* MAINMEM.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.) * * This code is in main memory only to save space in aux LC. * ****************************************************************************** * Data in bank $E1 ****************************************************************************** SHRFONTXPLD EQU $A000 ; Explode SHR font to $E1:A000 ****************************************************************************** * 21 bytes of persistent storage, also accessed by mainmem code * TODO: Move to SHRZP maybe SHRPIXELS DB $00 ; Main memory copy of VDUPIXELS SHRVDUQ DS 16 ; Main memory copy of VDUQ SHRGFXFGMASK DB $00 ; Foreground colour mask SHRGFXFGMSK2 DB $00 ; Copy of foreground colour mask SHRGFXBGMASK DB $00 ; Background colour mask SHRGFXACTION DB $00 ; GCOL action for point plotting * These are all persistent locals (14 bytes of ZP) SHRXPIXEL EQU SHRZP+0 ; Prev point in screen coords (word) SHRYPIXEL EQU SHRZP+2 ; Prev point in screen coords (word) SHRWINLFT EQU SHRZP+4 ; Gfx win - left (0-639) (word) SHRWINRGT EQU SHRZP+6 ; Gfx win - right (0-639) (word) SHRWINTOP EQU SHRZP+8 ; Gfx win - top (0-199) (word) SHRWINBTM EQU SHRZP+10 ; Gfx win - bottom (0-199) (word) * 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 * GB 0R PALETTE320 DB $00, $00 ; BLACK DB $00, $0F ; RED DB $F0, $00 ; GREEN DB $F0, $0F ; YELLOW DB $0F, $00 ; BLUE DB $0F, $0F ; MAGENTA DB $FF, $00 ; CYAN DB $FF, $0F ; WHITE DB $44, $04 ; Dark grey DB $88, $0F ; RED (light) DB $F8, $08 ; GREEN (light) DB $F8, $0F ; YELLOW (light) DB $8F, $08 ; BLUE (light) DB $8F, $0F ; MAGENTA (light) DB $FF, $08 ; CYAN (light) DB $AA, $0A ; Light grey PALETTE640 DB $00, $00 ; BLACK DB $00, $0F ; RED DB $F0, $0F ; YELLOW DB $FF, $0F ; WHITE DB $00, $00 ; BLACK DB $00, $0F ; RED DB $F0, $0F ; YELLOW DB $F8, $0F ; WHITE DB $00, $00 ; BLACK DB $00, $0F ; RED DB $F0, $0F ; YELLOW DB $FF, $0F ; WHITE DB $00, $00 ; BLACK DB $00, $0F ; RED DB $F0, $0F ; YELLOW DB $FF, $0F ; WHITE * Explode font to generate SHRFONTXPLD table * This is 2 bytes x 8 rows for each character in 640 mode * or 4 bytes x 8 rows for each character in 320 mode SHRXPLDFONT >>> ENTMAIN LDA #SHRFONTXPLD STA A3H LDA #$E1 ; Memory bank $E1 STA A4L LDA #32 ; First char number :L1 JSR SHRXPLDCHAR ; Explode char A INC A CMP #128 ; 96 chars in FONT8 BNE :L1 JSR SHRCLR24 ; Clear row 24 >>> XF2AUX,SHRV22RET * Explode one character to location pointed to by A3L * On entry: A - character to explode SHRXPLDCHAR PHA SEC SBC #32 STA A1L ; A*8 -> A1L/H STZ A1H ASL A1L ROL A1H ASL A1L ROL A1H ASL A1L ROL A1H CLC ; FONT8+A*8 -> A1L/H LDA A1L ADC #FONT8 STA A1H LDY #$00 ; First row of char :L1 LDA (A1L),Y ; Load row of font JSR SHRXPLDROW INY ; Next row of font CPY #$08 ; Last row? BNE :L1 PLA RTS * Explode one pixel row of user defined graphics char SHRUSERCHAR >>> ENTMAIN LDA #SHRFONTXPLD STA A3H LDA #$E1 ; Bank $E1 STA A4L LDA SHRVDUQ+0 ; Character number CMP #32 ; < 32? Then bail out BCC :DONE SEC ; Otherwise, subtract 32 SBC #32 TAY LDA #16 ; Bytes/char in 640 mode LDX SHRPIXELS ; Pixels per byte CPX #$02 ; 2 is 320-mode (MODE 1) BNE :S0 LDA #32 ; Bytes/char in 320 mode :S0 STA :INCREMENT :L0 CPY #$00 BEQ :S1 CLC LDA A3L ADC :INCREMENT STA A3L LDA A3H ADC #$00 STA A3H DEY BRA :L0 :S1 LDY #$00 :L1 LDA SHRVDUQ+1,Y ; Row of pixels JSR SHRXPLDROW INY CPY #$08 ; Last row? BNE :L1 :DONE >>> XF2AUX,VDUXXRET :INCREMENT DB $00 * Explode one row of pixels. Used by SHRXPLDCHAR & SHRUSERCHAR * On entry: A contains row of font data SHRXPLDROW LDX SHRPIXELS ; Pixels per byte CPX #$02 ; 2 is 320-mode (MODE 1) BNE :S1 JSR SHRCHAR320 BRA :S2 :S1 JSR SHRCHAR640 :S2 LDX SHRPIXELS ; Pixels per byte CPX #$02 ; 2 is 320-mode (MODE 1) BNE :S3 CLC ; 320 mode: add 4 to A3L LDA A3L ADC #$04 STA A3L LDA A3H ADC #$00 STA A3H BRA :S4 :S3 CLC ; 640 mode: add 2 to A3L LDA A3L ADC #$02 STA A3L LDA A3H ADC #$00 STA A3H :S4 RTS * Clear text row 24 (0-based index) SHRCLR24 CLC ; 65816 native mode XCE REP #$30 ; 16 bit M & X MX %00 ; Tell Merlin LDX #$00 LDA #$00 :L1 STAL $E19800,X INX INX CPX #$0500 BNE :L1 SEC ; 65816 emulation mode XCE MX %11 ; Tell Merlin RTS * Explode one pixel row of font in 320 mode * 4 bytes per char, 4 bits per pixel * On entry: A contains row of font data SHRCHAR320 PHY ; Preserve Y LDY #$00 ; Dest byte index :L0 STZ A2L LDX #$00 ; Source bit index :L1 ASL ; MS bit -> C PHP ; Preserve C ROL A2L ; C -> LS bit PLP ; Recover C PHP ROL A2L ; C -> LS bit PLP ; Recover C PHP ROL A2L ; C -> LS bit PLP ; Recover C ROL A2L ; C -> LS bit INX CPX #$02 ; Processed two bits of font? BNE :L1 PHA ; Preserve partially shifted font LDA A2L STA [A3L],Y PLA ; Recover partially shifted font INY CPY #$04 ; Done 4 bytes? BNE :L0 PLY ; Recover Y RTS * Explode one pixel row of font in 640 mode * 2 bytes per char, 2 bits per pixel * On entry: A contains row of font data SHRCHAR640 PHY ; Preserve Y LDY #$00 ; Dest byte index :L0 STZ A2L LDX #$00 ; Source bit index :L1 ASL ; MS bit -> C PHP ; Preserve C ROL A2L ; C -> LS bit PLP ; Recover C ROL A2L ; C -> LS bit INX CPX #$04 BNE :L1 PHA ; Preserve partially shifted font LDA A2L STA [A3L],Y PLA ; Recover partially shifted font INY CPY #$02 ; Done 2 bytes? BNE :L0 PLY ; Recover Y RTS * Handle plotting & unplotting cursors * On entry: character in A, flags in Y * pointer to screen address in SHRVDUQ+0..1 SHRCURSM >>> ENTMAIN PHY ; Preserve flags PHA ; Preserve character LDA SHRVDUQ+0 ; Copy pointer to A3L/H STA A3L LDA SHRVDUQ+1 STA A3H LDA #$E1 ; Bank $E1 STA A4L LDA SHRPIXELS ; Pixels per byte CMP #$02 ; 2 is 320-mode (MODE 1) BNE :MODE0 LDA #$04 ; 4 bytes in 320 mode LDX #$71 ; White/red BRA :S1 :MODE0 LDA #$02 ; 2 bytes in 640 mode LDX #%11011101 ; White/red/white/red :S1 STA :BYTES ; Bytes per char STX :CURSBYTE LDA A3L ; LSB CLC ADC #<$460 ; $460 is seven rows STA A3L LDA A3H ; MSB ADC #>$460 ; $460 is seven rows STA A3H LDY #$00 LDX #$00 PLA ; Recover character PLP ; Recover flags BVC :S2 ; VC: Write cursor INX ; Advance to 2nd half of :SAVEBYTES INX INX INX :S2 BCC :CURSOROFF ; CC: Remove cursor :CURSORON LDAL [A3L],Y ; See if cursor shown CMP :CURSBYTE BEQ :DONE ; Cursor shown already, skip :L1 LDAL [A3L],Y STA :SAVEBYTES,X ; Preserve bytes under cursor LDA :CURSBYTE ; Byte of cursor data STAL [A3L],Y INX INY CPY :BYTES BNE :L1 >>> XF2AUX,SHRCURSRET :CURSOROFF LDAL [A3L],Y ; See if cursor shown CMP :CURSBYTE BNE :DONE ; Cursor not shown, skip :L2 LDA :SAVEBYTES,X ; Restore bytes under cursor STAL [A3L],Y INX INY CPY :BYTES BNE :L2 :DONE >>> XF2AUX,SHRCURSRET :BYTES DB $00 ; 2 for 640-mode, 4 for 320-mode :CURSBYTE DB $00 ; Cursor byte for mode :SAVEBYTES DS 8 ; Bytes under cursors * VDU5 plot char at graphics cursor position SHRVDU5CH >>> ENTMAIN CLC ; 65816 native mode XCE REP #$30 ; 16 bit M & X MX %00 ; Tell Merlin AND #$00FF STA A1L ; A*16 -> A1L/H ASL A1L ASL A1L ASL A1L ASL A1L LDA SHRPIXELS ; Pixels per byte AND #$00FF CMP #$02 ; 2 is 320-mode (MODE 1) BNE :MODE0 LDA #$04 ; 4 bytes per row in MODE 1 ASL A1L ; A*32 -> A1L/H in MODE 1 BRA :S0 :MODE0 LDA #$02 ; 2 bytes per row in MODE 0 :S0 STA :BYTES CLC ; Add SHRFONTXPLD to A1L/H LDA A1L ADC #SHRFONTXPLD STA A1L LDA SHRYPIXEL ; y coordinate SEC SBC #8 ; Height of this row CMP SHRWINBTM BMI :NEWPAGE LDA SHRYPIXEL CMP SHRWINTOP BEQ :S1 BPL :NEWPAGE :S1 LDA SHRXPIXEL ; x coordinate CMP SHRWINLFT BMI :NEWPAGE CMP SHRWINRGT BEQ :S2 BPL :NEWPAGE BRA :S2 :NEWPAGE LDA SHRWINTOP STA SHRYPIXEL LDA SHRWINLFT STA SHRXPIXEL :S2 SEP #$30 ; 8 bit M & X MX %11 ; Tell Merlin LDX SHRYPIXEL ; Screen row (Y-coord) LDA SHRROWSL,X ; Look up addr (LS byte) STA A3L ; Stash in A3L LDA SHRROWSH,X ; Look up addr (MS byte) STA A3H ; Stash in A3H LDA #$E1 ; Bank $E1 STA A4L REP #$30 ; 16 bit M & X MX %00 ; Tell Merlin LDX SHRXPIXEL ; Screen col (X-coord) STX A2L LSR A2L ; Divide by 2 LDA SHRPIXELS AND #$00FF CMP #$02 BEQ :M1 ; MODE 1 LSR A2L ; Divide by 2 again :M1 LDX A1L ; Index into exploded font STZ :ROWCTR :L0 PHX LDY #$00 STZ :PIXBUF+2 ; Clear bytes 3,4 of shift buf STZ :PIXBUF+4 ; Clear bytes 5,6 of shift buf :LOOP LDAL $E10000,X ; Read a word of exploded font STA :PIXBUF,Y ; Store word to shift buffer INX INX INY INY CPY :BYTES BNE :LOOP LDA SHRXPIXEL JSR SHRSHIFT ; Shift :PIXBUF to the right LDY A2L ; Index into row of pixels STZ :COLCTR LDX #$00 INC :BYTES :L1 LDA :PIXBUF,X ; Read word of exploded font PHX SEP #$30 ; 8 bit M & X MX %11 ; Tell Merlin JSR SHRPLOTBYTE REP #$30 ; 16 bit M & X MX %00 ; Tell Merlin PLX INX ; Next byte of font INY ; Next byte on screen INC :COLCTR LDA :COLCTR CMP :BYTES ; Bytes per row BNE :L1 DEC :BYTES PLA ; Restore saved X -> A CLC ; Add bytes per row ADC :BYTES TAX ; Back to X LDA A3L ; Increment A3L/H to next row CLC ADC #$A0 STA A3L LDA A3H ADC #$00 STA A3H INC :ROWCTR LDA :ROWCTR CMP #$08 ; 8 rows BNE :L0 :DONE SEC ; 65816 emulation mode XCE MX %11 ; Tell Merlin >>> XF2AUX,SHRPRCH320RET * Zero page :COLCTR EQU TMPZP+0 :ROWCTR EQU TMPZP+2 :BYTES EQU TMPZP+4 ; Bytes per char row :PIXBUF EQU TMPZP+6 ; Shift buffer (6 bytes) * Shifts one character row of pixels to the right * Called in 65816 native mode, 16 bit M & X * On entry: A - x-coordinate of char SHRSHIFT MX %00 ; Tell merlin we are 16 bit M&X PHA LDA SHRPIXELS ; Pixels per byte AND #$00FF CMP #$02 ; 2 is 320-mode (MODE 1) BNE :MODE0 PLA AND #$0001 ; Bits to shift in MODE 1 ASL PHA :MODE0 PLA AND #$0003 ; Bits to shift in MODE 0 PHA LDA :PIXBUF ; Put bytes in big-endian order XBA STA :PIXBUF LDA :PIXBUF+2 XBA STA :PIXBUF+2 LDA :PIXBUF+4 XBA STA :PIXBUF+4 PLA :L1 CMP #$0000 BEQ :S1 LSR :PIXBUF ; Shift :PIXBUF to the right 1 bit ROR :PIXBUF+2 ROR :PIXBUF+4 LSR :PIXBUF ; Shift right again ROR :PIXBUF+2 ROR :PIXBUF+4 DEC A BRA :L1 :S1 LDA :PIXBUF ; Put bytes back in little-endian XBA STA :PIXBUF LDA :PIXBUF+2 XBA STA :PIXBUF+2 LDA :PIXBUF+4 XBA STA :PIXBUF+4 RTS MX %11 * Handle cursor left in VDU5 mode SHRVDU08 >>> ENTMAIN CLC ; 65816 native mode XCE REP #$30 ; 16 bit M & X MX %00 ; Tell Merlin LDA SHRXPIXEL SEC SBC #$08 ; Move to previous column CMP SHRWINLFT BMI :PREVLINE ; x-pos < SHRWINLFT STA SHRXPIXEL BRA :DONE :PREVLINE LDA SHRYPIXEL CLC ; Add 8 rows (go up) ADC #$08 CMP SHRWINTOP BCS :HOME ; y-pos >= SHRWINTOP STA SHRYPIXEL LDA SHRWINRGT SEC SBC #$07 STA SHRXPIXEL BRA :DONE :HOME LDA SHRWINTOP STA SHRYPIXEL LDA SHRWINLFT STA SHRXPIXEL :DONE SEC ; 65816 emulation mode XCE MX %11 ; Tell Merlin >>> XF2AUX,VDUXXRET * Handle cursor right in VDU5 mode SHRVDU09 >>> ENTMAIN CLC ; 65816 native mode XCE REP #$30 ; 16 bit M & X MX %00 ; Tell Merlin LDA SHRXPIXEL CLC ADC #$08 ; Advance to next column CMP SHRWINRGT BCS :NEWLINE ; x-pos >= SHRWINRGT STA SHRXPIXEL BRA :DONE :NEWLINE LDA SHRWINLFT STA SHRXPIXEL JSR SHRVDU5LF :DONE SEC ; 65816 emulation mode XCE MX %11 ; Tell Merlin >>> XF2AUX,VDUXXRET * Handle cursor down / linefeed in VDU5 mode SHRVDU10 >>> ENTMAIN CLC ; 65816 native mode XCE REP #$30 ; 16 bit M & X MX %00 ; Tell Merlin JSR SHRVDU5LF :DONE SEC ; 65816 emulation mode XCE MX %11 ; Tell Merlin >>> XF2AUX,VDUXXRET * Handle cursor up in VDU5 mode SHRVDU11 >>> ENTMAIN CLC ; 65816 native mode XCE REP #$30 ; 16 bit M & X MX %00 ; Tell Merlin LDA SHRYPIXEL CLC ADC #$08 ; Height of row of text CMP SHRWINTOP BCS :TOP ; y-pos >= SHRWINTOP STA SHRYPIXEL BRA :DONE :TOP LDA SHRWINTOP STA SHRYPIXEL :DONE SEC ; 65816 emulation mode XCE MX %11 ; Tell Merlin >>> XF2AUX,VDUXXRET * Handle linefeed in VDU5 mode - does the actual work * Called in 65816 native mode, 16 bit M & X SHRVDU5LF MX %00 ; Tell Merlin LDA SHRYPIXEL SEC SBC #16 ; Height of this+next row CMP SHRWINBTM BCC :NEWPAGE ; Less than 16 rows left LDA SHRYPIXEL SEC SBC #$08 STA SHRYPIXEL BRA :DONE :NEWPAGE LDA SHRWINTOP STA SHRYPIXEL :DONE RTS MX %11 ; 8 bit again * Handle carriage return in VDU5 mode SHRVDU13 >>> ENTMAIN CLC ; 65816 native mode XCE REP #$30 ; 16 bit M & X MX %00 ; Tell Merlin LDA SHRWINLFT STA SHRXPIXEL :DONE SEC ; 65816 emulation mode XCE MX %11 ; Tell Merlin >>> XF2AUX,VDUXXRET * Handle erasing char for VDU127 in VDU5 mode * Called after SHRVDU08 has already backspaced cursor SHRVDU127 >>> ENTMAIN LDX SHRYPIXEL ; Screen row (Y-coord) LDA SHRROWSL,X ; Look up addr (LS byte) STA A3L ; Stash in A3L LDA SHRROWSH,X ; Look up addr (MS byte) STA A3H ; Stash in A3H LDA #$E1 ; Bank $E1 STA A4L LDX SHRPIXELS CPX #$02 BNE :MODE0 CLC ; 65816 native mode XCE REP #$30 ; 16 bit M & X MX %00 ; Tell Merlin LDA SHRXPIXEL ; Screen col (X-coord) LSR A ; Divide by 2 BRA :MODE1 :MODE0 CLC ; 65816 native mode XCE REP #$30 ; 16 bit M & X MX %00 ; Tell Merlin LDA SHRXPIXEL ; Screen col (X-coord) LSR A ; Divide by 2 LSR A ; Divide by 4 TAY LDX #$00 SEP #$30 ; 8 bit M & X MX %11 ; Tell Merlin :L1 LDA SHRGFXBGMASK STAL [A3L],Y INY STAL [A3L],Y DEY JSR SHRNXTROWM ; Advance A3L/H to next pixel row INX CPX #$08 ; Erased all 8 rows? BNE :L1 BRA :DONE :MODE1 MX %00 ; Tell Merlin it's 16 bit M&X TAY LDX #$00 SEP #$30 ; 8 bit M & X MX %11 ; Tell Merlin :L2 LDA SHRGFXBGMASK STAL [A3L],Y INY STAL [A3L],Y INY STAL [A3L],Y INY STAL [A3L],Y DEY DEY DEY JSR SHRNXTROWM ; Advance A3L/H to next pixel row INX CPX #$08 ; Erased all 8 rows? BNE :L2 :DONE SEC ; 65816 emulation