ID of text screen to delete: 0 to 4
・4 is the default.
CLS CLS 1
・When this command is executed, the color of characters displayed in PRINT, TPRINT, INPUT, etc. will change.
Text screen ID to specify the drawing color: 0 to 4
・4 is the default.
Character drawing color
・ARGB 8-bit color code
・See GCOLOR for details on color codes
COLOR #C_WHITE COLOR 1,#C_RED COLOR RGB(128,192,64,64)
・Get the current character drawing color.
ID of text screen to obtain drawing color: 0 to 4
・4 is the default.
C=COLOR() C1=COLOR(1)
・When this command is executed, the display coordinates of characters to be displayed in PRINT, TPRINT, INPUT, etc. will change.
Text screen ID to specify display coordinates: 0 to 4
・4 is the default.
・Specify the coordinates to display characters.
・The number of characters that can be displayed depends on the screen size set in TSCREEN.
*If X or Y is not specified, the previous X and Y coordinates are maintained.
LOCATE 20,15 LOCATE ,10 LOCATE 1,10,0
・Get the current character display coordinates.
Text screen ID to specify display coordinates: 0 to 4
・4 is the default.
・Get the current character display coordinates.
LOCATE OUT X,Y LOCATE 1 OUT X1,Y1
・If the expression is not specified, only line feed is performed.
・As an abbreviation, you may write '?'.
・PRINT displays on screen 4.
・TPRINT can specify the displayed destination screen.
・Variables to be displayed, string variables, numeric values, strings
No line break at the end of display
・Displays a blank character without a line break after display.
PRINT "RESULT(X,Y)=";DX*4+1,DY+1
・If the expression is not specified, only line feed is performed.
・As an abbreviation, you may write 'T?'.
・Unlike PRINT, TPRINT can specify the displayed destination screen.
ID of the screen that displays characters: 0 to 4
・Variables to be displayed, string variables, numeric values, strings
・Calculation formulas using arithmetic operations and functions can also be described (calculation results are displayed).
After display, it doesn't make a line break, and put the next display closely.
・After display, it doesn't make a line break, and open the next display at uniform space.
TPRINT 1,CHR$(&HEA01);CHR$(&HEA02);
・When this command is executed, the display attributes of characters displayed in PRINT, TPRINT, INPUT, etc. will change.
Text screen ID to specify character display attributes: 0 to 4
・4 is the default.
・Invert the displayed character left and right with 1.
・No inversion at 0.
・Invert the displayed characters up and down with 1.
・No inversion at 0.
・Rotate 0, 90, 180, and 270 degrees with 0, 1, 2, and 3, respectively.
・Set the horizontal flip, vertical flip, and rotation as a bit value.
b00 | ↑ Rotation by 90 degrees (specified by 2 bits of b00 and b01) |
b01 | ↓ |
b02 | Horizontal Flip (0=OFF, 1=ON) |
b03 | Vertical Flip (0=OFF, 1=ON) |
ATTR 0,0,1:PRINT "ABC" ATTR 2,8:TPRINT 2,"XYZ"
ID of the text screen that acquires the character display attribute: 0 to 4
・4 is the default.
・Invert the displayed character left and right with 1.
・No inversion at 0.
・Invert the displayed characters up and down with 1.
・No inversion at 0.
・Rotate 0, 90, 180, and 270 degrees with 0, 1, 2, and 3, respectively.
・Get the horizontal flip, vertical flip, and rotation as a bit value.
b00 | ↑ Rotation by 90 degrees (specified by 2 bits of b00 and b01) |
b01 | ↓ |
b02 | Horizontal Flip (0=OFF, 1=ON) |
b03 | Vertical Flip (0=OFF, 1=ON) |
ATTR OUT HREV,VREV,ROT A2=ATTR(2)
・Shift the contents of the text screen in units of characters.
・Characters pushed out of the screen as a result of scrolling disappear.
ID of scrolling text screen: 0-4
・4 is the default.
Number of scroll characters in horizontal direction
・Scroll left for positive values and right for negative values.
Number of scroll characters in the vertical direction
・Scroll up with positive values and down with negative values.
SCROLL 5,7 SCROLL 1,-1,0
ID of scrolling text screen: 0 to 4
・4 is the default.
Coordinates in character units
Character code of the character displayed at the specified coordinates
・If no character is displayed, zero is returned.
