mirror of
https://github.com/robmcmullen/asmgen.git
synced 2024-12-21 23:29:31 +00:00
708 lines
12 KiB
ArmAsm
708 lines
12 KiB
ArmAsm
; os memory map
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KEYBOARD = $c000
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KBDSTROBE = $c010
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CLRTEXT = $c050
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SETTEXT = $c051
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CLRMIXED = $c052
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SETMIXED = $c053
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TXTPAGE1 = $c054
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TXTPAGE2 = $c055
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CLRHIRES = $c056
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SETHIRES = $c057
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; ROM entry points
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COUT = $fded
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ROMWAIT = $fca8
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; Zero page locations. Using the whole thing because we aren't using any
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; ROM routines
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*= $0006
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; parameters: these should not be changed by child subroutines
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param_x .ds 1
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param_y .ds 1
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param_col .ds 1
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param_row .ds 1
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param_index .ds 1
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param_count .ds 1
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*= $0010
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; scratch areas: these may be modified by child subroutines
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scratch_addr .ds 2
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scratch_ptr .ds 2
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scratch_0 .ds 1
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scratch_1 .ds 1
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scratch_index .ds 1
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scratch_count .ds 1
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scratch_col .ds 1
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*= $0020
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; required variables for HiSprite
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damageindex .ds 1
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damageindex1 .ds 1
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damageindex2 .ds 1
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bgstore .ds 2
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damage_w .ds 1
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damage_h .ds 1
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damageptr .ds 2
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damageptr1 .ds 2
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damageptr2 .ds 2
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hgrhi .ds 1 ; either $20 or $40, the base of each hgr screen
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hgrselect .ds 1 ; either $00 or $60, used as xor mask for HGRROWS_H1
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*= $0030
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; global variables for this program
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rendercount .ds 1
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drawpage .ds 1 ; pos = page1, neg = page2
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tempaddr .ds 2
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counter1 .ds 1
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textptr .ds 2
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hgrptr .ds 2
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temprow .ds 1
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tempcol .ds 1
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; constants
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DAMAGEPAGE1 = $bf ; page number of damage list for screen 1
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DAMAGEPAGE2 = $be ; "" for screen 2
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MAXPOSX = 220
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MAXPOSY = 192 - 16
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; debug flags
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*= $6000
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start
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bit CLRTEXT ; start with HGR page 1, full screen
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bit CLRMIXED
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bit TXTPAGE2
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bit SETHIRES
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jsr initonce
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jsr initsprites
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jsr initbackground
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gameloop
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jsr renderstart
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jsr pageflip
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jsr userinput
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jsr movestart
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jsr restorebg_driver
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jsr wait
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jmp gameloop
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restorebg_init
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rts
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restorebg_driver
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; copy damaged characters back to screen
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;jsr copytexthgr
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ldy #0
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sty param_count
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restorebg_loop1 ldy param_count
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cpy damageindex
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bcc restorebg_cont ; possible there's no damage, so have to check first
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ldy #0
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sty damageindex ; clear damage index for this page
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rts
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restorebg_cont lda (damageptr),y ; groups of 4 x1 -> x2, y1 -> y2
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sta param_x
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iny
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lda (damageptr),y
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sta param_col
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iny
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lda (damageptr),y
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sta param_y
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iny
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lda (damageptr),y
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sta param_row
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iny
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sty param_count
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ldy param_y
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restorebg_row lda textrows_h,y
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sta restorebg_row_smc+2
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lda textrows_l,y
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sta restorebg_row_smc+1
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ldx param_x
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restorebg_row_smc lda $ffff,x
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jsr fastfont
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inx
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cpx param_col
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bcc restorebg_row_smc
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iny
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cpy param_row
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beq restorebg_row
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bcc restorebg_row
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bcs restorebg_loop1
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userinput
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lda KEYBOARD
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pha
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ldx #38
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ldy #0
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jsr printhex
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pla
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bmi ?1
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; stop movement of player if no direction input
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lda #0
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tax
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sta sprite_dx,x
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lda #0
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sta sprite_dy,y
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rts
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?1
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; setting the keyboard strobe causes the key to enter repeat mode if held
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; down, which causes a pause after the initial movement. Not setting the
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; strobe allows smooth movement from the start, but there's no way to stop
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;sta KBDSTROBE
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ldx #0
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check_up cmp #$8d ; up arrow
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beq input_up
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cmp #$c9 ; I
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bne check_down
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input_up lda #-1
