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features.txt
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There's a fair bit of assembly language for some trickery though. I've got:
* an "instring" routine, a disk input routine that can handle any data (and can optionally stop at a carriage return or grab a specified # of bytes)
* a modular programming system (where lines 1000- are in memory always and lines 1-999 can be loaded any time while preserving variables)
* a "bracket reader" routine (strings in [square brackets] are colored differently depending on (eventually) user-defined colors)
* a stack manipulator that gets rid of RETURN statements (used a lot in the original game I'm porting from the Apple)
* a "sliding input" routine (taken from Creative Micro Designs, modified to be more BASC-integrated)
* and finally the piece de resistance, Steve Davison's modBASIC which gives BASIC local variables and parameter-passing to subroutines.
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