CODE=CHKCHR(0,0) CODE=CHKCHR(1,10,10)
ID of scrolling text screen: 0 to 4
・4 is the default.
Coordinates in character units
Character code of the character displayed at the specified coordinates
・If no character is displayed, zero is returned.
Display attribute set at specified coordinates
・See ATTR cmmand.
CHKCHR 0,0 OUT CH,AT CHKCHR 1,10,10 OUT CH,AT
ID of scrolling text screen: 0 to 4
Coordinate to check character code
・The meaning of coordinates changes depending on the value of the next coordinate conversion flag.
Flag that specifies the coordinate system of coordinates X and Y
・In case of 0, it is interpreted as character unit coordinates (same as LOCATE coordinates).
・In case of 1, it is interpreted as display coordinates (same as TOFS etc.).
・In the case of display coordinates, the influence of LMATRIX is not considered.
Character code of the character displayed at the specified coordinates
・ If no character is displayed, zero is returned.
CODE = CHKCHR (1,10,10,0) CODE = CHKCHR (1,200,120,1)
ID of scrolling text screen: 0 to 4
Coordinate to check character code
・The meaning of coordinates changes depending on the value of the next coordinate conversion flag.
Flag that specifies the coordinate system of coordinates X and Y
・In case of 0, it is interpreted as character unit coordinates (same as LOCATE coordinates).
・In case of 1, it is interpreted as screen coordinates (same as TOFS etc.).
・In the case of screen coordinates, the influence of LMATRIX is not considered.
Character code of the character displayed at the specified coordinates
・If no character is displayed, zero is returned.
Display attribute set at specified coordinates
・See ATTR command.
CHKCHR 1,10,10,0 OUT CH,AT CHKCHR 1,200,120,1 OUT CH,AT
・Waiting for input until the ENTER key is entered.
・When the number of inputs is insufficient, “?Redo from start” is displayed and input again.
・Unlike other text screen commands, the text screen is fixed at 4.
Guide message for input (optional)
・If the semicolon after the guide string is set to a comma, ? is not displayed.
・Only when using a semicolon, string variables can be used for the guide string.
Variable that receives input (numeric or string variable)
・When specifying multiple variables, separate them with a comma.
INPUT "Input your name and age";NM$,AG
・Accepts "," etc. that cannot be input with the INPUT command.
・Waiting for input until the ENTER key is entered.
・Unlike other text screen commands, the text screen is fixed at 4.
Guide message for input (optional)
String variable that receives one line of input
LINPUT "ADDRESS:";ADR$
・Even if there is no input from the keyboard, it doesn't wait for input.
・When there is a preceding key input, it returns one character at a time from the oldest input.
・If 0 is specified, a part of the controller's button input is returned as a key input.
・If 1 is specified, the controller input is ignored.
・0, if not specified.
Correspondence between controller input and characters is as follows
+Control Pad Right | CHR$(&H1C) |
+Control Pad Left | CHR$(&H1D) |
+Control Pad Up | CHR$(&H1E) |
+Control Pad Down | CHR$(&H1F) |
A Button | CHR$(&H0D) |
Y Button | CHR$(&H08) |
・Returns characters entered from the keyboard one by one.
・If there is no input, the empty string "" is returned.
・Special keys return the following characters.
Esc | CHR$(&H1B) |
Tab | CHR$(&H09) |
BackSpace | CHR$(&H08) |
Enter | CHR$(&H0D) |
Insert | CHR$(&H1A) |
Delete | CHR$(&H10) |
Home | CHR$(&H02) |
End | CHR$(&H03) |
PageUp | CHR$(&H11) |
PageDown | CHR$(&H12) |
→ | CHR$(&H1C) |
← | CHR$(&H1D) |
↑ | CHR$(&H1E) |
↓ | CHR$(&H1F) |
C$=INKEY$() KBONLY$=INKEY$(1)
・The width and height are set by dividing the screen size by the character size.
Type of font used for display: 8 to 64 (multiple of 8)
・If you specify 24 or more, only user-defined characters will be displayed.
Character display size: 8 to 64
TSCREEN 8
ID of text screen to set: 0 to 4
Type of font used for display: 8 to 64 (multiple of 8)
・If you specify 24 or more, only user-defined characters will be displayed.
Character display size: 8 to 64
Specify text screen width and height in characters
・Width x height can be specified up to 32768.
