mirror of
https://github.com/bobbimanners/Applecorn.git
synced 2024-11-18 23:10:05 +00:00
325 lines
9.0 KiB
ArmAsm
325 lines
9.0 KiB
ArmAsm
* AUXMEM.GFX.S
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* (c) Bobbi 2021 GPLv3
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*
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* Graphics operations
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*
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* 26-Sep-2021 All graphics screen code moved to here.
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* 02-Oct-2021 Added temp'y wrapper to HGRPLOT.
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* Write character to HGR screen
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PRCHRSOFT CMP #$A0 ; Convert to screen code
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BCS :B0
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CMP #$80
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BCC :B0
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EOR #$80
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:B0 TAX
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AND #$20
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BNE :B1
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TXA
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EOR #$40
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TAX
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:B1 PHX
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JSR HCHARADDR ; Addr in VDUADDR
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>>> WRTMAIN
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LDA VDUADDR+0
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STA HGRADDR+0
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LDA VDUADDR+1
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STA HGRADDR+1
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>>> WRTAUX
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PLA ; Recover character
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>>> XF2MAIN,DRAWCHAR ; Plot char on HGR screen
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PUTCHRET >>> ENTAUX
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RTS
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* Forwards scroll one line
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HSCR1LINE >>> WRTMAIN
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LDX TXTWINLFT
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STX MTXTWINLFT
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LDX TXTWINRGT
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STX MTXTWINRGT
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>>> WRTAUX
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>>> XF2MAIN,HGRSCR1L
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HSCR1RET >>> ENTAUX
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RTS
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* Reverse scroll one line
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HRSCR1LINE >>> WRTMAIN
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LDX TXTWINLFT
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STX MTXTWINLFT
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LDX TXTWINRGT
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STX MTXTWINRGT
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>>> WRTAUX
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>>> XF2MAIN,HGRRSCR1L
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HSCRCLREOL LDA VDUTEXTY
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ASL
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TAX
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>>> WRTMAIN
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LDA HGRTAB+0,X
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STA HGRADDR+0
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LDA HGRTAB+1,X
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STA HGRADDR+1
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LDA VDUTEXTX
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STA MVDUTEXTX
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LDA TXTWINRGT
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STA MTXTWINRGT
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>>> WRTAUX
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>>> XF2MAIN,HCLREOL
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* VDU16 (CLG) clears the whole HGR screen right now
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HSCRCLEAR >>> XF2MAIN,CLRHGR
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VDU16RET >>> ENTAUX
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STZ XPIXEL+0
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STZ XPIXEL+1
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LDA #191
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STA YPIXEL
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RTS
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CLRLNRET >>> ENTAUX
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RTS
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* A=txt colour
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HSCRSETTCOL RTS
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* A=gfx colour, X=gcol action
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* GCOL actions:
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* 0 = SET pixel
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* 1 = ORA with pixel
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* 2 = AND with pixel
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* 3 = XOR with pixel
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* 4 = NOT pixel
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* 5 = NUL no change to pixel
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* 6 = CLR clear pixel to background
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* 7 = UND undefined
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HSCRSETGCOL PHA
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LDA #$00 ; Normal drawing mode
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CPX #$04 ; k=4 means toggle
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BNE :NORM
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LDA #$01 ; Change to toggle mode
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:NORM >>> WRTMAIN
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STA LINETYPE
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STA FDRAWADDR+5
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>>> WRTAUX
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>>> XF2MAIN,SETLINE
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VDU18RET1 >>> ENTAUX
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:NORM PLA ; Colour
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BPL :FOREGND ; <128 is foreground
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>>> WRTMAIN
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AND #$7F
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STA BGCOLOR ; Stored in main memory
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>>> WRTAUX
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RTS
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:FOREGND >>> WRTMAIN
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STA FGCOLOR ; Stored in main memory
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>>> WRTAUX
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RTS
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* TEMP *
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HGRPLOTTER LDX #3
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HGRPLOTTER1 LDA VDUQ+5,X
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PHA
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DEX
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BPL HGRPLOTTER1
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JSR HGRPLOT
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LDX #0
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HGRPLOTTER2 LDA VDUQ+5,X
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STA PIXELPLOTX,X
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PLA
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STA VDUQ+5,X
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INX
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CPX #4
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BCC HGRPLOTTER2
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RTS
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* TEMP *
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* Plot actions, PLOT k,x,y
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* k is in VDUQ+4
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* x is in VDUQ+5,VDUQ+6
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* y is in VDUQ+7,VDUQ+8
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*
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* Plot actions capable with FastDraw:
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* $00+x - move/draw lines
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* $40+x - plot point
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* $50+x - fill triangle
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* $60+x - fill rectangle
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* $90+x - draw circle
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* $98+x - fill circle
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*
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HGRPLOT JSR CVTCOORD ; Convert coordinate system
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HGRPLOT2 LDA VDUQ+4
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AND #$03
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CMP #$0 ; Bits 0,1 clear -> just move
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BNE HGRPLOTACT
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HGRPLOTPOS JMP HGRPOS ; Just update pos
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HGRPLOTACT LDA VDUQ+4
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AND #$F0
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CMP #$00
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BEQ :LINE
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CMP #$40
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BEQ :POINT
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CMP #$60