mode XCE >>> XF2AUX,VDUXXRET * Advance A3L/H to next pixel row on screen SHRNXTROWM LDA A3L ; Advance A3L/H to next row CLC ADC #160 STA A3L LDA A3H ADC #$00 STA A3H RTS * Plot actions: PLOT k,x,y * k is in SHRVDUQ+4 * x is in SHRVDUQ+5,SHRVDUQ+6 * y is in SHRVDUQ+7,SHRVDUQ+8 * * Plot actions: * $00+x - move/draw lines Where x: 0 - Move relative * $40+x - plot point 1 - Draw relative FG * [$50+x - fill triangle] 2 - Draw relative Inv FG * [$60+x - fill rectangle] 3 - Draw relative BG * [$90+x - draw circle] 4 - Move absolute * [$98+x - fill circle] 5 - Draw abs FG * 6 - Draw abs Inv FG * 7 - Draw abs BG * Note: abs/rel handled in auxmem.vdu.s * TODO: No triangle filling or other fancy ops yet SHRPLOT >>> ENTMAIN >>> SHRCOORD ; Convert coordinates LDA A1L ; Preserve converted x PHA LDA A1H PHA LDA A2L ; Preserve converted y PHA LDA A2H PHA LDA SHRVDUQ+4 ; k AND #$03 CMP #$00 ; Bits 0,1 clear -> just move BEQ :S2 JSR SHRPLOTCOL ; Handle colour selection LDA SHRVDUQ+4 ; k AND #$F0 ; Keep MS nybble CMP #$00 ; Move or draw line BNE :S1 JSR SHRLINE BRA :S2 :S1 CMP #$40 ; Plot point BNE :BAIL ; Other? Bail out CLC ; 65816 native mode XCE SEP #$30 ; 8 bit M & X MX %11 ; Tell Merlin JSR SHRPOINT SEC ; 65816 emulation mode XCE MX %11 ; Tell Merlin BRA :S2 :S2 PLA ; Store prev pt in screen coords STA SHRYPIXEL+1 PLA STA SHRYPIXEL+0 PLA STA SHRXPIXEL+1 PLA STA SHRXPIXEL+0 :DONE >>> XF2AUX,GFXPLOTRET :BAIL PLA PLA PLA PLA LDA SHRGFXFGMSK2 ; Restore original FG colour STA SHRGFXFGMASK BRA :DONE * Handle colour selection for PLOT SHRPLOTCOL LDA SHRGFXFGMASK ; Preserve FG colour STA SHRGFXFGMSK2 LDA SHRVDUQ+4 ; k AND #$03 CMP #$02 ; Inverse fFG BNE :S1 LDA SHRGFXFGMASK ; Load FG mask EOR #$FF ; Negate / invert INC A STA SHRGFXFGMASK ; Overwrite GF mask BRA :DONE :S1 CMP #$03 ; BG BNE :DONE LDA SHRGFXBGMASK ; Load BG mask STA SHRGFXFGMASK ; Overwrite FG mask :DONE RTS * Plot a point * Called in 65816 native mode, 8 bit M & X * On entry: A1L/H x-coordinate, A2L/H y-coordinate SHRPOINT REP #$30 ; 16 bit M & X MX %00 ; Tell Merlin LDA A2L ; y coordinate CMP SHRWINBTM BMI :OUT CMP SHRWINTOP BEQ :S1 BPL :OUT :S1 LDA A1L ; x coordinate CMP SHRWINLFT BMI :OUT CMP SHRWINRGT BEQ SHRPOINT2 BPL :OUT BRA SHRPOINT2 :OUT SEP #$30 ; 8 bit M & X MX %11 ; Tell Merlin RTS SHRPOINT2 SEP #$30 ; 8 bit M & X MX %11 ; Tell Merlin LDX A2L ; Screen row (Y-coord) LDA SHRROWSL,X ; Look up addr (LS byte) STA A3L ; Stash in A3L LDA SHRROWSH,X ; Look up addr (MS byte) STA A3H ; Stash in A3H LDA #$E1 ; Bank $E1 STA A4L LDX A1L ; Store X-coord for later LSR A1H ; Divide by 2 ROR A1L LDA SHRPIXELS ; Pixels per byte CMP #$02 ; 2 is 320-mode (MODE 1) BNE :MODE0 LDY A1L ; Index into row of pixels TXA AND #$01 ; Keep LSB bit only TAX ; Index into :BITS320 LDA :BITS320,X ; Get bit pattern for pixel to set BRA SHRPLOTBYTE :MODE0 LSR A1H ; Divide X-coord by 2 again ROR A1L LDY A1L ; Index into row of pixels TXA AND #$03 ; Keep LSB two bits only TAX ; Index into :BITS640 LDA :BITS640,X ; Get bit pattern for pixel to set SHRPLOTBYTE PHA LDA SHRGFXACTION ; GCOL action AND #$0007 ; Avoid table overflows ASL TAX PLA ; Recover bit pattern JMP (:PLOTTBL, X) ; Jump using jump table :BITS320 DB %11110000 ; Bit patterns for pixel .. DB %00001111 ; .. within byte :BITS640 DB %11000000 ; Bit patterns for pixel .. DB %00110000 ; .. within byte DB %00001100 DB %00000011 :PLOTTBL DW SHRPLOTSET ; Jump table for GCOL actions DW SHRPLOTOR DW SHRPLOTAND DW SHRPLOTXOR DW SHRPLOTNOT DW SHRPLOTNOP DW SHRPLOTCLR DW SHRPLOTNOP * Plot the specified colour (GCOL action 0) * Pixel bit pattern in A SHRPLOTSET TAX ; Keep copy of bit pattern EOR #$FF ; Invert bits AND [A3L],Y ; Load existing byte, clearing pixel STA A1L TXA ; Get bit pattern back AND SHRGFXFGMASK ; Mask to set colour ORA A1L ; OR into existing byte STA [A3L],Y ; Write to screen RTS * OR with colour on screen (GCOL action 1) * Pixel bit pattern in A SHRPLOTOR AND SHRGFXFGMASK ; Mask to set colour ORA [A3L],Y ; OR into existing byte STA [A3L],Y ; Write to screen RTS * AND with colour on screen (GCOL action 2) * Pixel bit pattern in A SHRPLOTAND TAX ; Keep copy of bit pattern AND [A3L],Y ; Mask bits to work on STA A1L TXA ; Get bit pattern back AND SHRGFXFGMASK ; Mask to set colour AND A1L ; AND with screen data STA A1L TXA ; Get bit pattern back EOR #$FF ; Invert AND [A3L],Y ; Mask remaining bits ORA A1L ; Combine STA [A3L],Y ; Write to screen RTS * XOR with colour on screen (GCOL action 3) * Pixel bit pattern in A SHRPLOTXOR AND SHRGFXFGMASK ; Mask to set colour EOR [A3L],Y ; EOR into existing byte STA [A3L],Y ; Write to screen RTS * NOT colour on screen (GCOL action 4) * Pixel bit pattern in A SHRPLOTNOT TAX ; Keep copy of bit pattern STX A1L LDA [A3L],Y ; Load existing byte EOR #$FF ; Negate / invert existing byte AND A1L ; Mask with bit pattern STA A1L TXA ; Get bit pattern back EOR #$FF ; Invert bits AND [A3L],Y ; Mask remaining bits ORA A1L ; Combine STA [A3L],Y ; Write to screen RTS * NO-OP (GCOL action 5) * Pixel bit pattern in A SHRPLOTNOP RTS * Clear (GCOL action 6) * Pixel bit pattern in A, and also at top of stack SHRPLOTCLR EOR #$FF ; Invert bits AND [A3L],Y ; Load existing byte, clearing pixel STA [A3L],Y ; Write to screen RTS * Bresenham line drawing algorithm, entry point * x0 is in SHRXPIXEL+0,SHRPIXEL+1 * y0 is in SHRYPIXEL * x1 in A1L,A1H * y1 in A2L * Called in emulation mode. * Uses TMPZP+0,+1 SHRLINE LDA A2L ; y1 SEC SBC SHRYPIXEL ; Subtract y0 BPL :S1 ; Skip if +ve EOR #$FF ; Negate if -ve INC A :S1 STA TMPZP+0 ; abs(y1 - y0) STZ TMPZP+1 ; Pad to 16 bit CLC ; 65816 native mode XCE REP #$30 ; 16 bit M & X MX %00 ; Tell Merlin LDA A1L ; Load x1 (A1L,A1H) SEC SBC SHRXPIXEL ; Subtract x0 BPL :S2 ; Skip if +ve EOR #$FFFF ; Negate if -ve INC A :S2 CMP TMPZP ; Cmp abs(x1 - x0) w/ abs(y1 - y0) BCC :YDOM ; abs(x1 - x0) < abs(y1 - y0) :XDOM LDA SHRXPIXEL ; x0 CMP A1L ; x1 BPL :X1 ; x0 >= x1 JMP SHRLINELO ; x0 < x1 :X1 JSR SHRLINESWAP ; Swap parms JMP SHRLINELO :YDOM LDA SHRYPIXEL ; y0 CMP A2L ; y1 BPL :Y1 ; y0 >= y1 JMP SHRLINEHI ; y0 < y1 :Y1 JSR SHRLINESWAP ; Swap parms JMP SHRLINEHI * Swap (x0, y0) and (x1, y1) * Called in 65816 native mode, 16 bit M &X * Uses TMPZP+0,+1 SHRLINESWAP LDA SHRXPIXEL ; x0 STA TMPZP LDA A1L ; x1 STA SHRXPIXEL LDA TMPZP STA A1L LDA SHRYPIXEL ; y0 STA TMPZP LDA A2L ; y1 STA SHRYPIXEL LDA TMPZP STA A2L RTS * Plot x-dominant line (shallow gradient) * Called in 65816 native mode, 16 bit M & X. Returns in emulation mode. SHRLINELO MX %00 ; Tell merlin 16 bit M & X LDA A1L ; x1 STA :LIM ; We re-use A1L/H later SEC SBC SHRXPIXEL ; Subtract x0 STA :DX LDA A2L ; y1 SEC SBC SHRYPIXEL ; Subtract y0 STA :DY LDA #$0001 STA :YI ; yi = 1 LDA :DY BPL :S1 ; Skip if dy = 0 LDA #$FFFF STA :YI ; yi = -1 EOR :DY ; Negate dy INC A STA :DY ; dy = -dy :S1 TAY ; dy ASL ; 2 * dy STA :DY ; DY now (2 * dy) SEC SBC :DX ; (2 * dy) - dx STA :D ; D = (2 * dy) - dx LDA SHRYPIXEL ; y0 STA A2L ; y = y0 (re-using A2L/H) TYA SEC SBC :DX ASL STA :DX ; DX now (2 * (dy - dx) LDX SHRXPIXEL ; x = x0 :L1 STX A1L ; Store x-coord for SHRPOINT PHX SEP #$30 ; 8 bit M & X MX %11 ; Tell Merlin JSR SHRPOINT ; x in A1L/H, y in A2L REP #$31 ; 16 bit M & X, CLC MX %00 ; Tell Merlin PLX LDA :D BMI :S2 ; D < 0 ADC :DX STA :D ; D = D + (2 * (dy - dx)) LDA A2L ; y CLC ; (Required) ADC :YI STA A2L ; y = y + yi BRA :S3 :S2 ; CLC ; Already CC ADC :DY STA :D ; D = D + 2 * dy :S3 INX CPX :LIM ; Compare with x1 BCC :L1 SEC ; 65816 emulation mode XCE MX %11 ; Tell Merlin RTS * Zero page :DX EQU TMPZP+0 ; dx initially, then (2 * (dy - dx)) :DY EQU TMPZP+2 ; dy initially, then (2 * dy) :YI EQU TMPZP+4 ; +1 or -1 :D EQU TMPZP+6 ; D :LIM EQU TMPZP+8 ; x1 gets stashed here * Plot y-dominant line (steep gradient) * Called in 65816 native mode, 16 bit M & X. Returns in emulation mode. SHRLINEHI MX %00 ; Tell Merlin 16 bit M & X LDA A1L ; x1 SEC SBC SHRXPIXEL ; Subtract x0 STA :DX LDA A2L ; y1 STA :LIM ; We re-use A1L/H later SEC SBC SHRYPIXEL ; Subtract y0 STA :DY LDA #$0001 STA :XI ; xi = 1 LDA :DX BPL :S1 ; Skip if dx = 0 LDA #$FFFF STA :XI ; xi = -1 EOR :DX ; Negate dx INC A STA :DX ; dx = -dx :S1 TAX ; dx ASL ; 2 * dx STA :DX ; DX now (2 * dx) SEC SBC :DY ; (2 * dx) - dy STA :D ; D = (2 * dx) - dy LDA SHRXPIXEL ; x0 STA :X ; x = x0 TXA SEC SBC :DY ASL STA :DY ; DY now (2 * (dx - dy) LDX SHRYPIXEL ; y = y0 :L1 LDA :X STA A1L ; Store x-coord for SHRPOINT STX A2L ; Store y-coord for SHRPOINT PHX SEP #$30 ; 8 bit M & X MX %11 ; Tell Merlin JSR SHRPOINT ; x in A1L/H, y in A2L REP #$31 ; 16 bit M & X, CLC MX %00 ; Tell Merlin PLX LDA :D BMI :S2 ; D < 0 ADC :DY STA :D ; D = D + (2 * (dx - dy)) LDA :X ; x CLC ; (Required) ADC :XI STA :X ; x = x + xi BRA :S3 :S2 ; CLC ; Already CC ADC :DX STA :D ; D = D + 2 * dx :S3 INX CPX :LIM ; Compare with y1 BCC :L1 SEC ; 65816 emulation mode XCE MX %11 ; Tell Merlin * PLP ; Resume normal service RTS * Zero page :X EQU TMPZP+0 :DX EQU TMPZP+2 ; dx initially, then (2 * dx) :DY EQU TMPZP+4 ; dy initially, then (2 * (dx - dy))) :XI EQU TMPZP+6 ; +1 or -1 :D EQU TMPZP+8 ; D :LIM EQU TMPZP+10 ; x1 gets stashed here * Macro to convert high-resolution screen coordinates * from 1280x1024 to 640x200 or 320x200 * On return: X-coordinate in A1L/H, Y-coordinate in A2L (A2H=0) SHRCOORD MAC CLC ; 65816 native mode XCE REP #$30 ; 16 bit M & X MX %00 ; Tell Merlin * X-coordinate in SHRVDUQ+5,+6 1280/2=640 or 1280/4=320 LDA SHRVDUQ+5 ASL ; Sign bit -> C ROR SHRVDUQ+5 ; Signed divide /2 LDA SHRPIXELS ; Pixels per byte AND #$00FF ; Mask CMP #$02 ; 2 is 320-mode (MODE 1) BNE SHRCOORDM0 LDA SHRVDUQ+5 ASL ; Sign bit -> C ROR SHRVDUQ+5 ; Signed divide /2 SHRCOORDM0 LDA SHRVDUQ+5 STA A1L ; Result in A1L/H * Y-coordinate in SHRVDUQ+7,+8 1024*25/128=200 LDA SHRVDUQ+7 BMI SHRCOORDNEG ASL ; *2 ADC SHRVDUQ+7 ; *3 ASL ; *6 ASL ; *12 ASL ; *24 ADC SHRVDUQ+7 ; *25 * Clever speedup trick thanks to Kent Dickey @ A2Infinitum * now we have valid data in acc[15:7], and we want to shift right 7 bits to * get acc[8:0] as the valid bits. If we left shift one bit and xba, * we get acc[7:0] in the proper bits, so we just have to bring the bit we * just shifted out back * See: https://apple2infinitum.slack.com/archives/CA8AT5886/p1628877444215300 * for code on how to shift left 7 bits ASL ; AND #$FF00 ; Mask bits ADC #0 ; Add in carry (9th bit) XBA ; Clever trick: fewer shifts STA A2L ; Into A2L/H SEC ; Back to emulation mode XCE MX %11 ; Tell Merlin BRA SHRCOORDEND SHRCOORDNEG MX %00 ; Tell Merlin we are 16 bit EOR #$FFFF ; Negate INC A ASL ; *2 ADC SHRVDUQ+7 ; *3 ASL ; *6 ASL ; *12 ASL ; *24 ADC SHRVDUQ+7 ; *25 * Clever speedup trick thanks to Kent Dickey @ A2Infinitum * now we have valid data in acc[15:7], and we want to shift right 7 bits to * get acc[8:0] as the valid bits. If we left shift one bit and xba, * we get acc[7:0] in the proper bits, so we just have to bring the bit we * just shifted out back * See: https://apple2infinitum.slack.com/archives/CA8AT5886/p1628877444215300 * for code on how to shift left 7 bits ASL ; AND #$FF00 ; Mask bits ADC #0 ; Add in carry (9th bit) XBA ; Clever trick: fewer shifts EOR #$FFFF ; Negate INC A STA A2L ; Into A2L/H SEC ; Back to emulation mode XCE MX %11 ; Tell Merlin * PLP ; Normal service resumed SHRCOORDEND EOM * Another coordinate transform, used by VDU25 * Same as SHRCOORD above, except it is entered in native, 16 bit M & X mode * Assumes positive coordinates. * On entry: X is offset into SHRVDUQ to find coordinate * On return: Coverted coordinats in A1L/H, A2L/H SHRCOORD2 MX $00 ; Tell Merlin it's 16 bit * X-coordinate in SHRVDUQ+5,+6 1280/2=640 LSR SHRVDUQ,X ; Unsigned divide /2 LDA SHRPIXELS ; Pixels per byte AND #$00FF ; Mask CMP #$02 ; 2 is 320-mode (MODE 1) BNE SHRCOORD2M0 LSR SHRVDUQ,X ; Unsigned divide /2 again SHRCOORD2M0 LDA SHRVDUQ,X STA A1L ; Result in A1L/H * Y-coordinate in SHRVDUQ+7,+8 1024*25/128=200 LDA SHRVDUQ+2,X ASL ; *2 ADC SHRVDUQ+2,X ; *3 ASL ; *6 ASL ; *12 ASL ; *24 ADC SHRVDUQ+2,X ; *25 ASL ; AND #$FF00 ; Mask bits ADC #0 ; Add in carry (9th bit) XBA ; Clever trick: fewer shifts STA A2L ; Into A2L/H RTS MX %11 ; Following code is 8 bit again * Clear the graphics window SHRVDU16 >>> ENTMAIN CLC ; 816 native mode XCE REP #$30 ; 16 bit M & X MX %00 ; Tell Merlin INC SHRWINTOP INC SHRWINRGT LDX SHRWINBTM LDA SHRPIXELS AND #$00FF CMP #$02 BNE :M0 ; MODE0 LDA SHRWINLFT LSR A ; Divide left by 2 INC A ; Treat left column specially STA :LEFTLIM LDA SHRWINRGT LSR A ; Divide right by 2 STA :RIGHTLIM BRA :S0 :M0 LDA SHRWINLFT LSR A ; Divide left by 4 LSR A INC A ; Treat left column specially STA :LEFTLIM LDA SHRWINRGT LSR A ; Divide right by 4 LSR A STA :RIGHTLIM BRA :S0 :S0 SEP #$30 ; 8 bit M & X MX %11 ; Tell Merlin :L1 LDY :LEFTLIM LDA SHRROWSL,X ; Look up addr (LS byte) STA A3L ; Stash in A3L LDA SHRROWSH,X ; Look up addr (MS byte) STA A3H ; Stash in A3H LDA #$E1 ; Bank $E1 STA A4L LDA SHRGFXBGMASK :L2 CPY :RIGHTLIM BCS :S1 STA [A3L],Y INY CPY :RIGHTLIM BRA :L2 :S1 INX CPX SHRWINTOP BNE :L1 LDA SHRPIXELS CMP #$02 BNE :MODE0 LDA SHRWINRGT AND #$01 TAX LDA :RIGHT320,X ; Bits to set JSR SHRVDU16V ; Handle right edge LDY :LEFTLIM DEY ; Handle leftmost