Applecorn/auxmem.shr.s

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* AUXMEM.SHR.S
* (c) Bobbi 2022 GPLv3
*
* Routines for drawing bitmapped text and graphics in SHR mode
* on Apple IIGS (640x200 4 colour, or 320x200 16 colour.)
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*
SCB320 EQU $00 ; SCB for 320 mode
SCB640 EQU $80 ; SCB for 640 mode
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* Colours in the following order.
* For 16 colour modes ...
* BLACK, RED, GREEN, YELLOW, BLUE, MAGENTA, CYAN, WHITE, ...
* For 4 colour modes ...
* BLACK, RED, YELLOW, WHITE
PALETTE320 DB $00, $00 ; BLACK
DB $00, $08 ; RED
DB $80, $00 ; GREEN
DB $80, $08 ; YELLOW
DB $08, $00 ; BLUE
DB $08, $08 ; MAGENTA
DB $88, $00 ; CYAN
DB $88, $08 ; WHITE
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DB $00, $00 ; BLACK
DB $00, $08 ; RED
DB $80, $00 ; GREEN
DB $80, $08 ; YELLOW
DB $08, $00 ; BLUE
DB $08, $08 ; MAGENTA
DB $88, $00 ; CYAN
DB $88, $08 ; WHITE
PALETTE640 DB $00, $00 ; BLACK
DB $00, $08 ; RED
DB $80, $08 ; YELLOW
DB $88, $08 ; WHITE
DB $00, $00 ; BLACK
DB $00, $08 ; RED
DB $80, $08 ; YELLOW
DB $88, $08 ; WHITE
DB $00, $00 ; BLACK
DB $00, $08 ; RED
DB $80, $08 ; YELLOW
DB $88, $08 ; WHITE
DB $00, $00 ; BLACK
DB $00, $08 ; RED
DB $80, $08 ; YELLOW
DB $88, $08 ; WHITE
SHRCOLMASK DB $00 ; Colour mask
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* Addresses of start of text rows in SHR
* LS byte is always zero
* Add $A0 to get to next row of pixels
SHRTAB DB $20 ; Text row 0
DB $25 ; Text row 1
DB $2a ; Text row 2
DB $2f ; Text row 3
DB $34 ; Text row 4
DB $39 ; Text row 5
DB $3e ; Text row 6
DB $43 ; Text row 7
DB $48 ; Text row 8
DB $4d ; Text row 9
DB $52 ; Text row 10
DB $57 ; Text row 11
DB $5c ; Text row 12
DB $61 ; Text row 13
DB $66 ; Text row 14
DB $6b ; Text row 15
DB $70 ; Text row 16
DB $75 ; Text row 17
DB $7a ; Text row 18
DB $7f ; Text row 19
DB $84 ; Text row 20
DB $89 ; Text row 21
DB $8e ; Text row 22
DB $93 ; Text row 23
* Enable SHR mode
SHRVDU22 LDA #$18 ; Inhibit SHR & aux HGR shadowing
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TSB SHADOW
LDA #$80 ; Most significant bit
TSB NEWVIDEO ; Enable SHR mode
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LDA VDUPIXELS ; Pixels per byte
CMP #$02 ; 2 is 320-mode (MODE 1)
BNE :MODE0
LDA #SCB320 ; SCB for 320-mode
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LDY #00 ; Palette offset
STZ CLR80VID ; 40 column text mode
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BRA :S1
:MODE0 LDA #SCB640 ; SCB for 640-mode
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LDY #32 ; Palette offset
STZ SET80VID ; 80 column text mode
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:S1 LDX #$00
:L1 STAL $E19D00,X ; SCBs begin at $9D00 in $E1
INX
CPX #200 ; 200 lines so 200 SCBs
BNE :L1
LDX #$00
:L2 LDA PALETTE320,Y ; Offset in Y computed above
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STAL $E19E00,X ; Palettes begin at $9E00 in $E1
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INX
INY
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CPX #32 ; 32 bytes in palette
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BNE :L2
JSR SHRXPLDFONT ; Explode font -> SHRFONTXPLD table
JSR VDU12 ; Clear text and SHR screen
RTS
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SHRFONTXPLD EQU $A000 ; Explode SHR font to $E1:A000
* Explode font to generate SHRFONTXPLD table
* This is 2 bytes x 8 rows for each character in 640 mode
* or 4 bytes x 8 rows for each character in 320 mode
SHRXPLDFONT LDA #<SHRFONTXPLD ; Use VDUADDR to point to ..
