mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-25 05:29:34 +00:00
mode7: update the documentation
This commit is contained in:
parent
c9cf5832ca
commit
b86d58cc71
@ -6,4 +6,4 @@ mode7_demo.pdf: mode7_demo.tex
|
||||
pdflatex mode7_demo.tex
|
||||
|
||||
clean:
|
||||
rm -f *~ *.bak *.aux *.log mode7_demo.pdf
|
||||
rm -f *~ *.bak *.aux *.log *.out mode7_demo.pdf
|
||||
|
BIN
mode7_demo/docs/figures/hidden_vmw.png
Normal file
BIN
mode7_demo/docs/figures/hidden_vmw.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 18 KiB |
BIN
mode7_demo/docs/figures/m7_screen1.jpg
Normal file
BIN
mode7_demo/docs/figures/m7_screen1.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 39 KiB |
BIN
mode7_demo/docs/figures/m7_screen2.jpg
Normal file
BIN
mode7_demo/docs/figures/m7_screen2.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 50 KiB |
BIN
mode7_demo/docs/figures/m7_screen3.jpg
Normal file
BIN
mode7_demo/docs/figures/m7_screen3.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 10 KiB |
BIN
mode7_demo/docs/figures/m7_screen4.jpg
Normal file
BIN
mode7_demo/docs/figures/m7_screen4.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 84 KiB |
BIN
mode7_demo/docs/figures/mode7_demo_title.png
Normal file
BIN
mode7_demo/docs/figures/mode7_demo_title.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 27 KiB |
@ -1,34 +1,179 @@
|
||||
\documentclass[twocolumn]{article}
|
||||
\usepackage{graphicx}
|
||||
\usepackage{url}
|
||||
\usepackage{hyperref}
|
||||
|
||||
|
||||
\begin{document}
|
||||
|
||||
\title{Making a Graphics Demo for the Apple II}
|
||||
\title{Making an 8k Low-resolution Graphics Demo for the Apple II}
|
||||
\author{DEATER, AKA Vincent M. Weaver}
|
||||
|
||||
\date{}
|
||||
\maketitle
|
||||
|
||||
I was writing a game for the Apple II and realized I had come up with
|
||||
some clever Super-Nintendo (SNES) style graphics routines that were just
|
||||
crying to be turned into a demo-scene style demo.
|
||||
\section{Why would anyone do this?}
|
||||
|
||||
The Apple II was the first computer I had access too, and I grew up in an odd
|
||||
neighborhood where it was all Apples and not a Commodore to be seen.
|
||||
My family long ago got rid of our machine, but I rescued an Apple IIe platinum
|
||||
from the dumpster one day and have dragged it from state to state ever since.
|
||||
I was making an inside-joke filled game for my retro system of choice,
|
||||
the Apple II.
|
||||
This involves a Final-Fantasy flying-over-the-planet scene, and while
|
||||
I was originally going to fake this I found that it was just barely
|
||||
possible to achieve this in real time.
|
||||
|
||||
I find 6502 assembly to be oddly therapeutic, and will code in it when other
|
||||
projects become too stressful. Especially when Linux up and hangs on me
|
||||
because firefox tried to do something stupid in javascript. I then pine for
|
||||
the days when you could do something useful in 64k of RAM, and not have your
|
||||
machine fall over because somehow 4GB is not enough.
|
||||
Once I got it working I realized this would be great as part of a
|
||||
graphics demo, so off on that tangent I went.
|
||||
This despite the fact that all I know about the demoscene I learned
|
||||
from a few viewings of the Future Crew Second Reality Demo plus some
|
||||
dimly remembered Commodore 64 and Amiga flamewars from a few decades ago.
|
||||
|
||||
Setup:
|
||||
% This started out as some SNES style mode7 pseudo-3d graphics code
|
||||
% I came up with while working on my TF7 game. The graphics looked
|
||||
% pretty cool, so I started developing a demo around it.
|
||||
|
||||
To make thins even better, the code ended up being roughly around 8kB so a
|
||||
lot of time was wasted fitting it under that arbitrary size limitation.
|
||||
|
||||
So in the end this ends up being impressive mostly because so few people
|
||||
have bothered to write demos for this particular platform.
|
||||
Though I must make a shout out to the FrenchTouch group whose Apple II
|
||||
demos put this one to shame.
