2018-03-26 01:53:41 +00:00
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\documentclass[twocolumn]{article}
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\usepackage{graphicx}
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2018-04-02 05:17:51 +00:00
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\usepackage{url}
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\usepackage{hyperref}
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2018-04-06 05:43:34 +00:00
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\usepackage{fancyvrb}
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2018-03-26 01:24:26 +00:00
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2018-03-26 01:53:41 +00:00
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\begin{document}
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2018-04-02 05:17:51 +00:00
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\title{Making an 8k Low-resolution Graphics Demo for the Apple II}
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2018-04-04 05:13:25 +00:00
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\author{by DEATER, AKA Vincent M. Weaver}
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2018-04-02 05:17:51 +00:00
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\date{}
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2018-03-26 01:53:41 +00:00
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\maketitle
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2018-04-02 05:17:51 +00:00
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\section{Why would anyone do this?}
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2018-04-04 05:13:25 +00:00
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While making an inside-joke filled game for my retro system of choice,
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the Apple II, I needed to create a Final-Fantasy-esque
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flying-over-the-planet sequence.
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2018-04-23 23:37:56 +00:00
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I was originally going to fake this, but why fake graphics when you
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can laboriously spend weeks implementing the effect for real.
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It turns out the Apple II is just barely capable of generating
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the effect in real time.
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2018-04-04 05:13:25 +00:00
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Once I got the code working I realized it would be great as part of a
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2018-04-23 23:37:56 +00:00
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graphical demo, so off on that tangent I went.
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This went well, despite the fact that all I knew about the demoscene I
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had learned from a few viewings of the Future Crew {\em Second Reality} demo
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combined with dimly remembered Commodore 64 and Amiga usenet flamewars.
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2018-04-02 05:17:51 +00:00
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2018-04-04 05:13:25 +00:00
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% from a few decades ago.
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2018-04-02 05:17:51 +00:00
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% This started out as some SNES style mode7 pseudo-3d graphics code
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% I came up with while working on my TF7 game. The graphics looked
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% pretty cool, so I started developing a demo around it.
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2018-04-04 05:13:25 +00:00
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%To make thins even better, the code ended up being roughly around 8kB so a
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%lot of time was wasted fitting it under that arbitrary size limitation.
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2018-04-02 05:17:51 +00:00
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2018-04-04 05:13:25 +00:00
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While I hope you enjoy the description of the demo and the work that
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2018-04-23 23:37:56 +00:00
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went into it, I suspect this whole enterprise is primarily of note
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due to the dearth of demos for the Apple II platform.
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2018-04-04 05:13:25 +00:00
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%So in the end this ends up being impressive mostly because so few people
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%have bothered to write demos for this particular platform.
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2018-04-23 23:37:56 +00:00
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If you are truly interested in seeing impressive Apple II demos,
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I would like to make a shout out to FrenchTouch whose works
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put this one to shame.
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2018-04-02 05:17:51 +00:00
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% The codesize ended up being roughly around 8kB, so I thought I'd
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% make it into an 8k demo. There aren't many out there for the Apple II.
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% and a Mockingboard sound card.
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% The demo tries to hit the lowest common denominator for Apple II systems,
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% so in theory you could have run this on an Apple II in 1977 if you
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% were rich enough to afford 48k of RAM. The Mockingboard sound wasn't
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% available until 1981, but still this all predates the Commodore 64.
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%I was writing a game for the Apple II and realized I had come up with
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%some clever Super-Nintendo (SNES) style graphics routines that were just
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%crying to be turned into a demo-scene style demo.
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%The Apple II was the first computer I had access too, and I grew up in an odd
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%neighborhood where it was all Apples and not a Commodore to be seen.
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%My family long ago got rid of our machine, but I rescued an Apple IIe platinum
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%from the dumpster one day and have dragged it from state to state ever since.
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%I find 6502 assembly to be oddly therapeutic, and will code in it when other
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%projects become too stressful. Especially when Linux up and hangs on me
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%because firefox tried to do something stupid in javascript. I then pine for
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%the days when you could do something useful in 64k of RAM, and not have your
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%machine fall over because somehow 4GB is not enough.
