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bank - bank handle returned by CreateBank offset - position in the bank to write to, in bytes (0 = first byte) value - value to store; only the low 8 bits (0-255) are kept |
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Writes a byte into a bank. Only the low 8 bits of the value are stored, so 0 to 255 survive exactly and anything else is wrapped (poking -1 stores 255). PeekByte reads it back. Offsets are range checked - writing outside the bank raises a runtime error instead of trashing memory. See also: PeekByte, PokeShort, PokeInt, PokeFloat. |
; PokeByte Example
; ----------------
; A player save-game record packed into a memory bank.
; Field sizes: byte=1, short=2, int=4, float=4 bytes.
;
; offset 0 flags (byte, 1 byte )
; offset 1 hp (short, 2 bytes)
; offset 3 score (int, 4 bytes)
; offset 7 x_pos (float, 4 bytes) = 11 bytes in total
save=CreateBank(11)
; Pack the record - PokeByte writes the 1-byte flags field
; at offset 0 (values 0-255); the other Pokes fill the rest
PokeByte save,0,5
PokeShort save,1,250
PokeInt save,3,1234567
PokeFloat save,7,17.25
; Unpack the record - each Peek reads its field back
Print "Player record in a "+BankSize(save)+" byte bank:"
Print ""
Print "offset 0 flags (byte) = "+PeekByte(save,0)
Print "offset 1 hp (short) = "+PeekShort(save,1)
Print "offset 3 score (int) = "+PeekInt(save,3)
Print "offset 7 x_pos (float) = "+PeekFloat(save,7)
; Dump every byte so the layout is visible
; (ints and floats are stored low byte first)
dump$=""
For i=0 To BankSize(save)-1
dump$=dump$+PeekByte(save,i)+" "
Next
Print ""
Print "Raw bytes: "+dump$
; Release the memory when done
FreeBank save
Print ""
Print "Press any key to close the example"
WaitKey
End