・If the width and height not specified or 0 is specified, the current screen size divided by the character size is set.
TSCREEN 1,16,16,100,100
ID of text screen to delete: 0 to 4
・4 is the default.
Type of font used for display: 8 to 64
Character display size: 8 to 64
Text screen width and height
TSCREEN OUT FONT,SIZE,W,H TSCREEN 1 OUT FONT,SIZE,W,H
・Set a graphic page that references a picture of user-defined characters and a reference origin.
・User-defined characters are 4096 characters from &HE800 to &HF7FF, and characters in this range refer to the place set by TPAGE as the font.
・Normal characters that are not user-defined characters cannot change the reference graphic page or reference origin.
・Calling TPAGE after indicating characters also affects the displayed characters.
ID of text screen to set: 0 to 4
・4 is the default.
Reference graphic page: -1 to 5
Reference origin coordinates in the graphic page
・For user-defined characters, refer to the range of 64x64 characters from the reference origin.
・If the font type is 8, it will be 512x512 pixels, if it is 16, it will be 1024x1024 pixels, if 32, it will be 2048x2048 pixels.
ID of the text screen to obtain reference information: 0 to 4
・4 is the default.
Graphic page to refer to
Reference origin coordinates in the graphic page
・COLOR sets the color in units of characters, whereas TCOLOR changes the overall color by multiplying the entire text screen by the specified color.
ID of text screen to set: 0 to 4
Drawing color to set
・8-bit color code for each ARGB
・See GCOLOR
ID of text screen to get color from: 0 to 4
Drawing color set for the specified text screen
ID of text screen to set: 0 to 4
ID of the layer to which the screen belongs: 0 to 7
ID of text screen to obtain layer ID: 0 to 4
Layer ID to which the screen belongs
Text screen ID for writing characters: 0 to 4
Coordinate to write character
Character code of characters to write: 0 to 65535
・If you specify a character code that does not have a font, x is displayed.
A string containing the character to write
・Write the first character.
Character display attribute
・Same display attributes as set by ATTR.
・If not specified, the display attribute set in ATTR is used.
Text screen ID for writing characters: 0 to 4
Range to write characters
・The upper left area is a rectangle surrounded by the StartPointX and StartPointY, and the lower right area is surrounded by the EndPointX and EndPointY.
Character code of characters to write: 0 to 65535
・If you specify a character code that does not have a font, x is displayed.
A string containing the character to write
・The characters in the string fill from the upper left to the right. When they reach at the far right, step down one line and fill from the left end to the right.
Character display attribute
・Same display attributes as set by ATTR.
・If not specified, the display attribute set in ATTR is used.
TFILL 0,2,2,10,5,&HE810,#A_REVV TFILL 0,2,6,11,10,"ABC"
Home coordinates are used as the coordinate reference point of the TOFS command, TROT(Rotation) and TSCALE (scaling) center point
ID of text screen to set: 0 to 4
Home coordinate to be set
・Depending on the hardware specifications, setting a Real may cause the reference font image to shift by one pixel.
ID of text screen to obtain: 0 to 4
Home coordinate
・The relationship between THOME and TOFS can be thought of as "take the coordinates on the text screen set with THOME to the coordinates on the display set with TOFS".
ID of text screen to set: 0 to 4
Display coordinates to be set
・Depending on the hardware specifications, setting a Real may cause the reference font image to shift by one pixel.
Display priority: -4095 to 4095
・The smaller it is, the closer it is displayed.
ID of text screen to obtain: 0 to 4
Display coordinates
Display priority
・Rotate around the home position set in THOME.
ID of text screen to set: 0 to 4
Rotation angle (degree)
・Depending on the hardware specifications, the reference font image may be shifted by 1 pixel depending on the setting angle.
ID of text screen to obtain: 0 to 4
Rotation angle
・Zoom in/out around the home position set in THOME.
・Zoom in with a value greater than 1.0 (2.0 makes double), reduce down with a value less than 1.0 (0.5 makes half).
ID of text screen to set: 0 to 4
Set the magnification factor to horizontal (X) and vertical (Y)
・Depending on the hardware specifications, the reference font image may be shifted by 1 pixel depending on the setting value.
ID of text screen to obtain: 0 to 4
Current zoom ratio
Screen ID to display: 0 to 4
Screen ID to get: 0 to 4
Returns 1 if the text screen is displayed, otherwise 0.