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%Background:
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%The Apple II was the first computer I programmed on, lo many years ago.
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%Mostly in Applesoft BASIC (which ended up being the only Microsoft product
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%I ever liked) but I was starting to get into assembly language about the
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%time my family got a 386 system.
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%I've revisited over the years, with some 6502 programming to show I could.
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%My skills were not that great, I had one of my size-optimization projects
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%crowd re-optimized. For a while I had a side-gig re-optimizing modern games
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%in BASIC, before getting sidetracked into going full in on 6502 assembly
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%again.
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%Introduced in 1977.
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%The Apple II runs at 1.XX check Megahertz. 6502, which can easily
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%address 64 kB of RAM (more with bank switching). Shipped with as little
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%as 4kB of RAM. Three registers, (A,X,Y) but a large ``zero page'' which
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%gives you register-like actions on the first 256 bytes of RAM.
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%
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%DOS3.3 operating system with 140k floppies. Amazing programming by Wozniak,
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%allowing all kinds of floppy protection shenanigans (cite 4am, previous
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%article).
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\section{The Hardware}
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2018-04-04 05:13:25 +00:00
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The Apple II was introduced in 1977.
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This demo should run on an original system, though I do not
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have hardware quite that old to test on.
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I like to troll C64 fans by noting this predates the Commodore 64 by
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five years.
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\vspace{1ex}
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\noindent
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{\bf CPU, RAM and Storage:}
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The Apple II has a 6502 processor running at roughly 1.023MHz.
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Early models only shipped with 4k of RAM, but later 48k, 64k, and 128k
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systems were common.
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While the demo itself fits in 8k, it decompresses to a larger size and uses
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a full 48k of RAM;
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this would have been very expensive in 1977.
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2018-04-06 05:43:34 +00:00
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See Figure~\ref{fig:map} for a diagram of the memory map.
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2018-04-04 05:13:25 +00:00
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Also in 1977 you would probably be loading this from cassette tape.
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It would be another year before Woz's single-sided
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$5\frac{1}{4}$" Disk II came about (eventually offering 140k of
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storage per side with the release of Apple DOS3.3 in 1980).
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\vspace{1ex}
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\noindent
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{\bf Sound:}
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The only sound available in a stock Apple II is a bit-banged speaker.
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There was no timer interrupt; if you wanted music you had to cycle-count
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via the CPU to get the waveforms you needed.
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The demo uses a Mockingboard soundcard which was introduced in 1981.
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This board contains dual AY-3-8910 sound generation chips connected via
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6522 I/O chips.
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Each sound chip provides 3 channels of square waves as well as noise and
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envelope effects.
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\vspace{1ex}
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\noindent
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{\bf Graphics:}
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It is hard to imagine now, but the Apple II had nice graphics for its time.
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Compared to later competitors, however, it had some limitations.
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\begin{center}
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\begin{tabular}{|c|c|}
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\hline
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Hardware Sprites & No \\
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User-defined charset & No \\
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Blanking interrupts & No \\
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Palette selection & No \\
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Linear framebuffer & No \\
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Hardware scrolling & No \\
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Hardware page flip & Yes \\
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\hline
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\end{tabular}
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\end{center}
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The hi-res graphics mode was a complex mess of NTSC hacks by Woz.
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You got approximately 280x192 resolution, with 6 colors available.
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However the colors were from NTSC artifacts and there were limitations
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on which colors could be next to each other (in blocks of 3.5 pixels).
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There was plenty of fringing on edges, and colors changed depending on
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whether they were drawn at odd or even pixels.
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To add to the madness, the framebuffer is interleaved in a complex way,
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and pixels are drawn least-significant-bit first (all of this to make
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DRAM refresh better and to shave a few 7400 series logic chips from the design).
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You do get two pages of graphics, Page 1 is at
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\$2000\footnote{On 6502 systems hexadecimal values are
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indicated by the dollar sign}
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and Page 2 at \$4000.
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Optionally 4 lines of text can be shown at the bottom of the
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screen instead of graphics.
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The lo-res mode is a bit easier to use.
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It provides 40x48 blocks (40x40 if the four
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lines of text are displayed at the bottom).
