mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-10-09 11:54:59 +00:00
space_bars: add sprite
weird problem was because size of game > 4k and was running into HGR page0
This commit is contained in:
parent
d4b45d2ec8
commit
e8514067e5
@ -35,11 +35,19 @@ shadow_left:
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ship_forward:
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.byte $9,$5
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.byte $00,$00,$00,$00,$ff,$00,$00,$00,$00
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.byte $00,$00,$00,$66,$ff,$66,$00,$00,$00
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.byte $00,$00,$70,$2f,$12,$2f,$70,$00,$00
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.byte $f0,$f7,$f7,$f2,$d9,$f2,$f7,$f7,$f0
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.byte $00,$00,$00,$00,$0d,$00,$00,$00,$00
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.byte $00,$00,$00,$00,$ff,$00,$00,$00,$00 ; 00=8 0X=0 X0=0 XX=1
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.byte $00,$00,$00,$66,$ff,$66,$00,$00,$00 ; 00=6 0x=0 X0=0 XX=3
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.byte $00,$00,$70,$2f,$12,$2f,$70,$00,$00 ; 00=4 0x=0 X0=2 XX=3
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.byte $f0,$f7,$f7,$f2,$d9,$f2,$f7,$f7,$f0 ; 00=0 0x=0 X0=2 XX=7
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.byte $00,$00,$00,$00,$0d,$00,$00,$00,$00 ; 00=8 0x=1 X0=0 XX=0
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;=====================
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; 26 1 4 14
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; 00=26 0X=1 X0=4 XX=14
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; = 33 + Y*(52)+ [30A + 64B + 69C + 54D]-Y
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; = 33 + 5*52 + 30*26 + 64*1 + 69*4 + 54*14 - 5
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; = 2164
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ship_right:
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.byte $9,$5
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@ -67,148 +75,5 @@ ship_tiny:
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.byte $3,$1
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.byte $f0,$9f,$f0
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sphere_offset:
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.byte 0,27,54,81, 108,135,162,189
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.if 0
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sphere0:
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.byte $5,$5
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.byte $00,$b0,$b3,$b0,$00
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.byte $b0,$bb,$bb,$bb,$30
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.byte $bb,$bb,$bb,$bb,$33
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.byte $bb,$bb,$bb,$bb,$33
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.byte $00,$3b,$3b,$3b,$00
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sphere1:
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.byte $5,$5
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.byte $00,$30,$bb,$b0,$00
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.byte $30,$bb,$bb,$bb,$b0
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.byte $bb,$bb,$bb,$bb,$bb
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.byte $bb,$bb,$bb,$bb,$bb
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.byte $00,$bb,$bb,$bb,$00
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sphere2:
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.byte $5,$5
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.byte $00,$30,$b3,$b0,$00
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.byte $30,$b3,$bb,$bb,$b0
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.byte $33,$bb,$bb,$bb,$bb
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.byte $33,$bb,$bb,$bb,$bb
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.byte $00,$33,$3b,$3b,$00
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sphere3:
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.byte $5,$5
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.byte $00,$30,$bb,$b0,$00
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.byte $30,$bb,$bb,$bb,$b0
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.byte $33,$3b,$bb,$bb,$bb
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.byte $33,$33,$3b,$bb,$bb
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.byte $00,$33,$33,$3b,$00
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sphere4:
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.byte $5,$5
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.byte $00,$b0,$bb,$b0,$00
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.byte $30,$bb,$bb,$bb,$b0
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.byte $33,$33,$3b,$bb,$bb
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.byte $33,$33,$33,$33,$3b
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.byte $00,$33,$33,$33,$00
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sphere5:
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.byte $5,$5
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.byte $00,$b0,$bb,$b0,$00
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.byte $30,$bb,$bb,$bb,$30
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.byte $33,$3b,$3b,$3b,$33
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.byte $33,$33,$33,$33,$33
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.byte $00,$33,$33,$33,$00
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sphere6:
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.byte $5,$5
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.byte $00,$30,$bb,$b0,$00
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.byte $30,$bb,$bb,$bb,$30
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.byte $bb,$bb,$bb,$3b,$33
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.byte $33,$3b,$33,$33,$33
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.byte $00,$33,$33,$33,$00
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sphere7:
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.byte $5,$5
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.byte $00,$30,$bb,$b0,$00
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.byte $b0,$bb,$bb,$bb,$30
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.byte $bb,$bb,$bb,$bb,$33
