1.7 OBJ order/function
About OBJ order/function
With GAME BASIC for SEGASATURN, it calls polygon and sprite OBJECT and through OBJ order and function, it manages.
As for order related to OBJ, the item number” OBJ of OBJ (n, <> )” one order almost it is synonymous. Using number, it operates the order related to 3D. The item which is used well is done alias definition (alias). Being attached in detail, please refer to OBJPOS order and OBJROT order etc.
For example, as for the order which writes the coordinate of polygon and sprite,
OBJPOS <>, X, Y and Z
But with GAMEBASIC for SEGASATURN,
OBJ (<>, @XP) = X, Y and Z
With also the expression method of saying is possible. When there is OBJ in the right-hand side =, function, OBJ is in formula and as for the number which is the left-hand side = order. (MID$ (…) It is the order the way). In inside, coordinate and the angle of rotation which are necessary for indication vis-a-vis the respective object number, attribute ID (color and cloth of the material), polygon ID (shape of the material) and the like the structure (one kind of arrangement) with we have compensated, (4th parameter of SCREEN order) using the value of this item at the frame unit, it indicates polygon and sprite. Speaking simply, you can call OBJ order the order which rewrites the contents of this item.

&ltOBJECT number >
It is integer of fixed point type. The decimal fraction is truncated. The range of effective value differs by order and function.

Coordinate, speed, acceleration, distance and matrix value
When writing in
If fixed point type -32768.9999 (= - &H7FFF.FFFC) the ~ +32768.9999 (= &H7FFF.FFFC) it is value, exceeding the range of this value, it does not become Overflow error. The bit of part which exceeds 16 bit integral parts is ignored. (Be able to truncate the superior bit, because the mark changes, note is necessary. In case of floating point type, following to the translation rule of BASIC, after being converted by fixed point type, it is applied.
When reading out
Fixed point type -32768.9999 (= - &H7FFF.FFFC) the ~ +32768.9999 (= &H7FFF.FFFC) it is value.

Magnification ratio
When writing in
If fixed point type -32768.9999 (= - &H7FFF.FFFC) the ~ +32768.9999 (= &H7FFF.FFFC) it is value, exceeding the range of this value, it does not become Overflow error. The bit of part which exceeds 16 bit integral parts is ignored. (Be able to truncate the superior bit, because the mark changes, note is necessary. In case of floating point type, following to the translation rule of BASIC, after being converted by fixed point type, it is applied.
When reading out
Fixed point type -32768.9999 (= - &H7FFF.FFFC) the ~ +32768.9999 (= &H7FFF.FFFC) it is value.

Angular/angular velocity
When writing in
Fixed point type 0 (&H0.0000) under ~ 1 (&H0.FFFC) it is value. The unit is the radian (1.000= 360). The bit of integral part which exceeds the range of this value is ignored. In case of floating point type, following to the translation rule of BASIC, after being converted by fixed point type, it is applied.
When reading out
Fixed point type 0 (&H0.0000) under ~ 1 (&H0.FFFC) it is value. The unit is the radian (1.000= 360).

Initial value
Immediately after the BASIC program starting and after the executing the SCREEN order, OBJ it is value of the normal condition which is set after the executing the CLEAR or OBJ NEW order.

OBJ order/functional summary
OBJ direct executive order indirect executive order fixed point type function
Function
Structure for the sprite indication of 2D and 3D
Prescribed form
(1) OBJ (&ltOBJECT number >,<>) =<>
(2) OBJ (&ltOBJECT number >,<>)
(3) OBJTO<><> [<> …]
(4) OBJ CLEAR
(5) OBJ NEW
(6) OBJ PRINT &ltOBJECT number > [, P] or
OBJ? [<>] [P]
Example of use
When OBJ (1 and 4) = the item number 4 which appoints 100, 100 and 50 -> X positions is appointed, simultaneously, it appoints also Y position Z position.
Parameter
&ltOBJECT number >… 1 shredders (OBJECT- 1 is designated as the parent when OBJECT is eliminated)
World coordinate in order to decide 0 points of view (OBJECT 0 is designated as the parent when OBJECT is indicated)
1 individual OBJECT
<> … Intended operational item number
<> … The value which is set to each item
P… halt appointment
Operational details
&ltOBJECT number > with OBJECT which is appointed is indicated.
The prescribed form (1) sets <> vis-a-vis function <> with according to the object which is appointed <> . <> The comma (,) with dividing, continuing, it is possible to give. When the comma is continued, item number advances, 1 at a time it is possible to skip the item between. However, minimum of one value is necessary.
The prescribed form (2) when reading out the value which is set to OBJECT as a function, is method of using, (function).
The prescribed form (3) <> copies <> to contents. The object which becomes the object is object of OBJECT 1 or more. <> <> All contents are copied, but as for relationship of the parent and child between the sibling when the following relationship was executed, the same rule is applied.
OBJ (<>, PARENT) =OBJ (<>, PARENT)
The prescribed form (4) initializes the object structure which presently is defined.
The prescribed form (5) initializes the object structure which presently is defined, resets the number of registers of each ID of texture, the attribute, apex and polygon to 0.
The prescribed form (6) &ltOBJECT number > indicates the relationship of the object which is connected as the child.” P when” option is given, vertical width of indicatory text WINDOW -3 [indicating the HIT KEY] on the line, it stops. [CTRL] When + [C] key is input, indication is discontinued. When object oneself it is reference, for example (when the parent is yourself himself,), returning to first object, it discontinues indication at the point in time when it indicates.
OBJ order/function has taken the shape, structure. It follows to OBJ, order of 39/function (order <> both role of function is carried out with one item number () with the second parameters inside. Those which READ/WRITE are written on the object type in chart which has been introduced in the part of parameter of later) with, function of 20 (only READ those which are written) role is carried out. In other words, if you refer to the sense, order of usual BASIC/function order of 39, function of 39 of the same names, it is the case that function of 20 where works only function to that exists. Here, function, the prescribed form, terminology and parameter, it keeps describing operational details as a OBJ order/an order/the function which becomes independent respectively in every each item number of function.

OBJ order/functional summary
Item number summary
Item number Function The sign which is used in explanation OBJECT type Alias definition order
0 OBJECT type @TYPE (READ/WRITE)OBJTYPE
1 Auxiliary flag @FLAG (READ/WRITE)
2 OBJECT group@GROUP (READ/WRITE)
3
4 X position @XP (READ/WRITE)OBJPOS
5 Y position @YP (READ/WRITE)OBJPOS
6 Z position @ZP (READ/WRITE)OBJPOS
7
8 X revolution @XR (READ/WRITE) OBJROT
9 Y revolution @YR (READ/WRITE) OBJROT
10 Z revolution @ZR (READ/WRITE) OBJROT
11
12 X scale @XS (READ/WRITE) OBJZOOM
13 Y scale @YS (READ/WRITE) OBJZOOM
14 Z scale @ZS (READ/WRITE) OBJZOOM
15
16 Attribute ID number@ATR (READ/WRITE)OBJATR
17 Polygon ID number @POLYGON(READ/WRITE)OBJATR
18 Portable rotational transform order @ORDER (READ/WRITE)
19 Indicatory time @TIME (READ/WRITE)
20 Link structural parent OBJECT @PARENT (READ/WRITE) OBJLINK
21 Link structural child OBJECT @CHILD (READ)
22 Link structural older brother OBJECT @LEFT (READ)
23 Link structural younger brother OBJECT @RIGHT (READ)
24 X speed @XV (READ/WRITE)
25 Y speed @YV (READ/WRITE)
26 Z speed @ZV (READ/WRITE)
27
28 X acceleration @XA (READ/WRITE)
29 Y acceleration @YA (READ/WRITE)
30 Z acceleration @ZA (READ/WRITE)
31
32 X speed limiter @XL (READ/WRITE)
33 Y speed limiter @YL (READ/WRITE)
34 Z speed limiter @ZL (READ/WRITE)
35
36 X rotary speed @XRV (READ/WRITE) OBJTURN
37 Y rotary speed @YRV (READ/WRITE)
38 Z rotary speed @ZRV (READ/WRITE)
39
40
41
42
43
44
45
46
47
48 4 point designated sprite apexes X0 @XP0 (READ/WRITE)
49 4 point designated sprite apexes Y0 @XP0 (READ/WRITE)
50 4 point designated sprite apexes X1 @XP1 (READ/WRITE)
51 4 point designated sprite apexes Y1 @XP1 (READ/WRITE)
52 4 point designated sprite apexes X2 @XP2 (READ/WRITE)
53 4 point designated sprite apexes Y2 @XP2 (READ/WRITE)
54 4 point designated sprite apexes X3 @XP3 (READ/WRITE)
55 4 point designated sprite apexes Y3 @XP3 (READ/WRITE)
56 X position on picture @XD (READ)
57 Y position on picture @YD (READ)
58 Z position from picture @ZD (READ)
59 RADIUS/ZD @RD (READ)
60 Appointment of collision decision group @GTEST (READ/WRITE)
61 Radius for contact decision @RADIUS (READ/WRITE)
62 Contact flag and the distance @COLIDIST (READ)
63 The OBJECT number which contacted @COLIOBJ (READ)
64 Matrix at time of transparent transformation M00 (READ)
65 Matrix at time of transparent transformation M01 (READ)
66 Matrix at time of transparent transformation M02 (READ)
67 Matrix at time of transparent transformation M10 (READ)
68 Matrix at time of transparent transformation M11 (READ)
69 Matrix at time of transparent transformation M12 (READ)
70 Matrix at time of transparent transformation M20 (READ)
71 Matrix at time of transparent transformation M21 (READ)
72 Matrix at time of transparent transformation M22 (READ)
73 Matrix at time of transparent transformation M30 (READ)
74 Matrix at time of transparent transformation M31 (READ)
75 Matrix at time of transparent transformation M32 (READ)

