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6502bench/SourceGen/SGTestData/Visualization/apple2-bitmap-test#061000.S

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; Copyright 2019 faddenSoft. All Rights Reserved.
; See the LICENSE.txt file for distribution terms (Apache 2.0).
;
; Assembler: Merlin 32
HGR equ $f3e2
src_ptr equ $00
xoff equ $02
width equ $03
line equ $04
count equ $05
org $1000
bit bitmap1 ;give the disassembler a reason to label them
bit bitmap2
bit bitmap3
bit bitmap4
bit bitmap5
bit bitmap6
jsr HGR ;clear screen, set hi-res mode
lda #<bitmap1
sta src_ptr
lda #>bitmap1
sta src_ptr+1
lda #$00
sta xoff
lda #$01 ;1x8
sta width
jsr draw
lda #<bitmap2
sta src_ptr
lda #>bitmap2
sta src_ptr+1
lda #$03 ;start in odd column
sta xoff
lda #$01 ;1x8
sta width
jsr draw
lda #<bitmap3
sta src_ptr
lda #>bitmap3
sta src_ptr+1
lda #$06
sta xoff
lda #$02 ;2x8
sta width
jsr draw
lda #<bitmap4
sta src_ptr
lda #>bitmap4
sta src_ptr+1
lda #$0a
sta xoff
lda #$02 ;2x8
sta width
jsr draw
lda #<bitmap5
sta src_ptr
lda #>bitmap5
sta src_ptr+1
lda #$0e
sta xoff
lda #$03 ;3x8
sta width
jsr draw
lda #<bitmap6
sta src_ptr
lda #>bitmap6
sta src_ptr+1
lda #$12
sta xoff
lda #$03 ;3x8
sta width
jsr odd_draw
rts
; Copies an Nx8 bitmap to the hi-res screen.
;
; Put X offset in "xoff", width-1 in "width_m1", and a pointer to the bitmap
; data in "src_ptr".
draw
ldy #$00 ;index to input byte
sty line ;init line index to zero
:loop ldx line
lda addrs,x
beq :done
sta :_copy+2
lda xoff
sta :_copy+1
ldx #$00
:loop1 lda (src_ptr),y
:_copy sta $2000,x
iny
inx
cpx width
bne :loop1
inc line
bne :loop ;(always... more or less)
:done rts
odd_draw
ldy #$00
sty line
:loop ldx line
lda addrs,x
beq :done
sta :_ocopy+2
lda xoff
sta :_ocopy+1
ldx #$00
:loop1 lda (src_ptr),y
:_ocopy sta $2000,x
iny ;incr source index twice (colStride)
iny
inx
cpx width
bne :loop1
iny ;advance twice more (rowStride)
iny
inc line
bne :loop ;(always)
:done rts
; hi byte of base addresses on hi-res screen; must be 8 of them
addrs
dfb $20
dfb $24
dfb $28
dfb $2c
dfb $30
dfb $34
dfb $38
dfb $3c
dfb $00
; 1x8
bitmap1
dfb $00
dfb $01
dfb $02
dfb $04
dfb $08
dfb $10
dfb $20
dfb $40
; 1x8 (odd byte)
bitmap2
dfb $c0
dfb $a0
dfb $90
dfb $88
dfb $84
dfb $82
dfb $81
dfb $80
; 2x8
bitmap3
dfb $d5,$aa ;pure colors
dfb $aa,$d5
dfb $55,$2a
dfb $2a,$55
dfb $d5,$2a ;high bit split
dfb $aa,$55
dfb $55,$aa
dfb $2a,$d5
; 2x8
bitmap4
dfb $40,$00 ;bits at the edge
dfb $00,$01
dfb $40,$01
dfb $60,$03
dfb $40,$02
dfb $d5,$d5 ;same byte odd/even
dfb $aa,$aa
dfb $d5,$55
; 3x8
bitmap5
dfb $7f,$7f,$7f
dfb $03,$08,$60
dfb $03,$1c,$60
dfb $06,$3e,$30
dfb $06,$7f,$30
dfb $43,$77,$61
dfb $63,$63,$63
dfb $7f,$7f,$7f
; 3x8, colStride=2 rowStride=8
bitmap6
dfb $55,7,$08,7,$55,7,1,1
dfb $15,7,$1c,7,$54,7,1,1
dfb $05,7,$2a,7,$50,7,1,1
dfb $01,7,$14,7,$40,7,1,1
dfb $81,7,$94,7,$c0,7,1,1
dfb $85,7,$aa,7,$d0,7,1,1
dfb $95,7,$9c,7,$d4,7,1,1
dfb $d5,7,$88,7,$d5,7,1,1