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Showing content from https://zxbasic.readthedocs.io/en/docs/library/putchars.bas/ below:

Putchars.bas - Boriel BASIC

There is a an example program that uses this at the end of the page.

Prints the graphics data to the screen at the given character co-ordinates.

Prints the colour data to the screen at the given character co-ordinates.

Where * x is the x value in character co-ordinates * y is the y value in character co-ordinates * width is the width in characters * height is the height in characters * attribute is the byte value of the attribute to paint to the given co-ordinates. (As one would get from the ATTR function)

There is a an example program after the source code.

Copies the colour data to the screen at the given character co-ordinates. The order here is Rows and then Columns; so first row, then second row and so on. While this may be awkward, being the other way around to the pixel data, these orders are the most efficient speedwise.

Where * x is the x value in character co-ordinates * y is the y value in character co-ordinates * width is the width in characters * height is the height in characters * address is the address of the data to copy to the screen's attribute area.

There is a an example program that uses this at the end of the page.

goto start

datapoint:
Asm
    defb 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32
    defb 33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64
    defb 65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96
    defb 97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128
End Asm

start:
cls
putChars(10,10,3,3,@datapoint)
paint(10,10,3,3,79)

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