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sta sprite_diry,x
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lda #0
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sta sprite_dx,x
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lda #1
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sta sprite_dy,y
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rts
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check_down cmp #$af ; down arrow
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beq input_down
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cmp #$d4 ; K
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bne check_left
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input_down lda #1
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sta sprite_diry,x
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lda #0
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sta sprite_dx,x
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lda #1
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sta sprite_dy,y
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rts
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check_left cmp #$88 ; left arrow
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beq input_left
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cmp #$c8 ; J
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bne check_right
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input_left lda #-1
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sta sprite_dirx,x
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lda #1
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sta sprite_dx,x
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lda #0
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sta sprite_dy,y
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rts
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check_right cmp #$95 ; right arrow
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beq input_right
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cmp #$ce ; L
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bne input_not_movement
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input_right lda #1
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sta sprite_dirx,x
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lda #1
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sta sprite_dx,x
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lda #0
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sta sprite_dy,y
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rts
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input_not_movement lda #0
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sta sprite_dx,x
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lda #0
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sta sprite_dy,y
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check_special cmp #$80 + 32
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beq input_space
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cmp #$80 + '.'
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beq input_period
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cmp #$80 + 'P'
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beq input_period
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rts
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input_space
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jmp debugflipscreens
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input_period
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jsr wait
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lda KEYBOARD
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bpl input_period
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cmp #$80 + 'P'
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beq input_period
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rts
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debugflipscreens
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lda #20
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sta scratch_count
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debugloop
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jsr pageflip
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jsr wait
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jsr pageflip
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jsr wait
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dec scratch_count
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bne debugloop
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rts
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printhex ; A = hex byte, X = column, Y = row; A is clobbered, X&Y are not
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pha
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stx param_x
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lsr
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lsr
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lsr
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lsr
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tax
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lda hexdigit,x
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ldx param_x
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jsr fastfont
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pla
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and #$0f
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tax
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lda hexdigit,x
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ldx param_x
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inx
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jsr fastfont
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rts
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hexdigit .byte "0123456789ABCDEF"
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initonce
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lda #0
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sta KBDSTROBE
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sta drawpage
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sta damageindex1
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sta damageindex2
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sta damageptr
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sta damageptr1
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sta damageptr2
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lda #damagepage1
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sta damageptr+1
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sta damageptr1+1
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lda #damagepage2
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sta damageptr2+1
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jsr draw_to_page1
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rts
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initsprites
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jsr restorebg_init
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rts
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initbackground
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jsr show_page1
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jsr filltext
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jsr copytexthgr ; page2 becomes the source
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jsr wipeclear1
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jsr wipe2to1
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; jsr pageflip
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; jsr copytexthgr
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; jsr pageflip
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; jsr copytexthgr
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rts
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filltext
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ldy #0 ; Loop a bit
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sty COUNTER1
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ib_outer
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lda textrows_h,y
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sta textptr+1
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lda textrows_l,y
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sta textptr
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tya
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adc #32
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ldx #0
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ldy #0
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ib_inner
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sta (textptr),y
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adc #1
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inx
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iny
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cpy #40
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bcc ib_inner
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ldy counter1
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iny
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sty counter1
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cpy #24
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bcc ib_outer
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rts
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wipeclear1 ldy #0
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sty param_y
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wipeclear1_loop lda HGRROWS_L,y
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sta wipeclear1_save_smc+1
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lda HGRROWS_H1,y
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sta wipeclear1_save_smc+2
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ldx #39
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lda #$ff
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wipeclear1_save_smc sta $ffff,x
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dex
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bpl wipeclear1_save_smc
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ldx #0
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wipeclear1_wait nop
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nop
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nop
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nop
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nop