byte LDA SHRWINLFT AND #$01 TAX LDA :LEFT320,X ; Bits to set JSR SHRVDU16V ; Handle left edge BRA :DONE :MODE0 LDA SHRWINRGT AND #$03 TAX LDA :RIGHT640,X ; Bits to set JSR SHRVDU16V ; Handle right edge LDY :LEFTLIM DEY ; Handle leftmost byte LDA SHRWINLFT AND #$03 TAX LDA :LEFT640,X ; Bits to set JSR SHRVDU16V ; Handle left edge :DONE REP #$30 ; 16 bit M & X MX %00 ; Tell Merlin DEC SHRWINTOP DEC SHRWINRGT SEC ; Back to 6502 emu mode XCE MX %11 ; Tell Merlin >>> XF2AUX,SHRCLRRET :LEFT320 DB %11111111 DB %00001111 :LEFT640 DB %11111111 DB %00111111 DB %00001111 DB %00000011 :RIGHT320 DB %00000000 DB %11110000 :RIGHT640 DB %00000000 DB %11000000 DB %11110000 DB %11111100 * Zero page :LEFTLIM EQU TMPZP+0 ; 2 bytes of ZP :RIGHTLIM EQU TMPZP+2 ; 2 bytes of ZP * Helper routine to draw vertical lines * Draw line from A1L,SHRWINBTM to A1L,SHRWINBTM in BG colour * Called in 65816 native mode, 8 bit M & X * On entry: Y - byte offset into row, A - bit pattern to set SHRVDU16V PHA LDX SHRWINBTM :L1 LDA SHRROWSL,X ; Look up addr (LS byte) STA A3L ; Stash in A3L LDA SHRROWSH,X ; Look up addr (MS byte) STA A3H ; Stash in A3H LDA #$E1 ; Bank $E1 STA A4L PLA PHA EOR #$FF ; Invert bits AND [A3L],Y ; Load existing byte, clearing pixel STA A1L PLA PHA AND SHRGFXBGMASK ; Mask to set colour ORA A1L ; OR into existing byte STA [A3L],Y ; Write to screen INX CPX SHRWINTOP BNE :L1 PLA RTS * Validate graphics window parms & store if okay * First 8 bytes of SHRVDUQ: left, bottom, right, top SHRVDU24 >>> ENTMAIN CLC ; 65816 native mode XCE REP #$30 ; 16 bit M & X MX %00 ; Tell Merlin LDA SHRVDUQ+4 ; Right CMP SHRVDUQ+0 ; Left BCC :BAD ; right=width LDA SHRVDUQ+6 ; Top CMP SHRVDUQ+2 ; Bottom BCC :BAD ; top=height LDX #$00 ; Start of SHRVDUQ JSR SHRCOORD2 ; Convert left, bottom LDA A1L ; left converted STA SHRWINLFT LDA A2L ; bottom converted STA SHRWINBTM LDX #$04 ; 4 byte offset JSR SHRCOORD2 ; Convert right, top LDA A1L ; right converted STA SHRWINRGT LDA A2L ; top converted STA SHRWINTOP SEC ; 65816 emulation mode XCE >>> XF2AUX,VDU24RET :BAD SEC ; 65816 emulation mode XCE >>> XF2AUX,VDUXXRET * Reset graphics window * Initialize other locals (called on MODE) SHRVDU26 >>> ENTMAIN STZ SHRWINLFT+0 ; Graphics window STZ SHRWINLFT+1 STZ SHRWINBTM+0 STZ SHRWINBTM+1 LDY SHRPIXELS CPY #$02 BNE :MODE0 LDA #<319 STA SHRWINRGT+0 LDA #>319 STA SHRWINRGT+1 BRA :S1 :MODE0 LDA #<639 STA SHRWINRGT+0 LDA #>639 STA SHRWINRGT+1 :S1 LDA #<199 STA SHRWINTOP+0 LDA #>199 STA SHRWINTOP+1 STZ SHRXPIXEL+0 ; Other locals STZ SHRXPIXEL+1 STZ SHRYPIXEL+0 STZ SHRYPIXEL+1 >>> XF2AUX,VDU26RET * Set up default palette SHRDEFPALM >>> ENTMAIN LDY #00 ; Palette offset for 320 mode LDA SHRPIXELS ; Pixels per byte CMP #$02 ; 2 is 320-mode (MODE 1) BEQ :S1 LDY #32 ; Palette offset for 640 mode :S1 LDX #$00 :L1 LDA PALETTE320,Y ; Offset in Y computed above STAL $E19E00,X ; Palettes begin at $9E00 in $E1 INX INY CPX #32 ; 32 bytes in palette BNE :L1 >>> XF2AUX,SHRDEFPALRET * Assign a 'physical' colour from the 16 colour palette to a * 'logical' colour for the current mode * On entry: A=logical colour, Y=physical colour SHRPALCHANGE >>> ENTMAIN TAX TYA AND #%00011110 ; Has already been shifted TAY LDA SHRPIXELS ; Pixels per byte CMP #$02 ; 2 is 320-mode (MODE 1) BEQ :MODE320 TXA AND #%00000110 ; Has already been shifted TAX LDA PALETTE320,Y ; Byte 1 of physical colour STAL $E19E00,X ; Store in logical slot (4 copies) STAL $E19E00+8,X STAL $E19E00+16,X STAL $E19E00+24,X LDA PALETTE320+1,Y ; Byte 2 of physical colour STAL $E19E00+1,X ; Store in logical slot (4 copies) STAL $E19E00+9,X STAL $E19E00+17,X STAL $E19E00+25,X BRA :DONE :MODE320 TXA AND #%00011110 ; Has already been shifted TAX LDA PALETTE320,Y ; Byte 1 of physical colour STAL $E19E00,X ; Store in logical slot LDA PALETTE320+1,Y ; Byte 2 of physical colour STAL $E19E00+1,X ; Store in logical slot :DONE >>> XF2AUX,VDUXXRET * Assign a custom RGB colour to a 'logical' colour * On entry: A=GB components, Y=R component, SHRVDUQ=logical colour SHRPALCUSTOM >>> ENTMAIN LDX SHRVDUQ PHA ; Preserve GB components LDA SHRPIXELS ; Pixels per byte CMP #$02 ; 2 is 320-mode (MODE 1) BEQ :MODE320 TXA AND #%00000110 ; Has already been shifted TAX PLA ; Recover GB components STAL $E19E00,X ; Store in logical slot (4 copies) STAL $E19E00+8,X STAL $E19E00+16,X STAL $E19E00+24,X TYA ; R component STAL $E19E00+1,X ; Store