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Fifteen colors are available (there are two greys which are indistinguishable).
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Again the addresses are interleaved. Lo-res Page 1 is at \$400
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and Page 2 is at \$800.
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Some amazing effects can be achieved by cycle counting, reading
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the floating bus, and racing the beam while toggling graphics
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modes on the fly.
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Unfortunately for you this demo does not do any of those things
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so you will not be reading about that today.
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%Later models added double low-res (80x48) and double hi-res (x y in
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%NTSC 15 color) but didn't appear until 198x, and only on later IIe, IIc
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%models.
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%Apple also came out with the IIgs which arguably was much more advanced
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%and cheaper than the Mac, but Apple cancelled the II line much to the
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%sadness of the users (Apple II forever).
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2018-04-04 05:13:25 +00:00
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\section{Development Setup}
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2018-03-26 01:24:26 +00:00
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2018-04-04 05:13:25 +00:00
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I do all of my coding under Linux, using the nano text editor.
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I use the ca65 assembler from the cc65 project, which I find to be a reasonable
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tool although many ``real'' Apple II programmers look down on it for some
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reason.
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2018-04-04 05:13:25 +00:00
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I cross-compile the code, construct Apple DOS3.3 disk images using
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custom tools I have written, and then do most testing in an emulator.
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AppleWin (run under the wine emulator) is the easiest to use, but
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MESS/MAME has cleaner sound.
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2018-04-04 05:13:25 +00:00
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Once the code appears to work, I put it on a USB stick and transfer
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to actual hardware using a CFFA3000 disk emulator installed in
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the actual Apple II (an Apple IIe platinum edition).
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2018-03-26 01:24:26 +00:00
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2018-04-02 05:17:51 +00:00
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%\section{Related Work}
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%
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%See anything by the group FrenchTouch, whose Apple II demos outclass
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%mine by a lot.
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% http://www.deater.net/weave/vmwprod/mode7_demo/
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2018-04-06 05:43:34 +00:00
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\begin{figure}[tb]
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\begin{center}
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\includegraphics[width=2in]{figures/hidden_vmw.png}
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\end{center}
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\caption{VMW logo hidden in the executable data.\label{fig:vmw}}
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\end{figure}
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\begin{figure}[tb]
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\begin{center}
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\includegraphics[width=\columnwidth]{figures/mode7_demo_title.png}
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\end{center}
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\caption{The title screen.\label{fig:title}}
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\end{figure}
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\begin{figure}[tb]
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\begin{center}
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\includegraphics[width=\columnwidth]{figures/m7_screen1.jpg}
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\caption{Bouncing ball on infinite checkerboard.\label{fig:ball}}
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\end{center}
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\end{figure}
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\begin{figure}[tb]
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\begin{center}
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\includegraphics[width=\columnwidth]{figures/m7_screen4.jpg}
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\caption{Spaceship flying over an island.\label{fig:tb1}}
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\end{center}
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\end{figure}
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\begin{figure}[tb]
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\begin{center}
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\includegraphics[width=\columnwidth]{figures/m7_screen3.jpg}
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\end{center}
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\caption{Spaceship with starfield.\label{fig:stars}}
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\end{figure}
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\begin{figure}[tb]
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\begin{center}
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\includegraphics[width=\columnwidth]{figures/m7_screen2.jpg}
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\end{center}
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\caption{Rasterbars, stars, and credits. Stealth Susie was a particularly
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well-traveled guinea pig.
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\label{fig:credits}}
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\end{figure}
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2018-04-02 05:17:51 +00:00
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\section{The Demo}
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\subsection{BOOTLOADER}
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2018-04-04 05:13:25 +00:00
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An Applesoft BASIC ``HELLO'' program loads the binary automatically at bootup.
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This does not count towards the executable size, as you could manually BRUN
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the 8k program if you wanted.
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2018-04-02 05:17:51 +00:00
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2018-04-04 05:13:25 +00:00
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To make the loading time slightly more interesting the binary is loaded at
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address \$2000 (hi-res page1) and BASIC is nice enough to enable
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graphics mode first so you can watch the display get filled with the random
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pattern of the compressed image.