|
||||
|
||||
% The codesize ended up being roughly around 8kB, so I thought I'd
|
||||
% make it into an 8k demo. There aren't many out there for the Apple II.
|
||||
% and a Mockingboard sound card.
|
||||
|
||||
% The demo tries to hit the lowest common denominator for Apple II systems,
|
||||
% so in theory you could have run this on an Apple II in 1977 if you
|
||||
% were rich enough to afford 48k of RAM. The Mockingboard sound wasn't
|
||||
% available until 1981, but still this all predates the Commodore 64.
|
||||
|
||||
%I was writing a game for the Apple II and realized I had come up with
|
||||
%some clever Super-Nintendo (SNES) style graphics routines that were just
|
||||
%crying to be turned into a demo-scene style demo.
|
||||
|
||||
%The Apple II was the first computer I had access too, and I grew up in an odd
|
||||
%neighborhood where it was all Apples and not a Commodore to be seen.
|
||||
%My family long ago got rid of our machine, but I rescued an Apple IIe platinum
|
||||
%from the dumpster one day and have dragged it from state to state ever since.
|
||||
|
||||
%I find 6502 assembly to be oddly therapeutic, and will code in it when other
|
||||
%projects become too stressful. Especially when Linux up and hangs on me
|
||||
%because firefox tried to do something stupid in javascript. I then pine for
|
||||
%the days when you could do something useful in 64k of RAM, and not have your
|
||||
%machine fall over because somehow 4GB is not enough.
|
||||
|
||||
%Background:
|
||||
|
||||
%The Apple II was the first computer I programmed on, lo many years ago.
|
||||
%Mostly in Applesoft BASIC (which ended up being the only Microsoft product
|
||||
%I ever liked) but I was starting to get into assembly language about the
|
||||
%time my family got a 386 system.
|
||||
|
||||
%I've revisited over the years, with some 6502 programming to show I could.
|
||||
%My skills were not that great, I had one of my size-optimization projects
|
||||
%crowd re-optimized. For a while I had a side-gig re-optimizing modern games
|
||||
%in BASIC, before getting sidetracked into going full in on 6502 assembly
|
||||
%again.
|
||||
|
||||
%Introduced in 1977.
|
||||
%The Apple II runs at 1.XX check Megahertz. 6502, which can easily
|
||||
%address 64 kB of RAM (more with bank switching). Shipped with as little
|
||||
%as 4kB of RAM. Three registers, (A,X,Y) but a large ``zero page'' which
|
||||
%gives you register-like actions on the first 256 bytes of RAM.
|
||||
%
|
||||
%DOS3.3 operating system with 140k floppies. Amazing programming by Wozniak,
|
||||
%allowing all kinds of floppy protection shenanigans (cite 4am, previous
|
||||
%article).
|
||||
|
||||
\section{The Hardware}
|
||||
|
||||
The Apple II was introduced in 1977.
|
||||
This demo should run on an original system, though I do not
|
||||
have hardware that old to test on.
|
||||
Note this predates the Commodore 64 by five years.
|
||||
|
||||
{\bf CPU, RAM and Storage}
|
||||
|
||||
The Apple II has a 6502 processor running at roughly 1.023MHz.
|
||||
|
||||
Early models only shipped with 4k of RAM, but later 48k, 64k, and 128k
|
||||
systems were common.
|
||||
The demo requires 48k; this would have been very expensive in 1977.
|
||||
|
||||
Also in 1977 you would probably be loading this from cassette tape, as
|
||||
it would be another year before Woz's 140k (single-sided)
|
||||
$5\frac{1}{4}$" Disk II came about.
|
||||
|
||||
{\bf Sound}
|
||||
|
||||
The only sound available is a bit-banged speaker.
|
||||
There was no timer interrupt,
|
||||
if you wanted music you had to cycle-count via the CPU.
|
||||
|
||||
This demo uses the Mockingboard soundcard which was introduced in
|
||||
1981. This board is extremely simple, with dual AY-3-8910 sound
|
||||
chips controlled by 6522 I/O chips.
|
||||
Each chip provides 3 channels of square waves, with noise and
|
||||
envelope effects available.
|
||||
|
||||
{\bf Graphics}
|
||||
|
||||
The Apple II had nice graphics for its time, with this time being
|
||||
around 1977. Otherwise it is quite limited.