Supplementation
<> So the contents of OBJECT which is appointed are rewritten. The contents of individual OBJECT are calculated in every VSYNC, are indicated in the picture. <> When polygon of number is undefined, (OBJECT being connected to -1, in case of the [ru]), &ltOBJECT number > it is connected as the child of OBJECT 0, it indicates the cube which is defined inside BASIC.
Initial value of object is as follows.
GROUP 0 position for object type TYPE 0 assistance flag FLAG 0 collision decision (XP, YP and ZP) (0, 0 and 0) position (XS, YS and ZS) (1, 1 and 1) position (XR, YR and ZR) (0, 0 and 0) the contact radius RADIUS 10 contact flag and distance COLIDIST -1 the OBJECT COLIOBJ 0 OBJECT existence time TIME 0 matrix conversion order ORDER 0 POLYGON 0 ATR which contacted 0 next, initial value concerning OBJECT of individual type is explained. OBJ- 1 (for elimination OBJECT) connection PARENT to of parent OBJECT -1 (OBJECT -1) connection CHILD to of child OBJECT 1 (for first indication OBJECT) connection LEFT to of older brother OBJECT -1 connection RIGHT to of younger brother OBJECT -1 the other than of this is identical with usual OBJECT. OBJ 0 (WORLD OBJECT) connection CHILD to of connected PARENT 0 child OBJECT to of parent OBJECT -1 connection LEFT to of older brother OBJECT -1 connection RIGHT to of younger brother OBJECT -1 position (XP, YP and ZP) (0, 0 and 200) the other than of this is identical with usual OBJECT.
Depth of 200 is given to WORLD OBJECT, (it is plugged and point of view -200 is forward). The explanation book of general graphics and it differs at this point in time. To make the starting point in WORLD coordinate the same as point of view,
OBJ (0, ZP) = 0
It sets, when indicating individual OBJECT, it gives depth 200 and the like.

OBJ 1~ (for indication OBJECT) connection PARENT to of the contents parent OBJECT of OBJECT 1 -1 (OBJECT -1) connection CHILD to of child OBJECT -1 connection LEFT to of older brother OBJECT -1 connection PARENT to of contents parent OBJECT of connection RIGHT to of younger brother OBJECT 2 OBJECT 2 -1 (OBJECT -1) connection CHILD to of child OBJECT -1 connection PARENT to of contents parent OBJECT of connection RIGHT to of connected LEFT 1 younger brother OBJECT to of older brother OBJECT 3 last OBJECT -1 (OBJECT -1) connection CHILD to of child OBJECT -1 connection RIGHT to of the OBJECT number younger brother OBJECT of connected LEFT one ago to of older brother OBJECT -1
TYPE (OBJECT type) [OBJTYPE]
Item number
O (OBJECT type: @TYPE) Direct executive order indirect executive order fixed point type function
Function
The method of presentation of OBJECT is appointed
Prescribed form
OBJ (&ltOBJECT number >, 0) = &ltTYPE>
Example of use
OBJ (1 and 0) = 4 -> with OBJECT type as a polygon, the rectangular parallelepiped of the system is indicated
Parameter
&ltOBJECT number > the OBJECT number which becomes… objects. Integer of 1~ 255.
Appointing each numerical value which appoints &ltTYPE>… method of presentation with numerical system. As for effective value integer up to of 0~ 7. Below decimal cutoff.
Return value
It is the integer which shows the type of OBJECT up to of 0~ 7. However, &ltOBJECT number > in case of 0 it is not this category.
Operational details
&ltTYPE>= 0
Indication stop (initial condition) it indicates in when indication is prohibited temporarily. Either revolution and parallel displacement are not done. When &ltOBJECT number > the child is connected, the child is indicated.

&ltTYPE>= 1
Indication scale appointment and Z revolution of 2D sprite
. Function
Position, the scale and angle of rotation are appointed, sprite is indicated. With Z value it does also sorting. When 0 value is appointed to the scale, it calculates the scale with Z position, applies the complement of the scale, makes the scale for indication. For example, when -2.0 is appointed to the scale, if the kind of position which is indicated at 0.5 times (Z position) it is, reaching 1.0 times, it is indicated. When &ltOBJECT number > OBJECT is undefined, when (after the SCREEN ordering either one time it is not used and the like, when OBJECT - it is connected to 1,), &ltOBJECT number > when is connected (OBJECT is connected other than OBJECT- 1, OBJECT 0 (world coordinate) as the child this operation it is not done). Concretely, it means that OBJ (&ltOBJECT number > and PARENT) = 0 is executed automatically. Furthermore when it shows with apparatus, it is following kind of condition. Because also other type is inspected with similar method, please refer.
SCREEN 0
? OBJ (1 and 0), OBJ (1 and 20)
>0 -1 -> As for type of default 0. As for parent OBJECT -1
OBJ? -> You look at being connected
>0 -> Only world OBJECT it exists
OBJ (1 and 0) = TYPE 1 is set to 1 -> OBJECT 1
OBJ? -> You look at the being connected which is new
Because > the parent 0-> 1 -> OBJECT 1 connected (shape of sprite has not been defined as OBJECT 0, it is not indicated)
? OBJ (1 and 0), OBJ (1 and 20)
>1 and 0 -> type becoming 1, the parent became OBJECT 0

OBJ () the item which is used with the structure is as follows.
XP position (the CX of SPRWINDOW, position on the picture which centers CY parameter)
YP position (the CX of SPRWINDOW, position on the picture which centers CY parameter)
Polygon and precedence with ZP Z position
ZR turning angle
XS scale X, both scale Y the magnification ratio of XS is appointed.
The attribute ID which was made in ATR SETATR order
It does not receive the influence of revolution and parallel displacement. When negative value is appointed to the scale, the influence of SETPERS is received.

&ltTYPE>= 2
Indication X of 2D sprite, Y scale appointment and Z revolution
. Function
Appointing the indicatory scale length and side, it indicates deformation sprite. Unlike function, when 0 is appointed to the scale, the character is indicated reversing. When &ltOBJECT number > OBJECT is undefined, when (after the SCREEN ordering either one time it is not used and the like, when OBJECT it is connected to -1,) &ltOBJECT number > when it is connected (OBJECT OBJECT -1 it is connected other than, OBJECT 0 (world coordinate) as the child this operation it is not done). OBJ () the item which is used with the structure is as follows.
XP position (the CX of SPRWINDOW, position on the picture which centers CY parameter)
YP position (the CX of SPRWINDOW, position on the picture which centers CY parameter)
Polygon and precedence with ZP Z position
ZR turning angle
XS scale X
YS scale Y
The attribute ID which was made in ATR SETATR order
It does not receive the influence of revolution and parallel displacement.

&ltTYPE>= 3
Indication 4 point appointment of 2D sprite
. Function
Appointing 4 points on the picture, it indicates deformation sprite. It appoints 4 points at the offset position for the window center, it appoints the Z position which represents the whole separately. Order under under and the left with respect to and the right with respect to and the right the left (clockwise rotation) with it appoints 4 points. &ltOBJECT number > OBJECT seeing, when it is meaning, when (after the SCREEN ordering either one time it is not used and the like, when OBJECT it is connected to -1,), &ltOBJECT number > when it is connected (OBJECT OBJECT -1 it is connected other than, OBJECT 0 (world coordinate) as the child this operation it is not done). OBJ () the item which is used with the structure is as follows.
XP position (the CX of SPRWINDOW, position on the picture which centers CY parameter)
YP position (the CX of SPRWINDOW, position on the picture which centers CY parameter)
Polygon and precedence with ZP Z position
The attribute ID which was made in ATR SETATR order
Position of 4 points of the sprite which designates XP0, YP0 XP and YP as standard
XP1 and YP1
XP2 and YP2
XP3 and YP3
It does not receive the influence of revolution and parallel displacement.

&ltTYPE>= 4
Indication, revolution, parallel displacement and conversion of 3D polygon
. Function
Revolution the polygon model which can give the position of OBJECT of the parent in standard. To be parallel move, transparent transformation, it indicates as polygon and deformation sprite. The influence with most items other than 4 point designated sprite apexes is received.
When &ltOBJECT number > OBJECT is undefined, when (&ltOBJECT number > PARENT -1 is,), &ltOBJECT number > OBJECT 0 (world coordinate) you connect as the parent, when the cube which is defined inside BASIC is indicated (OBJECT OBJECT -1 is connected other than, this operation is not done).
OBJ (&ltOBJECT number >, 20) = you connect 0 -> OBJECT 0 (&ltTYPE>= 5 as < OBJECT="" 0=""> the parent

<TYPE>= 5
Indication, revolution, parallel displacement and orthographic projection of 3D polygon
. Function
Revolution the polygon model which can give the position of OBJECT of the parent in standard. It is parallel and moves, it indicates while it is orthographic projection, as polygon and deformation sprite. However, you cannot use the option of illuminant calculation and the clipping etc.
When &ltOBJECT number > OBJECT is undefined, when (&ltOBJECT number > PARENT -1 is,), &ltOBJECT number > OBJECT 0 (world coordinate) you connect as the parent, when the cube which is defined inside BASIC is indicated (OBJECT OBJECT -1 is connected other than, this operation is not done).

&ltTYPE>= 6
Transparent object, revolution and parallel displacement of matrix
. Function
Revolution the polygon model which can give the position of OBJECT of the parent in standard. Being parallel and moving it makes new position. Other than indicating sprite, it is the same as the indication of the 3D polygon of &ltTYPE>= 4. It turns the child who could connect this OBJECT in the parent hits and it uses in order to decide.
When &ltOBJECT number > OBJECT is undefined, when (&ltOBJECT number > PARENT -1 is,), &ltOBJECT number > OBJECT 0 (world coordinate) you connect as the parent.

