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https://github.com/deater/dos33fsprogs.git
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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
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@ -5,7 +5,10 @@ LZSA = ~/research/lzsa/lzsa/lzsa
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B2D = ../../../utils/bmp2dhr/b2d
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HGR_SPRITE = ../../../utils/hgr-utils/hgr_make_sprite
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all: graphics_test.inc graphics_level1.inc graphics_level5.inc sprites.inc
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all: graphics_test.inc \
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graphics_level1.inc \
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graphics_level2.inc \
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graphics_level5.inc sprites.inc
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###
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@ -24,6 +27,13 @@ graphics_level1.inc: \
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echo "level1_lzsa: .incbin \"level1.lzsa\"" > graphics_level1.inc
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echo "level1_preview_lzsa: .incbin \"level1_preview.lzsa\"" >> graphics_level1.inc
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graphics_level2.inc: \
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level2.lzsa
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# level1_preview.lzsa
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echo "level2_lzsa: .incbin \"level2.lzsa\"" > graphics_level2.inc
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# echo "level1_preview_lzsa: .incbin \"level1_preview.lzsa\"" >> graphics_level1.inc
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graphics_level5.inc: \
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level5.lzsa \
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level5_preview.lzsa
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@ -138,6 +148,14 @@ level1_preview.lzsa: level1_preview.hgr
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level1_preview.hgr: level1_preview.png
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$(PNG2HGR) level1_preview.png > level1_preview.hgr
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###
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level2.lzsa: level2.hgr
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$(LZSA) -r -f2 level2.hgr level2.lzsa
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level2.hgr: level2.png
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$(PNG2HGR) level2.png > level2.hgr
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###
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BIN
games/lemm/graphics/level2.png
Normal file
BIN
games/lemm/graphics/level2.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 21 KiB |
@ -185,6 +185,10 @@ split_screen_iie:
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; wait for vblank on IIe
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; positive? during vblank
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; bit SET_GR ; 4
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; bit HIRES ; 4
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; bit FULLGR
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wait_vblank_iie:
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lda VBLANK
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bmi wait_vblank_iie ; wait for positive (in vblank)
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@ -198,8 +202,6 @@ split_loop:
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; hires for 64 lines
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; each line 65 cycles (25 hblank+40 bytes)
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bit HIRES ; 4
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bit SET_GR ; 4
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; (64*65)-8 = 4160-8 = 4152
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@ -214,25 +216,51 @@ loop2: dex ; 2
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dey ; 2
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bne loop1 ; 2nt/3
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; text for 128 lines + horizontal blank
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; vblank = 4550 cycles
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; (128*65)+4550-15 = 8320+4550-15 = 12855
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bit LORES ; 4
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bit SET_TEXT ; 4
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; (128*65)+4550-15 = 8320+4550-15 = 12855
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; ZZZZ 8305
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; Try X=68 Y=24 cycles=8305
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ldy #24 ; 2
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loop13: ldx #68 ; 2
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loop14: dex ; 2
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bne loop14 ; 2nt/3
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dey ; 2
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bne loop13 ; 2nt/3
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bit SET_GR ; 4
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bit HIRES ; 4
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; don't really need to split this up? Was trying
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; to get retrotink to display properly instead of black/white
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; Try X=150 Y=17 cycles=12853
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nop ; 2
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; ZZZZ 4550
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ldy #17 ; 2
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loop3: ldx #150 ; 2
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; Try X=13 Y=64 cycles=4545
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nop ; 2
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lda $0 ; 3
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ldy #64 ; 2
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loop3: ldx #13 ; 2
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loop4: dex ; 2
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bne loop4 ; 2nt/3
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dey ; 2
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bne loop3 ; 2nt/3
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lda KEYPRESS ; 4
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bpl split_loop ; 2nt/3t
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@ -318,7 +318,7 @@ load_song_chunk_good:
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.include "intro_level1.s"
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.include "draw_flames.s"
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.include "draw_door.s"
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.include "wait.s"
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.include "hgr_hlin.s"
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.include "hgr_vlin.s"
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.include "update_menu.s"
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@ -327,6 +327,7 @@ load_song_chunk_good:
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.include "audio.s"
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.include "letsgo.s"
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.include "particle_hgr.s"
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.include "wait.s"
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; pt3 player
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