|
||||
|
||||
\begin{center}
|
||||
\begin{tabular}{|c|c|}
|
||||
\hline
|
||||
Hardware Sprites & No \\
|
||||
Linear framebuffer & No \\
|
||||
User-defined charset & No \\
|
||||
Blanking interrupts & No \\
|
||||
Palette selection & No \\
|
||||
Hardware scrolling & No \\
|
||||
Hardware page flip & Yes \\
|
||||
\hline
|
||||
\end{tabular}
|
||||
\end{center}
|
||||
|
||||
The hi-res graphics mode was a complex mess of NTSC hacks by Woz.
|
||||
You got 280x192 graphics, with 6 colors available. However the colors
|
||||
were from NTSC artifacts and there were limitations on which colors
|
||||
could be next to each other (in blocks of 3.5 pixels) as well as
|
||||
fringing. Also the addresses were interleaved, so not a linear
|
||||
framebuffer. Hi-res page0 is at
|
||||
\$2000\footnote{On 6502 systems hexadecimal values are
|
||||
indicated by the dollar sign}
|
||||
and page1 at \$4000.
|
||||
Optionally 4 lines of text can be shown at the bottom of the
|
||||
screen instead of graphics.
|
||||
|
||||
The lo-res mode is a bit easier to use. It is 40x48 blocks
|
||||
(40x40 if 4 lines of text are displayed at the bottom).
|
||||
15 colors are available, though there is fringing at the edges.
|
||||
Again the addresses are interleaved. Lo-res page0 is at \$400
|
||||
and page1 is at \$800.
|
||||
|
||||
Some amazing effects can be achieved by cycle counting, reading
|
||||
the floating bus, and racing the beam while toggling graphics
|
||||
modes on the fly.
|
||||
Unfortunately for you this demo does not do any of those things
|
||||
so you will not be reading about that today.
|
||||
|
||||
%Later models added double low-res (80x48) and double hi-res (x y in
|
||||
%NTSC 15 color) but didn't appear until 198x, and only on later IIe, IIc
|
||||
%models.
|
||||
|
||||
%Apple also came out with the IIgs which arguably was much more advanced
|
||||
%and cheaper than the Mac, but Apple cancelled the II line much to the
|
||||
%sadness of the users (Apple II forever).
|
||||
|
||||
|
||||
\section{Setup Ramblings}
|
||||
|
||||
I do my development on Linux, using the nano text editor. I use the
|
||||
ca65 assembler from the cc65 project, which I find to be a reasonable
|
||||
tool although most "real" Apple II programmers look down on it for some
|
||||
tool although most ``real'' Apple II programmers look down on it for some
|
||||
reason.
|
||||
|
||||
I cross-compile on x86 Linux, construct Apple DOS33 disk images using
|
||||
some tools I've written, and then do most testing in an emulator.
|
||||
(These days usually AppleWin under the wine emulator, or else MESS/MAME
|
||||
@ -36,83 +181,324 @@ which has cleaner sound output). Once things work then I'll stick things
|
||||
on a USB stick and transfer to the CFFA3000 disk emulator installed in
|
||||
the actual Apple II.
|
||||
|
||||
Related Work:
|
||||
See anything by the group FrenchTouch, whose Apple II demos outclass
|
||||
mine by a lot.
|
||||
%\section{Related Work}
|
||||
%
|
||||
%See anything by the group FrenchTouch, whose Apple II demos outclass
|
||||
%mine by a lot.
|
||||
|
||||
|
||||
Background:
|
||||
|
||||
The Apple II was the first computer I programmed on, lo many years ago.
|
||||
Mostly in Applesoft BASIC (which ended up being the only Microsoft product
|
||||
I ever liked) but I was starting to get into assembly language about the
|
||||
time my family got a 386 system.
|
||||
|
||||
I've revisited over the years, with some 6502 programming to show I could.
|
||||
My skills were not that great, I had one of my size-optimization projects
|
||||
crowd re-optimized. For a while I had a side-gig re-optimizing modern games
|
||||
in BASIC, before getting sidetracked into going full in on 6502 assembly
|
||||
again.
|
||||
|
||||
Introduced in 1977.
