2012-06-09 06:41:16 +00:00
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.require "../../platform/stella.oph"
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2012-06-04 02:45:55 +00:00
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.outfile "hi_stella.bin"
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2012-06-03 03:06:14 +00:00
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.data
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.org $0080
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.space col'0 1
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.space col'1 1
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.space temp 1
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.space counter 1
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.text
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2015-01-07 08:35:21 +00:00
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.org $F800
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2012-06-03 03:06:14 +00:00
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reset: `clean'start
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; Initialize the player sprites.
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; We're going to use quad-sized players for our
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2015-01-07 08:35:21 +00:00
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; letters, and each one is 5 notional pixels wide.
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; When we write RESP*, the start cycle after WSYNC
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; determines the pixel it appears at with the
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; formula 3N - 54 (minimum 1). Cycles 36 and 44
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; get us close. We end up 4 pixels too far left.
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2012-06-03 03:06:14 +00:00
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; While we wait, we set up our sprites to be
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; quad-sized and initialize the independent
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; color-counters for each sprite.
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2015-01-07 08:35:21 +00:00
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sta WSYNC
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lda #$07 ; +2= 2
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sta NUSIZ0 ; +3= 5
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sta NUSIZ1 ; +3= 8
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lda #$20 ; +2=10
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ldy #5 ; +2=12
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2012-06-03 03:06:14 +00:00
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* dey
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2015-01-07 08:35:21 +00:00
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bne - ; 17-22-27-32-36
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sta RESP0 ; +3=39 (P0 at pixel 54)
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sta col'0 ; +3=42
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eor #$80 ; +2=44
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sta RESP1 ; (P1 at pixel 78)
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2012-06-03 03:06:14 +00:00
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sta col'1
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sta temp
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2015-01-07 08:35:21 +00:00
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lda #$C0 ; HMOVE us 4 right
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sta HMP0
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sta HMP1
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sta WSYNC
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sta HMOVE
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2012-06-03 03:06:14 +00:00
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frame: `vertical'sync
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lda #43
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sta TIM64T
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; Advance the color bars once every fourth frame.
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inc counter
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lda #$03
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bit counter
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bne +
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inc col'0
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dec col'1
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; Wait for VBLANK to finish, then turn off the VBLANK signal.
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* lda INTIM
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bne -
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sta WSYNC
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sta VBLANK
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; Kernel. 78 blank lines on each side of
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; a 36-line letter. The 'letter kernel' is a 4-line
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; kernel at the top level, and expects .A and .X
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; to have the player 0 and 1 colors at the start.
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; We set those during the top wait, because why not.
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lda col'0
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ldx col'1
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; Wait 78 lines for vertical placement...
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ldy #78
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* sta WSYNC
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dey
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bne -
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; And draw the letter. This is a 4-line kernel, but
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; the colors update every line. To keep that working
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; we need to juggle the registers a bit. The accumulator
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; _starts_ with P0's color, but it's needed to load the
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; graphics, so we stash it in TEMP first.
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ldy #9
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* sta COLUP0
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stx COLUP1
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sta temp
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lda hgr-1, y
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sta GRP0
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lda igr-1, y
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sta GRP1
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; Now, to make the lines update cleanly, we want a fast
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; incrementer, but with two counters, we need to stash
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; away .Y. Fortunately, the accumulator was just trashed
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; by the graphics loads and so is available for this.
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tya
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ldy temp
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inx
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iny
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sta WSYNC ; Go through three more lines,
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sty COLUP0 ; updating the colors and bumping
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stx COLUP1 ; the counters.
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inx
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iny
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sta WSYNC
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sty COLUP0
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stx COLUP1
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inx
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iny
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sta WSYNC
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sty COLUP0
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stx COLUP1
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inx ; .X is only touched here, so we
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iny ; can keep it around, but .Y is
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sty temp ; our line count. Use temp again
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tay ; to trade back .A and .Y, which
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lda temp ; also preps .A for the color write
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sta WSYNC ; at the top of the whole 4-line
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dey ; loop.
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bne -
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2015-01-07 08:35:21 +00:00
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; Clear out the player graphics...
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2012-06-03 03:06:14 +00:00
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lda #$00
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sta GRP0
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sta GRP1
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; Wait 78 lines for the rest of the screen...
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ldy #78
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* sta WSYNC
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dey
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bne -
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; Turn on VBLANK, do 30 lines of Overscan
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lda #$02
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sta VBLANK
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ldy #30
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* sta WSYNC
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dey
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bne -
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jmp frame ; And the frame is done, back to VSYNC.
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; Graphics for the letters.
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hgr: .byte $88,$88,$88,$88,$f8,$88,$88,$88,$88
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igr: .byte $f8,$20,$20,$20,$20,$20,$20,$20,$f8
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; Interrupt vectors.
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.advance $FFFA
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.word reset, reset, reset
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