mirror of
https://github.com/deater/dos33fsprogs.git
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wip_tiny" more work
This commit is contained in:
parent
051e4a996f
commit
a94876119f
@ -8,7 +8,8 @@ LINKER_SCRIPTS = ../../linker_scripts/
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all: tiny_demos.dsk
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tiny_demos.dsk: HELLO CHEVRON_17 CIRCUIT_17 TIGER_22 \
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NOISY_TIGER_35 ANGLE_SONG_30 \
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NOISY_TIGER_35 ANGLE_SONG_30 RAMP_34 \
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MAD_COMPUTE_31 \
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TEST
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cp $(EMPTYDISK) tiny_demos.dsk
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$(DOS33) -y tiny_demos.dsk SAVE A HELLO
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@ -17,6 +18,8 @@ tiny_demos.dsk: HELLO CHEVRON_17 CIRCUIT_17 TIGER_22 \
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$(DOS33) -y tiny_demos.dsk BSAVE -a 0xE7 TIGER_22
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$(DOS33) -y tiny_demos.dsk BSAVE -a 0xE7 NOISY_TIGER_35
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$(DOS33) -y tiny_demos.dsk BSAVE -a 0xE7 ANGLE_SONG_30
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$(DOS33) -y tiny_demos.dsk BSAVE -a 0xE7 RAMP_34
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$(DOS33) -y tiny_demos.dsk BSAVE -a 0xE7 MAD_COMPUTE_31
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$(DOS33) -y tiny_demos.dsk BSAVE -a 0xE7 TEST
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###
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@ -64,6 +67,24 @@ ANGLE_SONG_30: angle_song_30.o
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angle_song_30.o: angle_song_30.s
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ca65 -o angle_song_30.o angle_song_30.s -l angle_song_30.lst
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###
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RAMP_34: ramp_34.o
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ld65 -o RAMP_34 ramp_34.o -C $(LINKER_SCRIPTS)/apple2_e7_zp.inc
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ramp_34.o: ramp_34.s
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ca65 -o ramp_34.o ramp_34.s -l ramp_34.lst
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###
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MAD_COMPUTE_31: mad_compute_31.o
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ld65 -o MAD_COMPUTE_31 mad_compute_31.o -C $(LINKER_SCRIPTS)/apple2_e7_zp.inc
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mad_compute_31.o: mad_compute_31.s
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ca65 -o mad_compute_31.o mad_compute_31.s -l mad_compute_31.lst
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###
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@ -78,6 +99,7 @@ test.o: test.s
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clean:
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rm -f *~ *.o *.lst HELLO \
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CHEVRON_17 CIRCUIT_17 TIGER_22 \
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NOISY_TIGER_35 ANGLE_SONG_30 \
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NOISY_TIGER_35 ANGLE_SONG_30 RAMP_34 \
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MAD_COMPUTE_31 \
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TEST *.zip
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1
demos/tiny_wip/NOTES
Normal file
1
demos/tiny_wip/NOTES
Normal file
@ -0,0 +1 @@
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mad_computer: there are a few untapped paramaters to make other noises
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@ -1,6 +1,4 @@
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; 17B interesting XDRAW pattern
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; This one looks vaguely like a chevron shape
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; 30B Angle Song -- XDRAW pattern plus some "music"
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; by Vince `deater` Weaver / dSr
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@ -17,7 +15,7 @@ XDRAW0 = $F65D
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XDRAW1 = $F661
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HPLOT0 = $F457
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chevron17:
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angle_song:
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; we load at zero page $E7 which is HGR_SCALE
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; this means the scale is $20 (JSR)
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@ -39,75 +37,29 @@ chevron17:
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; after Y= orig X/7
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; A and X are ??
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; aa = (orange)tiger stripes
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; 55 = purple
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; 2a = green
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; lda #$2a
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; jsr $F3F4
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tiny_loop:
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; e2/e3
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; 0.. 63?
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; 0 = maze
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; 1 = scaly
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; 2 = ??
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; 3 = tower plates
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; 4 = bubbles
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; 5 = strings
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; 6 = circuit board *
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; 7 = noodles
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; 8 = pickup sticks
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; 9 = meh
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; 10 = interesting
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; 11 = meh
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; 12 = static
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; 13 = weave
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; 14 = core
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; 15 = masts *
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; 16 = maze again
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; 17 = spots *
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; 18 = bamboo *
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; 19 = mesh
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; 20 = coils
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; 21 = sunspots
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; 22 = gridy
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; 23 = dominos
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; 24 = chevron **
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; 25 = borg
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; 26 = grid
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; 27 = plants
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; 28 = spaces
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; 29 = ridges
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; 30 = net
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; 31 = odd
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; 32 = maze again
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; e2/e5
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; e3 looks best?