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This entirely fills the 8k of the display, or would
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if we POKEd the right address to turn off
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the 4 lines of text on the bottom of the screen.
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2018-04-04 05:13:25 +00:00
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Upon loading, execution starts at address \$2000
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\subsection{DECOMPRESSER}
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2018-04-04 05:13:25 +00:00
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The binary is encoded with the LZ4 algorithm.
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We flip to hi-res Page 2 and decompress there so the user continues to get
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a show of random noise.
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The 6502 size-optimized LZ4 decompression code was written by qkumba
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(Peter Ferrie).
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% http://pferrie.host22.com/misc/appleii.htm
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The program and data decompress to around 22k starting at \$4000.
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It over-writes parts of DOS3.3, but since we will not be using the disk
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any more this is not an issue.
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If you look carefully at the upper left corner of the screen during
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decompress you will see my triangular logo, which is supposed to evoke
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my VMW initials (see Figure~\ref{fig:vmw}).
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To do this I had to put the proper bit pattern at the interleaved
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addresses of \$4000, \$4400, \$4800, and \$4C00.
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This turned out to be way more trouble than it was worth.
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As an interesting note, the image data at \$4000 is executed as it maps
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to (mostly) harmless code.
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The demo was optimized to fit in 8k, and this is difficult when your program
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is compressed.
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Removing instructions sometimes makes the binary {\em larger} as it no longer
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compresses as well.
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Long runs of values (such as 0 padding) are essentially free.
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This mostly turned into an exercise of guess-and-check until everything fit.
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2018-04-02 05:17:51 +00:00
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\subsection{FADE EFFECT}
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2018-04-04 05:13:25 +00:00
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The title screen fades in from black.
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2018-04-02 05:17:51 +00:00
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2018-04-04 05:13:25 +00:00
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This is a software hack as the Apple II does not have palette support.
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The image is loaded to an off-screen buffer and a lookup table is used to
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copy in the faded versions on the fly.
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\subsection{TITLE SCREEN}
|
|
|
|
|
|
|
|
|
2018-04-04 05:13:25 +00:00
|
|
|
Once decompression is done, execution continues at address \$4000.
|
|
|
|
We switch to low-res mode for the rest of the demo.
|
|
|
|
|
|
|
|
A title screen is loaded, as seen in Figure~\ref{fig:title}.
|
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|
|
The image is run-length encoded (RLE) which is
|
|
|
|
probably unnecessary when being further LZ4 encoded.
|
|
|
|
(The LZ4 compression was a late addition to this endeavor).
|
|
|
|
|
|
|
|
Why not save some space and just load our demo at \$400 and negate the need
|
|
|
|
to copy the image in place?
|
|
|
|
Remember the graphics are 40x48 (shared with the text display region).
|
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|
|
It might be easier to think of it as 40x24 characters, with the top / bottom
|
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|
|
4-bits of each ASCII character being interpreted as colors for a half-height
|
|
|
|
block.
|
|
|
|
If you do the math you will find this takes 960 bytes of space, but the memory
|
|
|
|
map reserves 1k for this mode.
|
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|
|
There are ``holes'' in the address range that are not displayed, and
|
|
|
|
various pieces of hardware can use these as scratchpad memory.
|
|
|
|
This means just overwriting the whole 1k with data might not work out well
|
|
|
|
unless you know what you are doing.
|
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|
|
To this end the RLE decompression code skips the holes just to be safe.
|
|
|
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|
The title screen has scrolling text at the bottom.
|
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|
This is nothing fancy, the text is in a buffer off screen and a 40x4
|
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|
|
chunk of RAM is copied in every so many cycles.
|
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|
|
You might notice that there is tearing/jitter in the scrolling even
|
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|
|
though we are double-buffering the graphics.
|
|
|
|
Sadly there is not a reliable cross-platform way to get the VBLANK info
|
|
|
|
on Apple II machines, especially the older models.
|
|
|
|
This is even more noticeable in the recorded video, as the capture card and
|
|
|
|
movie encoding conspire to make this look worse than things look in person.