STA VDUADDR+0 ; .. start of table to write
LDA #>SHRFONTXPLD
STA VDUADDR+1
LDA #$E1
STA VDUBANK
LDA #32 ; First char number
:L1 JSR SHRXPLDCHAR ; Explode char A
INC A
CMP #128 ; 96 chars in FONT8
BNE :L1
RTS
* Explode one character to location pointed to by VDUADDR
* On entry: A - character to explode
SHRXPLDCHAR PHA
SEC
SBC #32
STA ZP1+0 ; A*8 -> ZP1
STZ ZP1+1
ASL ZP1+0
ROL ZP1+1
ASL ZP1+0
ROL ZP1+1
ASL ZP1+0
ROL ZP1+1
CLC ; FONT8+A*8 -> ZP1
LDA ZP1+0
ADC #<FONT8
STA ZP1+0
LDA ZP1+1
ADC #>FONT8
STA ZP1+1
LDY #$00 ; First row of char
:L1 >>> RDMAIN
LDA (ZP1),Y ; Load row of font
>>> RDAUX
LDX VDUPIXELS ; Pixels per byte
CPX #$02 ; 2 is 320-mode (MODE 1)
BNE :S1
JSR SHRCHAR320
BRA :S2
:S1 JSR SHRCHAR640
:S2 LDX VDUPIXELS ; Pixels per byte
CPX #$02 ; 2 is 320-mode (MODE 1)
BNE :S3
CLC ; 320 mode: add 4 to VDUADDR
LDA VDUADDR+0
ADC #$04
STA VDUADDR+0
LDA VDUADDR+1
ADC #$00
STA VDUADDR+1
BRA :S4
:S3 CLC ; 640 mode: add 2 to VDUADDR
LDA VDUADDR+0
ADC #$02
STA VDUADDR+0
LDA VDUADDR+1
ADC #$00
STA VDUADDR+1
:S4 INY ; Next row of font
CPY #$08 ; Last row?
BNE :L1
PLA
RTS
* Draw one pixel row of font in 320 mode
* 4 bytes per char, 4 bits per pixel
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* TODO: Implement this
SHRCHAR320 PHY
LDA #$FF
LDY #$00
STA [VDUADDR],Y
INY
STA [VDUADDR],Y
INY
STA [VDUADDR],Y
INY
STA [VDUADDR],Y
PLY
RTS
* Draw one pixel row of font in 640 mode
* 2 bytes per char, 2 bits per pixel
SHRCHAR640 PHY
STZ ZP2
LDX #$00 ; Source bit index
:L1 ASL ; MS bit -> C
PHP ; Preserve C
ROL ZP2 ; C -> LS bit
PLP ; Recover C
ROL ZP2 ; C -> LS bit
INX
CPX #$04
BNE :L1
PHA
LDA ZP2
AND SHRCOLMASK ; Mask to set colour
STA [VDUADDR]
PLA
STZ ZP2
LDX #$00
:L2 ASL ; MS bit -> C
PHP ; Preserve C
ROL ZP2 ; C -> LS bit
PLP ; Recover C
ROL ZP2 ; C -> LS bit
INX
CPX #$04
BNE :L2
LDA ZP2
LDY #$01
AND SHRCOLMASK ; Mask to set colour
STA [VDUADDR],Y
PLY
RTS
* Write character to SHR screen
* On entry: A - character to write
* TODO: This is for 640 mode only at the moment
SHRPRCHAR SEC
SBC #32
STA VDUADDR2+0 ; A*16 -> VDUADDR2
STZ VDUADDR2+1
ASL VDUADDR2+0
ROL VDUADDR2+1
ASL VDUADDR2+0
ROL VDUADDR2+1
ASL VDUADDR2+0
ROL VDUADDR2+1
ASL VDUADDR2+0
ROL VDUADDR2+1
CLC ; SHRFONTXPLD+A*16 -> VDUADDR2
LDA VDUADDR2+0
ADC #<SHRFONTXPLD
STA VDUADDR2+0
LDA VDUADDR2+1
ADC #>SHRFONTXPLD
STA VDUADDR2+1
LDA #$E1
STA VDUBANK2
JSR SHRCHARADDR ; Screen addr in VDUADDR
LDX #$00 ; First row of char
:L1 LDY #$00
LDA [VDUADDR2] ; Load exploded font data 1st byte
STA [VDUADDR] ; Store on screen
INY
INC VDUADDR2+0 ; Increment exploded font ptr
BNE :S1
INC VDUADDR2+1
:S1 LDA [VDUADDR2] ; Load exploded font data 2nd byte
STA [VDUADDR],Y ; Store on screen
INC VDUADDR2+0 ; Increment exploded font ptr
BNE :S2
INC VDUADDR2+1
:S2 JSR SHRNEXTROW ; Add 160 to VDUADDR
INX ; Next row of font
CPX #$08 ; Last row?