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; a0 interesting, green train
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; inc rot_smc+1 ; broken glass
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; bit $C030
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; generate some sound
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; try flipping X/Y
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; ldx $26
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ldx $D4
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; ldx $26
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ldx $D4 ; HGR_E
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outer_delay:
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bit $C030
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ldy $27
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bit $C030 ; click speaker
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ldy $27
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; lda $27 ; for lower beeps?
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; asl
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; tay
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inner_delay:
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dey
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bne inner_delay
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dey
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bne inner_delay
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dex
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bne outer_delay
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dex
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bne outer_delay
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81
demos/tiny_wip/mad_compute_31.s
Normal file
81
demos/tiny_wip/mad_compute_31.s
Normal file
@ -0,0 +1,81 @@
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; 31B Mad Compute
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; for Lovebyte 2025
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; by Vince `deater` Weaver / dSr
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; pattern $E2E3
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; scale 5 rotate 0 = mad_compute
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; rotate 2 = fish scales / apple panic
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; rotate 10 = alert noise
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; rotate 14 = feather
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; zero page locations
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GBASL = $26
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GBASH = $27
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HGR_SCALE = $E7
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HGR_COLLISIONS = $EA
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; ROM locations
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HGR2 = $F3D8
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HPOSN = $F411
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XDRAW0 = $F65D
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XDRAW1 = $F661
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HPLOT0 = $F457
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mad_compute:
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; $05 is ORA IMM
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.byte $5 ; scale in $E7
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nop
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jsr HGR2 ; Hi-res, full screen ; 3
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; Y=0, A=0 after this call
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; A and Y are 0 here.
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; X is left behind by the boot process?
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; set GBASL/GBASH
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; we really have to call this, otherwise it won't run
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; on some real hardware depending on setup of zero page at boot
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jsr HPLOT0 ; set screen position to X= (y,x) Y=(a)
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; saves X,Y,A to zero page
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; after Y= orig X/7
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; A and X are ??
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tiny_loop:
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; generate some sound
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ldx $D4 ; HGR_E
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outer_delay:
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bit $C030 ; click speaker
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ldy $27
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inner_delay:
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dey
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bne inner_delay
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dex
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bne outer_delay
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txa
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; lda #$0 ; ROT=$0
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ldy #$E2 ;
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ldx #$E3 ; Y=$E2
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; X=$E3
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jsr XDRAW0 ; XDRAW, A =ROTATE, X/Y = point to shape
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; Both A and X are 0 at exit
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; Z flag set on exit
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; Y varies
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beq tiny_loop ; bra
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137
demos/tiny_wip/ramp_34.s
Normal file
137
demos/tiny_wip/ramp_34.s
Normal file
@ -0,0 +1,137 @@
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; 17B interesting XDRAW pattern
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; This one looks vaguely like a circuit board
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; by Vince `deater` Weaver / dSr
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; zero page locations
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GBASL = $26
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GBASH = $27
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HGR_SCALE = $E7
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HGR_COLLISIONS = $EA
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; ROM locations
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HGR2 = $F3D8
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HPOSN = $F411
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XDRAW0 = $F65D
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XDRAW1 = $F661
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HPLOT0 = $F457
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circuit17:
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; we load at zero page $E7 which is HGR_SCALE
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; this means the scale is $20 (JSR)
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; $20 $D8 $F3
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lda #5
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sta $E7
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jsr HGR2 ; Hi-res, full screen ; 3
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; Y=0, A=0 after this call
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; A and Y are 0 here.
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; X is left behind by the boot process?
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; set GBASL/GBASH
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; we really have to call this, otherwise it won't run
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; on some real hardware depending on setup of zero page at boot
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jsr HPLOT0 ; set screen position to X= (y,x) Y=(a)
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; saves X,Y,A to zero page
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; after Y= orig X/7
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; A and X are ??
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; aa = (orange)tiger stripes
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; 55 = purple
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; 2a = green
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; lda #$2a
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; jsr $F3F4
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tiny_loop:
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; e2/e3
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; 0.. 63?