Screen ID to hide display: 0 to 4
Screen ID to get: 0 to 4
Returns 0 if the text screen is displayed, otherwise 1.
Text screen ID to set the composition method: 0 to 4
Composition method to set: 0 to 1
・Normal composition with 0, additive composition with 1.
ID of the text screen to obtain the synthesis method: 0-4
Set synthesis method
・ Normal synthesis with 0, additive synthesis with 1.
・Animation is to set a value and wait for a specified time.
・The animation starts from the next frame after running TANIM.
・Accept up to 32 data for each target element.
・If a negative value is specified for time, linear interpolation is performed from the previous value.
ID of text screen to set animation: 0 to 4
Numeric value or string that manages the element to be changed
0 | "XY" | XY Coordinates |
1 | "Z" | Z Coordinate |
2 | "R" | Rotation Angle |
3 | "S" | Magnification XY |
4 | "C" | Display Color |
5 | "V" | Variable (value of text screen internal variable 7) |
・If you add "+" to the end of the string or add 8 to the value, it will be the relative value from the animation start point.
・"I" and "UV" that can be used with SPANIM are ignored even if they are specified.
1D numeric array that stores animation data
Loop count: 1 or more
・Specify 0 to make an infinite loop.
・1, if not specified.
・Anime data is prepared in the following order in the numerical array (up to 32).
・Time1,Item1,[Item2,] Time2,Item1,[Item2,]...
DIM PANIM[ 6 ] PANIM[0]=-60 'frame(-60=smooth) PANIM[1]=200 'offset X,Y PANIM[2]=100 PANIM[3]=-30 'frame PANIM[4]=50 'offset PANIM[5]=20 TANIM 0,"XY",PANIM
ID of text screen to set animation: 0 to 4
Numeric value or string that manages the element to be changed
0 | "XY" | XY Coordinates |
1 | "Z" | Z Coordinate |
2 | "R" | Rotation Angle |
3 | "S" | Magnification XY |
4 | "C" | Display Color |
5 | "V" | Variable (value of text screen internal variable 7) |
・If you add "+" to the end of the string or add 8 to the value, it will be the relative value from the animation start point.
・"I" and "UV" that can be used with SPANIM are ignored even if they are specified.
・The first label of the DATA command that stores the animation data.
・@Label name is enclosed in "" and specified as a string (or character variable).
Loop count: 1 or more
・Specify 0 to make an infinite loop.
・1, if not specified.
Animation data is prepared in the following order in the DATA command
DATA NumberOfKeyFrames (up to 32)
DATA Time1,Item1[,Item2]
DATA Time2,Item1[,Item2]
:
@MOVDATA DATA 2 'counter DATA -60,200,100 'frame,offset DATA -30,50,20 'frame,offset TANIM 0,"XY",@MOVDATA
ID of text screen to set animation: 0 to 4
Numeric value or character string that manages the element to be changed
0 | "XY" | XY Coordinates |
1 | "Z" | Z Coordinate |
2 | "R" | Rotation Angle |
3 | "S" | Magnification XY |
4 | "C" | Display Color |
5 | "V" | Variable (value of text screen variable 7) |
6 | "UV" | UV Coordinates (definition source image coordinates) |
7 | "I" | Definition Number |
・If you add "+" to the end of the string or add 8 to the value, it will be the relative value from the animation start point.
・"I" and "UV" that can be used with SPANIM are ignored even if they are specified.
・Animation data itself (up to 32 as many as necessary).
Loop count: 1 or more
・Specify 0 to make an infinite loop.
・1, if not specified.
TANIM 0,"XY",-60,200,100,-30,50,20
ID of text screen to set animation: 0 to 4
Definition number already defined by ANIMDEF command: 0 to 1023
ANIMDEF 0,"XY",-60,100,0 TANIM 0,0
ID of text screen to clear animation: 0 to 4
・If not specified, clear all screen animations.
TANIM 0 TANIM
Target text screen ID: 0 to 4
・If not specified, animation of all text screens is stopped.
TSTOP
Target text screen ID: 0 to 4
・If not specified, start animation of all text screens.
