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Author Topic: Family Basic V3 Manual Translation  (Read 55317 times)
P
FamicomBox
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Posts: 2874


« Reply #15 on: August 28, 2015, 08:06:08 AM »

Color emphasis is just for some color effects without touching the palettes. Most games use it for making a red, green or blue tint on the screen or to flash it by quickly setting all three bits on and off.

The FILTER numbers just sets all possible combinations of the three emphasis bits. There's no logical order to them other than that they set the bits in order from red to blue:
0 = all three emphasis bits clear
1 = red emphasis bit set
2 = green emphasis bit set
3 = red and green emphasis bits set
4 = blue emphasis bit set
5 = red and blue emphasis bits set
6 = green and blue emphasis bits set
7 = all three emphasis bits set
In other words they are the decimal form of the three bits settings (000=0, 001=1, 010=2, 011=3 and so on).

Check the wiki I linked to, to see all the bits in &H2001 and what they do. Then just convert the hexadecimal numbers to binary (use a programming calculator, comes with modern OSes) to see why you poke those hexadecimal values to get the same effect.

 Some games like Just Breed and Magician sets all three bits to dim the screen at all times. This makes them unplayable on RGB PPU systems (Sharp C-1, Famicom Titler, VS System and PlayChoice-10) since those PPUs treats the setting differently (screen becomes totally white if you set all three bits on those PPUs, and it becomes impossible to see anything). So if you want your game to be compatible with the Titler and C-1, don't set all three emphasis bits at the same time (in other words don't use FILTER 7).

Another possible incompatibility is that PAL and Dendy PPUs swaps the meaning of the red and green bits (so FILTER 1 makes the screen green instead of red and FILTER 5 makes the screen sky-blue instead of magenta and so on).
« Last Edit: September 05, 2015, 10:02:10 AM by P » Logged

P
FamicomBox
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Posts: 2874


« Reply #16 on: August 31, 2015, 10:20:16 AM »

Thought I should finish the commands by the weekend. Smiley

Code:
--------------------------------------------------------------------------------
PAGE 109

Furthermore, when a game is called forth, it will automatically delete the
program currently in the memory so please be carefull.
Out of all of the built-in games in V3, only "Mario World" needs to have its
background transfered.


INSTR (in string)

[Working]
Requests the position of a character (string2) in string1 in a program.

[Abbreviation]
INS.

[Grammar]
INSTR ([P]string1,string2)
  P...From which line the search for string1 begins.
  Default is 1.

[Explanation]
First it will see whether string1 contains string2 or not. If it does, it will
start counting from the beginning of string1 to the position of string2 and use
that number as the return value.
--------------------------------------------------------------------------------
PAGE 110

The scope of the value is between 1~31, if the string can not be found it
returns 0. The counting goes from left to right.


LOADS (load es)

[Working]
A command that loads the BG GRAPHIC data from a casette tape.

[Grammar]
LOADS "file name"
Provided that filename: within 31 characters

[Explanation]
Basically the same as the command for loading programs (LOAD).
If a file name is specified, that name will be used to find the BG. Other BG
or programs on the tape will be skipped (SKIP will be displayed).
If the file name is omitted, it will load the first BG it finds on the
cassette tape.
To load a porgram and BG together, press:
[L][O][A][D]["]program name["][:][L][O][A]
--------------------------------------------------------------------------------
PAGE 111

[D][S]["]file name["][RETURN].
When loading, LOADING file name will be displayed, and when it is done it will
say OK.


ON ERROR GOTO

[Working]
Specifies the line to branch to, when an error happens.

[Abbreviation]
O.ERR.G.

[Grammar]
ON ERROR GOTO line number

[Explanation]
By executing this statement in the beginning of the program, one can branch to
the specified line (error handler routine) when an error happens.
When this routine that was branched to is done, one can use RESUME or END
commands. If RESUME is used, it will return to the specified line in the
previous main routine. Moreover, if END is used,

TN: The string on line 100 in the sample program "トケマセン" means
"can not be solved".
--------------------------------------------------------------------------------
PAGE 112

the program will terminate, and wait for command input.

TN: Look in the manual scan for the real diagram but here is roughly how it
looks like:

  Main
  routine

  ON ERROR
      GOTO

  Main
  routine
                (branch)
  Error occurs ------\
              ^      |
              |      v
              |    Error handler routine
              |      |            |
              |    RESUME        END
  Main        |      |             |
  routine <----------/             |
      |           return to        |
      |           main routine     |
      |                            v
      \-------------------------> Terminate


RENUM

[Working]
A command that replaces the program's line numbers.

[Abbreviation]
REN.

