; Spiraling Shape ; o/~ Down, Down, Down You Go o/~ ; by Vince `deater` Weaver / DsR ; Lovebyte 2024 ; Spiral plus some bass notes in 31 bytes on Apple II ; You can enter it directly onto your Apple II with the following: ; CALL -151 ; E9: 20 D8 F3 2C 30 C0 A8 A2 8C A9 60 20 11 F4 A2 DF ; F9: A0 E2 E6 FE A9 01 29 7F 85 E7 20 5D F6 F0 E4 ; E9G ; zero page locations HGR_SCALE = $E7 HGR_COLLISION = $EA ; overlaps our code, but it's OK ; as it's modified after the HGR2 ; runs HGR_ROTATION = $FE ; IMPORTANT! set this right! ; we get this for free by loading ; our code into $E9 in zero page ; ROM locations HGR2 = $F3D8 HPOSN = $F411 XDRAW0 = $F65D spiraling_shape: jsr HGR2 ; Set Hi-resolution (280x192) mode ; and clear screen to black0 ; (purple/green fringes) ; HGR2 means use PAGE2 ($4000) ; and no text at bottom ; Y=0, A=0 after this call ; A and Y are always 0 here. ; we can't rely on X (left behind by the boot process?) tiny_loop: bit $C030 ; click the speaker for some sound tay ; set Y to 0 (A always 0 here) ldx #140 ; center spiral on the screen ; this is expensive lda #96 ; but otherwise doesn't look right jsr HPOSN ; set screen position to xpos= (Y,X) ypos=(A) ; so xpos = (Y*256)+X, ypos = (A) ; as side effect saves X,Y,A to zero page ; after returning Y = orig X/7 ; A and X are ?? ldx #our_shape ; inc HGR_ROTATION ; rotate the line, also make it larger lda #1 ; HGR_ROTATION is HERE (zero page $FE) ; we also use it for scale and #$7f ; cut off before it gets too awful (big) sta HGR_SCALE ; and save as SCALE size jsr XDRAW0 ; similar to BASIC's XDRAW 1 AT X,Y ; XDRAW does an exclusive-or shape table ; draw (essentially in-ROM scaled vector ; drawing) ; XOR so it draws the spiral first, then ; undraws it on the second pass ; XDRAW0 entry point expects ; shape pointer in X/Y ; and rotation in A ; Both A and X are 0 at exit ; Z flag set on exit ; Y varies beq tiny_loop ; bra (branch always) ; 1 byte shorter than a JMP ; o/~ No way to stop o/~ our_shape = $E2DF ; location in the Applesoft ROM ; that holds $11,$F0,$03,$20,$00 ; which makes two offset lines, ; one up, one down, when ; interpreted as a shape table ; (it points into the code for the FRE() ; BASIC routine but that's not important) ; For the curious, the patterns was found experimentally ; (looking for short ROM patterns with a convenient terminating 0) ; NRT = no-draw, move right ; DN = draw, move down ; etc. ; NOP = do nothing (special case as top 2 bits not enough to hold ; a full complement of movements) ; $11, $F0, $03, $20, $00 corresponds to ; 0001 0001 = 00 010 001 NRT NDN NOP ; 1111 0000 = 11 110 000 NUP DN NLT ; 0000 0011 = 00 000 011 NLT NUP NOP ; 0010 0000 = 00 100 000 NUP UP NOP ; 0000 0000 = end of shape ; x is the starting point, * are the two line segments drawn ; ^ ; * ; . x * ; . . V