ugBASIC 1.18
An isomorphic BASIC language compiler for retrocomputers
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sprite_compress_vertical.c
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1/*****************************************************************************
2 * ugBASIC - an isomorphic BASIC language compiler for retrocomputers *
3 *****************************************************************************
4 * Copyright 2021-2026 Marco Spedaletti (asimov@mclink.it)
5 *
6 * Licensed under the Apache License, Version 2.0 (the "License");
7 * you may not use this file except in compliance with the License.
8 * You may obtain a copy of the License at
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10 * http://www.apache.org/licenses/LICENSE-2.0
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13 * distributed under the License is distributed on an "AS IS" BASIS,
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22 * http://www.apache.org/licenses/LICENSE-2.0
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24 * Se non richiesto dalla legislazione vigente o concordato per iscritto,
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30
31/****************************************************************************
32 * INCLUDE SECTION
33 ****************************************************************************/
34
35#include "../../../ugbc.h"
36
37/****************************************************************************
38 * CODE SECTION
39 ****************************************************************************/
40
41#if defined(__c64__) || defined(__c64reu__) || defined(__c128__)
42
52/* <usermanual>
53@keyword SPRITE COMPRESS VERTICAL (command)
54
55@english
56
57With the ''SPRITE COMPRESS VERTICAL'' command you can compress the sprite
58horizontally, so that it is effectively one pixel on the screen for every
59pixel of the sprite.
60
61Note that the keyword to use is only ''COMPRESS VERTICAL'', which must therefore
62be preceded by the keyword ''SPRITE'' and the sprite index. You can put multiple
63''COMPRESS VERTICAL'' statements together, but of course this will have no effect.
64
65@italian
66
67Con il comando ''SPRITE COMPRESS VERTICAL'' puoi comprimere orizzontalmente
68lo sprite, in modo che effettivamente valga un pixel sullo schermo per ogni
69pixel dello sprite.
70
71Si noti che la parola chiave da usare è solo ''COMPRESS VERTICAL'', che deve
72quindi essere preceduta dalla parola chiave ''SPRITE'' e dall'indice sprite.
73È possibile accostare più istruzioni ''COMPRESS VERTICAL'' ma, ovviamente,
74ciò non sortirà effetti.
75
76@syntax SPRITE index COMPRESS VERTICAL [command [command ...]]
77
78@example SPRITE ship COMPRESS VERTICAL
79
80@seeAlso SPRITE (function)
81@seeAlso SPRITE
82
83@target c64
84@target c64reu
85@target c128
86@target msx1
87@target coleco
88@target sc3000
89@target sg1000
90</usermanual> */
91void sprite_compress_vertical( Environment * _environment, int _sprite ) {
92
93}
94
104void sprite_compress_vertical_var( Environment * _environment, char * _sprite ) {
105
106 vic2_sprite_compress_vertical( _environment, _sprite );
107
108}
109
110#endif
void sprite_compress_vertical(Environment *_environment, int _sprite)
Emit ASM code for SPRITE [int] CPMPRESS VERTICAL.
void sprite_compress_vertical_var(Environment *_environment, char *_sprite)
Emit ASM code for SPRITE [expression] COMPRESS VERTICAL.
struct _Environment Environment
Structure of compilation environment.
void vic2_sprite_compress_vertical(Environment *_environment, char *_sprite)
Definition vic2.c:1782