|
||||
The Apple II runs at 1.XX check Megahertz. 6502, which can easily
|
||||
address 64 kB of RAM (more with bank switching). Shipped with as little
|
||||
as 4kB of RAM. Three registers, (A,X,Y) but a large ``zero page'' which
|
||||
gives you register-like actions on the first 256 bytes of RAM.
|
||||
|
||||
DOS3.3 operating system with 140k floppies. Amazing programming by Wozniak,
|
||||
allowing all kinds of floppy protection shenanigans (cite 4am, previous
|
||||
article).
|
||||
|
||||
Graphics
|
||||
|
||||
The Apple II
|
||||
Low-res: 40x48 NTSC 15-color
|
||||
Hi-res: X x Y 6-colors
|
||||
Both, optional text on bottom.
|
||||
|
||||
Did have HW double buffering, but no graphics chars, no reprogrammable
|
||||
font, no sprite hardware, no retrace interrupt.
|
||||
|
||||
Could do amazing things by cycle counting, reading the floating bus,
|
||||
and racing the beam and flipping
|
||||
graphics modes on the fly, but that's an entire different demo, some other day.
|
||||
|
||||
Later models added double low-res (80x48) and double hi-res (x y in
|
||||
NTSC 15 color) but didn't appear until 198x, and only on later IIe, IIc
|
||||
models.
|
||||
|
||||
Apple also came out with the IIgs which arguably was much more advanced
|
||||
and cheaper than the Mac, but Apple cancelled the II line much to the
|
||||
sadness of the users (Apple II forever).
|
||||
|
||||
Sound:
|
||||
1-bit beeper sa they say, though some people managed to
|
||||
do sme impressive things (link to ED). 1981 Mockingboard
|
||||
card, just two AY-3-8910 chips linked to the bus with 6522 chips.
|
||||
% http://www.deater.net/weave/vmwprod/mode7_demo/
|
||||
|
||||
|
||||
Draw memory map. \$ means hexadecimal traditionally.
|
||||
|
||||
|
||||
Title
|
||||
My poor attempt at blocky graphics. Not the best pixel artist,
|
||||
just as I was a mediocre BBS/ANSI artist back in the day.
|
||||
\section{The Demo}
|
||||
|
||||
Fading, a bit of a hack, no palette hardware. Just have
|
||||
a third copy of background in RAM and then memcopy with a lookup
|
||||
table for the three levels of fade.
|
||||
\subsection{BOOTLOADER}
|
||||
|
||||
Scrolling text, tearing, if was more clever would use the
|
||||
refresh interrupt available on newer machines or do cycle counting.
|
||||
An Applesoft BASIC "HELLO" program loads the binary.
|
||||
This just makes things auto-boot at startup, this doesn't count
|
||||
towards the executable size, you could manually BRUN the 8k program
|
||||
if you wanted.
|
||||
|
||||
Bouncing sphere
|
||||
The binary is loaded at \$2000 (hi-res page0) and BASIC kicks into
|
||||
HIRES mode before loading so you can watch as the memory is loaded
|
||||
from disk in a seemingly random pattern.
|
||||
|
||||
3D
|
||||
Since this is an 8k demo, the entirety of the program is shown on
|
||||
the screen (or would be if we POKEd the right address to turn off
|
||||
the 4 lines of text on the bottom of the screen).
|
||||
|
||||
Starfield
|
||||
Execution starts at address \$2000
|
||||
|
||||
Rasterbars
|
||||
\subsection{DECOMPRESSER}
|
||||
|
||||
|
||||
The binary is LZ4 encoded. The decompresser flips to HGR page 1 so
|
||||
we can watch memory as the program is decompressed.
|
||||
|
||||
The LZ4 decompression code was written by qkumba (Peter Ferrie).
|
||||
http://pferrie.host22.com/misc/appleii.htm
|
||||
|
||||
The actual program/data decompresses to around 22k starting at \$4000.
|
||||
It over-writes parts of DOS3.3, but since we won't be using the disk
|
||||
anymore this isn't an issue.
|
||||
|
||||
At the top left corner of the screen you'll see the VMW triangles logo
|
||||
as it decompresses. To do this I had to put the proper bit pattern
|
||||
at \$4000, \$4400, \$4800, and \$4C00. I mean to have some words too
|
||||
but ran out of disk space. The bit pattern at \$4000 is executable
|
||||
and is run as code.