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.byte $bb,$bb,$bb,$3b,$33
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.byte $00,$33,$33,$33,$00
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.endif
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sphere0:
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.byte $5,$5
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.byte $00,$30,$bb,$b0,$00
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.byte $b0,$bb,$bb,$bb,$30
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.byte $bb,$bb,$bb,$bb,$33
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.byte $bb,$bb,$bb,$3b,$33
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.byte $00,$33,$33,$33,$00
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sphere1:
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.byte $5,$5
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.byte $00,$30,$bb,$b0,$00
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.byte $30,$bb,$bb,$bb,$30
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.byte $bb,$bb,$bb,$3b,$33
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.byte $33,$3b,$33,$33,$33
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.byte $00,$33,$33,$33,$00
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sphere2:
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.byte $5,$5
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.byte $00,$b0,$bb,$b0,$00
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.byte $30,$bb,$bb,$bb,$30
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.byte $33,$3b,$3b,$3b,$33
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.byte $33,$33,$33,$33,$33
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.byte $00,$33,$33,$33,$00
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sphere3:
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.byte $5,$5
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.byte $00,$b0,$bb,$b0,$00
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.byte $30,$bb,$bb,$bb,$b0
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.byte $33,$33,$3b,$bb,$bb
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.byte $33,$33,$33,$33,$3b
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.byte $00,$33,$33,$33,$00
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sphere4:
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.byte $5,$5
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.byte $00,$30,$bb,$b0,$00
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.byte $30,$bb,$bb,$bb,$b0
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.byte $33,$3b,$bb,$bb,$bb
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.byte $33,$33,$3b,$bb,$bb
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.byte $00,$33,$33,$3b,$00
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sphere5:
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.byte $5,$5
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.byte $00,$30,$b3,$b0,$00
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.byte $30,$b3,$bb,$bb,$b0
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.byte $33,$bb,$bb,$bb,$bb
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.byte $33,$bb,$bb,$bb,$bb
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.byte $00,$33,$3b,$3b,$00
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sphere6:
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.byte $5,$5
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.byte $00,$30,$bb,$b0,$00
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.byte $30,$bb,$bb,$bb,$b0
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.byte $bb,$bb,$bb,$bb,$bb
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.byte $bb,$bb,$bb,$bb,$bb
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.byte $00,$bb,$bb,$bb,$00
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sphere7:
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.byte $5,$5
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.byte $00,$b0,$b3,$b0,$00
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.byte $b0,$bb,$bb,$bb,$30
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.byte $bb,$bb,$bb,$bb,$33
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.byte $bb,$bb,$bb,$bb,$33
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.byte $00,$3b,$3b,$3b,$00
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sphere_shadow1:
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.byte $5,$1
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.byte $00,$a0,$a0,$a0,$00
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sphere_shadow2:
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.byte $5,$1
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.byte $00,$00,$a0,$00,$00
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@ -7,13 +7,13 @@ B2D = ../bmp2dhr/b2d
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all: space_bars.dsk
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space_bars.dsk: SPACE_BARS
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$(DOS33) -y space_bars.dsk BSAVE -a 0x1000 SPACE_BARS
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$(DOS33) -y space_bars.dsk BSAVE -a 0x4000 SPACE_BARS
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####
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SPACE_BARS: space_bars.o
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ld65 -o SPACE_BARS space_bars.o -C ../linker_scripts/apple2_1000.inc
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ld65 -o SPACE_BARS space_bars.o -C ../linker_scripts/apple2_4000.inc
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space_bars.o: space_bars.s instructions.s game.s \
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game_over.s gr_copy.s text_print.s title.s \
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@ -37,6 +37,6 @@ SB_BACKGROUNDC.BIN: sb_background.bmp
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###
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clean:
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rm -f *~ *.o *.lst *.inc SPACE_BARS
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rm -f *~ *.o *.lst SPACE_BARS
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9
space_bars/TODO
Normal file
9
space_bars/TODO
Normal file
@ -0,0 +1,9 @@
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Is it possible to get 40x96 as well as HGR?
