xmas2018: adjusting the screen splits

This commit is contained in:
Vince Weaver 2018-12-17 14:50:40 -05:00
parent 156c01b2ec
commit 4de3183240
3 changed files with 38 additions and 24 deletions

View File

@ -15,7 +15,7 @@ xmas2018.dsk: HELLO XMAS2018 wreath.img.lz4 ball.img.lz4 merry.img.lz4 MUSIC.lz4
$(DOS33) -y xmas2018.dsk BSAVE -a 0xa000 merry.img.lz4 MERRY.LZ4 $(DOS33) -y xmas2018.dsk BSAVE -a 0xa000 merry.img.lz4 MERRY.LZ4
$(DOS33) -y xmas2018.dsk BSAVE -a 0x6000 MUSIC.lz4 MUSIC.LZ4 $(DOS33) -y xmas2018.dsk BSAVE -a 0x6000 MUSIC.lz4 MUSIC.LZ4
# $(DOS33) -y xmas2018.dsk BSAVE -a 0x2000 wreath.img WREATH.IMG # $(DOS33) -y xmas2018.dsk BSAVE -a 0x2000 wreath.img WREATH.IMG
# $(DOS33) -y xmas2018.dsk BSAVE -a 0x2000 ball.img BALL.IMG $(DOS33) -y xmas2018.dsk BSAVE -a 0x4000 ball.img BALL.IMG
#### ####

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@ -57,20 +57,21 @@ ball:
; now we have 322 left ; now we have 322 left
; GR part ; GR part
; bit HIRES ; 4 bit HIRES ; 4
bit SET_GR ; 4 bit SET_GR ; 4
bit FULLGR ; 4 bit FULLGR ; 4
bit PAGE1 ; 4
; 9620 ; 9620
; -8 mode set ; -16 mode set
; - 3 for jmp ; - 3 for jmp
;======= ;=======
; 9609 ; 9601
; Try X=239 Y=8 cycles=9609 ; Try X=18 Y=100 cycles=9601
ldy #8 ; 2 ldy #100 ; 2
baloopA:ldx #239 ; 2 baloopA:ldx #18 ; 2
baloopB:dex ; 2 baloopB:dex ; 2
bne baloopB ; 2nt/3 bne baloopB ; 2nt/3
dey ; 2 dey ; 2
@ -93,36 +94,37 @@ ball_begin_loop:
ball_display_loop: ball_display_loop:
; (40*65)-4 = 2596 ; draw 160 lines of hires PAGE1
bit HIRES ; 4
bit PAGE1 ; 4
; 40 lines of LORES ; (160*65)-8 = 10392
bit LORES ; 4
; Try X=42 Y=12 cycles=2593 R3 ; Try X=43 Y=47 cycles=10388 R4
lda $0 ; nop ; 3 nop
nop
ldy #12 ; 2 ldy #47 ; 2
baloopC:ldx #42 ; 2 baloopC:ldx #43 ; 2
baloopD:dex ; 2 baloopD:dex ; 2
bne baloopD ; 2nt/3 bne baloopD ; 2nt/3
dey ; 2 dey ; 2
bne baloopC ; 2nt/3 bne baloopC ; 2nt/3
; rest of screen is hires page0 ; draw 32 (4) lines of lores PAGE0
; (152*65)-4 = 9876 bit LORES ; 4
bit PAGE0 ; 4
bit HIRES ; 4 ; (32*65)-8 = 2072
; Try X=13 Y=139 cycles=9870 R6 ; Try X=1 Y=188 cycles=2069
nop lda $0
nop
nop
ldy #139 ; 2 ldy #188 ; 2
baloopE:ldx #13 ; 2 baloopE:ldx #1 ; 2
baloopF:dex ; 2 baloopF:dex ; 2
bne baloopF ; 2nt/3 bne baloopF ; 2nt/3
dey ; 2 dey ; 2

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@ -102,8 +102,13 @@ apple_iie:
jsr lz4_decode jsr lz4_decode
; load BALL.IMG to $4000
lda #<ball_filename
sta namlo
lda #>ball_filename
sta namhi
jsr opendir ; open and read entire file into memory
;================== ;==================
; Init mockingboard ; Init mockingboard
@ -204,6 +209,13 @@ wreath_filename: ;.byte "WREATH.LZ4 "
.byte $A0,$A0,$A0,$A0,$A0,$A0,$A0,$A0 .byte $A0,$A0,$A0,$A0,$A0,$A0,$A0,$A0
.byte $A0,$A0,$A0,$A0,$A0,$A0 .byte $A0,$A0,$A0,$A0,$A0,$A0
ball_filename: ;.byte "BALL.IMG "
.byte 'B'|$80,'A'|$80,'L'|$80,'L'|$80,'.'|$80,'I'|$80,'M'|$80,'G'|$80
.byte $A0,$A0,$A0,$A0,$A0,$A0,$A0,$A0
.byte $A0,$A0,$A0,$A0,$A0,$A0,$A0,$A0
.byte $A0,$A0,$A0,$A0,$A0,$A0
music_filename: ;.byte "MUSIC.LZ4 " music_filename: ;.byte "MUSIC.LZ4 "
.byte 'M'|$80,'U'|$80,'S'|$80,'I'|$80,'C'|$80,'.'|$80,'L'|$80,'Z'|$80 .byte 'M'|$80,'U'|$80,'S'|$80,'I'|$80,'C'|$80,'.'|$80,'L'|$80,'Z'|$80
.byte '4'|$80,$A0,$A0,$A0,$A0,$A0,$A0,$A0 .byte '4'|$80,$A0,$A0,$A0,$A0,$A0,$A0,$A0