&ltTYPE>= 7
Indication, revolution, parallel displacement and orthographic projection of sprite
. Function
Revolution the polygon model which can give the position of OBJECT of the parent in standard. It is parallel and moves, it indicates while it is orthographic projection, as polygon and deformation sprite. However, you cannot use the option of illuminant calculation and the clipping etc.
When &ltOBJECT number > OBJECT is undefined, when (&ltOBJECT number > PARENT -1 is,), &ltOBJECT number > OBJECT 0 (world coordinate), you connect as the parent do the following operation.

. Using SETVERTEX order in unused apex, ID it guarantees 4 apexes.
. Using SETPOLYGON order in unused polygon, ID it guarantees 1 polygons.
. Using SETATR order in unused attribute, ID 1 attributes it guarantees.
. &ltOBJECT number > setting these ID, it indicates square.

FLAG (auxiliary flag)
1 (auxiliary flag: @FLAG) Direct executive order indirect executive order fixed point type function
Function
The case where OBJECT is indicated operation is appointed
Prescribed form
OBJ (&ltOBJECT number >, 1) =<>
Example of use
OBJ (1 and 1) = &B10 -> it reads out the matrix and makes possible
Parameter
&ltOBJECT number > the OBJECT number which becomes… objects. -1~ integer of 255
<> … Value of 0~ 7
Return value
Value of the bit whose read-out of the matrix is effective becomes” 1”, (concretely presently value of 0~ 3).
Operational details
When bit 0” 1” being, the inner parallel displacement component of the matrix at the time of transparent transformation is written to M30~ M32. To read out the value of M30~ M32, after appointing value, it is necessary 1 VSYNC or more to wait. This flag, when appointment of collision decision (GTEST) is appointed 0 or more, automatically becomes” 1”.
Because the coordinate which is used in the decision per OBJECT (M30, M31 and M32), it differs from the relative coordinate from of OBJECT 0 to the last in coordinate from point of view in the sense that) please notes (matrix operation of unit vector and OBJECT 0 of gaze direction has gone between. In normal condition, it is added to the amount Z direction of the value 200 of ZP of OBJECT0.
When bit 1” 1” being, the whole matrix at the time of transparent transformation (4X 3) it retains in M00~ M32. To read out these values, after appointing value, it is necessary 1 VSYNC or more to wait.
M00 M01 M02
M10 M11 M12
M20 M21 M22
M30 M31 M32
Note
These bits, chasing the layered structure of the 3D object with the usual system of BASIC, such as collision decision to do matrix calculation, because many computational complexities become necessary, are the flag in order to remove the matrix which used indication.
When bit 2” 1” being, it writes in to XD and YD with respect to the left (0 and 0) the position on the picture when OBJECT is seen through is converted to the picture as a standard, the Z distance of OBJECT writes the radius /Z distance of OBJECT to RD in ZD. Also the position of OBJECT it probably will be projected outside the picture, is returned, but value when it deviates from on the picture largely is not guaranteed. To read out these values, after appointing value, it is necessary 1 drawing frame units or more to wait. In addition, the fact that value is effective TYPE is OBJECT of 4, 5, 6 and 7.

GROUP (OBJECT group)
2 (OBJECT group: @GROUP) Direct executive order indirect executive order fixed point type function
Function
The group for the collision decision of OBJECT is appointed
Prescribed form
OBJ (&ltOBJECT number >, 1) =<>
Example of use
OBJ (1 and 2) = &B101 -> 1 is set in order for bit to belong to the group of 0 and bit 2,
Parameter
&ltOBJECT number > the OBJECT number which becomes… objects. -1~ integer of 255
<> … Integer of 16 bits
Return value
Integer of 16 bits of fixed point type. Value of the present group is returned.
Operational details
With the value of 16 bits, although the group for the collision decision of 3D OBJECT is appointed, you use. Each bit can mean 1 groups, can sort OBJECT in the maximum of 16 groups. It can also belong to the group of groups. When value other than 0 is written here, value of the matrix of OBJECT is written in M00~ M32 as a standard of contact decision in every indication. With OBJECT which is not indicated, as for coordinate it is not calculated. Initial value does not become the object of 0 being plugged collision decisions. Entry of value read-out is possible, OBJECT 0, vis-a-vis OBJECT -1, but because these OBJECT are not indicated, it does not become the object of decision.

XP, YP and ZP (position) [OBJPOS]
4 (X position: @XP) Direct executive order indirect executive order fixed point type function
5 (Y position: @YP) Direct executive order indirect executive order fixed point type function
6 (Z position: @ZP) Direct executive order indirect executive order fixed point type function
Below is explanation of item number 4. In regard to 5 and 6, appropriate reading substitution being able to apply, please use.
Function
XP from of parent OBJECT (relative position (X coordinate))It appoints
Prescribed form
OBJ (&ltOBJECT number >, 4) =<>
Example of use
OBJ (1 and 4) = 100 is appointed to 200 -> XP
OBJ (1 and 4) = to 100, 200 and 300 -> XP 100, 200, 300 is appointed to ZP in YP
Parameter
&ltOBJECT number > the OBJECT number which becomes… objects. -1~ integer of 255
<> … Relative position coordinate
Return value
Coordinate: Distance in X coordinate from of parent OBJECT (the value which was written)
Operational details
Distance in X coordinate from of parent OBJECT is appointed with numerical system.

XR, YR and ZR (angle of rotation) [OBJROT]
8 (X angle of rotation: @XR) Direct executive order indirect executive order fixed point type function
9 (Y angle of rotation: @YR) Direct executive order indirect executive order fixed point type function
10 (Z angle of rotation: @ZR) Direct executive order indirect executive order fixed point type function
Below is explanation of item number 4. In regard to 5 and 6, appropriate reading substitution being able to apply, please use.
Function
XR from of parent OBJECT (the turning angle for X axis) it appoints
Prescribed form
OBJ (&ltOBJECT number >, 8) =<> parameter
Example of use
OBJ (1 and 8) = 0.07
Parameter
&ltOBJECT number > the OBJECT number which becomes… objects. -1~ integer of 255
<> … Angle
Return value
Angle: It is the turning angle for X axis from of parent OBJECT.
Operational details
The turning angle for X axis from of parent OBJECT is appointed with numerical system. Initial value is 0.
Example
Letter” B” 45 degrees it can tilt forward.
SCREEN 0
SETPFONT 1, 66 -> 66 ASCII CODE of letter B, indicates 1 with OBJECT 1
OBJ (1 and 8) = 0.125 -> it can tilt forward

XS, YS and ZS (scale) [OBJZOOM]
12 (X scale: @XS) Direct executive order indirect executive order fixed point type function
13 (Y scale: @YS) Direct executive order indirect executive order fixed point type function
14 (Z scale: @ZS) Direct executive order indirect executive order fixed point type function
Below is explanation of item number 4. In regard to 5 and 6, appropriate reading substitution being able to apply, please use.
Function
XS of OBJECT (magnification ratio of X axial direction) it appoints.
Prescribed form
OBJ (&ltOBJECT number >, 12) =<>
Example of use
OBJ (1 and 14) = 0 -> thickness of Z direction is designated as 0
OBJ (1 and 12) = 2, 2 and 2 -> size of the whole OBJECT is designated as 2 times
Parameter
&ltOBJECT number > the OBJECT number which becomes… objects. -1~ integer of 255
<> … Magnification ratio
Return value
Magnification ratio of present X axial direction is returned.
Operational details
It appoints with the knowledge which inhales the magnification ratio of X axial direction of OBJECT. Magnification ratio after the OBJECT 1 does not produce effect vis-a-vis the child. Initial value is 1.0. When the size of OBJECT which is indicated beforehand has been decided, deciding the scale the occasion where it defines, as for XS, YS and ZS the one which is made 1.0 is completed processing time shortly. In order polygon of orthographic projection (OBJECT TYPE= 5) and sprite (OBJECT TYPE= 7) with to indicate the correct scale, it is necessary 1 not to be, 0.99995 (&H0.FFFC) to set to XS and YS.

ATR (attribute ID number) [OBJATR]
16 (attribute ID number: @ATR) Direct executive order indirect executive order fixed point type function
Function
ATR (ID number of surface information of sprite and the polygon which produce in SETATR order) it appoints
Prescribed form
OBJ (&ltOBJECT number >, 16) =<>
Example of use
OBJ NEW
SETATR 5 and 10, (4, 1, 3, 0, 7399 and 8) -> the 3D tables are done initialization (the register several 0)
OBJ (1 and 16) = to 5 -> OBJECT 1 attribute ID 5 is defined
Parameter
&ltOBJECT number > the OBJECT number which becomes… objects. -1~ integer of 255
<> … Integer of maximum amount -1 range of 0~ defined possible attribute ID
Return value
Was defined (was written) attribute ID is returned lastly. When it is undefined, -1 is returned.
Operational details
ID number of surface information of sprite and the polygon which produce in SETATR order is appointed. When undefined number is appointed, Undefine attribute happens. It is necessary for the number of attribute of the attribute ID number which is appointed here surfaces to be equal to the number of polygons of the polygon ID which OBJECT is defined similarly, or to be more.
Attribute area >= the number of polygons
When the numbers of attribute surfaces are fewer, OBJECT is not indicated. Initial value is -1.