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Have same HGR background page0/page1
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Alternate PAGE0/PAGE1 every two lines... do this in SPLIT?
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Is it even possible to draw the lines/sprites fast enough in the
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space remaining?
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Only draw the top half on odd frames, bottom on even?
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@ -9,9 +9,10 @@ game:
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;===================
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; init vars
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lda #0
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sta DRAW_PAGE
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lda #15
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sta XPOS
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lda #38
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sta YPOS
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;=============================
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@ -36,44 +37,29 @@ game:
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;=============================
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; Load graphic page0
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lda #8
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sta DRAW_PAGE
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lda #22
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jsr clear_gr
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; Load graphic page1 $800
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lda #4
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sta DRAW_PAGE
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jsr gr_copy_to_current ; copy to page1
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lda #$22
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jsr clear_gr
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; GR part
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bit PAGE1
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bit LORES ; 4
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bit SET_GR ; 4
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bit FULLGR ; 4
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;=============================
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; Load graphic page1
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; Load graphic page2 $c00
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lda #8
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sta DRAW_PAGE
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lda #44
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lda #$44
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jsr clear_gr
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;===================
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; copy to page3
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lda #0
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sta DRAW_PAGE
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jsr gr_copy_to_current
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; GR part
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bit PAGE0
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@ -186,13 +172,28 @@ sb_hgr_loop:
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bit SET_GR ; 4
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bit HIRES ; 4
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; draw sprite at same time
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lda #>ship_forward ; 2
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sta INH ; 3
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lda #<ship_forward ; 2
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sta INL ; 3
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jsr put_sprite ; 6
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; + 2164
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;===========
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; 2180
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; Try X=1 Y=235 cycles=2586 R5
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nop ; 2
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lda $0 ; 3
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; Try X=7 Y=10 cycles=411
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; nop ; 2
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; lda $0 ; 3
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ldy #235 ; 2
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sbloopC:ldx #1 ; 2
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ldy #10 ; 2
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sbloopC:ldx #7 ; 2
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sbloopD:dex ; 2
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bne sbloopD ; 2nt/3
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dey ; 2
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@ -202,7 +203,7 @@ sbloopD:dex ; 2
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sb_mixed:
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nop ;kill 6 cycles (room for rts) ; 2
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lda $0 ;kill 6 cycles (room for rts) ; 2
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ldx #9 ; 2
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ldy #14 ; 126 ; 2
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@ -260,13 +261,17 @@ sbloopF:dex ; 2
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; do_nothing should be 4550
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; -10 keypress
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; -1 adjust center mark back
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; ===========
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; 4540
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; 4539
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; Try X=9 Y=89 cycles=4540
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; Try X=3 Y=216 cycles=4537 R2
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ldy #89 ; 2
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sbloop1:ldx #9 ; 2
