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xmas2019: work on music
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cbd11b0185
commit
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@ -1,3 +1,4 @@
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+ Make SINE twice as fast (64 instead of 128 entries?)
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+ rmove sine4
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+ Add snow
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+ Add music
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BIN
xmas_2019/music/jingle.pt3
Normal file
BIN
xmas_2019/music/jingle.pt3
Normal file
Binary file not shown.
@ -167,4 +167,35 @@ hgr_offsets_l:
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.byte <$2050,<$20D0,<$2150,<$21D0,<$2250,<$22D0,<$2350,<$23D0
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div_7_q:
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.byte 0,0,0,0,0,0,0 ; 0..6
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.byte 1,1,1,1,1,1,1 ; 7..13
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.byte 2,2,2,2,2,2,2 ; 14..20
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.byte 3,3,3,3,3,3,3 ; 21..27
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.byte 4,4,4,4,4,4,4 ; 28..34
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.byte 5,5,5,5,5,5,5 ; 35..41
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.byte 6,6,6,6,6,6,6 ; 42..48
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.byte 7,7,7,7,7,7,7 ; 49..55
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.byte 8,8,8,8,8,8,8 ; 56..62
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.byte 9 ; 63
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div_7_r:
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.byte 0,1,2,3,4,5,6 ; 0..6
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.byte 0,1,2,3,4,5,6 ; 7..13
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.byte 0,1,2,3,4,5,6 ; 14..20
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.byte 0,1,2,3,4,5,6 ; 21..27
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.byte 0,1,2,3,4,5,6 ; 28..34
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.byte 0,1,2,3,4,5,6 ; 35..41
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.byte 0,1,2,3,4,5,6 ; 42..48
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.byte 0,1,2,3,4,5,6 ; 49..55
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.byte 0,1,2,3,4,5,6 ; 56..62
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.byte 0 ; 63
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.include "random16.s"
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170
xmas_2019/snow_old.s
Normal file
170
xmas_2019/snow_old.s
Normal file
@ -0,0 +1,170 @@
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; Display falling snow
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; by deater (Vince Weaver) <vince@deater.net>
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; Zero Page
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CH = $24
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CV = $25
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GBASL = $26
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GBASH = $27
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BASL = $28
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BASH = $29
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SEEDL = $4E
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SEEDH = $4F
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HGR_COLOR = $E4
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SNOWX = $F0
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HGR = $F3E2
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NUMFLAKES = 10
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.include "hardware.inc"
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;==================================
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;==================================
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jsr HGR
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bit FULLGR
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display_loop:
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; 0 4 8 c 10 14 18 1c
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; 0 1 2 3 4 5 6 7
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;=========================
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; erase old snow
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ldx #0
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erase_loop:
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lda snow_y,X ; get Y
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lsr
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lsr
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lsr ; divide by 8
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tay
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clc
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lda hgr_offsets_l,Y
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adc snow_x,X
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sta GBASL ; point GBASL to right location
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lda snow_y,X
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asl
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asl
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and #$1f
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clc
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adc hgr_offsets_h,Y
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sta GBASH
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ldy #0
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lda #0
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sta (GBASL),Y
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inx
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cpx #NUMFLAKES
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bne erase_loop
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;==========================
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; move snow
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ldx #0
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move_snow:
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lda snow_y,X ; inc to next line
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cmp #191
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bne just_inc
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lda #0
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sta snow_y,X
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jmp done_inc
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just_inc:
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jsr random16
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lda SEEDL
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and #$f
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beq snow_left
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cmp #$1
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beq snow_right
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inc snow_y,X
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jmp snow_no
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snow_right:
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inc snow_offset,X
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jmp snow_no
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snow_left:
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dec snow_offset,X
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snow_no:
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done_inc:
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inx
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cpx #NUMFLAKES
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bne move_snow
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;=========================
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; draw new snow
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ldx #0
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draw_loop:
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lda snow_y,X
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lsr
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lsr
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lsr
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tay
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clc
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lda hgr_offsets_l,Y
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adc snow_x,X
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sta GBASL
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lda snow_y,X
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asl
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asl
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and #$1f
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clc
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adc hgr_offsets_h,Y
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sta GBASH
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ldy #0
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lda #1
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sta (GBASL),Y
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inx
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cpx #NUMFLAKES
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bne draw_loop
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lda #100
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jsr WAIT
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jmp display_loop ; 3
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snow_x:
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.byte 2,4,6,8,10,12,14,16,18,20
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snow_offset:
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.byte 0,1,2,3,4,5,6,7,0,1
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snow_y:
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.byte 0,0,0,0,0,0,0,0,0,0
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hgr_offsets_h:
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.byte >$2000,>$2080,>$2100,>$2180,>$2200,>$2280,>$2300,>$2380
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.byte >$2028,>$20A8,>$2128,>$21A8,>$2228,>$22A8,>$2328,>$23A8
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.byte >$2050,>$20D0,>$2150,>$21D0,>$2250,>$22D0,>$2350,>$23D0
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hgr_offsets_l:
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.byte <$2000,<$2080,<$2100,<$2180,<$2200,<$2280,<$2300,<$2380
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.byte <$2028,<$20A8,<$2128,<$21A8,<$2228,<$22A8,<$2328,<$23A8
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.byte <$2050,<$20D0,<$2150,<$21D0,<$2250,<$22D0,<$2350,<$23D0
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.include "random16.s"
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