POLYGON (polygon ID number) [OBJATR]
17 (polygon ID number: @POLYGON) Direct executive order indirect executive order fixed point type function
Function
POLYGON (ID number of information of position of the polygon which produces in SETPOLYGON order) it appoints
Prescribed form
OBJ (&ltOBJECT number >, 17) =<>
Example of use
OBJ (1 and 17) = 0
Parameter
&ltOBJECT number > the OBJECT number which becomes… objects. -1~ integer of 255
<> … Integer of maximum amount -1 range of 0~ defined possible polygon ID
Return value
The polygon ID which is defined lastly is returned. When it is undefined, -1 is returned.
Operational details
The polygon ID number which produces in SETPOLYGON order is appointed. When undefined number is appointed, Undefined polygon happens. It is necessary for the number of attribute of the attribute ID number which is appointed here surfaces to be equal to the number of polygons of the polygon ID which OBJECT is defined similarly, or to be more.
Attribute area >= the number of polygons
When the numbers of attribute surfaces are fewer, OBJECT is not indicated. When OBJECT type 2D sprite of 1, 2 and 3 it does not indicate and, OBJECT, it is not necessary to appoint. Initial value is -1.

ORDER (portable rotational transform order)
18 (portable rotational transform order: @ORDER) Direct executive order indirect executive order fixed point type function
Function
ORDER (the conversion order of 3DOBJECT) it appoints
Prescribed form
OBJ (&ltOBJECT number >, 18) =<>
Example of use
OBJ (1 and 18) = 7
Parameter
&ltOBJECT number > the OBJECT number which becomes… objects. -1~ integer of 255
<> … Appointing each numerical value which appoints method of presentation with numerical system. As for effective value, integer up to of 00~ 11.
Return value
Value of the conversion order 0~ 11 which presently is set is returned.
Operational details
Revolution is indicated the position where it does the figure which is defined in OBJECT the position of OBJECT of the parent (XP, YP and ZP) with parallel displacement and OBJECT of OBJECT (XR, YR and ZR) by on the basis of in standard. There are times when the figure is indicated in the position where the position where it is indicated this time by the order of conversion does not differ, does not intend. This parameter appoints in order to modify the order of conversion in this kind of case. Meaning of parameter is as follows.
00 T, X, Y and Z
01 T, X, Z and Y
02 T and Y, X, Z
03 T, Y and Z, X
04 T and Z, X, Y
05 T, Z and Y, X
06 X, Y, Z and T
07 X, Z, Y and T
08 Y, X, Z and T
09 Y and Z, X, T
10 Z, X, Y and T
11 Z and Y, X, T
*T= parallel displacement, X= X axial revolution, Y= Y axial revolution and Z= Z axial revolution. As for initial value 0

TIME (indicatory time)
19 (indicatory time: @TIME) Direct executive order indirect executive order fixed point type function
Function
The indicatory time of OBJECT (TIME) it sets
Prescribed form
OBJ (&ltOBJECT number >, 19) =<>
Example of use
OBJ (1 and 19) = 0
Parameter
&ltOBJECT number > the OBJECT number which becomes… objects. -1~ integer of 255
<> … Integer of 0~ &HFFFF. If it is fixed point type, exceeding the range of this value, it does not become Overflow error. The bit of part and decimal fraction which exceed 16 bit integral parts is ignored.
Return value
Integer of 0~ &HFFFF, present count value is returned.
Operational details
The indicatory time of OBJECT is rewritten. Indicatory time, &ltOBJECT number > the elapsed time when OBJECT is connected to OBJECT0 is displayed at the VSYNC unit. When OBJECT is indicated for the first time, it starts count from 0.

PARENT (parent OBJECT) [OBJLINK]
20 (link structure: Parent OBJECT: @PARENT) Direct executive order indirect executive order fixed point type function
Function
The association of OBJECT (PARENT) it appoints
Prescribed form
(1) OBJ (&ltOBJECT number >, 20) =<>
(2) OBJ (&ltOBJECT number >, 20)
(3) OBJ PRINT&ltOBJECT number > [, P] or
OBJ? [&ltOBJECT number >] [, P]
Example of use
OBJ (1 and 20) = 2 -> OBJECT 2 in standard OBJE
Parameter
&ltOBJECT number > the OBJECT number which becomes… objects. Integer of 1~ 255.
<> … &ltOBJECT number > OBJECT number of the object which OBJECT relation is attached. -1~ integer of 255.
P… 1 pictures indicating, it stops at one time.
Return value
<> If it is, if the &ltOBJECT number >, it is not, -1 is returned.
Operational details
As for the prescribed form (1) as &ltOBJECT number > OBJECT <> , position indicated in standard, relation you attach.
The prescribed form (2) is the prescribed form as a function.
The prescribed form (3) with the prescribed form as a function, indicates the relationship of the object which is connected to &ltOBJECT> as the child. P when option is given, vertical width of indicatory tech strike WINDOW -3 [indicating the HIT KEY] on the line, it stops. [Ctrl] When + [C] key is input, indication is discontinued.
&ltOBJECT number > appoints OBJECT 0 (world coordinate becomes usually standard). &ltOBJECT number of the time before > in same case as the number whose parent number is new nothing is done, but it is new,<> but it is given when<>, CHILD is done &ltOBJECT number >. <> When CHILD -1 being, when (the child it is, when), we would like to indicate the month when it turns around the earth which for example turns around the sun, it appoints as follows.
OBJ (<>, 20) = 0 -> as for parent of sun OBJ 0 (world coordinate)
OBJ (<>, 20) = <> -> the parent of the earth the sun (the sun moves to standard)
OBJ (<>, 20) = <> -> the parent of month the earth (the earth moves to standard)
<> When it appoints -1 only, the following operation is done in addition to the operation of the steam. First, the &ltOBJECT number which excludes the information of connection > in all items OBJECT -1 contents are copied (usually become initial condition). When &ltOBJECT number > CHILD -1 it is other than, when (the child is connected,), it operates similarly vis-a-vis the OBJECT number below CHILD.

Being attached to the parentage of OBJECT
As for the parentage of OBJECT, the case where the object of 3D is indicated class of indication is displayed. Indication is done in order from higher rank facing toward subordinate position. Preceding the indication of all OBJECT, the matrix which is set to gaze direction with example in the following figure, turns parallel displacement, (XR, YR and ZR) by OBJECT 0 (XP, YP and ZP) with, turns parallel displacement, (XR, YR and ZR) by OBJECT 1 which is the child of OBJECT 0 (XP, YP and ZP) with, repeatedly the movement in parallel turning keeps furthermore with the parameter of OBJECT 3 which is the child of OBJECT 1. When the figure is appointed to OBJECT, when (TYPE 4, 5 and 7 is,), movement it goes and/or indicates the figure on the basis of the matrix.

Example of parentage
During superior using OBJECT empty OBJECT OBJECT 0 OBJECT -1 | | |--------| | OBJECT 1 OBJECT 2 OBJECT 10 - OBJECT 11 - OBJECT 12… | | OBJECT 3 |--------|--------In order | OBJECT 4 OBJECT 5 OBJECT 7 | OBJECT 6 subordinate 			OBJECT OBJECT number OBJECT 0 world coordinate OBJECT 0 OBJECT 1, parent OBJECT of the parent OBJECT of OBJECT 2 1 OBJECT 3 3 OBJECT 4, OBJECT 5, parent OBJECT of the parent OBJECT of OBJECT 7 4 OBJECT 6 4, OBJECT 5, OBJECT 7, to actualize this state of the sibling really, please execute the following order. FOR I= 1 TO 7: OBJ (I and 0) = 4: NEXT -> When TYPE 4 is appointed to unused OBJECT, it is connected to OBJECT 0. OBJ (3 and 20) = as for 1 -> 20 PARENT (parent OBJECT number) OBJ (7 and 20) = 3 OBJ (4 and 20) = 3 OBJ (5 and 20) = 3 OBJ (6 and 20) = 4 OBJ? When it executes, as follows it is indicated (perhaps actual indication) relationship of the sibling differs. 1-> 3-> 5-> subordinate 4-> 6 rank 7 on 0-> 2 
Sibling something related to OBJECT
OBJECT0 parent
The eldest son of OBJECT1 OBJECT0
The next man of OBJECT2 OBJECT0
The youngest of OBJECT3 OBJECT0
ID <> OBJECT0 1 (OBJECT1= eldest son)
ID <> OBJECT1 -1 (as for the older brother of the eldest son it is not)
ID <> OBJECT1 2 (OBJECT2)
ID <> OBJECT2 1 (OBJECT1)
ID <> OBJECT2 3 (OBJECT3)
ID <> OBJECT3 2 (OBJECT2)
ID <> OBJECT3 -1 (as for the younger brother of the youngest it is not)
OBJECT1, OBJECT2 and ID OBJECT <> OBJECT3 0
Immediately after being initialized in SCREEN order, the state of OBJECT

OBJECT -1 OBJECT 0
|
|--------| it is not
OBJECT 1 OBJECT MAX

In inside,
. LEFT older brother RIGHT displays the younger brother.
. <> With as for CHILD, the bidirectional list pointer which displays the relationship of the top and bottom.
. As for LEFT and RIGHT, the bidirectional list pointer which displays the relationship of horizontality.
. <> Most the older brother of seniority (LEFT NULL) to has pointer CHILD.
. That following younger brother to point to RIGHT of the older brother, as for the pointer of the younger brother end NULL.
. All sibling <> return the same parent.

About OBJECT 0
OBJECT 0 is special OBJECT which is used in order to stipulate world coordinate. All OBJECT which are indicated are the child of OBJECT 0. For example when it turns the Y axis of OBJECT 0 in default state, OBJECT which is indicated in the picture turns exactly like the washer. When we would like to move the branch office and when camera starting point is used, it is possible to do by modifying XP, YP, ZP, XR, YR, ZR and ORDER etc of OBJECT 0. Also CAMERA order and rewrites the item of OBJECT 0.
OBJ (&ltOBJECT number >, 20) =<>
&ltOBJECT number > it makes <> OBJECT number. &ltOBJECT number > the subordinate position of OBJECT (the child and the grandchild) it moves OBJECT, <> as all children OBJECT.