|
||||
|
||||
Optimizing for code size inside of a compressed binary is a pain.
|
||||
Removing instructions sometimes made the binary larger as it no longer
|
||||
compressed as well. Long runs of values (such as 0 padding) are
|
||||
essentially free. This was a difficult challenge.
|
||||
|
||||
\subsection{FADE EFFECT}
|
||||
|
||||
The title screen fades in from black.
|
||||
|
||||
This is a software hack, with a lookup table copying from an off-screen
|
||||
buffer. The Apple II doesn't have any palette support.
|
||||
|
||||
\subsection{TITLE SCREEN}
|
||||
|
||||
Once things are decompressed, we jump to \$4000. We switch to low-res
|
||||
mode for the rest of the DEMO.
|
||||
|
||||
A background image is loaded from disk. This is RLE encoded (probably
|
||||
unnecessary when being further LZ4 encoded).
|
||||
|
||||
Why not just load the program at \$400 and load the graphics image for
|
||||
free? Well, remember the graphics are 40x48 (shared with the text).
|
||||
Really it's 40x24, with each text char mapping to 4-bits top/bottom
|
||||
for color. Do the math, we have 1k reserved for this mode but 40x24
|
||||
is only 960 bytes. It turns out there are "holes" in the address range
|
||||
that aren't displayed, and various pieces of hardware use these holes
|
||||
as scratchpad memory. So if you just blindly uncompress graphics data
|
||||
there you can corrupt the scratchpad. So you have to be careful
|
||||
when uncompressing to skip the holes.
|
||||
|
||||
The title screen has scrolling text at the bottom. This is nothing fancy,
|
||||
the text is in a buffer off screen and a 40x4 chunk of RAM is copied in
|
||||
every so many cycles.
|
||||
|
||||
You might notice that there is tearing/jitter in the scrolling, even
|
||||
though we are double-buffering the graphics. This is because there is
|
||||
not a reliable cross-platform way to get the VBLANK info (especially
|
||||
on older machines) so we are having some bad luck about when we flip
|
||||
pages.
|
||||
|
||||
\subsection{MOCKINGBOARD MUSIC}
|
||||
|
||||
I like chiptune music, especially that for AY-3-8910 based systems.
|
||||
Before obtaining a Mockingboard I built a Raspberry Pi chiptune player
|
||||
that is essentially the same hardware.
|
||||
|
||||
Most of my sound infrastructure involves YM5 files, which are often used
|
||||
by ZX Spectrum and ATARI ST users. These are usually register dumps
|
||||
taken typically at 50Hz. So to play them back you just have to interrupt
|
||||
50 times a second and write the registers.
|
||||
|
||||
To program the Mockingboard, each AY-3-8910 chip has 14 sound related
|
||||
registers that control the 3 channels. Each AY chip has a dedicated
|
||||
VIA 6522 parallel I/O chip that handles the I/O.
|
||||
|
||||
Doing this quickly enough is a challenge on the Apple II. For each
|
||||
register you have to do a handshake, set the register \# and the value.
|
||||
This can take upwards of 40 1MHz cycles per register.
|
||||
|
||||
For complex chiptune files (especially those written on an ST with much
|
||||
faster hardware) it's sometimes not possible to get exact playback
|
||||
due to the delay. Also one AY is on the left channel and one on the right
|
||||
so you have to write both if you want sound from both speakers.
|
||||
|
||||
I have a whole suite of code for manipulating YM sound data, in my
|
||||
vmw-meter git repository.
|
||||
|
||||
The first step for getting this to work is detecting if a mockingboard is
|
||||
there. This can be in any slot 1-7 on the Apple II, though typically
|
||||
Slot 4 is standard (in this demo we only check slot 4).
|
||||
|
||||
The board is initialized, and then one of the 6522 timers is set to
|
||||
interrupt at 25Hz (it has to be an on-board timer as the default
|
||||
Apple II has no timers).
|
||||
|
||||
Why 25Hz and not 50Hz? At 50Hz with 14 registers you use 700 bytes/s.
|
||||
So a 2 minute song would take 84k of RAM, much more than is available.
|
||||
|
||||
For this demo I run at 25Hz, and also pack the 14 registers of the data
|
||||
into 11 (there are various fields that are not packed well, we can
|
||||
unpack at play time). Also I stripped out the envelope data as many
|
||||
songs do not use it (so this is a lossy compression method).