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BNE :S1
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JMP :RECT
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:S1 CMP #$90
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BNE :UNDEF
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JMP :CIRC
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:UNDEF RTS
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:POINT >>> WRTMAIN
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LDA VDUQ+4
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STA PLOTMODE
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LDA VDUQ+5
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STA FDRAWADDR+6 ; LSB of X1
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LDA VDUQ+6
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STA FDRAWADDR+7 ; MSB of X1
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LDA VDUQ+7
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STA FDRAWADDR+8 ; Y1
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>>> WRTAUX
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>>> XF2MAIN,DRAWPNT
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:LINE >>> WRTMAIN
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LDA VDUQ+4
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STA PLOTMODE
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LDA XPIXEL+0
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STA FDRAWADDR+6 ; LSB of X1
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LDA XPIXEL+1
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STA FDRAWADDR+7 ; MSB of X1
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LDA YPIXEL
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STA FDRAWADDR+8 ; Y1
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LDA VDUQ+5
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STA FDRAWADDR+9 ; LSB of X2
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LDA VDUQ+6
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STA FDRAWADDR+10 ; MSB of X2
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LDA VDUQ+7
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STA FDRAWADDR+11 ; Y2
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>>> WRTAUX
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>>> XF2MAIN,DRAWLINE
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:RECT >>> WRTMAIN
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LDA VDUQ+4
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STA PLOTMODE
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LDA XPIXEL+0
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STA FDRAWADDR+6 ; LSB of X1
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LDA XPIXEL+1
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STA FDRAWADDR+7 ; MSB of X1
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LDA YPIXEL
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STA FDRAWADDR+8 ; Y1
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LDA VDUQ+5
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STA FDRAWADDR+9 ; LSB of X2
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LDA VDUQ+6
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STA FDRAWADDR+10 ; MSB of X2
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LDA VDUQ+7
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STA FDRAWADDR+11 ; Y2
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>>> WRTAUX
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>>> XF2MAIN,FILLRECT
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:CIRC >>> WRTMAIN
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LDA XPIXEL+0
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STA FDRAWADDR+6
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LDA XPIXEL+1
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STA FDRAWADDR+7
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LDA YPIXEL
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STA FDRAWADDR+8
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LDA VDUQ+5
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STA FDRAWADDR+12 ; Radius
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LDA VDUQ+4
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STA PLOTMODE
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>>> WRTAUX
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AND #$F8
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CMP #$98
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BEQ :FILLCIRC
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>>> XF2MAIN,DRAWCIRC
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:FILLCIRC >>> XF2MAIN,FILLCIRC
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VDU25RET >>> ENTAUX
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* Fall through into HGRPOS
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* Save pixel X,Y position
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HGRPOS LDA VDUQ+5
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STA XPIXEL+0
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LDA VDUQ+6
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STA XPIXEL+1
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LDA VDUQ+7
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STA YPIXEL
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RTS
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XPIXEL DW $0000 ; Previous plot x-coord
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YPIXEL DW $0000 ; Previous plot y-coord
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* Convert high-resolution screen coordinates
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* from 1280x1024 to 280x192
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CVTCOORD
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* X-coordinate in VDUQ+5,+6 1280*7/32=280
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LDA VDUQ+6 ; MSB of X-coord
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CMP #$05 ; $500 is 1280
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BCS :BIGX ; Value >=1280
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STA ZP1+1 ; X-coord -> ZP1 and ZP2
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STA ZP2+1
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LDA VDUQ+5
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STA ZP1+0
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ASL A ; ZP2 *= 8
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ROL ZP2+1
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ASL A
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ROL ZP2+1
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ASL A
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ROL ZP2+1
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SEC ; ZP2-ZP1->ZP2
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SBC ZP1+0
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STA ZP2+0
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LDA ZP2+1
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SBC ZP1+1
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LSR A ; ZP2 /= 32
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ROR ZP2+0
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LSR A
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ROR ZP2+0
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LSR A
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ROR ZP2+0
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LSR A
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ROR ZP2+0
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LSR A
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ROR ZP2+0
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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
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AND #$FC
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BNE :BIGY ; Y>1023
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LDA VDUQ+8 ; Y-coord -> ZP1
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STA ZP1+1
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STA ZP2+1
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LDA VDUQ+7
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STA ZP1+0
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* STA ZP2+0
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* LDA VDUQ+8
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* JMP :YCOORD4
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ASL A ; ZP2 *= 2
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ROL ZP2+1
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CLC ; ZP2+ZP1->ZP2
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ADC ZP1+0
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STA ZP2+0
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LDA ZP2+1
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ADC ZP1+1
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LSR A ; ZP2 /= 16
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ROR ZP2+0
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LSR A
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ROR ZP2+0
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:YCOORD4 LSR A
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ROR ZP2+0
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LSR A
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ROR ZP2+0
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STZ VDUQ+8 ; MSB always zero
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SEC
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LDA #191 ; 191 - ZP2 -> Y-coord
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SBC ZP2+0
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STA VDUQ+7
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CMP #192
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BCS :BIGY
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RTS
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:BIGY STZ VDUQ+7 ; Y too large, row zero
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STZ VDUQ+8
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RTS
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:BIGX LDA #$17 ; X too large, use 279
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STA VDUQ+5
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LDA #$01
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STA VDUQ+6
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BRA :YCOORD
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