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nop
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dex
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bne wipeclear1_wait
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inc param_y
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ldy param_y
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cpy #192
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bcc wipeclear1_loop
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rts
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wipe2to1 ldy #0
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sty param_y
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wipe2to1_loop lda HGRROWS_H2,y
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sta wipe2to1_load_smc+2
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lda HGRROWS_L,y
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sta wipe2to1_load_smc+1
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sta wipe2to1_save_smc+1
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lda HGRROWS_H1,y
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sta wipe2to1_save_smc+2
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ldx #39
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wipe2to1_load_smc lda $ffff,x
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wipe2to1_save_smc sta $ffff,x
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dex
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bpl wipe2to1_load_smc
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ldx #0
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wipe2to1_wait nop
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nop
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nop
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nop
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nop
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nop
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dex
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bne wipe2to1_wait
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inc param_y
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ldy param_y
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cpy #192
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bcc wipe2to1_loop
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rts
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copytexthgr
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ldy #0 ; y is rows
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copytexthgr_outer
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lda textrows_h,y
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ora #4
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sta copytexthgr_src_smc+2
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lda textrows_l,y
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sta copytexthgr_src_smc+1
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ldx #0 ; x is columns
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copytexthgr_src_smc
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lda $ffff,x
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copytexthgr_dest_smc
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jsr $ffff
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inx
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cpx #32
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bcc copytexthgr_src_smc
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iny
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cpy #24
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bcc copytexthgr_outer
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rts
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pageflip
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lda drawpage
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eor #$80
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bpl show_page1 ; pos = show 1, draw 2; neg = show 1, draw 1
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show_page2 lda #$80
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sta drawpage
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bit TXTPAGE2 ; show page 2, work on page 1
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draw_to_page1 lda #$00
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sta hgrselect
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lda #$20
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sta hgrhi
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lda damageindex ; save other page's damage pointer
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sta damageindex2
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lda #DAMAGEPAGE1 ; point to page 1's damage area
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sta damageptr+1
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lda damageindex1
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sta damageindex
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; copy addresses for functions that write to one page or the other
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lda #<FASTFONT_H1
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sta fastfont+1
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sta copytexthgr_dest_smc+1
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lda #>FASTFONT_H1
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sta fastfont+2
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sta copytexthgr_dest_smc+2
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rts
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show_page1 lda #0
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sta drawpage
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bit TXTPAGE1 ; show page 1, work on page 2
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draw_to_page2 lda #$60
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sta hgrselect
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lda #$40
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sta hgrhi
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lda damageindex ; save other page's damage pointer
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sta damageindex1
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lda #DAMAGEPAGE2 ; point to page 2's damage area
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sta damageptr+1
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lda damageindex2
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sta damageindex
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lda #<FASTFONT_H2
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sta fastfont+1
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sta copytexthgr_dest_smc+1
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lda #>FASTFONT_H2
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sta fastfont+2
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sta copytexthgr_dest_smc+2
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rts
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; pageflip jump tables. JSR to one of these jumps and it will jump to the
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; correct version for the page. The rts in there will return to the caller
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fastfont jmp $ffff
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; Draw sprites by looping through the list of sprites
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renderstart
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ldy #0
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sty damageindex
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lda #sprite_l - sprite_active
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sta param_count
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inc renderroundrobin_smc+1
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renderroundrobin_smc
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ldy #0
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sty param_index
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renderloop
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lda param_index
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and #sprite_l - sprite_active - 1
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tay
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lda sprite_active,y
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beq renderskip ; skip if zero
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lda sprite_l,y
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sta jsrsprite_smc+1
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lda sprite_h,y
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sta jsrsprite_smc+2
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lda sprite_x,y
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sta param_x
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lda sprite_y,y
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sta param_y
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jmp jsrsprite_smc
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jsrsprite_smc
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jsr $ffff ; wish you could JSR ($nnnn)
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ldy damageindex
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lda scratch_col ; contains the byte index into the line
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sta (damageptr),y
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iny
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clc
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adc damage_w
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sta (damageptr),y
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iny
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; need to convert hgr y values to char rows
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lda param_y
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lsr a
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lsr a
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lsr a
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sta (damageptr),y
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iny
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lda param_y
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clc
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adc damage_h
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lsr a
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lsr a