|
2018-04-02 05:17:51 +00:00
|
|
|
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|
|
|
\subsection{MOCKINGBOARD MUSIC}
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|
|
2018-04-04 05:13:25 +00:00
|
|
|
No demo is complete without some exciting background music.
|
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|
|
I like chiptune music, especially the kind you can find that is made
|
|
|
|
for AY-3-8910 based systems.
|
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|
|
I gained some expertise during the long wait for my Mockingboard to arrive
|
|
|
|
by building a Raspberry Pi chiptune player that is essentially the same
|
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|
|
hardware.
|
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|
|
|
|
|
|
The song being played is a stripped down and re-arranged version of
|
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|
|
``Electric Wave'' from CC'00 by EA (Ilya Abrosimov).
|
|
|
|
|
|
|
|
Most of my sound infrastructure involves YM5 files, a format commonly
|
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|
|
used by ZX Spectrum and ATARI ST users.
|
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|
|
These are essentially just AY-3-8910 register dumps taken at 50Hz.
|
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|
|
To play these back just set up the sound card to interrupt 50 times a second
|
|
|
|
and then write out the 14 register values from that frame.
|
|
|
|
|
|
|
|
% To program the Mockingboard, each AY-3-8910 chip has 14 sound related
|
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|
|
% registers that control the 3 channels. Each AY chip has a dedicated
|
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|
|
% VIA 6522 parallel I/O chip that handles the I/O.
|
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|
|
|
|
|
|
Writing out the registers quickly enough is a challenge on the Apple II.
|
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|
|
For each register you have to do a handshake then set both the register
|
|
|
|
number and the value.
|
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|
|
It is hard to do this in less than forty 1MHz cycles for each register.
|
|
|
|
With complex chiptune files (especially those written on an ST with much
|
|
|
|
faster hardware) it is sometimes not possible to get exact playback
|
|
|
|
due to the delay.
|
|
|
|
Further slowdown happens as you want to write both AY chips (the output
|
|
|
|
is stereo, with one AY on the left and one on the right).
|
2018-04-06 05:03:21 +00:00
|
|
|
To help with latency on playback we keep track of the last frame written
|
|
|
|
and only write to the registers that have changed.
|
2018-04-04 05:13:25 +00:00
|
|
|
|
|
|
|
% I have a whole suite of code for manipulating YM sound data, in my
|
|
|
|
% vmw-meter git repository.
|
|
|
|
|
|
|
|
Our code detects a Mockingboard at startup, we are lazy and only support
|
|
|
|
finding the card in Slot 4 (which is a fairly typically location).
|
|
|
|
% The first step for getting this to work is detecting if a Mockingboard is
|
|
|
|
%% there. This can be in any slot 1-7 on the Apple II, though typically
|
|
|
|
% Slot 4 is standard (in this demo we only check slot 4).
|
|
|
|
The board is initialized, and then one of the 6522 timers is set to
|
|
|
|
interrupt at 25Hz.
|
|
|
|
% (it has to be an on-board timer as the default
|
|
|
|
% Apple II has no timers).
|
|
|
|
Why 25Hz and not 50Hz? At 50Hz with 14 registers you use 700 bytes/s.
|
|
|
|
So a 2 minute song would take 84k of RAM, much more than is available.
|
|
|
|
To allow the song to fit in memory (without the fancy circular buffer
|
2018-04-06 05:03:21 +00:00
|
|
|
decompression utilized in my VMW Chiptune Player music-disk demo) we have
|
|
|
|
to reduce the size.
|
|
|
|
First the music is changed so it only needs to be updated at 25Hz.
|
|
|
|
Then the register data is compressed from 14 bytes to 11 bytes by stripping off
|
|
|
|
the envelope effects and packing together fields that have unused bits.
|
2018-04-04 05:13:25 +00:00
|
|
|
In the end the sound quality suffered a bit, but we were able to fit an
|
|
|
|
acceptably catchy chiptune inside of our 8k payload.
|
2018-04-02 05:17:51 +00:00
|
|
|
|
|
|
|
\subsection{MODE7 BACKGROUND}
|
|
|
|
|
2018-04-06 05:03:21 +00:00
|
|
|
``Mode7'' is a Super Nintendo (SNES) graphics mode that takes a tiled
|
|
|
|
background to be transformed by rotation and scaling.
