dos33fsprogs/mode7_demo/mode7_demo.s

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.include "zp.inc"
;================================
; Clear screen and setup graphics
;================================
jsr set_gr_page0
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lda #$4
sta DRAW_PAGE
; Initialize the 2kB of multiply lookup tables
jsr init_multiply_tables
;================================
; Main Loop
;================================
main_loop:
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jsr title_routine
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jsr checkerboard_demo
jsr island_demo
jsr star_demo
jsr star_credits
jmp main_loop
;===========================
; Checkerboard Demo
;===========================
checkerboard_demo:
; initialize
lda #>sky_background
sta INH
lda #<sky_background
sta INL
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jsr decompress_scroll ; load sky background
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lda #0 ; no draw blue sky
sta DRAW_BLUE_SKY
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lda #$20 ; setup self-modifying code
sta nomatch ; to use checkerboard map
lda #<lookup_checkerboard_map
sta nomatch+1
lda #>lookup_checkerboard_map
sta nomatch+2
lda #$4c
sta nomatch+3
lda #<match
sta nomatch+4
lda #>match
sta nomatch+5
lda #<checkerboard_flying_directions
sta direction_smc_1+1
sta direction_smc_2+1
lda #>checkerboard_flying_directions
sta direction_smc_1+2
sta direction_smc_2+2
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jsr mode7_flying ; call generic mode7 code
rts
;===========================
; Island Demo
;===========================
island_demo:
; initialize
lda #1
sta DRAW_BLUE_SKY
lda #$A5 ; fix the code that was self-modified
sta nomatch ; away in checkerboard code
lda #$6A
sta nomatch+1
lda #$8D
sta nomatch+2
lda #<(spacex_label+1)
sta nomatch+3
lda #>(spacex_label+1)
sta nomatch+4
lda #$29
sta nomatch+5
lda #<island_flying_directions
sta direction_smc_1+1
sta direction_smc_2+1
lda #>island_flying_directions
sta direction_smc_1+2
sta direction_smc_2+2
jsr mode7_flying
rts
;===========================
; Star Demo
;===========================
star_demo:
; initialize
lda #48
sta y_limit_smc+1
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jsr starfield_demo
rts
;===========================
; Star Credits
;===========================
star_credits:
; initialize
lda #40
sta y_limit_smc+1
jsr starfield_credits
rts
;===========================
; Title routine
;===========================
title_routine:
bit FULLGR
jsr clear_screens_notext ; clear top/bottom of page 0/1
lda #<demo_rle
sta GBASL
lda #>demo_rle
sta GBASH
; Load offscreen
lda #<$c00
sta BASL
lda #>$c00
sta BASH
jsr load_rle_gr
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;==========
; Fade in
;==========
jsr fade_in
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;==========================================
; Make sure page0 and page1 show same image
;==========================================
jsr gr_copy_to_current
;===================
; Scroll the message
;===================
; Scroll "BY DEATER... A VMW PRODUCTION"
lda #>deater_scroll
sta INH
lda #<deater_scroll
sta INL
lda #40 ; scroll at bottom of screen
sta CV
jsr gr_scroll
; Scroll "* APPLE ][ FOREVER *"
lda #>a2_scroll
sta INH
lda #<a2_scroll
sta INL
jsr gr_scroll
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;=============
; Fade out
;=============
jsr fade_out
rts
;===============================================
; External modules
;===============================================
.include "../asm_routines/gr_unrle.s"
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.include "../asm_routines/gr_fast_clear.s"
.include "../asm_routines/gr_hlin.s"
.include "../asm_routines/gr_setpage.s"
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.include "../asm_routines/pageflip.s"
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.include "../asm_routines/gr_fade.s"
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.include "../asm_routines/gr_copy.s"
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.include "../asm_routines/gr_scroll.s"
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.include "../asm_routines/gr_offsets.s"
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.include "../asm_routines/gr_plot.s"
.include "../asm_routines/text_print.s"
.include "mode7.s"
.include "mode7_demo_backgrounds.inc"
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;===============================================
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; More routines
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;===============================================
.include "deater.scrolltext"
.include "a2.scrolltext"
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.include "starfield_demo.s"
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.include "rasterbars.s"
.include "credits.s"