Text viewports and sprites
Monday, 21st July 2008
Back to work on the TI-83 Plus port of BBC BASIC! To complement the graphics viewport I've added support for text viewports — this lets you define the area the text console uses. The following VDU commands are now supported:
- VDU 24,<left>;<top>;<right>;<bottom>;
Define a graphics viewport. - VDU 28,<left>,<top>,<right>,<bottom>
Define a text viewport. - VDU 26
Reset both viewports to their default settings (full screen). - VDU 29,<x>;<y>;
Defines the graphics origin.

The above screenshots defines the graphics viewport to fill the left hand side of the screen and shunts the text viewport over to the right half, using the following code:
VDU 24,0;0;47;63; VDU 28,12,0,23,9 VDU 29,24;32;I've also added simple sprite drawing to BBC BASIC's PLOT command. PLOT usually takes a shape type and two coordinates, but for sprites (shapes 208..215) I've added an extra parameter - the address of the sprite data to use.

10 DIM ball 7 20 ball?0=&3C 30 ball?1=&5E 40 ball?2=&8F 50 ball?3=&DF 60 ball?4=&FF 70 ball?5=&FF 80 ball?6=&7E 90 ball?7=&3C 100 *REFRESH OFF 110 REPEAT 120 CLG 130 T=TIME/100 140 FOR P=0 TO 5 150 A=P/3*PI+T 160 X=16*SIN(A)+44 170 Y=16*COS(A)+28 180 PLOT 213,X,Y,ball 190 NEXT 200 *REFRESH 210 UNTIL INKEY(0)<>-1 220 *REFRESH ON
The above code allocates 8 bytes of memory (DIM ball 7) then copies the sprite data to it by use of the ? indirection operator. This is a little laborious, so in reality you'd probably store your sprites in a binary file external to the main program, and might load them like this:
10 ball%=FN_loadSprite("SPRITES",0) 20 face%=FN_loadSprite("SPRITES",1) 30 *REFRESH OFF 40 REPEAT 50 CLG 60 T=TIME/100 70 FOR P=0 TO 5 80 A=P/3*PI+T 90 X=16*SIN(A)+44 100 Y=16*COS(A)+28 110 PLOT 213,X,Y,ball% 120 NEXT 130 PLOT 213,44,28,face% 140 *REFRESH 150 UNTIL INKEY(0)<>-1 160 *REFRESH ON 170 END 180 DEF FN_loadSprite(f$,i%) 190 fh%=OPENIN(f$) 200 PTR#fh%=i%*8 210 DIM spr 7 220 FOR j%=0 TO 7 230 spr?j%=BGET#fh% 240 NEXT j% 250 CLOSE#fh% 260 =spr 270 ENDPROC
(Note FN_loadSprite() at the end of the program). The result is the following:

Next up: drawing text at the graphics cursor position (as sprites).
XNA DOOM3
Thursday, 3rd July 2008
This journal is starting to look a little drab, so here's a splash of colour.
Not really all that colourful, on second thoughts.
I fancied a short break from BBC BASIC, and seeing that the current XNA CTP supports VS 2008 I thought I'd try a bit more work on hardware-accelerated 3D. I've never worked with shadows, bump mapping or visibility portals, and have a copy of DOOM 3, so thought that would provide a nice set of resources to experiment with.
The screenshots are generated by simply brute-force rendering of all surfaces of all models in a level (.proc) file. The odd colours and lighting are courtesy of the default lighting provided by the BasicEffect class. The level files are simple to parse (they're just text files breaking each surface down into vertex and index arrays, ready to be fed to the video hardware), so though I've not found much documentation on them it's been pretty easy to guess what's what so far.
The above textures are loaded by taking the material name and appending .tga, which seems to return a random mixture of specular, diffuse or normal maps. There is a materials directory that appears to contain definitions for which image file to use for each different type of texture map, so that looks like the next thing to investigate.
Clipped graphics and ellipses
Monday, 23rd June 2008
qarnos — author of the superb Aether 3D engine — has been lending a hand with the BBC BASIC graphics API and contributed a large amount of very useful code.

First up is some code to clip 16-bit line coordinates down to 8-bit coordinates. This allows for lines to be partially (or completely) off the screen.

He's also written a fast ellipse drawing and filling routine. The ellipses are also clipped to the viewport and are filled with an 8×8 pixel pattern.

The graphics viewport can be redefined using the VDU 24,left;top;right;bottom; command as demonstrated in the above example.

GCOL can also be used to set a plotting mode; either plotting the specified colour directly, performing a logical operation (OR, AND, EOR) or inverting the existing colour.

All but the last of the above screenshots are the result of running BBC BASIC on a TI-83+ SE at 15MHz. The final screenshot is running at the regular 6MHz.
Gyrating cubes in BBC BASIC
Thursday, 12th June 2008
Work has been keeping me busy recently, but I've tried to set aside a small amount of time each evening to reclaim some sanity and do a little work on BBC BASIC. Not much progress has been made, but there has been some at least.