|
|
|
|
The most common effect was to squash it out to the horizon, giving
|
|
|
|
a three-dimensional look.
|
|
|
|
The SNES did these transforms in hardware, but in this demo we implement
|
|
|
|
them in software.
|
2018-04-02 05:17:51 +00:00
|
|
|
|
2018-04-06 05:03:21 +00:00
|
|
|
% As found on Wikipedia, the transform is of the type
|
|
|
|
%
|
|
|
|
% [x'] = [a b]([x]-[x0])+[x0]
|
|
|
|
% [y'] [c d]([y] [y0]) [y0]
|
|
|
|
|
|
|
|
Our algorithm is based on code by Martijn van Iersel.
|
|
|
|
It iterates through each y line on the screen and calculates based on
|
|
|
|
the camera location: height ({\em spacez}), x and y coordinates
|
|
|
|
({\em cx} and {\em cy}) and the {\em angle}.
|
|
|
|
|
|
|
|
First calculate the distance
|
|
|
|
d = (z*yscale)/(y+horizon)
|
|
|
|
Then calculate the horizontal scale (distance between points on
|
|
|
|
this line)
|
|
|
|
h = d/xscale
|
|
|
|
Then calculate delta x and delta y values
|
|
|
|
dx = -sin(angle)*h
|
|
|
|
dy = cos(angle)*h
|
|
|
|
It then calculates the starting offset of the left side of the line in
|
|
|
|
the tile lookup:
|
|
|
|
tilex = cx + (d*cos(angle) - (width/2) * dx;
|
|
|
|
tiley = cy + (d*sin(angle) - (width/2) * dy;
|
|
|
|
Now iterate the inner loop, where we lookup the tile color for each pixel
|
|
|
|
on the horizontal line.
|
|
|
|
putpixel (x, y, tilelookup(tilex,tiley)
|
|
|
|
tilex += dx;
|
|
|
|
tiley += dy;
|
|
|
|
|
|
|
|
{\bf Optimizations}
|
|
|
|
|
|
|
|
We managed to take this algorithm and speed it up in the following ways:
|
|
|
|
\begin{itemize}
|
|
|
|
\item blah
|
|
|
|
\end{itemize}
|
|
|
|
|
2018-04-02 05:17:51 +00:00
|
|
|
For our code, we managed to reduce things to a small number of additions
|
|
|
|
and subtractions for each pixel on the screen. Of course the 6502 can't
|
|
|
|
do floating point, so we do fixed point math. We convert as much as we
|
|
|
|
can to table lookups that are pre-calculated. We also make liberal use
|
|
|
|
of self-modifying code.
|
|
|
|
|
2018-04-06 05:03:21 +00:00
|
|
|
{\bf Fast Multiply:}
|
|
|
|
|
2018-04-02 05:17:51 +00:00
|
|
|
Despite all of this there are still some cases where we have to do a
|
|
|
|
16bit x 16bit = 32bit multiply, something that is *really* slow on 6502,
|
|
|
|
around 700 cycles (for a 8.8 x 8.8 fixed point multiply).
|
|
|
|
|
|
|
|
To make this faster we use a method described by Stephen Judd.
|
|
|
|
|
|
|
|
The key to note is that $(a+b)^{2} = a^{2}+2ab+b^{2}$
|
|
|
|
and $(a-b)^{2}=a^{2}-2ab+b^{2}$
|
|
|
|
and if you add them you can simplify to:
|
|
|
|
$a\times b =\frac{(a+b)^{2}}{4} - \frac{(a-b)^2}{4}$
|
|
|
|
|
|
|
|
This is you have a table of squares from 0..511 (all 8-bit a+b and a-b
|
|
|
|
will fall in this range) then you can convert a multiply into a table
|
|
|
|
lookup plus a subtract.
|
|
|
|
|
|
|
|
The downsize is you will need 2kB of squares lookup tables (which can
|
|
|
|
be generated at startup). This reduces the multiply cost to the order
|
|
|
|
of 200 to 250 cycles.