TSTART
Target text screen ID: 0 to 4
b00 | XY Coordinates | 1 | #CHKXY |
b01 | Z Coordinate | 2 | #CHKZ |
b02 | Rotation | 4 | #CHKR |
b03 | Magnification XY | 8 | #CHKS |
b04 | Display Color | 16 | #CHKC |
b05 | Variable | 32 | #CHKV |
Target assignment for each bit (when all are 0, animation is stopped)
ST=TCHK(0) '|b00|#CHKXY| '|b01|#CHKZ| '|b02|#CHKR| '|b03|#CHKS| '|b04|#CHKC| '|b05|#CHKV|
・Cleared when program execution starts or ACLS is called.
Target text screen ID: 0 to 4
The name of the text screen variable
・A string or Int can be given as a name.
Value to be registered in internal variable
・Numerical values or strings can be registered.
・If not specified, the value associated with the variable key is deleted.
TVAR 0,7,1 TVAR 0,"NAME","VALUE" TVAR 0,"NAME" 'Delete value
Target text screen ID: 0 to 4
The name of the text screen variable
・A string or Int can be given as a name.
Value set by TVAR
・If no value is set with TVAR, the Int 0 is returned.
V=TVAR(0,0)
Target screen ID: 0 to 4
The name of the text screen variable to delete
・A string or Int can be given as a name.
・If not specified, all text screen variables in the specified screen are deleted.
TVAR 0,7 TVAR 0,"NAME"
Copy destination text screen ID: 0 to 4
Copy source text screen ID: 0 to 4
・If not specified, the same screen as the copy destination screen is specified.
Source start and end coordinates
Start point coordinates of the copy destination
TCOPY 4,0,0,9,9,10,10 TCOPY 4,1,0,0,9,9,10,10
・Refer to TARRAY for the data structure in the array.
Text screen ID for retrieving character information: 0 to 4
Start point X, Y coordinate, width, height of the copy source range
・If not specified, the entire text screen is specified.
Numeric array variable that stores character information
・If there are not enough elements in the array, it is automatically added only to the 1D array.
DIM WORK%[] TSAVE 4,WORK%
・Refer to TARRAY for the data structure in the array.
Text screen ID for writing character information: 0 to 4
Start point X, Y coordinate, width, height of writing range
・If not specified, the entire text screen is specified.
Numeric array containing character information
DIM WORK%[] TLOAD 4,WORK%
・Text screen characters, attributes, and colors can be directly read and written as an Int type 2D array.
・Use TUPDATE to reflect the written result.
ID of the target screen to get the array: 0 to 4
Int type 2D array representing the contents of the target screen
・The array size is [ScreenHeight,ScreenWidthx2].
・One character is represented by two elements. The first element contains the display attribute in the upper 16 bits, the character code in the lower 16 bits, and the display color in the second element.
T=TARRAY(0) T[0,0]=&HE810 PRINT HEX$(T[0,0])
・Since normal text screen commands internally perform processing equivalent to TUPDATE, using TUPDATE after executing a character display command has no effect.
・Even if TUPDATE is not used, it is automatically reflected when writing with another character display command near the update coordinates.
ID of screen to reflect: 0 to 4
Start and end coordinates of the rectangular area to be reflected
・If not specified, the entire screen is updated.
T=TARRAY(0) T[0,0]=&HE811 T[0,1]=#C_RED TUPDATE 0
・It's a command for advanced users who need callback processing.
・You can specify either the label you want to jump with GOSUB or the name of the DEF command you want to execute.
・Callback processing of all text screens is executed at once by CALL TEXT.
・At the callback destination, the management number can be acquired using the CALLIDX function.
Target text screen ID: 0 to 4
Label of the processing destination to be called
The name of the user-defined command to be called
TFUNC 0,"@PROG" TFUNC 1,"USERDEF"
Clear text screen ID: 0 to 4
TFUNC 0
ID of scrolling text screen: 0 to 4
Coordinate to check character code
・The meaning of coordinates changes depending on the value of the next mode.
Specify the coordinate conversion method: 0 to 2
0 | Convert text screen coordinates (in dots) to display coordinates |
1 | Convert display coordinates to character coordinates on the text screen |
2 | Convert display coordinates to dot coordinates on the text screen |
・0, if not specified.
・When using display coordinates, the effect of LMATRIX is not considered.
Coordinate value of conversion result
・The meaning of the coordinates returned depends on the mode value.
TCOORD 1,10,10,0 OUT DX,DY GPSET DX,DY,#C_WHITE TCOORD 1,100,50,1 OUT CX,CY LOCATE CX,CY:?"A" TCOORD 1,100,50,2 OUT SX,SY