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nop
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ldy #216 ; 2
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sbloop1:ldx #3 ; 2
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sbloop2:dex ; 2
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bne sbloop2 ; 2nt/3
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dey ; 2
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137
space_bars/gr_putsprite.s
Normal file
137
space_bars/gr_putsprite.s
Normal file
@ -0,0 +1,137 @@
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;=============================================
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; put_sprite
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;=============================================
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; Sprite to display in INH,INL
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; Location is XPOS,YPOS
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; Note, only works if YPOS is multiple of two
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; time= 28 setup
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; Y*outerloop
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; outerloop = 34 setup
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; X*innerloop
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; innerloop = 30 if $00 17+13(done)
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; 64 if $0X 16+7+8+20(put_sprite_mask)+13(done)
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; 69 if $X0 16+8+7+5+20(put_sprite_mask)+13(done)
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; 54 if if $XX 16+8+8+9(put_all)+13(done)
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; -1 for last iteration
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; 18 (-1 for last)
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; 6 return
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; so cost = 28 + Y*(34+18)+ (INNER-Y) -1 + 6
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; = 33 + Y*(52)+(INNER-Y)
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; = 33 + Y*(52)+ [30A + 64B + 69C + 54D]-Y
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put_sprite:
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ldy #0 ; byte 0 is xsize ; 2
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lda (INL),Y ; 5
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sta CH ; xsize is in CH ; 3
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iny ; 2
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lda (INL),Y ; byte 1 is ysize ; 5
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sta CV ; ysize is in CV ; 3
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iny ; 2
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lda YPOS ; make a copy of ypos ; 3
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sta TEMPY ; as we modify it ; 3
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;===========
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; 28
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put_sprite_loop:
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sty TEMP ; save sprite pointer ; 3
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ldy TEMPY ; 3
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lda gr_offsets,Y ; lookup low-res memory address ; 4
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clc ; 2
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adc XPOS ; add in xpos ; 3
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sta OUTL ; store out low byte of addy ; 3
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lda gr_offsets+1,Y ; look up high byte ; 4
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adc DRAW_PAGE ; ; 3
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sta OUTH ; and store it out ; 3
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ldy TEMP ; restore sprite pointer ; 3
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; OUTH:OUTL now points at right place
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ldx CH ; load xsize into x ; 3
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;===========
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; 34
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put_sprite_pixel:
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lda (INL),Y ; get sprite colors ; 5
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iny ; increment sprite pointer ; 2
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sty TEMP ; save sprite pointer ; 3
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ldy #$0 ; 2
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; check if completely transparent
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; if so, skip
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cmp #$0 ; if all zero, transparent ; 2
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beq put_sprite_done_draw ; don't draw it ; 2nt/3
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;==============
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; 16/17
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sta COLOR ; save color for later ; 3
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; check if top pixel transparent
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and #$f0 ; check if top nibble zero ; 2
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bne put_sprite_bottom ; if not skip ahead ; 2nt/3
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;==============
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; 7/8
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lda #$f0 ; setup mask ; 2
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sta MASK ; 3
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bmi put_sprite_mask ; always? ; 3
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;=============
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; 8
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put_sprite_bottom:
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lda COLOR ; re-load color ; 3
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and #$0f ; check if bottom nibble zero ; 2
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bne put_sprite_all ; if not, skip ahead ; 2nt/3
