As drewpee said, you can just use the framework if you are looking for an easy solution to drawing text.
But.. you are limited to the font that I drew for that framework, if you are going to use the graphics template then that is also possible and not too tricky.
The scrollers I have seen you writing so far just print a long string of text which is ok if you want only a little bit of scroll text but what if you had say... 20kb of scroll text like in the old days?
A few things have to be considered to write a bitmap scroller and there are more than a few ways of doing it too.
First thing you need to read up on is the mid command.
Mid simply returns part of a string.
slice = mid ( scroll , startpos, width )
Where startpos is the position inside the string and width is the amount of characters to chop out.
You are going to have to do this no matter what method you use, I've added the (cheap and lame in my opinion) way of doing it below;
#INCLUDE "TINYPTC_EXT.BI"
#INCLUDE "windows.bi"
'-------------------------------------------------------------------------------
' ALL VARIABLES MUST BE DECLARED.
'-------------------------------------------------------------------------------
OPTION STATIC
OPTION EXPLICIT
'-------------------------------------------------------------------------------
' SCREEN DIMENSIONS.
'-------------------------------------------------------------------------------
CONST XRES = 640:' WIDTH
CONST YRES = 480:' HEIGHT
DECLARE SUB TEXT(BYVAL BX AS INTEGER , BYVAL BY AS INTEGER , BYVAL WW AS STRING , BYVAL WR AS INTEGER, BYVAL WG AS INTEGER, BYVAL WB AS INTEGER)
DECLARE SUB READFONT()
'-------------------------------------------------------------------------------
' SCROLL TEXT VARIABLES;
'-------------------------------------------------------------------------------
' NEEDS SOME BLANK SPACES AT THE START TO AVOID TEXT JUST APPEARING
DIM SHARED SCROLL AS STRING
SCROLL=" "
SCROLL=SCROLL+"ADD YOUR SCROLLTEXT HERE........... MKAY?"
SCROLL=SCROLL+""
SCROLL=SCROLL+""
' CONVERT TO CAPS;
SCROLL=UCASE(SCROLL)
' SCROLL POINTER;
DIM SHARED AS INTEGER SP = 1
' SCROLL OFFSET (USE DOUBLE FOR DELTA TIMING TO AVOID STUPID SPEEDS);
DIM SHARED AS DOUBLE SO = 0
DECLARE SUB SCROLLTEXT()
'-------------------------------------------------------------------------------
' "LOAD" FONT
'-------------------------------------------------------------------------------
DIM SHARED AS UINTEGER BUFFER ( XRES * YRES )
DIM SHARED FONT (64 * 64) as Uinteger : ' FONT BUFFER
READFONT()
'-------------------------------------------------------------------------------
' OPEN THE SCREEN
'-------------------------------------------------------------------------------
PTC_ALLOWCLOSE(0)
PTC_SETDIALOG(1,"PLEASE CHOOSE"+CHR$(13)+"FULL SCREEN?",0,1)
IF (PTC_OPEN("by Shockwave",XRES,YRES)=0) THEN
END-1
END IF
DIM SHARED AS DOUBLE OLD,DV
'-------------------------------------------------------------------------------
' THE MAIN LOOP;
'-------------------------------------------------------------------------------
while GetAsyncKeyState(VK_ESCAPE)<>-32767
OLD=TIMER
SCROLLTEXT()
PTC_UPDATE @ BUFFER (0)
ERASE BUFFER
SLEEP 1
DV=TIMER-OLD
wend
SUB SCROLLTEXT()
TEXT( SO , YRES/2 , MID(SCROLL,INT(SP),80), 255, 255, 255)
SO=SO-(DV*90)
IF SO<-8 THEN
SP=SP+1
IF SP>LEN(SCROLL) THEN SP=1
SO=SO+8
END IF
END SUB
'-------------------------------------------------------------------------------
' CUSTOM GRAPHICS SUBS;
'-------------------------------------------------------------------------------
sub TEXT(BYVAL BX AS INTEGER , BYVAL BY AS INTEGER , BYVAL WW AS STRING , BYVAL WR AS INTEGER , BYVAL WG AS INTEGER , BYVAL WB AS INTEGER)
'
' Usage : TEXT ( X , Y , "YOUR TEXT" , R , G , B )
'
'
WW = UCASE (WW)
dim blx,bly as Uinteger
DIM as INTEGER STRX,STRY,TLP,TC,CH
TC =RGB (WR , WG , WB)
dim bm,mm
FOR TLP = 0 TO LEN(WW)
CH = ASC(MID(WW,TLP,1))-31
IF CH<0 OR CH>64 THEN CH=0
'---------------------------------
'Calculate Offset In Font Data;---
'---------------------------------
bm=(ch*64)-64
STRY=BY
FOR BLY=0 TO 7
STRX=BX + ((TLP-1) * 9)
FOR BLX=1 TO 8
'--------
'Clip;---
'--------
'----------------------------------------------------
'Draw Pixel In Buffer If Onscreen And If Binary 1 ---
'----------------------------------------------------
MM= FONT((((BLY)*8)+(BLX))+BM)
IF (STRX>0) AND (STRX<XRES) THEN
IF MM >0 THEN
BUFFER (((STRY)*XRES)+STRX) = TC
end if
END IF
STRX=STRX+1
NEXT
STRY=STRY+1
NEXT
NEXT
END SUB
SUB READFONT()
dim lp
FOR LP=1 TO (64*64)
READ FONT(LP)
NEXT
END SUB
'space
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'A
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Two points..
Don't bother asking me to convert that to fb 2.04 or whatever
Don't bother asking for an exe, it's not worth seeing.
But we can glean some things from that sucky piece of code.
1: all the letters are the same width
2: CH = ASC(MID(WW,TLP,1))-31 <--Taken from the text routine.
There is a standard way of setting out alphanumeric characters called ascii. This is a universal standard and was devised to allow files to be compatble accross all kinds of computers.
Here's the table I use;
http://www.asciitable.com/You will see that below 32 (space) the characters are not useful to us.
So if we draw our bitmap font, all letters the same width and lay them out in the order of that ascii table we can get to the position on the template with a simple calculation;
POS = (ASC(MID(SCROLL, POINTER ,1 ))-31) * LETTERWIDTH
From that I think you will be able to put a proper bitmap gfx scroll together, a copy and paste of my example would be a lame and sucky thing to do and I suspect it would earn you no kudos.
What would be really cool would be to try and get a real bitmap font into something you are making.. It may take you a while and you'll probably have a lot of questions to ask but I think you'll find it quite satisfying (and face it, it's a routine you will need to do at some stage

)