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lsr a
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sta (damageptr),y
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iny
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sty damageindex
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renderskip
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inc param_index
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dec param_count
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bne renderloop
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renderend
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rts
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movestart
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lda #sprite_l - sprite_active
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sta param_count
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ldy #0
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moveloop
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lda sprite_active,y
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bmi moveend
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beq movenext
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movex
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; Apply X velocity to X coordinate
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lda sprite_dirx,y
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bpl move_right
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sec
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lda sprite_x,y
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sbc sprite_dx,y
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cmp #MAXPOSX
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bcc movex_end
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lda #1
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sta sprite_dirx,y
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lda #0
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sta sprite_x,y
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bpl movey
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move_right
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clc
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lda sprite_x,y
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adc sprite_dx,y
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cmp #MAXPOSX
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bcc movex_end
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lda #-1
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sta sprite_dirx,y
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lda #MAXPOSX
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movex_end
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; Store the new X
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sta sprite_x,y
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movey
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; Apply Y velocity to Y coordinate
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lda sprite_diry,y
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bpl move_down
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sec
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lda sprite_y,y
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sbc sprite_dy,y
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cmp #MAXPOSY ; checking wraparound
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bcc movey_end ; less than => not wrapped
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lda #1
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sta sprite_diry,y
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lda #0
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sta sprite_y,y
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bpl movenext
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move_down
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clc
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lda sprite_y,y
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adc sprite_dy,y
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cmp #MAXPOSY
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bcc movey_end
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lda #-1
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sta sprite_diry,y
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lda #MAXPOSY
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movey_end
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; Store the new X
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sta sprite_y,y
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movenext
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iny
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dec param_count
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bne moveloop
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moveend
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rts
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wait
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ldy #$06 ; Loop a bit
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wait_outer
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ldx #$ff
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wait_inner
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nop
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nop
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nop
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nop
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nop
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nop
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nop
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dex
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bne wait_inner
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dey
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bne wait_outer
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rts
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clrscr
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lda #0
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sta clr1+1
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sta clr2+1
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lda #$20
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sta clr1+2
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lda #$40
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sta clr2+2
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clr0
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lda #0
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ldy #0
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clr1
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sta $ffff,y
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clr2
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sta $ffff,y
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iny
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bne clr1
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inc clr1+2
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inc clr2+2
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ldx clr1+2
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cpx #$40
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bcc clr1
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rts
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; Sprite data is interleaved so a simple indexed mode can be used. This is not
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; convenient to set up but makes faster accessing because you don't have to
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; increment the index register. For example, all the info about sprite #2 can
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; be indexed using Y = 2 on the indexed operators, e.g. "lda sprite_active,y",
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; "lda sprite_x,y", etc.
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;
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; Number of sprites must be a power of 2
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sprite_active
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.byte 1, 1, 1, 1, 1, 1, 1, 1 ; 1 = active, 0 = skip
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sprite_l
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.byte <APPLE_SPRITE9X11, <APPLE_SPRITE9X11, <APPLE_SPRITE9X11, <APPLE_SPRITE9X11, <APPLE_SPRITE9X11, <APPLE_SPRITE9X11, <MOLDY_BURGER, <MOLDY_BURGER
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sprite_h
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.byte >APPLE_SPRITE9X11, >APPLE_SPRITE9X11, >APPLE_SPRITE9X11, >APPLE_SPRITE9X11, >APPLE_SPRITE9X11, >APPLE_SPRITE9X11, >MOLDY_BURGER, >MOLDY_BURGER
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sprite_x
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.byte 80, 164, 33, 45, 4, 9, 180, 18
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sprite_y
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.byte 116, 126, 40, 60, 80, 100, 9, 140
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sprite_dx
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.byte 1, 2, 3, 4, 1, 2, 0, 1
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sprite_dirx
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.byte -1, -1, -1, -1, 1, 1, 1, 1
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sprite_dy
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.byte 4, 3, 2, 1, 4, 3, 1, 0
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sprite_diry
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.byte 1, 1, 1, 1, -1, -1, -1, -1
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textrows_l
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.byte $00, $80, $00, $80, $00, $80, $00, $80
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.byte $28, $a8, $28, $a8, $28, $a8, $28, $a8
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.byte $50, $d0, $50, $d0, $50, $d0, $50, $d0
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textrows_h
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.byte $04, $04, $05, $05, $06, $06, $07, $07
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.byte $04, $04, $05, $05, $06, $06, $07, $07
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.byte $04, $04, $05, $05, $06, $06, $07, $07
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.include cpbg-sprite-driver.s
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.include fatfont.s
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