OBJECT 0
|
|--------|
OBJECT 1 OBJECT 6
|
|
OBJECT 2
|
|--------|--------|
OBJECT 3 OBJECT 4 OBJECT 5

For example OBJECT 6 the right arm, OBJECT 1 the left arm, OBJECT 2 hand and OBJECT 3, OBJECT 4, OBJECT 5 in case of the finger, to make the state in the figure above,
OBJ (6 and 20) OBJECT 6 is tied to = 0 world coordinates
OBJ (1 and 20) OBJECT 1 is tied to = 0 world coordinates
OBJ (2 and 20) as for the parent = 1 OBJECT 2 OBJECT 1
OBJ (3 and 20) as for the parent = 2 OBJECT 3 OBJECT 2
OBJ (4 and 20) as for the parent = 2 OBJECT 4 OBJECT 2
OBJ (5 and 20) as for the parent = 2 OBJECT 5 OBJECT 2
When OBJ (2 and 20) it executes = 6 in this state, it becomes as follows.

OBJECT 0 | |--------| OBJECT 1 OBJECT 6 | | OBJECT 2 | |--------|--------As your own parent, it is possible
also | to appoint the OBJECT 3 OBJECT 4 OBJECT 5 your own parent by your, for it to register your own child and the grandchild, but this way when movement the loop it does, because it becomes unable to trace from OBJECT 0, indication stops simply. It indicates again in, it is if it should have appointed OBJECT 0 as the parent. While being indicated, it moves same as unused OBJECT, revolution and contact decision etc are not done.

OBJECT0
OBJECT 1?
?????

Example
SETPFONT using 1 and 65 -> OBJECT 1, it indicates “A”.
OBJ (1 , 20) = OBJECT which is connected to 1 -> OBJECT 1 stops being indicated.
OBJ (1 , 20) = 0 -> it is indicated again.
About OBJECT -1
OBJ (&ltOBJECT number >, 20) =-1
OBJECT ID -1 is special OBJECT in order to house unused OBJECT. As for OBJECT initial condition, as for all OBJECT other than OBJECT 0 it is connected OBJECT -1 as the child. To reset OBJECT which is in the midst of indicating to initial value, it appoints OBJECT- 1 as the parent. For example, when OBJECT -1 is registered with the model of the some time ago arm as the parent of OBJECT 2, OBJECT 2, OBJECT 3, OBJECT 4, OBJECT of OBJECT 5 is reset to initial value. When the straw raincoat OBJECT which is used for OBJECT -1 can be connected, structure below the grandchild who is connected to the child is destroyed, entirely becomes the sibling.
OBJ (2 and 20) = -1
Leaving the child, to remove just OBJECT 2, after OBJECT 3, OBJECT 4, being able to connect OBJECT 5 to OBJECT 6, you remove OBJECT 2.
After OBJ (3 , 20) being able to connect the child = 6 OBJECT 2 with the parent of OBJECT 2
OBJ (4 , 20) = 6
OBJ( 5, 20 )= 6
OBJ(2,20) =-1 OBJECT 2 is deleted.
How to examine relation of connection
N= OBJ(< OBJECT number >20)
ID of parents of < OBJECT number > is returned.
N= OBJ(< OBJECT number >21)
Please look up at the number of the first child of OBJECT-1 to obtain the OBJECT number of becoming empty. A child the ..drinking.. first is returned. -1 is returned when there is no child. When the OBJECT number that wanting is used most is understood, any OBJECT number can be used.
N= OBJ(< OBJECT number >22)
ID of the elder brother of < OBJECT number > is returned. For instance, one method of the question of all brothers of a certain OBJECT of < OBJECT number > :.
N0=OBJ จN0 (< OBJECT number >20) shows parents ID.
Do the question of the first child of N1=OBJ(N0,21) จ parents N0.
Do the question of the following younger brother of N2=OBJ(N1,23) จN2. -There is no younger brother if it is one.
Do the question of the following younger brother of N3=OBJ(N2,23) จN2. -There is no younger brother if it is one.
It becomes a said condition. There is a method to examine by using that eldest son's <ŒZ>value is -1, too.

Attention
The object by which parent and child's generation exceeds 16 is not displayed from the limitation of the stack of internal.

CHILD (child OBJECT)
21 (Link structure: Child OBJECT:@CHILD) fixed zero point type function
Function
Relation (CHILD) of OBJECT is returned.
Format
OBJ(< OBJECT number >21)
Example
IF OBJ(1,21) -1 If the child of <>THEN BEEPจOBJECT 1 is connected, BEEP is sounded.
Parameter
< OBJECT number > c OBJECT number of object that is question of child. -Integer of 1~255.
Return value
<Žq‹ŸOBJECT>One is returned in case of not being - the first < OBJECT number of >. Please refer to for details for the parent and child relation between = <€–ฺ”ิ†>20 OBJECT.
Operation is detailed.
OBJECT bitter, connected of < OBJECT number > is <Žq‹ŸOBJECT>examined, and the < OBJECT number > is returned. The child is OBJECT of the hierarchy under < OBJECT number >. Child OBJECT is displayed based on the position of parents < OBJECT number >. When two or more children are connected with < OBJECT number >, the first child's (eldest child) OBJECT number is returned.

LEFT (elder brother OBJECT)
22 (Link structure: Elder brother OBJECT:@LEFT) fixed zero point type function
Function
Relation (LEFT) of OBJECT is returned.
Format
OBJ(< OBJECT number >22)
Example
?OBJ( 1, 22 )
Parameter
< OBJECT number > c OBJECT number of object that is elder brother OBJECT question. -Integer of 1~255.
Return value
Elder brother OBJECT returns one in case of not being - connected < OBJECT number >.
Operation is detailed.
Whether elder brother OBJECT is connected with OBJECT of < OBJECT number > is examined, and the < OBJECT number > is returned. OBJECT of the same hierarchy connected by the same parents is called an elder brother. Brother's OBJECT is displayed based on the position and the angle of parents' OBJECT, and brother's position and angle operate independently. Moreover, when two or more OBJECT is connected with the same parents, it is automatically connected as brother OBJECT. In usual operation, all OBJECT under the display is connected as a brother of the same hierarchy by the child of OBJECT 0.

RIGHT (younger brother OBJECT)
23 (Link structure: Younger brother OBJECT:@RIGHT) fixed zero point type function
Function
Relation (RIGHT) of OBJECT is returned.
Format
OBJ(< OBJECT number >23)
Example
?OBJ( 1, 23 )
Parameter
< OBJECT number > c OBJECT number of object that is younger brother OBJECT question. -Integer of 1~255.
Return value
Elder brother OBJECT returns one in case of not being - connected < OBJECT number >. Please refer to for details for the parent and child relation between = <€–ฺ”ิ†>20 OBJECT.
Operation is detailed.
Whether younger brother OBJECT is connected with OBJECT of < OBJECT number > is examined, and the < OBJECT number > is returned. Younger brother is OBJECT of the same hierarchy connected by the same parents. Brother's OBJECT is displayed based on the position and the angle of parents' OBJECT, and brother's position and angle operate independently.

XV, YV, ZV (speed)
Direct execution instruction indirect execution instruction fixed zero point type function of 24 (X speed: @XV)
Direct execution instruction indirect execution instruction fixed zero point type function of 25 (Y speed: @YV)
Direct execution instruction indirect execution instruction fixed zero point type function of 26 (Z speed: @ZV)
It is an explanation of item number 24 as follows. Please properly read in a different way for 25 and 26 and use it.
Function
Value (XV) added to X coordinates of OBJECT is given.
Format
OBJ (< OBJECT number >24)=<”’lŽฎ>
Example
OBJ( 1, 24 )= 0.2
OBJ( 1, 24 )= 0.2, 1, 0
Parameter
< OBJECT number > OBJECT ..c.. number. -Integer of 1~255.
<”’lŽฎ>c Speed. The value added to X coordinates in each VSYNC is specified by the numerical value type.
Return value
The value added to XP in each present speed VSYNC is returned.
Operation is detailed.
The value added to XP in each VSYNC is given. An initial value is 0. Because OBJECT keeps moving when the value is specified for here, it is necessary to stop it taking the responsibility for the program.

XA, YA, ZA (acceleration)
Direct execution instruction indirect execution instruction fixed zero point type function of 28 (X acceleration: @XA)
Direct execution instruction indirect execution instruction fixed zero point type function of 29 (Y acceleration: @YA)
Direct execution instruction indirect execution instruction fixed zero point type function of 30 (Z acceleration: @ZA)
It is an explanation of item number 28 as follows. Please properly read in a different way for 29 and 30 and use it.
Function
Acceleration (XA) added to X speed (XV) of OBJECT is given.
Format
OBJ (< OBJECT number >28)=<”’lŽฎ>
Example
OBJ(1,32) =4จ maximum speed is set to four dots per VSYNC.
The acceleration is given in a positive direction of OBJ(1,28) =0.01จX axis.
0.01 accelerations are given in OBJ(1,28) =0.01, 0.01, 0.01, and each positive direction of 0.01จX, Y, and Z.
Parameter
< OBJECT number > OBJECT ..c.. number. -Integer of 1~255.
<”’lŽฎ>c Acceleration. The value added to X speed in each VSYNC is specified by the numerical value type.
Return value
The value added to X speed (XV) at each present acceleration (VSYNC) is returned.
Operation is detailed.
The value added to XV in each VSYNC is given. An initial value is 0. When XA is specified, it is necessary to specify the maximum speed for XL beforehand. Because OBJECT keeps moving when the value is specified for here, it is necessary to stop it taking the responsibility for the program.

