routines that could be called easily from BASIC.
OR, perhaps there would be a simple way to just hook in to the output vector used by Color BASIC and do it there.