[Grammar]
RENUM [L],[m],[n]
  L...Starting number for the new line numbers.
--------------------------------------------------------------------------------
PAGE 113

  m...Original starting line number to change
  n...How many lines to increase each line number with.
  Default value L,m,n are all 10

[Explanation]
A command that sorts a program's line numbers. Not only does it sort the line
numbers, it also automatically updates any line number argument used in
branches by GOTO, GOSUB and such commands, to the corresponding new line
numbers that resulted from the sorting.
However, literals like ERL=1000 are not updated, so please be careful.

RESUME
[Working]
A command that resumes to the main routine from an error branch routine.

[Abbreviation]
RESU.

[Grammar]
RESUME [{line number}]
       [{NEXT       }]
  only RESUME ...Resume to the line where the
                 error occured on.
  line number ...Resume to the specified
--------------------------------------------------------------------------------
PAGE 114

                 line number
  NEXT        ...Resume to the line after the
                 line number where the error occured on

[Explanation]
A command that resumes from an error handler routine that was branched to
using the ON ERROR GOTO statement.
※Refer to the ON ERROR GOTO sample program.


SAVES (save es)

[Working]
A command for saving BG GRAPHIC data to a cassette tape.

[Grammar]
SAVES "file name"
  file name must be within 31 characters.

[Explanation]
Basically the same as the command for saving programs (SAVE).
To save a program and BG together,
--------------------------------------------------------------------------------
PAGE 115

press:
[S][A][V][E]["]program name["][:][S][A][V][E][S]["]file name["][RETURN].
When saving, WRITING file name will be displayed, and when it is done it will
say OK.


SCREEN

[Working]
Sets which of the two BG screens are to be displayed and which to be active,
in any combination.

[Abbreviation]
SC.

[Grammar]
SCREEN display screen[,active screen]

  --------------------------------------------
  |command\ | display screen | active screen |
  |------------------------------------------|
  | SCREEN  |                |               |
  |  0,0    |       0        |       0       |
  |------------------------------------------|
  | SCREEN  |                |               |
  |  0,1    |       0        |       1       |
  |------------------------------------------|
  | SCREEN  |                |               |
  |  1,0    |       1        |       0       |
  |------------------------------------------|
  | SCREEN  |                |               |
  |  1,1    |       1        |       1       |
  |------------------------------------------|
  |[CTR]+[D]|                |               |
  |         |       0        |       0       |
  |------------------------------------------|
  ※These numbers represents BG-screen 0 and 1.

--------------------------------------------------------------------------------
PAGE 116

[Explanation]
There are two BG screens, and it is possible to set which of them is active
(writable) and which of them is being displayed.
If display screen and active screen are to be the same screen, the active
screen argument can be omitted.
  SCREEN 0,0 → SCREEN 0
※By holding the [CTR] key while pressing the [D] key, both display screen
  and active screen are set to BG-screen0.
※Active sreen is in reality the screen where the cursor can be moved around
  and make changes to the screen on.


TRON/TROFF (trace on / trace off)

[Working]
Activates and cancels trace mode.

[Grammar]
TRON...Trace execute mode
TROFF...Go back to normal mode

[Explanation]
By using TRON, it is possible to display the current line number as the
program runs.
--------------------------------------------------------------------------------
PAGE 117

A TRON statement can be used both in direct mode and in program mode.
If TROFF is used, the TRON command is terminated and it returns to the original
mode.

TN: Japanese in the sample program reads:
"**The result of the executation follows**


VCT (vector)

[Working]
Reads the movement direction of animated character used by DEF MOVE.

[Abbreviation]
VC.

[Grammar]
VCT(n)
  n...sprite number 0~7
  VCT (n) value     0~8

TN: A diagram here. In the middle of the diagram it says: "direction"


[Explanation]
If the animated character is moving, this command returns the direction
number.
--------------------------------------------------------------------------------
PAGE 118

The VCT(n) value is the same as the value in the DEF SPRITE direction
parameter. However, if the animated character stops, the undefined value is 0.

※Refer to the CRASH sample program.



--------------------------------------------------------------------------------

I revised the AUTO command that I had translated recently (I had forgotten to translate a small text in the sample program).
Now hopefully everything is translated in the Command Comprehension chapter.
I updated the attachment in the first post to include all changes. I also changed its formatting so it's easier to read now.
« Last Edit: August 31, 2015, 10:27:57 AM by P » Logged

cpc6128
Famiclone
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Posts: 4


« Reply #17 on: April 05, 2016, 09:35:39 PM »

tack så mycket  Smiley
Thank you Wink
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azaza1
Famiclone
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Posts: 11


« Reply #18 on: July 08, 2017, 09:42:33 AM »

Hello!
Where i can find V3 translated english pdf file?
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P
FamicomBox
*****
Gender: Male
Sweden Sweden
Posts: 2874


« Reply #19 on: July 08, 2017, 10:47:49 AM »

There is none that I know of. The only English translation is the one in the text file attached to the first post. When it's complete maybe someone could help me and make an English PDF.

tack så mycket  Smiley
Thank you Wink
You are welcome! Smiley
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