dos33fsprogs/shapetable_party/dsr_shape.s

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; shapetable party
; by Deater for -=dSr=-
; @party 2020
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; trying to beat 251 bytes
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; zero page locations
HGR_SHAPE = $1A
SEEDL = $4E
FRAME = $A4
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OUR_ROT = $A5
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RND_EXP = $C9
HGR_PAGE = $E6
HGR_SCALE = $E7
HGR_ROTATION = $F9
SCALE = $FC
XPOS = $FD
YPOS = $FF
; Soft Switches
KEYPRESS = $C000
KEYRESET = $C010
SPEAKER = $C030
PAGE0 = $C054
PAGE1 = $C055
; ROM calls
RND = $EFAE
HGR2 = $F3D8
HCLR = $F3F2
HCLR_COLOR = $F3F4
HPOSN = $F411
XDRAW0 = $F65D
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TEXT = $FB36 ; Set text mode
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WAIT = $FCA8 ; delay 1/2(26+27A+5A^2) us
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dsr_demo:
;=========================================
; SETUP
;=========================================
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lda #$20 ; 2 ; set HGR page0
sta HGR_PAGE ; 2
sta XPOS ; 2 ; setup XPOS for future
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lda #$ff ; 2
jsr HCLR_COLOR ; 3 ; clear HGR page0 to white
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jsr HGR2 ; 3 ; set/clear HGR page1 to black
; Hi-res graphics, no text at bottom
; Y=0, A=$60 after this call
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sty FRAME ; 2
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sty OUR_ROT ; 2
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iny ; 1 ; set shape table scale to 1
sty HGR_SCALE ; 2
;=========================
; draw crowd
;=========================
; XPOS already 32 from earlier
lda #180 ; 2
sta YPOS ; 2
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crowd_loop:
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jsr xdraw ; 3 ; xdraw on page1
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lsr HGR_PAGE ; 2 ; switch to page0 ($40 -> $20)
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jsr xdraw ; 3 ; xdraw on page 0
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asl HGR_PAGE ; 2 ; switch back to page1 $20 -> $40
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; clc ; carry should always be 0 from asl
lda XPOS ; 2
adc #16 ; 2
sta XPOS ; 2
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bne crowd_loop ; 2
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; get ready for DSR loop
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ldx #<shape_dsr ; 2 ; point to dSr shape
stx shape_smc+1 ; 3 ; update self-modify code
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;====================================
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; 50 bytes to init/draw crowd
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;=========================================
; OFFSCREEN RESET
;=========================================
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reset_loop:
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lda #10 ; 2 ; set initial x,y
sta XPOS ; 2
sta YPOS ; 2
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inc HGR_SCALE ; 2 ; increment scale
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;=========================================
; MAIN LOOP
;=========================================
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main_loop:
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inc OUR_ROT ; 2
inc OUR_ROT ; 2
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; increment FRAME
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inc FRAME ; 2
lda FRAME ; 2
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and #$1f ; 2
beq long_frame ; 2
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lda #15 ; 2
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jsr draw_and_beep ; 3
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done_frame:
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;========================
; move dSr
;========================
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inc YPOS ; 2
inc YPOS ; 2
inc YPOS ; 2
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lda XPOS ; 2
adc #5 ; 2
sta XPOS ; 2
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cmp #250 ; 2
bcs reset_loop ; 2
bcc main_loop ; 2
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shape_person:
; Person, shoulders up
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; thanks to Beagle Bros
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;.byte $01,$00,$04,$00,
.byte $2d,$25,$3c,$24
.byte $2c,$2c,$35,$37,$6f,$25,$16,$3f
.byte $77,$2d,$1e,$37,$2d,$2d,$15,$3f
.byte $3f,$3f,$3f,$3f,$07,$00
shape_arm:
.byte $49,$49,$49,$24
.byte $24,$24,$ac,$36,$36,$36,$00
shape_dsr:
.byte $2d,$36,$ff,$3f
.byte $24,$ad,$22,$24,$94,$21,$2c,$4d
.byte $91,$3f,$36,$00
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;===========================
; long frame
;===========================
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long_frame:
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bit PAGE0 ; 3 ; switch to page0
lsr HGR_PAGE ; 2 ; switch draw target to page0
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;====================
; draw arm (inlined)
;=====================
draw_arm:
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lda HGR_SCALE ; 2
pha ; 1
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ldy #1 ; 2
sty HGR_SCALE ; 2
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; setup X and Y co-ords
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ldx FRAME
; no need to and, only called on multipl of 32s
; and #$f0 ; 32, 64, 96, 128, 160, 192, 224, 256
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beq skip_arm
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; tax ; XPOS
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dey ; XPOSH=0
lda #180
jsr HPOSN ; X= (y,x) Y=(a)
ldx #<shape_arm ; 2 ; point to arm shape
jsr xdraw_custom_shape
skip_arm:
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pla ; 1
asl ; 1 ; make twice as big
sta HGR_SCALE ; 2
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lda #85 ; 2 ; long tone
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jsr draw_and_beep ; 3 ; draw and beep
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bit PAGE1 ; 3 ; display page back to page1
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lsr HGR_SCALE ; 2 ; switch scale back
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asl HGR_PAGE ; 2 ; switch draw page to page1
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bpl done_frame ; 2 ; return
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;=======================
; xdraw
;=======================
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xdraw:
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; setup X and Y co-ords
ldy #0 ; XPOSH always 0 for us
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ldx XPOS
lda YPOS
jsr HPOSN ; X= (y,x) Y=(a)
shape_smc:
ldx #<shape_person ; point to our shape
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xdraw_custom_shape:
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ldy #>shape_person ; code fits in one page so this doesn't change
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rot_smc:
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lda OUR_ROT ; set rotation
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jmp XDRAW0 ; XDRAW 1 AT X,Y
; Both A and X are 0 at exit
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;==========================
; draw/beep/undraw
;==========================
draw_and_beep:
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pha ; 1 ; save delay for later
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jsr xdraw ; 3 ; xdraw
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;===========================
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; BEEP (inlined)
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;===========================
beep:
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; BEEP
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; repeat 30 times
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ldx #30 ; 2
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pla ; 1 ; restore delay
tay ; 1 ; move to Y
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tone1_loop:
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tya ; 1 ; load delay
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jsr WAIT ; 3 ; not as accurate as the cycle count
; method before, but saves a few bytes
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lda FRAME ; 2 ; only play tone every 4th frame
and #$3 ; 2
bne no_click ; 2
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bit SPEAKER ; 3 ; click speaker
no_click:
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dex ; 1
bne tone1_loop ; 2
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; WAIT equiv: delay 1/2(26+27A+5A^2) us
; A=2.5 B=13.5 C=13
; Try X=6 Y=21 cycles=757 C=-744 ; WAIT A=14.76
; Try X=6 Y=24 cycles=865 C=-852 ; WAIT A=15.95
; Try X=7 Y=235 cycles=9636 C=-19259 ; WAIT A=85.111
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check_finished:
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; check for keypress
lda KEYPRESS ; 3 ; see if key pressed
bmi exit_to_prompt ; 2 ; loop if not
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lda FRAME ; 2 ; end with big dSr
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bne xdraw ; 2 ; xdraw
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;==================================
; exit to basic
wait_until_keypress:
lda KEYPRESS ; 3 ; see if key pressed
bpl wait_until_keypress ; 2 ; loop if not
exit_to_prompt:
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; bit KEYRESET ; clear keyboard buffer
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jsr TEXT ; 3 ; return to text mode
jmp $3D0 ; 3 ; return to Applesoft prompt
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