|
||||
|
||||
Also, we keep track of the last values written last frame and only
|
||||
write out to the board if things change, which helps with the latency
|
||||
a bit.
|
||||
|
||||
The sound quality suffered a bit, but it's hard to fit a catchy chiptune
|
||||
file in 8K.
|
||||
|
||||
The song being played is a stripped down and re-arranged version of
|
||||
"Electric Wave" from CC'00 by EA (Ilya Abrosimov).
|
||||
|
||||
|
||||
\subsection{MODE7 BACKGROUND}
|
||||
|
||||
"MODE7" was a Super Nintendo (SNES) graphics mode that took a tiled
|
||||
background and transformed it to look as if it was squashed out to
|
||||
the horizon, giving a 3d look. The SNES did this in hardware, but
|
||||
in this demo we do this in software.
|
||||
|
||||
As found on Wikipedia, the transform is of the type
|
||||
|
||||
[x'] = [a b]([x]-[x0])+[x0]
|
||||
[y'] [c d]([y] [y0]) [y0]
|
||||
|
||||
For our code, we managed to reduce things to a small number of additions
|
||||
and subtractions for each pixel on the screen. Of course the 6502 can't
|
||||
do floating point, so we do fixed point math. We convert as much as we
|
||||
can to table lookups that are pre-calculated. We also make liberal use
|
||||
of self-modifying code.
|
||||
|
||||
Despite all of this there are still some cases where we have to do a
|
||||
16bit x 16bit = 32bit multiply, something that is *really* slow on 6502,
|
||||
around 700 cycles (for a 8.8 x 8.8 fixed point multiply).
|
||||
|
||||
To make this faster we use a method described by Stephen Judd.
|
||||
|
||||
The key to note is that $(a+b)^{2} = a^{2}+2ab+b^{2}$
|
||||
and $(a-b)^{2}=a^{2}-2ab+b^{2}$
|
||||
and if you add them you can simplify to:
|
||||
$a\times b =\frac{(a+b)^{2}}{4} - \frac{(a-b)^2}{4}$
|
||||
|
||||
This is you have a table of squares from 0..511 (all 8-bit a+b and a-b
|
||||
will fall in this range) then you can convert a multiply into a table
|
||||
lookup plus a subtract.
|
||||
|
||||
The downsize is you will need 2kB of squares lookup tables (which can
|
||||
be generated at startup). This reduces the multiply cost to the order
|
||||
of 200 to 250 cycles.
|
||||
|
||||
By using the fast multiply and a lot of careful optimization you can
|
||||
generate a Mode7 background in 40x40 graphics mode at about 5 frames/second.
|
||||
|
||||
The engine can be parameterized with different tilesets to use, which we
|
||||
do to provide both a black+white checkerboard background, as well as the
|
||||
island background from the TFV game.
|
||||
|
||||
\subsection{BOUNCING BALL ON CHECKERBOARD}
|
||||
|
||||
What would a demo be without some sort of bouncing geometric shape.
|
||||
|
||||
This is just done with 16 sprites. The sphere was modeled in OpenGL
|
||||
from a 2000-era game-engine that I never finished. I then took screenshots
|
||||
and then reduced the size/color to an appropriate value.
|
||||
|
||||
The shadow is also just sprites.
|
||||
|
||||
The clicking noise on bounce is just touching the speaker at \$C030.
|
||||
It's mostly there to give some sound effects for those playing the demo
|
||||
without a mockingboard.
|
||||
|
||||
\subsection{TFV SPACESHIP FLYING}
|
||||
|
||||
The spaceship, water splash, and shadows are all sprites. This is all
|
||||
done in software, the Apple II has no sprite hardware.
|
||||
|
||||
This is the TFV game engine flying-spaceship code, with the keyboard
|
||||
routines replaced to read from memory instead (sort of like a script
|
||||
of what to do when).
|
||||
|
||||
\subsection{STARFIELD}
|
||||
|
||||
The starfield is your typical starfield code. Only 16 stars are modeled.
|
||||
It re-uses the fast-multiply code from the mode7 graphics.
|
||||
|
||||
Random number generation is not fast on the 6502, so we cheat.
|
||||
Originally we had a 256-byte blob of "random" values generated earlier.