On the left is the program running on an 83+ SE at 15MHz, on the right on the regular 83+ at 6MHz. If you really wanted to do 3D in BBC BASIC you could probably get away with writing some of the more expensive operations — such as transforming/projecting vertices in batches — in assembly, but that would sort of go against the whole point of trying to write a program to test the speed of BASIC. ![]()
Here's the rather naïve code:
10 *REFRESH OFF 20 DIM p%(15) 30 fps%=0 40 lfps%=0 50 fpst%=TIME+100 60 REPEAT 70 rX=TIME/300 80 rY=TIME/400 90 SrX=SIN(rX) 100 CrX=COS(rX) 110 SrY=SIN(rY) 120 CrY=COS(rY) 130 pt%=0 140 FOR x=-1TO1STEP2 150 FOR y=-1TO1STEP2 160 FOR z=-1TO1STEP2 170 tX=y*CrX-x*SrX 180 tY=-x*CrX*SrY-y*SrX*SrY-z*CrY 190 tZ=3-x*CrX*CrY-y*SrX*CrY+z*SrY 200 p%(pt%)=tX*40/tZ+48 210 pt%=pt%+1 220 p%(pt%)=tY*40/tZ+32 230 pt%=pt%+1 240 NEXT 250 NEXT 260 NEXT 270 CLG 280 PRINTTAB(10,0)lfps%" FPS" 290 MOVE p%(0),p%(1) 300 DRAW p%(4),p%(5) 310 DRAW p%(12),p%(13) 320 DRAW p%(8),p%(9) 330 DRAW p%(0),p%(1) 340 DRAW p%(2),p%(3) 350 DRAW p%(6),p%(7) 360 DRAW p%(14),p%(15) 370 DRAW p%(10),p%(11) 380 DRAW p%(2),p%(3) 390 MOVE p%(4),p%(5) 400 DRAW p%(6),p%(7) 410 MOVE p%(12),p%(13) 420 DRAW p%(14),p%(15) 430 MOVE p%(8),p%(9) 440 DRAW p%(10),p%(11) 450 *REFRESH 460 fps%=fps%+1 470 IF TIME>fpst% THEN lfps%=fps%:fps%=0:fpst%=TIME+100 480 UNTIL INKEY(0)<>-1 490 *REFRESH ON 500 END
I have also added support for the COLOUR statement (for changing the text foreground and background colour) and copy key editing.

Copy key editing, as demonstrated in the screenshot on the right, lets you break the text input cursor into two parts - a write cursor (which is left behind on the line you were editing) and a read cursor, which can be positioned anywhere on the screen. Pressing the copy key (in this case, XTθn) reads a character under the read cursor and writes it to the write cursor, then increments both.
One feature that's a bit more fun is the support of device files. This is a way of accessing external devices as if they were files. For example, by opening the file AT.DEV you can read and write bytes using the AT protocol (used by AT and PS/2 keyboards and mice) using BBC BASIC's built-in file manipulation routines.

You could use this to do something useful, or could just use this to flash the LED on a keyboard back and forth.
10 keyb%=OPENOUT"AT.DEV" 20 DATA 2,4,1,4,-1 : REM LED flash pattern (-1 terminated). 30 REPEAT 40 READ l% 50 REPEAT 60 PROC_setled(l%) 70 PROC_pause(30) 80 READ l% 90 UNTIL l%=-1 100 RESTORE 110 UNTIL FALSE 120 END 130 : 140 DEF PROC_flushin 150 REPEAT 160 IF EXT#keyb% d%=BGET#keyb% 170 UNTIL NOT EXT#keyb% 180 ENDPROC 190 : 200 DEF PROC_setled(l%) 210 BPUT#keyb%,&ED 220 PROC_flushin 230 BPUT#keyb%,l% 240 PROC_flushin 250 ENDPROC 260 : 270 DEF PROC_pause(t%) 280 start%=TIME 290 REPEAT UNTIL TIME >= start%+t% 300 ENDPROC
BBC BASIC running as an application
Tuesday, 3rd June 2008
Richard Russell has kindly supplied the project with the BBC BASIC relocatable modules — compiled object files which can be relocated to any memory address by a linker — which means that BBC BASIC can now be configured to run on the TI's hardware.
The tools to relocate the modules run under CP/M, which means that rather trying to integrate the relocation into the build process (which would be a little awkward) I'm going to relocate the modules to a fixed base address and inject the resulting binary file directly into the application.
BBC BASIC will reside from &4100. From &4000..&40FF is a jump table, which BASIC uses to interact with the host. As the addresses of the host interface entry points will change as the code changes, and I don't wish to keep on relinking BASIC in CP/M, a fixed jump table makes life a lot easier. BASIC jumps to a predetermined fixed address in the jump table, which redirects - via a second jump - to the real entry point.

I think I've implemented all of the main host interface entry points, though some — notably those involved in file I/O — need making more robust. I don't currently reserve any memory for BASIC's scratch area, which means that the TI-OS can (and does) decide to overwrite it at inconvenient moments. Even though TI provided us with at least three different 768-byte buffers (the exact size of BBC BASIC's scratch area), none of them are aligned to a 256 byte boundary. ![]()