XL, YL, ZL (speed limiter)
Direct execution instruction indirect execution instruction fixed zero point type function of 32 (X speed limiter: @XL)
Direct execution instruction indirect execution instruction fixed zero point type function of 33 (Y speed limiter: @YL)
Direct execution instruction indirect execution instruction fixed zero point type function of 34 (Z speed limiter: @ZL)
It is an explanation of item number 32 as follows. Please properly read in a different way for 33 and 34 and use it.
Function
It is specified that the absolute value of X coordinates (XV) of OBJECT doesn't exceed this value.
Format
OBJ (< OBJECT number >32)=<”’lŽฎ>
Example
OBJ( 1, 32 )= 3
OBJ(1,32) =3, 3 and 3จX, and each speed limiter of Y and Z is set to three.
Parameter
< OBJECT number > OBJECT ..c.. number. -Integer of 1~255
<”’lŽฎ>c Speed
Return value
Speed limitation value. It is a limitation value at X speed (XV) of OBJECT.
Operation is detailed.
It limits it so that the absolute value of XV should not exceed XL when the value of XA (acceleration) is added to XV (speed) in each VSYNC, except when XA is 0. When XA is 0, XL doesn't influence XV. An initial value of XA is 0.
XV= XV+ XA
IF( XV< 0 ) AND( XV< -XL ) THEN XV= -XL
IF( XV> 0 ) AND( XV< +XL ) THEN XV= +XL

XRV, YRV, and ZRV (rotational speed)[OBJTURN]
Direct execution instruction indirect execution instruction fixed zero point type function of 36 (X rotational speed: @XRV)
Direct execution instruction indirect execution instruction fixed zero point type function of 37 (Y rotational speed: @YRV)
Direct execution instruction indirect execution instruction fixed zero point type function of 38 (Z rotational speed: @ZRV)
It is an explanation of item number 36 as follows. Please properly read in a different way for 37 and 38 and use it.
Function
The value added to XR of OBJ (rotation angle to X axis) is given.
Format
OBJ (< OBJECT number >36)=<”’lŽฎ>
Example
OBJ( 1, 36 )= 0.01
Parameter
< OBJECT number > OBJECT ..c.. number. -Integer of 1~255.
<”’lŽฎ>c Corner speed
Return value
Corner speed. X rotational speed of OBJECT
Operation is detailed.
The value added to XR in each VSYNC is given. An initial value is 0. Because OBJECT keeps turning when the value is specified for here, it is necessary to stop it taking the responsibility for the program.

XP0, YP0, XP1, YP1, XP2, YP2, XP3, YP3 (four point specified sprite top)
It is an explanation of item number 56 as follows. Please properly read in a different way for 57~59 and use it.
Function
The position of the display of 2D sprite of TYPE=3 (four point specification) is specified.
Format
OBJ (< OBJECT number >48)=<”’lŽฎ>
Example
OBJ(1,48) =-, 10, 10 and + -10, 10 and + 10 and + 10-, and 10 and +-10จ4 top are specified at a time.
Parameter
< OBJECT number > OBJECT ..c.. number. -Integer of 1~255.
<”’lŽฎ>c Coordinates
Return value
Coordinates are the positions of the written each top.
Operation is detailed.
When the OBJECT type is a display of 2D sprite of TYPE=3, the position of sprite of four points is specified. Four points are given at a relative position based on X position (XP) and Y position (YP), and specified in order (clockwise) on the left on the left on the left on the left (XP0,YP0) (XP0,YP0) (XP0,YP0) (XP0,YP0). It rotates, it reverses, it expands, it reduces to sprite by changing the specification order, and the effect of the twist etc. can be given. The item used with the OBJ structure is as follows.
Position on screen based on CX parameter of XP SPRWINDOW
Position on screen based on CY parameter of YP SPRWINDOW
Priority of polygon by ZP Z position
Attribute ID made from ATR SETATR instruction
Position of sprite four points based on XP0, YP0 XP, and YP
XP1, YP1 "
XP2, YP2 "
XP3, YP3 "
Neither the rotation nor the influence of the translation are received.

Position on XD, YD, ZD, and RD screen
56 (X position projected on screen: @XD) fixed zero point type function
57 (Y position projected on screen: @YD) fixed zero point type function
58 (Z position on screen: @ZD) fixed zero point type function
59(RADIUS/ZD:@RD) Fixed zero point type function
It is an explanation of item number 56 as follows. Please properly read in a different way for 57~59 and use it.
Function
Coordinates when OBJECT is projected on the screen are read.
Format
OBJ(< OBJECT number >56)
Example
FLAG= 1
To read it, the flag is set OBJ(1,FLAG) =4จ.
Yen is drawn at the position where CIRCLE(OBJ(1,56),OBJ(1,57)) and 10จOBJECT are displayed.
Parameter
< OBJECT number > OBJECT ..c.. number. -Integer of 1~255.
Return value
It is a numerical value of the fixed zero point type.
Operation is detailed.
OBJECT writes the position on the screen when the seeing through conversion is done on the screen in XD and YD based on on the left (0,0) when bit 2 of FLAG is "1", Z distance of OBJECT is written in ZD, and radius/Z distance of OBJECT is written in RD. The value when greatly coming off on the screen is not guaranteed though the OBJECT position that will be projected outside the screen is returned. After specifying the value, it is 1 to read these values It is necessary to wait for VSYNC or more. Moreover, it is TYPE 4, and OBJECT of 5, 6, and 7 that the value is effective.

GTEST (specification of collision judgment group)
Direct execution instruction indirect execution instruction fixed zero point type function of 60 (Specification of collision judgment group: @GTEST)
Function
The collision judgment group is specified.
Format
OBJ (< OBJECT number >60)=<”’lŽฎ>
Example
The collision with the group that belongs to OBJ(1,60) =1จ bit 0 begins and the judgment begins.
Parameter
< OBJECT number > OBJECT ..c.. number. -Integer of 1~255.
<”’lŽฎ>c Number of collision judgment group bits.
Return value
Fixed zero point type. It is a written value of 16 bits.
Operation is detailed.
It uses it to have the value of 16 bits, and to specify the group of the collision judgment. The contact judgment of this OBJECT and other OBJECT begins when the values other than 0 are written here.
Each bit shows one group, and the collision with other OBJECT under the display when the same bit is one is judged. Being able to judge is only OBJECT that collides first though the thing examined bringing two or more groups together can be done. The result of the judgment is stored in "Contact flag and the distance" (COLIDIST) and "OBJECT number that comes in contact" (COLIOBJ).
The algorithm of the judgment is as follows.
. About all OBJECT(TYPE=4,TYPE=5,TYPE=6,TYPE=7) under the display
.With you excluding WORLD OBJECT(0)
. AND of GROUP of GTEST of this OBJECT and examined OBJECT : about OBJECT other than 0.
. When the distance of two OBJECT is the same as the harmony of each radius or little.
SQR(( OBJ1_X- OBJ2_X )^ 2+( OBJ1_Y- OBJ2_Y )^ 2+( OBJ1_Z- OBJ2_Z )^ 2 )<= SQR( OBJ1_RADIUS+ OBJ2_RADIUS )
0 of an initial value ,in a word, doing the contact judgment.

RADIUS (radius for collision judgment)
Direct execution instruction indirect execution instruction fixed zero point type function of 61 (Radius for collision judgment: @RADIUS)
Function
The radius of the collision used with GTEST is specified.
Format
OBJ (< OBJECT number >60)=<”’lŽฎ>
Example
OBJ( 1, 61 )= 20
Parameter
< OBJECT number > OBJECT ..c.. number. -Integer of 1~255.
<”’lŽฎ>c Radius
Return value
A distance and a present radius are returned.
Operation is detailed.
The radius of the re-drinking OBJECT the distance and the collision judgment is specified. An initial value is 10.0.

COLIDIST (collision flag and the distance)
62 (Collision flag and the distance: @COLIDIST) fixed zero point type function
Function
The result of the collision judgment of OBJECT is examined.
Format
OBJECT(< OBJECT number >62)
Example
IF OBJ( 1, 62 )<> -1 THEN ?"COLLISION DISTANCE="; OBJ( 1, 62 )
Parameter
< OBJECT number > Integer of OBJECT ..c.. number -1~255.
Return value
Fixed zero point type. The result of the collision judgment of GTEST is stored.
Operation is detailed.
The distance with OBJECT that came in contact at noncontact and 0 at -1 is stored. The collision judgment is not done until the value is written in GTEST again when coming in contact by one degree (There is the purpose is to take BASIC and synchronization).

COLIOBJ (OBJECT number that comes in contact)
63 (OBJECT number that comes in contact: @COLIOBJ) fixed zero point type function
Function
The OBJECT number of the other party who collides by the collision judgment of OBJECT is acquired.
Format
OBJ(< OBJECT number >63)
Example
IF OBJ( 1, 63 )<> -1 THEN ?"COLLISION OBJECT="; OBJ( 1, 63 )
Parameter
< OBJECT number > OBJECT ..c.. number. -Integer of 1~255.
Return value
Fixed zero point type. The OBJECT number of the colliding other party is acquired.
Operation is detailed.
When contact judgment flag (COLIDIST) is 0 or more, the OBJECT number that comes in contact is written.