|
||||
|
||||
This wasted space, so now instead we just treat the executable code
|
||||
at \$5000 as if it were a block of random numbers. This was arbitrarily
|
||||
chosen, I tried different areas of memory until I got one where the
|
||||
stars seemed to move in a pleasing pattern.
|
||||
|
||||
A simple state machine controls if the stars move or not, whether the
|
||||
background is cleared or not (the streak effect) and what color the
|
||||
background is (for the blue flash).
|
||||
|
||||
The ship moving to the distance is just done with different sized sprites.
|
||||
|
||||
\subsection{RASTERBARS/CREDITS}
|
||||
|
||||
The credits happen with the starfield continuing to run.
|
||||
|
||||
The text is written in the bottom 4 lines of the screen. Some inverse-mode
|
||||
space characters are used to try to make it look like graphics are surrounding
|
||||
the text. It's actually possible with careful cycle counting to switch
|
||||
modes fast enough to have actual mixed graphics/text (See the FrenchTouch
|
||||
demos) but I was too lazy to attempt that here.
|
||||
|
||||
The rasterbar effect isn't really rasterbars, it's just a rainbow assortment
|
||||
of lines being drawn with a SINEWAVE lookup table.
|
||||
|
||||
It's the same rasterbar code from my chiptune player demo. I ended up
|
||||
optimizing it a lot via inlining and a few other ways because it turned
|
||||
out just drawing a horizontal line can take a very long time.
|
||||
|
||||
The rotating text is just taking the output string and rapidly rotating the
|
||||
character values through the ASCII table.
|
||||
|
||||
The annoying clicking noise is the same speaker effect caused by hitting
|
||||
\$C030.
|
||||
|
||||
Choosing who to thank ended up being extremely critical to fitting in 8kB,
|
||||
as unique text strings do not compress well. I'm also still not satisfied
|
||||
with how the centering looks.
|
||||
|
||||
|
||||
More details, disk image, and full source can be found at the website:
|
||||
\url{http://www.deater.net/weave/vmwprod/mode7_demo/}
|
||||
|
||||
\begin{table}
|
||||
\begin{verbatim}
|
||||
|
||||
-------- $ffff
|
||||
| ROM/IO |
|
||||
-------- $c000
|
||||
| | 32k decompress
|
||||
-------- $4000
|
||||
| load | 8k
|
||||
-------- $2000
|
||||
| free |
|
||||
-------- $1c00
|
||||
| Scroll |
|
||||
| Data |
|
||||
-------- $1800
|
||||
|Multiply|
|
||||
| Tables |
|
||||
-------- $1000
|
||||
|GR pg 2 | 1k
|
||||
|-------- $0c00
|
||||
|GR pg 1 | 1k
|
||||
|-------- $0800
|
||||
|GR pg 0 | 1k
|
||||
-------- $0400
|
||||
| | 0.5
|
||||
-------- $0200
|
||||
| stack | 0.25
|
||||
-------- $0100
|
||||
|zero pg | 0.25
|
||||
------- $0000
|
||||
|
||||
\end{verbatim}
|
||||
\caption{Memory Map (not to scale)}
|
||||
\end{table}
|
||||
|
||||
\begin{figure}
|
||||
\includegraphics[width=\columnwidth]{figures/hidden_vmw.png}
|
||||
\caption{Blah}
|
||||
\end{figure}
|
||||
|
||||
\begin{figure}
|
||||
\includegraphics[width=\columnwidth]{figures/m7_screen2.jpg}
|
||||
\end{figure}
|
||||
|
||||
\begin{figure}
|
||||
\includegraphics[width=\columnwidth]{figures/m7_screen4.jpg}
|
||||
\end{figure}
|
||||
|
||||
\begin{figure}
|
||||
\includegraphics[width=\columnwidth]{figures/m7_screen1.jpg}
|
||||
\end{figure}
|
||||
|
||||
\begin{figure}
|
||||
\includegraphics[width=\columnwidth]{figures/m7_screen3.jpg}
|
||||
\end{figure}
|
||||
|
||||
\begin{figure}
|
||||
\includegraphics[width=\columnwidth]{figures/mode7_demo_title.png}
|
||||
\end{figure}
|
||||
|
||||
Mockingboard Sound
|
||||
\end{document}
|
||||
|
Loading…
Reference in New Issue
Block a user