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v0.2: Fixed some incorrect comments in the code. No functionality has been changed.
1 parent a0367e8 commit 4045c07

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Lines changed: 35 additions & 29 deletions

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README.md

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Original file line numberDiff line numberDiff line change
@@ -45,3 +45,8 @@ This library is included within the Boriel Basic compiler: https://github.com/bo
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- LoadBMP
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Version info
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- 0.2
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- Fixed some incorrect comments in the code. No functionality has been changed.
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- 0.1
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- Initial version

Source/NextLibLite.bas

Lines changed: 30 additions & 29 deletions
Original file line numberDiff line numberDiff line change
@@ -241,7 +241,7 @@ SUB CLS256(byval colour as ubyte)
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pop bc
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end asm
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end sub
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end Sub
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' - PlotL2 ------------------------------------------------
@@ -256,35 +256,35 @@ end sub
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' y (UByte): Y coordinate from top (0-191)
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' c (Ubyte): Pixel colour index (0-255)
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' ---------------------------------------------------------
259-
SUB fastcall PlotL2(byVal x as ubyte, byval y as ubyte, byval c as ubyte)
260-
ASM
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Sub fastcall PlotL2(ByVal x As ubyte, ByVal y As ubyte, ByVal c As ubyte)
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ASM
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;BREAK
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ld bc,LAYER2_ACCESS_PORT
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ld bc, LAYER2_ACCESS_PORT
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pop hl ; save return address
264-
ld e,a ; put a into e
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ld e, a ; put a into e
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pop af ; pop stack into a
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ld d,a ; put into d
267-
and 192 ; yy00 0000
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269-
or 3 ; yy00 0011
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out (c),a ; select 8k-bank
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ld a,d ; yyyy yyyy
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and 63 ; 00yy yyyy
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ld d,a
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ld d, a ; put into d
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And 192 ; yy00 0000
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Or 3 ; yy00 0011
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out(c),a ; Select 8k-bank
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ld a, d ; yyyy yyyy
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And 63 ; 00yy yyyy
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ld d, a
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pop af ; get colour/map value
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ld (de),a ; set pixel value
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ld(de),a ; Set pixel value
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ld a,2 ; 0000 0010
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out (c),a ; select ROM?
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ld a, 2 ; 0000 0010
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out(c),a ; Select ROM?
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push hl ; restore return address
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; 6-7 Video RAM bank select
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; 3 Shadow Layer 2 RAM select
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; 1 Layer 2 visible
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; 0 Enable Layer 2 write paging
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286-
END ASM
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end sub
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End ASM
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End Sub
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' - ScrollLayer -------------------------------------------
@@ -296,7 +296,7 @@ end sub
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' x (UByte): Horizontal offset
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' y (UByte): Vertical offset
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' ---------------------------------------------------------
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SUB FASTCALL ScrollLayer(byval x as ubyte,byval y as ubyte)
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Sub FASTCALL ScrollLayer(byval x as ubyte,byval y as ubyte)
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asm
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PROC
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pop hl ; store ret address
@@ -344,16 +344,16 @@ sploop:
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djnz sploop
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ENDP
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end asm
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END SUB
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END Sub
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349349

350-
' - InitSprites -------------------------------------------
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' - RemoveSprite ------------------------------------------
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' Deletes (makes disappear) a sprite from the screen
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' Parameters:
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' spriteId (UByte): Identifier of the sprite to hide
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' visible (UByte): 0 = Hidden, 1 = Visible
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' ---------------------------------------------------------
356-
SUB RemoveSprite(spriteid AS UBYTE, visible as ubyte)
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Sub RemoveSprite(spriteid AS UBYTE, visible as ubyte)
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ASM
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push bc
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ld a,(IX+5) ; get ID spriteid
@@ -373,10 +373,10 @@ SUB RemoveSprite(spriteid AS UBYTE, visible as ubyte)
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out (c), a
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pop bc
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END ASM
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END SUB
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END Sub
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378378

379-
' - InitSprites -------------------------------------------
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' - UpdateSprite ------------------------------------------
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' Updates the position and properties of the sprite on the screen.
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' The sprites are printed from the hardware top-left edge of the Next.
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' To place a sprite at position 0,0 in Layer 2, you must point to 32,32.
@@ -385,17 +385,17 @@ END SUB
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' x (UByte): Vertical position of the sprite (0-255) - (32-223)
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' spriteId (UByte): Identifier of the sprite to hide
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' pattern (UByte): Number of element to use for the sprite within the sprite set
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' mflip (UByte): Attribute 2 of the sprite. Bits: PPPXYRH
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' mflip (UByte): Attribute 2 of the sprite (0=default). Bits: PPPXYRH
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' PPPP = Palette offset for the sprite
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' X = Horizontal mirror, 0 = Off, 1 = On
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' Y = Vertical mirror, 0 = Off, 1 = On
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' R = Rotation, 0 = None, 1 = 90 degrees clockwise
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' H = Ignored
394-
' anchor (UByte): Attribute 4 of the sprite. Bits: ---ZXZY-
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' anchor (UByte): Attribute 4 of the sprite (0=default). Bits: ---ZXZY-
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' ZX: Horizontal zoom factor (0-3)
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' ZY: Vertical zoom factor (0-3)
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' ---------------------------------------------------------
398-
sub UpdateSprite(ByVal x AS uinteger,ByVal y AS UBYTE,ByVal spriteid AS UBYTE,ByVal pattern AS UBYTE,ByVal mflip as ubyte,ByVal anchor as ubyte)
398+
Sub UpdateSprite(ByVal x AS uinteger,ByVal y AS UBYTE,ByVal spriteid AS UBYTE,ByVal pattern AS UBYTE,ByVal mflip as ubyte,ByVal anchor as ubyte)
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' 5 7 9 11 13 15 17
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' http://devnext.referata.com/wiki/Sprite_Attribute_Upload
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' Uploads attributes of the sprite slot selected by Sprite Status/Slot Select ($303B).
@@ -625,8 +625,9 @@ SUB LoadSD(byval filen as String,ByVal address as uinteger,ByVal length as uinte
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filen = filen + chr(0)
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tlen=len(filen)+1
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dim cco as ubyte=0
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asm
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ld hl,.LABEL._filename
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asm
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ld hl,.LABEL._filename
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ld de,.LABEL._filename+1
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ld bc,64
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ld (hl),0

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