|
|
|
|
|
|
|
|
By using the fast multiply and a lot of careful optimization you can
|
|
|
|
generate a Mode7 background in 40x40 graphics mode at about 5 frames/second.
|
|
|
|
|
|
|
|
The engine can be parameterized with different tilesets to use, which we
|
|
|
|
do to provide both a black+white checkerboard background, as well as the
|
|
|
|
island background from the TFV game.
|
|
|
|
|
|
|
|
\subsection{BOUNCING BALL ON CHECKERBOARD}
|
|
|
|
|
2018-04-06 05:03:21 +00:00
|
|
|
The first scence starts out viewing an infinite checkerboard.
|
|
|
|
Any demo would be incomplete without some sort of bouncing geometric solid,
|
|
|
|
in our case a pink sphere.
|
|
|
|
This was accomplished with 16 sprites:
|
|
|
|
the sphere was modeled in OpenGL inside of a 20 year old game engine
|
|
|
|
and screenshots were taken then reduced in keeping with the size and
|
|
|
|
color limitations.
|
|
|
|
Similarly the shadow is also just sprites.
|
2018-04-04 05:13:25 +00:00
|
|
|
|
2018-04-06 05:03:21 +00:00
|
|
|
The clicking noise on bounce is generated by accessing the speaker port
|
|
|
|
at address \$C030.
|
|
|
|
This gives some sound for those viewing the demo without a Mockingboard.
|
2018-03-26 01:24:26 +00:00
|
|
|
|
2018-04-02 05:17:51 +00:00
|
|
|
\subsection{TFV SPACESHIP FLYING}
|
2018-03-26 01:24:26 +00:00
|
|
|
|
2018-04-04 05:13:25 +00:00
|
|
|
|
2018-04-06 05:43:34 +00:00
|
|
|
This next scene has a spaceship flying over an island.
|
2018-04-06 05:03:21 +00:00
|
|
|
The spaceship, water splash, and shadows are all sprites.
|
|
|
|
They are all drawn in software as the Apple II has no sprite hardware.
|
2018-04-06 05:43:34 +00:00
|
|
|
The path the ship takes is pre-recorded; this is adapted from the
|
|
|
|
Talbot Fantasy~7 game engine with the keyboard code replaced by a hard-coded
|
|
|
|
script of actions to take.
|
2018-03-26 01:24:26 +00:00
|
|
|
|
2018-04-02 05:17:51 +00:00
|
|
|
\subsection{STARFIELD}
|
2018-03-26 01:24:26 +00:00
|
|
|
|
2018-04-06 05:43:34 +00:00
|
|
|
The spaceship takes to the stars.
|
|
|
|
This is typical starfield code.
|
|
|
|
Only 16 stars are modeled, and the movement code re-uses the
|
|
|
|
same fast-multiply routine described previously.
|
|
|
|
|
|
|
|
The star positions require random number generation, but this is not
|
|
|
|
fast on the 6502.
|
|
|
|
Originally we had a 256-byte blob of pre-generated ``random'' values
|
|
|
|
included in the code.
|
|
|
|
This wasted space, so now instead we just use our code at address
|
|
|
|
at \$5000 as if it were a block of random numbers.
|
|
|
|
This was arbitrarily chosen, and it is not as random as it could be
|
|
|
|
as seen when the ship enters hyperspace the lower right quadrant has fewer
|
|
|
|
starts than one could desire.
|
|
|
|
A simple state machine controls star speed, ship movement, hyperspace,
|
|
|
|
background color (for the blue flash) and the eventual sequence of sprites
|
|
|
|
as the ship vanishes into the distance.
|
2018-03-26 01:24:26 +00:00
|
|
|
|
2018-04-02 05:17:51 +00:00
|
|
|
\subsection{RASTERBARS/CREDITS}
|
2018-03-26 01:24:26 +00:00
|
|
|
|
2018-04-06 05:43:34 +00:00
|
|
|
Once the ship has departed, it is time for the credits as the stars
|
|
|
|
continue to run.
|
2018-03-26 01:24:26 +00:00
|
|
|
|
2018-04-06 05:43:34 +00:00
|
|
|
The text is written to the bottom 4 lines of the screen and appears
|
|
|
|
to be surrounded by low-res graphics blocks.