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;=============
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; 7/8
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lda #$0f ; 2
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sta MASK ; setup mask ; 3
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;===========
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; 5
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put_sprite_mask:
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lda (OUTL),Y ; get color at output ; 5
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and MASK ; mask off unneeded part ; 3
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ora COLOR ; or the color in ; 3
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sta (OUTL),Y ; store it back ; 6
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jmp put_sprite_done_draw ; we are done ; 3
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;===========
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; 20
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put_sprite_all:
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lda COLOR ; load color ; 3
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sta (OUTL),Y ; and write it out ; 6
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;============
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; 9
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put_sprite_done_draw:
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ldy TEMP ; restore sprite pointer ; 3
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inc OUTL ; increment output pointer ; 5
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dex ; decrement x counter ; 2
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bne put_sprite_pixel ; if not done, keep looping ; 2nt/3
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;==============
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; 12/13
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inc TEMPY ; each line has two y vars ; 5
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inc TEMPY ; 5
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dec CV ; decemenet total y count ; 5
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bne put_sprite_loop ; loop if not done ; 2nt/3
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;==============
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; 17/18
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rts ; return ; 6
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79
space_bars/mode7_sprites.inc
Normal file
79
space_bars/mode7_sprites.inc
Normal file
@ -0,0 +1,79 @@
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;================
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; Ship Sprites
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;================
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splash_forward:
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.byte $7,$2
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.byte $00,$ee,$00,$00,$00,$ee,$00
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.byte $ee,$00,$00,$00,$00,$00,$ee
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splash_right:
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.byte $7,$2
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.byte $00,$00,$00,$00,$00,$ee,$00
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.byte $00,$00,$00,$00,$00,$00,$ee
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splash_left:
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.byte $7,$2
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.byte $00,$ee,$00,$00,$00,$00,$00
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.byte $ee,$00,$00,$00,$00,$00,$00
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shadow_forward:
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.byte $3,$2
|
||||
.byte $00,$aa,$00
|
||||
.byte $a0,$aa,$a0
|
||||
|
||||
shadow_right:
|
||||
.byte $3,$2
|
||||
.byte $a0,$00,$aa
|
||||
.byte $00,$0a,$a0
|
||||
|
||||
shadow_left:
|
||||
.byte $3,$2
|
||||
.byte $aa,$00,$a0
|
||||
.byte $a0,$0a,$00
|
||||
|
||||
ship_forward:
|
||||
.byte $9,$5
|
||||
.byte $00,$00,$00,$00,$ff,$00,$00,$00,$00 ; 00=8 0X=0 X0=0 XX=1
|
||||
.byte $00,$00,$00,$66,$ff,$66,$00,$00,$00 ; 00=6 0x=0 X0=0 XX=3
|
||||
.byte $00,$00,$70,$2f,$12,$2f,$70,$00,$00 ; 00=4 0x=0 X0=2 XX=3
|
||||
.byte $f0,$f7,$f7,$f2,$d9,$f2,$f7,$f7,$f0 ; 00=0 0x=0 X0=2 XX=7
|
||||
.byte $00,$00,$00,$00,$0d,$00,$00,$00,$00 ; 00=8 0x=1 X0=0 XX=0
|
||||
;=====================
|
||||
; 26 1 4 14
|
||||
; 00=26 0X=1 X0=4 XX=14
|
||||
; = 33 + Y*(52)+ [30A + 64B + 69C + 54D]-Y
|
||||
; = 33 + 5*52 + 30*26 + 64*1 + 69*4 + 54*14 - 5
|
||||
; = 2164
|
||||
|
||||
|
||||
|
||||
ship_right:
|
||||
.byte $9,$5
|
||||
.byte $00,$00,$00,$00,$00,$60,$60,$f0,$00
|
||||
.byte $00,$f0,$70,$70,$f6,$f6,$6f,$66,$00
|
||||
.byte $00,$07,$ff,$2f,$12,$27,$f6,$00,$00
|
||||
.byte $00,$00,$00,$dd,$d9,$f2,$77,$00,$00
|
||||
.byte $00,$00,$00,$00,$00,$0f,$ff,$70,$00
|
||||
|
||||
ship_left:
|
||||
.byte $9,$5
|
||||
.byte $00,$f0,$60,$60,$00,$00,$00,$00,$00
|
||||
.byte $00,$66,$6f,$f6,$f6,$70,$70,$f0,$00
|
||||
.byte $00,$00,$f6,$27,$12,$2f,$ff,$07,$00
|
||||
.byte $00,$00,$77,$f2,$d9,$dd,$00,$00,$00
|
||||
.byte $00,$70,$ff,$0f,$00,$00,$00,$00,$00
|
||||
|
||||
ship_small:
|
||||
.byte $5,$3
|
||||
.byte $00,$00,$ff,$00,$00
|
||||
.byte $00,$76,$2f,$76,$00
|
||||
.byte $0f,$0f,$d9,$0f,$0f
|
||||
|
||||
ship_tiny:
|
||||
.byte $3,$1
|
||||
.byte $f0,$9f,$f0
|
||||
|
||||
|
||||
|
@ -17,21 +17,25 @@ LZ4_END = $04
|
||||
COUNT = $06
|
||||
DELTA = $08
|
||||
|
||||
|
||||
YPOS = $10
|
||||
YPOS_SIN = $11
|
||||
CH = $24
|
||||
CV = $25
|
||||
GBASL = $26
|
||||
GBASH = $27
|
||||
BASL = $28
|
||||
BASH = $29
|
||||
MASK = $2E
|
||||
COLOR = $30
|
||||
FRAME = $60
|
||||
BLARGH = $69
|
||||
DRAW_PAGE = $EE
|
||||
LASTKEY = $F1
|
||||
PADDLE_STATUS = $F2
|
||||
XPOS = $F3
|
||||
YPOS = $F4
|
||||
TEMP = $FA
|
||||
TEMPY = $FB
|
||||
INL = $FC
|
||||
INH = $FD
|
||||
OUTL = $FE
|
||||
OUTH = $FF
|
||||
|
||||
@ -147,6 +151,7 @@ gr_offsets:
|
||||
.include "vapor_lock.s"
|
||||
.include "delay_a.s"
|
||||
.include "lz4_decode.s"
|
||||
.include "gr_putsprite.s"
|
||||
|
||||
.include "spacebars_title.inc"
|
||||
|
||||
.include "mode7_sprites.inc"
|
||||
|
Loading…
Reference in New Issue
Block a user