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; 0 = maze
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; 1 = scaly
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; 2 = ??
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; 3 = tower plates
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; 4 = bubbles
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; 5 = strings
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; 6 = circuit board *
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; 7 = noodles
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; 8 = pickup sticks
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; 9 = meh
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; 10 = interesting
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; 11 = meh
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; 12 = static
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; 13 = weave
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; 14 = core
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; 15 = masts *
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; 16 = maze again
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; 17 = spots *
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; 18 = bamboo *
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; 19 = mesh
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; 20 = coils
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; 21 = sunspots
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; 22 = gridy
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; 23 = dominos
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; 24 = chevron **
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; 25 = borg
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; 26 = grid
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; 27 = plants
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; 28 = spaces
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; 29 = ridges
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; 30 = net
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; 31 = odd
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; 32 = maze again
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; e2/e5
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; e3 looks best?
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; a0 interesting, green train
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; inc rot_smc+1 ; broken glass
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; bit $C030
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; generate some sound
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; try flipping X/Y
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; ldx $26
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ldx $D4 ; HGR_E
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outer_delay:
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bit $C030 ; click speaker
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ldy $27
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; lda $27 ; for lower beeps?
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; asl
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; tay
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inner_delay:
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dey
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bne inner_delay
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dex
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bne outer_delay
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rot_smc:
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lda #$6 ; $6
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; ROT=$C6
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ldy #$E2 ;
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ldx #$E3 ; Y=$E2
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; X=$E3
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jsr XDRAW0 ; XDRAW, A =ROTATE, X/Y = point to shape
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; Both A and X are 0 at exit
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; Z flag set on exit
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; Y varies
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beq tiny_loop ; bra
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@ -1,6 +1,10 @@
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; 17B interesting XDRAW pattern
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; test
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; scale 5 rotate 0 = mad_compute
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; rotate 2 = fish scales / apple panic
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; rotate 10 = alert noise
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; rotate 14 = feather
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; This one looks vaguely like a chevron shape
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; by Vince `deater` Weaver / dSr
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@ -17,12 +21,15 @@ XDRAW0 = $F65D
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XDRAW1 = $F661
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HPLOT0 = $F457
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chevron17:
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test:
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; we load at zero page $E7 which is HGR_SCALE
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; this means the scale is $20 (JSR)
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; $05 is ORA IMM
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; $20 $D8 $F3
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.byte $5
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nop
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; lda #5
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; sta $E7 ; scale
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jsr HGR2 ; Hi-res, full screen ; 3
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; Y=0, A=0 after this call
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@ -40,81 +47,25 @@ chevron17:
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; A and X are ??
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; aa = (orange)tiger stripes
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; 55 = purple
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; 2a = green
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; lda #$2a
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; jsr $F3F4
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tiny_loop:
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; e2/e3
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; 0.. 63?
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; 0 = maze
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; 1 = scaly
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; 2 = ??
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; 3 = tower plates
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; 4 = bubbles
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; 5 = strings
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; 6 = circuit board *
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; 7 = noodles
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; 8 = pickup sticks
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; 9 = meh
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; 10 = interesting
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; 11 = meh
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; 12 = static
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; 13 = weave
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; 14 = core
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; 15 = masts *
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; 16 = maze again
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; 17 = spots *
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; 18 = bamboo *
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; 19 = mesh
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; 20 = coils
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; 21 = sunspots
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; 22 = gridy
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; 23 = dominos
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; 24 = chevron **
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; 25 = borg
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; 26 = grid
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; 27 = plants
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; 28 = spaces
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; 29 = ridges
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; 30 = net
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; 31 = odd
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; 32 = maze again
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; e2/e5
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; e3 looks best?
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; a0 interesting, green train
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; generate some sound
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; inc rot_smc+1 ; broken glass
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; bit $C030
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; try flipping X/Y
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; ldx $26
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ldx $D4
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ldx $D4 ; HGR_E
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outer_delay:
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bit $C030
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ldy $27
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bit $C030 ; click speaker
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ldy $27
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inner_delay:
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dey
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bne inner_delay
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dey
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bne inner_delay
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dex
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bne outer_delay
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dex
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bne outer_delay
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rot_smc:
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lda #$D8 ; $18, $58, $98, $D8
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; ROT=$D8
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lda #$10 ; ROT=$0
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ldy #$E2 ;
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ldx #$E3 ; Y=$E2
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