Machine language routines using Structured Code!? On a CoCo?!

In January 1985, T&D Subscription Software mailed out a cassette (#31) with my game GRID RUN (super thrill for me to see my game distributed!) . On that same cassette was something called “Structured Compiled Language”, which boasted BASIC-like syntax and would compile to the “Holy Grail” of MACHINE LANGUAGE!

I was initially excited, but when I tried it out the limitations (no string manipulation, no negative numbers, etc) discouraged me from pursuing it any further.

Fast forward to 2017, I was considering writing some Machine Language routines for Forest of Doom and I remember SCL.  Fact is, I didn’t know anything about Structured Programming in the 80’s, but having since studied it in University and worked for about a decade full-time as a Computer Analyst / Programmer, I could see the benefit of SCL over Assembly Language.

SCL has its limits, but I can bang out some human readable code in a short period of time, and even tweak the compiler (written in BASIC) to suit my needs!

I seem to have off-loaded a tedious and slow bit of BASIC code, used for navigating the Adventure Map, into a Machine Language routine.  The game was OK in BASIC, but this creates the possibility of incorporating some music playing code from Simon Jonassen!

 

 

 

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