lemm: adjust timing in the split screen

was trying to fix issue with retrotink-2x display, but didn't help
and things look fine on real CRT
This commit is contained in:
Vince Weaver 2022-03-16 23:12:33 -04:00
parent e4edbf2fb7
commit 90815dd181
4 changed files with 55 additions and 8 deletions

View File

@ -5,7 +5,10 @@ LZSA = ~/research/lzsa/lzsa/lzsa
B2D = ../../../utils/bmp2dhr/b2d
HGR_SPRITE = ../../../utils/hgr-utils/hgr_make_sprite
all: graphics_test.inc graphics_level1.inc graphics_level5.inc sprites.inc
all: graphics_test.inc \
graphics_level1.inc \
graphics_level2.inc \
graphics_level5.inc sprites.inc
###
@ -24,6 +27,13 @@ graphics_level1.inc: \
echo "level1_lzsa: .incbin \"level1.lzsa\"" > graphics_level1.inc
echo "level1_preview_lzsa: .incbin \"level1_preview.lzsa\"" >> graphics_level1.inc
graphics_level2.inc: \
level2.lzsa
# level1_preview.lzsa
echo "level2_lzsa: .incbin \"level2.lzsa\"" > graphics_level2.inc
# echo "level1_preview_lzsa: .incbin \"level1_preview.lzsa\"" >> graphics_level1.inc
graphics_level5.inc: \
level5.lzsa \
level5_preview.lzsa
@ -138,6 +148,14 @@ level1_preview.lzsa: level1_preview.hgr
level1_preview.hgr: level1_preview.png
$(PNG2HGR) level1_preview.png > level1_preview.hgr
###
level2.lzsa: level2.hgr
$(LZSA) -r -f2 level2.hgr level2.lzsa
level2.hgr: level2.png
$(PNG2HGR) level2.png > level2.hgr
###

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@ -185,6 +185,10 @@ split_screen_iie:
; wait for vblank on IIe
; positive? during vblank
; bit SET_GR ; 4
; bit HIRES ; 4
; bit FULLGR
wait_vblank_iie:
lda VBLANK
bmi wait_vblank_iie ; wait for positive (in vblank)
@ -198,8 +202,6 @@ split_loop:
; hires for 64 lines
; each line 65 cycles (25 hblank+40 bytes)
bit HIRES ; 4
bit SET_GR ; 4
; (64*65)-8 = 4160-8 = 4152
@ -214,25 +216,51 @@ loop2: dex ; 2
dey ; 2
bne loop1 ; 2nt/3
; text for 128 lines + horizontal blank
; vblank = 4550 cycles
; (128*65)+4550-15 = 8320+4550-15 = 12855
bit LORES ; 4
bit SET_TEXT ; 4
; (128*65)+4550-15 = 8320+4550-15 = 12855
; ZZZZ 8305
; Try X=68 Y=24 cycles=8305
ldy #24 ; 2
loop13: ldx #68 ; 2
loop14: dex ; 2
bne loop14 ; 2nt/3
dey ; 2
bne loop13 ; 2nt/3
bit SET_GR ; 4
bit HIRES ; 4
; don't really need to split this up? Was trying
; to get retrotink to display properly instead of black/white
; Try X=150 Y=17 cycles=12853
nop ; 2
; ZZZZ 4550
ldy #17 ; 2
loop3: ldx #150 ; 2
; Try X=13 Y=64 cycles=4545
nop ; 2
lda $0 ; 3
ldy #64 ; 2
loop3: ldx #13 ; 2
loop4: dex ; 2
bne loop4 ; 2nt/3
dey ; 2
bne loop3 ; 2nt/3
lda KEYPRESS ; 4
bpl split_loop ; 2nt/3t

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@ -318,7 +318,7 @@ load_song_chunk_good:
.include "intro_level1.s"
.include "draw_flames.s"
.include "draw_door.s"
.include "wait.s"
.include "hgr_hlin.s"
.include "hgr_vlin.s"
.include "update_menu.s"
@ -327,6 +327,7 @@ load_song_chunk_good:
.include "audio.s"
.include "letsgo.s"
.include "particle_hgr.s"
.include "wait.s"
; pt3 player