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10
demos/lovebyte2024/spiraling_shape_32/spiral.shape
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10
demos/lovebyte2024/spiraling_shape_32/spiral.shape
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@ -0,0 +1,10 @@
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# reverse engineering what the pattern we picked actually looks like
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#
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# Number of shapes
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1
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START
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NRT NDN NOP
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NUP DN NLT
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NLT NUP NOP
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NUP UP NOP
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STOP
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@ -6,55 +6,119 @@
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; Lovebyte 2024
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; Spiral plus some bass notes in 31 bytes on Apple II
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; You can enter it directly onto your Apple II with the following:
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; CALL -151
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; E9: 20 D8 F3 2C 30 C0 A8 A2 8C A9 60 20 11 F4 A2 DF
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; F9: A0 E2 E6 FE A9 01 29 7F 85 E7 20 5D F6 F0 E4
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; E9G
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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_COLLISION = $EA
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HGR_COLLISION = $EA ; overlaps our code, but it's OK
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; as it's modified after the HGR2
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; runs
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HGR_ROTATION = $FE ; IMPORTANT! set this right!
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; we get this for free by loading
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; our code into $E9 in zero page
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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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spiraling_shape:
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jsr HGR2 ; Hi-res, full screen ; 3
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jsr HGR2 ; Set Hi-resolution (280x192) mode
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; and clear screen to black0
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; (purple/green fringes)
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; HGR2 means use PAGE2 ($4000)
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; and no text at bottom
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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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; A and Y are always 0 here.
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; we can't rely on X (left behind by the boot process?)
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tiny_loop:
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bit $C030
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tay ; ldy #0 ; A always 0 here
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ldx #140
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lda #96
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jsr HPOSN ; 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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bit $C030 ; click the speaker for some sound
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tay ; set Y to 0 (A always 0 here)
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ldx #140 ; center spiral on the screen
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; this is expensive
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lda #96 ; but otherwise doesn't look right
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jsr HPOSN ; set screen position to xpos= (Y,X) ypos=(A)
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; so xpos = (Y*256)+X, ypos = (A)
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; as side effect saves X,Y,A to zero page
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; after returning Y = orig X/7
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; A and X are ??
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ldx #<our_shape ; load $E2DF
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ldx #<our_shape ; load pointer to $E2DF
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ldy #>our_shape ;
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inc HGR_ROTATION
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lda #1 ; HGR_ROTATION is HERE ($FE)
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inc HGR_ROTATION ; rotate the line, also make it larger
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and #$7f ; cut off before it gets too awful
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sta HGR_SCALE
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lda #1 ; HGR_ROTATION is HERE (zero page $FE)
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; we also use it for scale
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and #$7f ; cut off before it gets too awful (big)
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sta HGR_SCALE ; and save as SCALE size
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jsr XDRAW0 ; similar to BASIC's XDRAW 1 AT X,Y
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; XDRAW does an exclusive-or shape table
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; draw (essentially in-ROM scaled vector
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; drawing)
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; XOR so it draws the spiral first, then
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; undraws it on the second pass
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; XDRAW0 entry point expects
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; shape pointer in X/Y
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; and rotation in A
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jsr XDRAW0 ; XDRAW 1 AT X,Y
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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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beq tiny_loop ; bra (branch always)
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; 1 byte shorter than a JMP
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; o/~ No way to stop o/~
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our_shape = $E2DF
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our_shape = $E2DF ; location in the Applesoft ROM
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; that holds $11,$F0,$03,$20,$00
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; which makes two offset lines,
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; one up, one down, when
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; interpreted as a shape table
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; (it points into the code for the FRE()
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; BASIC routine but that's not important)
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; For the curious, the patterns was found experimentally
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; (looking for short ROM patterns with a convenient terminating 0)
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; NRT = no-draw, move right
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; DN = draw, move down
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; etc.
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; NOP = do nothing (special case as top 2 bits not enough to hold
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; a full complement of movements)
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; $11, $F0, $03, $20, $00 corresponds to
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; 0001 0001 = 00 010 001 NRT NDN NOP
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; 1111 0000 = 11 110 000 NUP DN NLT
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; 0000 0011 = 00 000 011 NLT NUP NOP
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; 0010 0000 = 00 100 000 NUP UP NOP
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; 0000 0000 = end of shape
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; x is the starting point, * are the two line segments drawn
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; ^
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; *
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; . x *
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; . . V
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7
demos/lovebyte2024/spiraling_shape_32/spiral_test.bas
Normal file
7
demos/lovebyte2024/spiraling_shape_32/spiral_test.bas
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10 HIMEM:8167
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20 POKE 232,231:POKE 233,31
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30 FOR L=8167 TO 8175: READ B:POKE L,B:NEXT L
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35 HGR:ROT=0:SCALE=2
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40 FOR I=1 TO 1: XDRAW I AT I*10,100:NEXT I
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90 END
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100 DATA 1,0,4,0,17,240,3,32,0
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