M00~ M32 (matrix at transparent transformation)
64 (matrix m00 at transparent transformation) fixed zero point type
65 (matrix m01 at transparent transformation) fixed zero point type
66 (matrix m02 at transparent transformation) fixed zero point type
67 (matrix m10 at transparent transformation) fixed zero point type
68 (matrix m11 at transparent transformation) fixed zero point type
69 (matrix m12 at transparent transformation) fixed zero point type
70 (matrix m20 at transparent transformation) fixed zero point type
71 (matrix m21 at transparent transformation) fixed zero point type
72 (matrix m22 at transparent transformation) fixed zero point type
73 (matrix m30 at transparent transformation) fixed zero point type
74 (matrix m31 at transparent transformation) fixed zero point type
75 (matrix m32 at transparent transformation) fixed zero point type
It is an explanation of item number 64 as follows. Please properly read in a different way for 65~75 and use it.
Function
The matrix value at the transparent transformation of OBJECT is read.
Format
OBJ(< OBHECT number >64)
Example
The direction of the XZ plane of OBJECT 2 seen from ?XATN(OBJ(2,73)-OBJ(1,73),OBJ(2,75)-OBJ(1,75)) จOBJECT 1 is requested.
Parameter
< OBJECT number > OBJECT ..c.. number. -Integer of 1~255.
Return value
Matrix value at transparent transformation
Operation is detailed.
When bit 0 of FLAG is "1", the going side by side movement element of matrices at transparent transformation is written in M30~M32. It is necessary to wait for 1VSYNC or more to read the value of M30~M32 after the value is specified. If specification (GTEST) of the collision judgment is specified for 0 or more, this flag automatically becomes "1".
Please note that coordinates (M00,M31,M32) used for the hit judgment of OBJECT are different to the last in coordinates from the aspect from relative coordinates from OBJECT 0 (It is meant that it is among the unit vector in the direction of the glance and the matrix operations with OBJECT 0). In the standard, it is added in the direction of sentence Z of value 200 of ZP of OBJECT 0. When bit 1 is "1", the entire matrix (4*3) at transparent transformation is preserved in M00~M32. After specifying the value, it is 1 to read these values It is necessary to wait for VSYNC or more.
M00 M01 M02
M10 M11 M12
M20 M21 M22จ translation element
M30~M32 is used also for the collision judgment at a center position of OBJECT based on the aspect.

Direct execution instruction indirect execution instruction of OBJATR
Function
Attribute ID and polygon ID are specified for OBJECT.
Format
OBJATR < OBJECT number > [,]<ƒ|ƒŠƒSƒ“ID”ิ†>[,<ƒAƒgƒŠƒrƒ…[ƒgID>]
Example
OBJATR 1, 1, 4
Parameter
< OBJECT number > OBJECT ..c.. number. Integer of 1~255.
<ƒAƒgƒŠƒrƒ…[ƒgID>c Integer within the range of several - or less1 of attribute ID that can define 0~.
<ƒ|ƒŠƒSƒ“ID>c Integer within the range of several - or less1 of polygon ID that can define 0~.
Operation is detailed.
Attribute ID and polygon ID are specified for OBJECT. Attribute ID maintains information in each respect of the polygon produced by the SETATR instruction and information on the shape of the polygon from which polygon ID is produced by the SETPOLYGON instruction is maintained.
<ƒAƒgƒŠƒrƒ…[ƒgID>
<ƒ|ƒŠƒSƒ“ID”ิ†>It is necessary to give at least one though it peels off, it delimits by , ""and it is omissible. This instruction <”’lŽฎ>does equal operation with alias of OBJ =c (< OBJECT number >16)(alias definition).
Reference
Item of ATR(16) and POLYGON(17) of OBJ instruction

Direct execution instruction indirect execution instruction of OBJLINK
Function
"Parent and child relation" of OBJECT is specified.
Format
OBJLINK < OBJECT number ><eOBJECT”ิ†>
Example
Parents of OBJLINK 1 and 2จOBJECT 1 are assumed to be OBJECT 2.
Parameter
< OBJECT number > OBJECT ..c.. number. Integer of 1~255.
<eOBJECT”ิ†>OBJECT number of object in which OBJECT of < OBJECT number > is related. Integer of ^1~255.
Operation is detailed.
It makes it to parents OBJECT of OBJECT of < OBJECT number >. <eOBJECT”ิ†>When child OBJECT is connected with < OBJECT number >, child OBJECT is <eOBJECT”ิ†>connected with all OBJECT. <eOBJECT”ิ†>However, is structuring annulled from the parent and child as for all following OBJECT of < OBJECT number > in case of -1, and the value of OBJECT-1 is copied (Unused return usually). This instruction <”’lŽฎ>does the same operation with alias of OBJ =c (< OBJECT number >20)(alias definition).
Reference
Item of PARENT(20) of OBJ instruction

Direct execution instruction indirect execution instruction of OBJPOS
Function
"Relative position" from parents OBJECT is specified.
Format
[ < X position > ] and [ < Y position > OBJPOS < OBJECT number > ][]
Example
100 is specified for X position of OBJPOS 1,200จOBJECT 1.
300 is specified for ZP of OBJPOS 1 and 300จOBJECT 1.
Parameter
< OBJECT number > OBJECT ..c.. number. -Integer of 1~255.
> < Y < X position position > c Coordinates
Operation is detailed.
The distance of X coordinates Y coordinates Z coordinates from parents OBJECT is specified by the numerical value type. It is necessary to give at least one though it is possible to omit by peeling off and angle of the angle of < X axis of > < Y axis > delimiting it by" and "This instruction <”’lŽฎ>does equal operation with alias of OBJ =c (< OBJECT number >4)(alias definition).
Reference
Item of XP(4) of OBJ instruction, YP(5), and ZP(6)

Direct execution instruction indirect execution instruction of OBJROT
Function
Relative "Rotation angle" from the angle of parents OBJECT is specified.
Format
[ Angle of < X axis > ] and [ Angle of < Y axis > OBJROT < OBJECT number > ][]
Example
OBJROT 1 and 0.5จOBJECT 1 are rotated to Y words and phrases of parents OBJECT by 180 degrees.
Parameter
< OBJECT number > OBJECT ..c.. number. -Integer of 1~255.
Angle of angle of < X axis of > < Y axis > c Angle
Operation is detailed.
The rotation angle to X axis Y axis Z axis from parents OBJECT is specified by the numerical value type. It is necessary to give at least one though it is possible to omit by peeling off and angle of the angle of < X axis of > < Y axis > delimiting it by" and "This instruction <”’lŽฎ>does the same operation with alias of OBJ =c (< OBJECT number >8)(alias definition).
Reference
Item of XS(12) of OBJ instruction, YS(13), and ZS(14)
Reference
Item of XR(8) of OBJ instruction, YR(9), and ZR(10)

Direct execution instruction indirect execution instruction of OBJTURN
Function
Relative "Rotation angle" from the angle of parents OBJECT is specified.
Format
[ < X axis corner speed > ] and [ < Y axis corner speed > OBJTURN < OBJECT number > ][]
Example
OBJTURN 1 and &0.01จOBJECT 1 are rotated Z axially.
Parameter
< OBJECT number > OBJECT ..c.. number. -Integer of 1~255.
> < Y axis corner speed of < X axis corner speed > c Corner speed
Operation is detailed.
The value added to the angle of X axis, the angle of Y axis, and the angle of Z axis in each VSYNC is specified. OBJECT connected with OBJECT 0 keeps rotating when the values other than 0 are specified. It is necessary to give at least one though it is possible to omit by peeling off and > < Y axis corner speed of < X axis corner speed > delimiting it by" and "This instruction <”’lŽฎ>does equal operation with alias of OBJ =c (< OBJECT number >36)(alias definition).
Reference
Item of XRV(36) of OBJ instruction, YRV(37), and ZRV(38)

Direct execution instruction indirect execution instruction of OBJTYPE
Function
The OBJECT type is specified.
Format
> < TYPE > of OBJTYPE < OBJECT number
Example
OBJTYPE 1 and 4จOBJECT 1 are displayed as a polygon.
Parameter
< OBJECT number > OBJECT ..c.. number. Integer of 1~255.
< TYPE > c Each numerical value that specifies the method of the display is specified by the numerical value type. An effective value is an integer to 0~7. It drops below the decimal.
Operation is detailed.
This instruction <”’lŽฎ>does equal operation with alias of OBJ =c (< OBJECT number >0)(alias definition).
Reference
Item of TYPE(0) of OBJ instruction

Direct execution instruction indirect execution instruction of OBJZOOM
Function
"Display magnification" of OBJECT is specified.
Format
[ < X axis magnification > ] and [ < Y axis magnification > OBJZOOM < OBJECT number > ][]
Example
The display size of OBJZOOM 1, 2, and 2 and 2จOBJECT 1 is doubled.
Parameter
< OBJECT number > OBJECT ..c.. number. Integer of 1~255.
> < Y axis magnification of < X axis magnification > c Magnification
Operation is detailed.
The magnification X axis Y axis Z axially of OBJECT is specified by the numerical value type. The magnification since OBJECT 1 doesn't influence child's OBJECT. A normal vector doesn't change even if the magnification is changed. It is necessary to set to XS and YS one 0.9995(&H0.FFFC) it to display a correct scale by orthographic projection polygon (OBJECT TYPE=5) and sprite (OBJECT TYPE=7). It is necessary to give at least one though it is possible to omit by peeling off and > < Y axis magnification of < X axis magnification > delimiting it by" and "This instruction <”’lŽฎ>does equal operation with alias of OBJ =c (< OBJECT number >12)(alias definition).
Reference
Item of XS(12) of OBJ instruction, YS(13), and ZS(14)

