Applecorn/auxmem.gfx.s

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2.5 KiB
ArmAsm
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* AUXMEM.GFX.S
* (c) Bobbi 2021 GPLv3
*
* Graphics operations
* Convert high-resolution screen coordinates
* from 1280x1024 to 280x192
CVTCOORD
* X-coordinate in VDUQ+5,+6 1280*7/32=280
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LDA VDUQ+6 ; MSB of X-coord
CMP #$05 ; $500 is 1280
BCS :BIGX ; Value >=1280
STA ZP1+1 ; X-coord -> ZP1 and ZP2
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STA ZP2+1
LDA VDUQ+5
STA ZP1+0
ASL A ; ZP2 *= 8
ROL ZP2+1
ASL A
ROL ZP2+1
ASL A
ROL ZP2+1
SEC ; ZP2-ZP1->ZP2
SBC ZP1+0
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STA ZP2+0
LDA ZP2+1
SBC ZP1+1
LSR A ; ZP2 /= 32
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ROR ZP2+0
LSR A
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ROR ZP2+0
LSR A
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ROR ZP2+0
LSR A
ROR ZP2+0
LSR A
ROR ZP2+0
STA VDUQ+6 ; ZP2 -> X-coord
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LDA ZP2+0
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STA VDUQ+5
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* Y-coordinate in VDUQ+7,+8 1024*3/16=192
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:YCOORD LDA VDUQ+8 ; MSB of Y-coord
AND #$FC
BNE :BIGY ; Y>1023
LDA VDUQ+8 ; Y-coord -> ZP1
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STA ZP1+1
STA ZP2+1
LDA VDUQ+7
STA ZP1+0
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ASL A ; ZP2 *= 2
ROL ZP2+1
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CLC ; ZP2+ZP1->ZP2
ADC ZP1+0
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STA ZP2+0
LDA ZP2+1
ADC ZP1+1
LSR A ; ZP2 /= 16
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ROR ZP2+0
LSR A
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ROR ZP2+0
LSR A
ROR ZP2+0
LSR A
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ROR ZP2+0
STZ VDUQ+8 ; MSB always zero
SEC
LDA #191 ; 191 - ZP2 -> Y-coord
SBC ZP2+0
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STA VDUQ+7
RTS
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:BIGY STZ VDUQ+7 ; Y too large, row zero
STZ VDUQ+8
RTS
:BIGX LDA #$17 ; X too large, use 279
STA VDUQ+5
LDA #$01
STA VDUQ+6
BRA :YCOORD
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* Add coordinates to XPIXEL, YPIXEL
RELCOORD CLC
LDA XPIXEL+0
ADC VDUQ+5
STA VDUQ+5
LDA XPIXEL+1
ADC VDUQ+6
STA VDUQ+6
CLC
LDA YPIXEL
ADC VDUQ+7
STA VDUQ+7
RTS