BNE :L1
RTS
* Calculate character address in SHR screen memory
* This is the address of the first pixel row of the char
* Add $00A0 for each subsequent row
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SHRCHARADDR LDY VDUTEXTY
LDA SHRTAB,Y ; MSB
STA VDUADDR+1
LDA VDUTEXTX
ASL ; Mult x 2 (4 pixels/byte)
LDY VDUPIXELS ; Pixels per byte
CPY #$02 ; 2 pixels per byte in 320 mode
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BNE :S1
ASL ; Mult x 2 (2 pixels/byte)
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:S1 STA VDUADDR+0 ; LSB of address
LDA #$E1 ; Bank $E1
STA VDUBANK
RTS
* (VDUADDR)=>character address, X=preserved
* Advance VDUADDR to the next row of pixels
SHRNEXTROW LDA VDUADDR+0 ; Add 160 to VDUADDR
CLC
ADC #160
STA VDUADDR+0
LDA VDUADDR+1
ADC #$00
STA VDUADDR+1
RTS
* Forwards scroll one line
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* Copy text line A+1 to line A
* TODO: This is only for 640 mode at present
SHRSCR1LINE TAY
LDA SHRTAB,Y ; MSB of address of line A
STA VDUADDR+1
STZ VDUADDR+0 ; Addr of start of line
INY
LDA SHRTAB,Y ; MSB of address of line A+1
STA VDUADDR2+1
STZ VDUADDR2+0 ; Addr of start of line
LDA #$E1 ; Bank $E1
STA VDUBANK
STA VDUBANK2
LDA #$08 ; Eight rows of pixels
STA :CTR
INC TXTWINRGT
:L0 LDA TXTWINLFT
TAX
ASL ; 2 bytes / char
TAY
:L1 CPX TXTWINRGT
BCS :S1
LDA [VDUADDR2],Y
STA [VDUADDR],Y
INY
LDA [VDUADDR2],Y
STA [VDUADDR],Y
INY
INX
BRA :L1
:S1 JSR SHRNEXTROW ; Add 160 to VDUADDR
LDA VDUADDR2+0 ; Add 160 to VDUADDR2
CLC
ADC #160
STA VDUADDR2+0
LDA VDUADDR2+1
ADC #$00
STA VDUADDR2+1
DEC :CTR
BNE :L0
DEC TXTWINRGT
RTS
* Reverse scroll one line
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* Copy text line A to line A+1
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* TODO: Implement this
SHRRSCR1LINE
RTS
* Clear from current location to EOL
* TODO: This is only for 640 mode at present
SHRCLREOL JSR SHRCHARADDR
STZ VDUADDR+0 ; Addr of start of line
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LDA #$08 ; Eight rows of pixels
STA :CTR
INC TXTWINRGT
:L0 LDA VDUTEXTX
TAX
ASL ; 2 bytes / char
TAY
LDA #$00
:L1 CPX TXTWINRGT
BCS :S1
STA [VDUADDR],Y
INY
STA [VDUADDR],Y
INY
INX
BRA :L1
:S1 JSR SHRNEXTROW
DEC :CTR
BNE :L0
DEC TXTWINRGT
RTS
:CTR DB $00
* VDU16 (CLG) clears the whole SHR screen right now
SHRCLEAR PHP ; Disable interrupts
SEI
CLC ; 816 native mode
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XCE
REP #$10 ; 16 bit index
MX %10 ; Tell Merlin
LDX #$0000
LDA #$00
:L1 STAL $E12000,X ; SHR screen @ E1:2000
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INX
CPX #$7D00
BNE :L1
SEP #$10 ; Back to 8 bit index
MX %11 ; Tell Merlin
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SEC ; Back to 6502 emu mode
XCE
PLP ; Normal service resumed
RTS
* Set text colour
* A=txt colour
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* TODO: Need to add support for 320 mode also
SHRSETTCOL AND #$03
TAX
LDA :MASKS640,X ; Lookup mask in table
STA SHRCOLMASK ; Set colour mask
RTS
:MASKS640 DB %00000000
DB %01010101
DB %10101010
DB %11111111