5 b,c,d=BIN 01111100,BIN
00111000,BIN 00010000
10 FOR n=1 TO 6: READ p$: REM
6 pieces
20 FOR f=0 TO 7: REM read
piece into 8 bytes
30 READ a: POKE USR p$+f,a
40 NEXT f
50 NEXT n
100 REM bishop
110 DATA "b",0,d, BIN
00101000,BIN 01000100
120 DATA BIN 01101100,c,b,0
130 REM king
140 DATA "k",0,d,c,d
150 DATA c, BIN 01000100,c,0
160 REM rook
170 DATA "r",0, BIN
01010100,b,c
180 DATA c,b,b,0
190 REM queen
200 DATA "q",0, BIN 01010100,
BIN 00101000,d
210 DATA BIN 01101100,b,b,0
220 REM pawn
230 DATA "p",0,0,d,c
240 DATA c,d,b,0
250 REM knight
260 DATA "n",0,d,c, BIN
01111000
270 DATA BIN 00011000,c,b,0
Note that 0 can be used instead of BIN 00000000.
When you have run the program, look at the pieces by going into graphics mode.
As we are going to see in Chapter 20 – Channels, Streams and Windows the ZX Spectrum Next provides via its windowing system, the ability to display alternative character sets. In order to set up however an alternative character set, characters have to be defined somewhere in memory, very similarly to the way we did the chess pieces or the Σ symbol above. The characters redefined are limited to the 96 from code 32 until code 127 and should be in that order. A successive series of 768 POKE statements incrementing the memory address by one location at the time, will define them and then a last POKE altering the
ZX Spectrum Next User Manual, 3rd Edition (ISBN 978-1-5272-5496-1), written and illustrated by Phoebus R. Dokos. Copyright © 2020-2024 Phoebus Dokos / SpecNext Ltd. Licensed under CC BY-NC-SA 4.0. This is a transcription and can contain errors; check any doubt against the printed page.