Re:The Amstrad CPC 472, an unusual case
by Doctor_Fegg on Tuesday September 15, 2020 @09:02AM
(#24480713)
You could even use this functionality from your own code - CALL &BB60 would read a character from the current cursor position and return its ASCII code.
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Re:The Amstrad CPC 472, an unusual case
by seanwilson on Tuesday September 15, 2020 @01:33PM
(#24484078)
Any idea how fast it was? If it was doing a linear search it doesn't sound like it would be fast.
Maybe I couldn't find a better way at the time, but to add a pause/delay to game code, I remember using "for" loops that just counted to an arbitrarily high number because the processor was so slow e.g. count from 0 to X to make it wait a few milliseconds.
Re:The Amstrad CPC 472, an unusual case
by Doctor_Fegg on Tuesday September 15, 2020 @05:58PM
(#24487217)
It wasn't fast. But if you were really concerned about performance on the CPC you wouldn't be using the firmware anyway.
Standard practice to do a delay on the CPC was a loop around CALL &BD19 - that paused until frame flyback, i.e. 1/50th of a second.