ID of scrolling text screen: 0 to 4
・4 is the default.
Coordinates in character units
Character code of the character displayed at the specified coordinates
・If no character is displayed, zero is returned.
CODE=CHKCHR(0,0) CODE=CHKCHR(1,10,10)
ID of scrolling text screen: 0 to 4
・4 is the default.
Coordinates in character units
Character code of the character displayed at the specified coordinates
・If no character is displayed, zero is returned.
Display attribute set at specified coordinates
・See ATTR cmmand.
CHKCHR 0,0 OUT CH,AT CHKCHR 1,10,10 OUT CH,AT
ID of scrolling text screen: 0 to 4
Coordinate to check character code
・The meaning of coordinates changes depending on the value of the next coordinate conversion flag.
Flag that specifies the coordinate system of coordinates X and Y
・In case of 0, it is interpreted as character unit coordinates (same as LOCATE coordinates).
・In case of 1, it is interpreted as display coordinates (same as TOFS etc.).
・In the case of display coordinates, the influence of LMATRIX is not considered.
Character code of the character displayed at the specified coordinates
・ If no character is displayed, zero is returned.
CODE = CHKCHR (1,10,10,0) CODE = CHKCHR (1,200,120,1)
ID of scrolling text screen: 0 to 4
Coordinate to check character code
・The meaning of coordinates changes depending on the value of the next coordinate conversion flag.
Flag that specifies the coordinate system of coordinates X and Y
・In case of 0, it is interpreted as character unit coordinates (same as LOCATE coordinates).
・In case of 1, it is interpreted as screen coordinates (same as TOFS etc.).
・In the case of screen coordinates, the influence of LMATRIX is not considered.
Character code of the character displayed at the specified coordinates
・If no character is displayed, zero is returned.
Display attribute set at specified coordinates
・See ATTR command.
CHKCHR 1,10,10,0 OUT CH,AT CHKCHR 1,200,120,1 OUT CH,AT