|
|
|
|
Mixed graphics/text would generally not be possible on the Apple II, although
|
|
|
|
with careful cycle counting and mode switching groups such as FrenchTouch
|
|
|
|
have achieved this effect.
|
|
|
|
I was lazy and instead used inverse-mode space characters which appear the same
|
|
|
|
as white graphics blocks.
|
2018-03-26 01:24:26 +00:00
|
|
|
|
2018-04-06 05:43:34 +00:00
|
|
|
The rasterbar effect is not really rasterbars, it's just a colorful assortment
|
|
|
|
of horizontal lines drawn at a location determined with a sine lookup table.
|
|
|
|
Horizontal lines can take a surprising amount of time to draw, so this
|
|
|
|
was optimized using inlining and a few other methods.
|
2018-03-26 01:24:26 +00:00
|
|
|
|
2018-04-06 05:43:34 +00:00
|
|
|
The rotating text is done by just rapidly rotating the output string through
|
|
|
|
the ASCII table, with the clicking effect again by hitting the speaker
|
|
|
|
at address \$C030.
|
|
|
|
The list of people to thank ended up being extremely critical to fitting in 8kB,
|
|
|
|
as unique text strings do not compress well.
|
|
|
|
I apologize to everyone whose moniker got compressed beyond recognition,
|
|
|
|
and I am still not totally happy with the centering of the text.
|
2018-03-26 01:24:26 +00:00
|
|
|
|
2018-04-06 05:43:34 +00:00
|
|
|
\section{Obtaining the Code}
|
2018-03-26 01:24:26 +00:00
|
|
|
|
2018-04-02 05:17:51 +00:00
|
|
|
More details, disk image, and full source can be found at the website:
|
|
|
|
\url{http://www.deater.net/weave/vmwprod/mode7_demo/}
|
2018-03-26 01:24:26 +00:00
|
|
|
|
2018-04-06 05:43:34 +00:00
|
|
|
%\section{Appendix: Memory Map}
|
|
|
|
|
2018-03-26 01:24:26 +00:00
|
|
|
|
2018-04-06 05:43:34 +00:00
|
|
|
\begin{figure}
|
|
|
|
\begin{center}
|
|
|
|
\begin{scriptsize}
|
|
|
|
\begin{BVerbatim}
|
2018-04-04 05:13:25 +00:00
|
|
|
------------- $ffff
|
|
|
|
| ROM/IO |
|
|
|
|
------------- $c000
|
|
|
|
| |
|
|
|
|
| Uncompressed|
|
|
|
|
| Code/Data |
|
|
|
|
| |
|
|
|
|
------------- $4000
|
|
|
|
| Compressed |
|
|
|
|
| Code |
|
|
|
|
------------- $2000
|
|
|
|
| free |
|
|
|
|
------------- $1c00
|
|
|
|
| Scroll |
|
|
|
|
| Data |
|
|
|
|
------------- $1800
|
|
|
|
| Multiply |
|
|
|
|
| Tables |
|
|
|
|
------------- $1000
|
|
|
|
| LORES pg 3 |
|
|
|
|
------------- $0c00
|
|
|
|
| LORES pg 2 |
|
|
|
|
------------- $0800
|
|
|
|
| LORES pg 1 |
|
|
|
|
------------- $0400
|
|
|
|
|free/vectors |
|
|
|
|
------------- $0200
|
|
|
|
| stack |
|
|
|
|
------------- $0100
|
|
|
|
| zero pg |
|
|
|
|
------------- $0000
|
2018-04-06 05:43:34 +00:00
|
|
|
\end{BVerbatim}
|
|
|
|
\end{scriptsize}
|
2018-04-04 05:13:25 +00:00
|
|
|
\end{center}
|
2018-04-06 05:43:34 +00:00
|
|
|
\caption{Memory Map (not to scale)\label{fig:map}}
|
|
|
|
\end{figure}
|
|
|
|
|
|
|
|
|
2018-03-26 01:24:26 +00:00
|
|
|
|
2018-03-26 01:53:41 +00:00
|
|
|
\end{document}
|