Direct execution instruction indirect execution instruction of SETATR
Function
The attribute given to each respect of the polygon is defined.
Format
(1) <ƒAƒgƒŠƒrƒ…[ƒgID>[ <ƒAƒgƒŠƒrƒ…[ƒg”>(..parameter.. one>) ..SETATR[].. ](parameter 2>c ..[.. ]
(2) SETATR (..parameter.. one>)][ (..parameter.. two>) etc. ]
(3) SETATR<ƒAƒgƒŠƒrƒ…[ƒgID>,<ƒAƒgƒŠƒrƒ…[ƒg‚ฬ”>,READ
Example
(1) SETATR 1, 1,( 0, 1, 3, 1, 0, 0 )
(2) SETATR ( 0, 1, 3, 1, 0, 0 )
(3) SETATR 1, 1, READ
Parameter
Each parameter > specifies the method of displaying each respect corresponding to each respect of the polygon defined by SETPOLYGON by couple 1.
<ƒAƒgƒŠƒrƒ…[ƒgID>c Group number 0~ of defined attribute
<ƒAƒgƒŠƒrƒ…[ƒg‚ฬ”>c Number of attributes defined in this group. It should be larger the same as the number of respects of polygons defined by SETPOLYGON that becomes an object.
<ƒpƒ‰ƒ[ƒ^>Attribute..parameter..temple..reference.<ƒeƒNƒXƒ`ƒƒID>
< READ > c The parameter is read from the DATA initialization statement.
Operation is detailed.
In the form of format (1), a new attribute is produced. <ƒAƒgƒŠƒrƒ…[ƒgID>The smallest group number that can be defined to omit is allocated. The number of piece can be read by the ATRID(-1) function. <ƒAƒgƒŠƒrƒ…[ƒgID>Attribute ID over happens if it cannot register more than.
In the form of format (2), it writes it from the continuation of the attribute defined at the end. The address sees when the data of continuation is written at the attribute table address under writing and Undefined attribute happens when it is a meaning. Attribute data over happens when defining it exceeding the specified number of attributes.
In the form of format (3), the attribute data defined in the DATA initialization statement instead of the character string is defined. As for data, it is necessary to define only an amount necessary to define it by the DATA initialization statement. It becomes Out of DATA error if data is not worth. Only when the error doesn't go out during the definition when data is newly registered, is <ƒAƒgƒŠƒrƒ…[ƒgID>registered. When existing data is registered, data until point where the error occurs might be registered.
< TYPE > c The state of the polygon is shown.
There are neither 0 texture display nor reversing.
One texture display and right and left reversing
Two texture display and upper and lower reversing
Three texture display and upper and lower, right and left reversing
Four polygons
Five Porirain display
The first six two points are displayed the straight line.
<SURFACE> The method of the display of (POLYGON,TEXTURE) is specified.
0 one sides(The polygon that turns back by using a normal vector is not displayed. )
One both sides
<SORT> c The reference point in which the polygon side is sorted is specified.
The position of Polygon displayed immediately before 0 is used.
1 Among four points, the point in this side is used.
2 The first Too ..saying.. Ten is used in four points.
3 The mean place in four points is used.
<ƒeƒNƒXƒ`ƒƒID>c Texture ID stuck on the polygon side defined by SETTEX is specified. It is necessary already to have defined texture ID. It is the same as the one that the polygon with the texture is called sprite in general. When < TYPE > is not a texture, it is disregarded. <ƒeƒNƒXƒ`ƒƒID>Priority in respect can be specified adding the value of priority register. (Refer to the PRIORITY instruction. )
<COLOR> < TYPE > is texture (0,1,2,3), and the number of colors specifies the palette number in case of 16,256. The palette number is given as follows. The purpose of specifying by a multiple of 16 and 256 is to use the same area together in the attribute with different number of colors.
It gives it by a multiple of 16 when the texture is 16 colors.
Palette 0=0
Palette 1=16
Palette 2=32
c
Palette 31=496
By a multiple of 256 when the texture is 256 colors
Palette 0=0
Palette 1=256
Address 0~511 of the palette for sprite is given by the following expression.
<ƒpƒŒƒbƒg”ิ†>+<ƒeƒNƒXƒ`ƒƒ‚ฬƒhƒbƒg‚ฬƒJƒ‰[ƒR[ƒh>
Since the tenth to change the color data of the palette of sprite ..the use of PALETTE 10 etc... ..(..
Please specify < COLOR > for 0(It is disregarded).

<MODE> c Various drawing modes of the polygon are set. It sets it to 0 usually.
Bit 0 and one bit drawing mode
0 overwrite (superscription) mode
One shadow mode
Two half brightness mode
Three translucent mode
The polygon (A normal vector is used) that three bit sources of light influence. The object is limited to the texture or the polygon of RGB specification.
The palette is used for five bit polygon color.
Bit 6 and seven bit window mode
The limitation of 0 windows is not received.
It displays it internally in one window. (default)
It displays it outside in two windows.
Eight bit mesh display

For instance, it is 256(Or, &H100 and &B10000000) in case of the mesh display that three (Or, &H03 and &b00000011) if it is a translucent mode.
<ƒAƒgƒŠƒrƒ…[ƒgID>Peeling off and defining it from the 0th , sequentially are the principles. For instance, when ID 2 is defined after ID 0 is defined, ID 1 cannot be defined back. When the registration of the attribute begins on format (1), it is <ƒpƒ‰ƒ[ƒ^1> <ƒAƒgƒŠƒrƒ…[ƒgID>reflected in attribute data that secured by peel SETATR. <ƒAƒgƒŠƒrƒ…[ƒgID> <ƒAƒgƒŠƒrƒ…[ƒgID>First of all, all data when the parameter is omitted by format (1) and is secured newly is initialized by the following data.
<TYPE>= 4 (polygon)
<SURFACE>= 1(both sides)
<SORT>= 2 (The first Too ..saying.. Ten is used in four points. )
<ƒeƒNƒXƒ`ƒƒID>= 0 (irrelevance)
<COLOR>= RGB( 0, 15, 15 )
<MODE>= 72 (It displays internally in the window, and the influence of the source of light is received. )
<ƒAƒgƒŠƒrƒ…[ƒg>It sharpens and if it is <ƒAƒgƒŠƒrƒ…[ƒg‚ฬ”>Onage, it is possible to redefine it later. When the attribute has already been defined when an existing attribute is redefined and the size is different, Attribute size mismatch is generated. The attribute data is initialized by the SCREEN instruction (deletion).

Reference
Item of ATR(16) of OBJ instruction
Direct execution instruction indirect execution instruction of SETTEX
Function
The texture is defined.
Format
(1)SETTEX[<ƒeƒNƒXƒ`ƒƒID>],<XS>,<YS>,<COLOR_DEPTH>[,<•ถŽš—๑>]
(2)SETTEX<•ถŽš—๑>
(3)SETTEX<ƒeƒNƒXƒ`ƒƒID>,<XS>,<YS>,<COLOR_DEPTH>,READ
Example
(1)SETTEX 1, 8, 8, 256, HEXBIN$( STRW$( 64, "FF" )
(2)SETTEX A$
(3)SETTEX 1, 8, 8, 256, READ
Parameter
<ƒeƒNƒXƒ`ƒƒID>c Group number 0~ of defined texture.
<XS>,<YS> c The range of the texture defined in this group of dot size < XS > is 8~504. However, if it is not a unit of eight dots, it becomes an error. The range of < YS > is 1~255.
<COLOR_DEPTH> c Number of colors a dot. Either 16,256 or 32768.
<•ถŽš—๑>c Defined texture data. The form of the character string is described later.
READ c The texture data is read from the DATA initialization statement.
Operation is detailed.
In format (1), a new texture is defined. <ƒeƒNƒXƒ`ƒƒID>When is omitted, smallest, undefined texture ID is allocated. This number can be read by the TEXID(-1) function. <ƒeƒNƒXƒ`ƒƒID>Texture ID over happens if it cannot register more than.
In format (2), it writes it from the continuation of the address defined at the end. The part that exceeded it is disregarded when defining it exceeding the size of the texture. The texture address under writing sees and Undefined texture happens for the objection.
In format (3), the texture data defined in the DATA initialization statement instead of the character string is defined. As for data, because the hexadecimal character string is converted reading it at a dash, it is necessary to define only an amount necessary to define it by the DATA initialization statement. It becomes an error if data is not worth, and when it reaches an amount necessary for the definition during the DATA initialization statement, the data of the remainder is annulled. The texture data is preserved though the area secured by the SETTEX instruction is initialized when the SCREEN instruction is executed while defined at the end.

It is the following either (Apply to HEXBIN$) of the form of the DATA initialization statement permitted with SETTEX.
1. Hexadecimal number character string delimited by comma. DATA AA, BB, CC, DD, EE,.. FF
2. Consecutive hexadecimal number character string. It does by one byte every two characters and it is converted. The last fraction converts 0 into the high rank in addition.

Example
: DATA AABBCCDDEE cFF
<•ถŽš—๑>It defines it as texture data. The texture is bit map data stuck on the polygon side. The number of colors a dot is specified by < COLOR_DEPTH >.
. The data of two dots is necessary in the palette form in case of 16 by one byte.
. The data of one dot is necessary in the palette form in case of 256 by one byte.
. The data of one dot is necessary in the palette form in case of 32768 by two bytes.
The amount of the data that should be registered as an example is calculated as follows.
1. < XS>=8, < YS>=8, and < COLOR_DEPTH>=16จ8*8*0.5=32 byte
2. < XS>=8, < YS>=8, and < COLOR_DEPTH>=256จ8*8*1=64 byte
3. < XS>=8, < YS>=8, and < COLOR_DEPTH>=32768จ8*8*2=128 byte
In the texture data, peeling off and <ƒeƒNƒXƒ`ƒƒID>defining it from 0 turns sequentially in order definition on SPRITE VRAM are the principles. The 0~9th data cannot be registered later though it is also possible to define it tenthly suddenly (Table size error is generated).
<ƒeƒNƒXƒ`ƒƒID>It drinks and if < COLOR_DEPTH < XS > < YS >> is the same, it is possible to redefine it later. Texture size mismatch happens with the form in which the texture has already been defined when differing when an existing texture is redefined.
Texture data over happens when the texture data under the definition exceeds the definition area. Please <ƒeƒNƒXƒ`ƒƒ”ิ†+10>execute CLS to initialize the texture data.
Even the instruction of the defined texture for the bit map drawing is rewritable.
It is each color data of each dot R, G, and B of five dots &B0BBBBB_GGGGG_RRRRR and the order of the character string of a high-ranking byte and the subordinate position byte for 32768 form colors (RGB form). Display..dot..most significant bit..transparent..dot..all..bit..excluding..data..value..display..guarantee.
Reference
ACTIVE instruction