in logical slot (4 copies) STAL $E19E00+9,X STAL $E19E00+17,X STAL $E19E00+25,X BRA :DONE :MODE320 TXA AND #%00011110 ; Has already been shifted TAX PLA ; Recover GB components STAL $E19E00,X ; Store in logical slot TYA ; R component STAL $E19E00+1,X ; Store in logical slot :DONE >>> XF2AUX,VDUXXRET * Table of addresses of SHR rows (in reverse order) SHRROWSL DB <$9c60 DB <$9bc0 DB <$9b20 DB <$9a80 DB <$99e0 DB <$9940 DB <$98a0 DB <$9800 DB <$9760 DB <$96c0 DB <$9620 DB <$9580 DB <$94e0 DB <$9440 DB <$93a0 DB <$9300 DB <$9260 DB <$91c0 DB <$9120 DB <$9080 DB <$8fe0 DB <$8f40 DB <$8ea0 DB <$8e00 DB <$8d60 DB <$8cc0 DB <$8c20 DB <$8b80 DB <$8ae0 DB <$8a40 DB <$89a0 DB <$8900 DB <$8860 DB <$87c0 DB <$8720 DB <$8680 DB <$85e0 DB <$8540 DB <$84a0 DB <$8400 DB <$8360 DB <$82c0 DB <$8220 DB <$8180 DB <$80e0 DB <$8040 DB <$7fa0 DB <$7f00 DB <$7e60 DB <$7dc0 DB <$7d20 DB <$7c80 DB <$7be0 DB <$7b40 DB <$7aa0 DB <$7a00 DB <$7960 DB <$78c0 DB <$7820 DB <$7780 DB <$76e0 DB <$7640 DB <$75a0 DB <$7500 DB <$7460 DB <$73c0 DB <$7320 DB <$7280 DB <$71e0 DB <$7140 DB <$70a0 DB <$7000 DB <$6f60 DB <$6ec0 DB <$6e20 DB <$6d80 DB <$6ce0 DB <$6c40 DB <$6ba0 DB <$6b00 DB <$6a60 DB <$69c0 DB <$6920 DB <$6880 DB <$67e0 DB <$6740 DB <$66a0 DB <$6600 DB <$6560 DB <$64c0 DB <$6420 DB <$6380 DB <$62e0 DB <$6240 DB <$61a0 DB <$6100 DB <$6060 DB <$5fc0 DB <$5f20 DB <$5e80 DB <$5de0 DB <$5d40 DB <$5ca0 DB <$5c00 DB <$5b60 DB <$5ac0 DB <$5a20 DB <$5980 DB <$58e0 DB <$5840 DB <$57a0 DB <$5700 DB <$5660 DB <$55c0 DB <$5520 DB <$5480 DB <$53e0 DB <$5340 DB <$52a0 DB <$5200 DB <$5160 DB <$50c0 DB <$5020 DB <$4f80 DB <$4ee0 DB <$4e40 DB <$4da0 DB <$4d00 DB <$4c60 DB <$4bc0 DB <$4b20 DB <$4a80 DB <$49e0 DB <$4940 DB <$48a0 DB <$4800 DB <$4760 DB <$46c0 DB <$4620 DB <$4580 DB <$44e0 DB <$4440 DB <$43a0 DB <$4300 DB <$4260 DB <$41c0 DB <$4120 DB <$4080 DB <$3fe0 DB <$3f40 DB <$3ea0 DB <$3e00 DB <$3d60 DB <$3cc0 DB <$3c20 DB <$3b80 DB <$3ae0 DB <$3a40 DB <$39a0 DB <$3900 DB <$3860 DB <$37c0 DB <$3720 DB <$3680 DB <$35e0 DB <$3540 DB <$34a0 DB <$3400 DB <$3360 DB <$32c0 DB <$3220 DB <$3180 DB <$30e0 DB <$3040 DB <$2fa0 DB <$2f00 DB <$2e60 DB <$2dc0 DB <$2d20 DB <$2c80 DB <$2be0 DB <$2b40 DB <$2aa0 DB <$2a00 DB <$2960 DB <$28c0 DB <$2820 DB <$2780 DB <$26e0 DB <$2640 DB <$25a0 DB <$2500 DB <$2460 DB <$23c0 DB <$2320 DB <$2280 DB <$21e0 DB <$2140 DB <$20a0 DB <$2000 SHRROWSH DB >$9c60 DB >$9bc0 DB >$9b20 DB >$9a80 DB >$99e0 DB >$9940 DB >$98a0 DB >$9800 DB >$9760 DB >$96c0 DB >$9620 DB >$9580 DB >$94e0 DB >$9440 DB >$93a0 DB >$9300 DB >$9260 DB >$91c0 DB >$9120 DB >$9080 DB >$8fe0 DB >$8f40 DB >$8ea0 DB >$8e00 DB >$8d60 DB >$8cc0 DB >$8c20 DB >$8b80 DB >$8ae0 DB >$8a40 DB >$89a0 DB >$8900 DB >$8860 DB >$87c0 DB >$8720 DB >$8680 DB >$85e0 DB >$8540 DB >$84a0 DB >$8400 DB >$8360 DB >$82c0 DB >$8220 DB >$8180 DB >$80e0 DB >$8040 DB >$7fa0 DB >$7f00 DB >$7e60 DB >$7dc0 DB >$7d20 DB >$7c80 DB >$7be0 DB >$7b40 DB >$7aa0 DB >$7a00 DB >$7960 DB >$78c0 DB >$7820 DB >$7780 DB >$76e0 DB >$7640 DB >$75a0 DB >$7500 DB >$7460 DB >$73c0 DB >$7320 DB >$7280 DB >$71e0 DB >$7140 DB >$70a0 DB >$7000 DB >$6f60 DB >$6ec0 DB >$6e20 DB >$6d80 DB >$6ce0 DB >$6c40 DB >$6ba0 DB >$6b00 DB >$6a60 DB >$69c0 DB >$6920 DB >$6880 DB >$67e0 DB >$6740 DB >$66a0 DB >$6600 DB >$6560 DB >$64c0 DB >$6420 DB >$6380 DB >$62e0 DB >$6240 DB >$61a0 DB >$6100 DB >$6060 DB >$5fc0 DB >$5f20 DB >$5e80 DB >$5de0 DB >$5d40 DB >$5ca0 DB >$5c00 DB >$5b60 DB >$5ac0 DB >$5a20 DB >$5980 DB >$58e0 DB >$5840 DB >$57a0 DB >$5700 DB >$5660 DB >$55c0 DB >$5520 DB >$5480 DB >$53e0 DB >$5340 DB >$52a0 DB >$5200 DB >$5160 DB >$50c0 DB >$5020 DB >$4f80 DB >$4ee0 DB >$4e40 DB >$4da0 DB >$4d00 DB >$4c60 DB >$4bc0 DB >$4b20 DB >$4a80 DB >$49e0 DB >$4940 DB >$48a0 DB >$4800 DB >$4760 DB >$46c0 DB >$4620 DB >$4580 DB >$44e0 DB >$4440 DB >$43a0 DB >$4300 DB >$4260 DB >$41c0 DB >$4120 DB >$4080 DB >$3fe0 DB >$3f40 DB >$3ea0 DB >$3e00 DB >$3d60 DB >$3cc0 DB >$3c20 DB >$3b80 DB >$3ae0 DB >$3a40 DB >$39a0 DB >$3900 DB >$3860 DB >$37c0 DB >$3720 DB >$3680 DB >$35e0 DB >$3540 DB >$34a0 DB >$3400 DB >$3360 DB >$32c0 DB >$3220 DB >$3180 DB >$30e0 DB >$3040 DB >$2fa0 DB >$2f00 DB >$2e60 DB >$2dc0 DB >$2d20 DB >$2c80 DB >$2be0 DB >$2b40 DB >$2aa0 DB >$2a00 DB >$2960 DB >$28c0 DB >$2820 DB >$2780 DB >$26e0 DB >$2640 DB >$25a0 DB >$2500 DB >$2460 DB >$23c0 DB >$2320 DB >$2280 DB >$21e0 DB >$2140 DB >$20a0 DB >$2000