; Display fancy Fireworks ; HGR plus 40x48d page1/page2 every-1-scanline pageflip mode ; by deater (Vince Weaver) ; Zero Page FRAMEBUFFER = $00 ; $00 - $0F YPOS = $10 YPOS_SIN = $11 CH = $24 CV = $25 GBASL = $26 GBASH = $27 BASL = $28 BASH = $29 FRAME = $60 LETTERL = $63 LETTERH = $64 LETTERX = $65 LETTERY = $66 LETTERD = $67 LETTER = $68 BLARGH = $69 HGR_COLOR = $E4 STATE = $ED DRAW_PAGE = $EE LASTKEY = $F1 PADDLE_STATUS = $F2 TEMP = $FA WHICH = $FB ; Soft Switches KEYPRESS= $C000 KEYRESET= $C010 SPEAKER = $C030 SET_GR = $C050 ; Enable graphics SET_TEXT= $C051 ; Enable text FULLGR = $C052 ; Full screen, no text TEXTGR = $C053 ; Split screen PAGE0 = $C054 ; Page0 PAGE1 = $C055 ; Page1 LORES = $C056 ; Enable LORES graphics HIRES = $C057 ; Enable HIRES graphics PADDLE_BUTTON0 = $C061 PADDL0 = $C064 PTRIG = $C070 ; ROM routines ;HGR = $F3E2 ;HPLOT0 = $F457 ;HGLIN = $F53A ;COLORTBL= $F6F6 TEXT = $FB36 ;; Set text mode HOME = $FC58 ;; Clear the text screen WAIT = $FCA8 ;; delay 1/2(26+27A+5A^2) us ; jsr draw_fireworks ;================================== ;================================== setup_background: ;=================== ; init screen jsr TEXT jsr HOME jsr hgr bit KEYRESET ;=================== ; init vars lda #0 sta DRAW_PAGE sta STATE init_letters: lda #letters sta LETTERH lda #39 sta LETTERX lda #22 sta LETTERY lda #28 sta LETTERD ;============================= ; Load graphic page0 lda #$0c sta BASH lda #$00 sta BASL ; load image to $c00 lda #bg_final_low sta GBASH jsr load_rle_gr lda #4 sta DRAW_PAGE jsr gr_copy_to_current ; copy to page1 ; GR part bit PAGE1 bit LORES ; 4 bit SET_GR ; 4 bit FULLGR ; 4 ; jsr wait_until_keypressed ;============================= ; Load graphic page1 lda #$0c sta BASH lda #$00 sta BASL ; load image to $c00 lda #bg_final_high sta GBASH jsr load_rle_gr lda #0 sta DRAW_PAGE jsr gr_copy_to_current ; GR part bit PAGE0 ; jsr wait_until_keypressed ;============================== ; setup graphics for vapor lock ;============================== jsr vapor_lock ; 6 for rts? ; found first line of black after green, at up to line 26 on screen ; so we want roughly 22 lines * 4 = 88*65 = 5720 + 4550 = 10270 ; - 65 (for the scanline we missed) = 10205 - 12 = 10193 jsr gr_copy_to_current ; 6+ 9292 ; 10193 - 9298 - 6 = 889 ; Fudge factor (unknown) -24 = 865 ; GR part bit LORES ; 4 bit SET_GR ; 4 bit FULLGR ; 4 ; Try X=88 Y=2 cycles=893 R2 nop ldy #2 ; 2 loopA: ldx #88 ; 2 loopB: dex ; 2 bne loopB ; 2nt/3 dey ; 2 bne loopA ; 2nt/3 jmp display_loop .align $100 ;================================================ ; Display Loop ;================================================ ; each scan line 65 cycles ; 1 cycle each byte (40cycles) + 25 for horizontal ; Total of 12480 cycles to draw screen ; Vertical blank = 4550 cycles (70 scan lines) ; Total of 17030 cycles to get back to where was ; We want to alternate between page1 and page2 every 65 cycles ; vblank = 4550 cycles to do scrolling ; 2 + 48*( (4+2+25*(2+3)) + (4+2+23*(2+3)+4+5)) + 9) ; 48*[(6+125)-1] + [(6+115+10)-1] display_loop: ;=================================== ; HIRES PAGE0 for the top 152 lines ;=================================== ; 152 * 65 = 9880 ; -12 for HIRES/PAGE0 at top ; -5 for LORES+ldy+br fallthrough at bottom ; -121 for move_letters ; 9742 bit HIRES ; 4 bit PAGE0 ; 4 bit FULLGR ; 4 ;=========== ; 12 jsr move_letters ; 6+110 ; Try X=9 Y=191 cycles=9742 ; lda DRAW_PAGE ; nop ; 3 ; nop ; 2 ldy #191 ; 2 hgloop1:ldx #9 ; 2 hgloop2:dex ; 2 bne hgloop2 ; 2nt/3 dey ; 2 bne hgloop1 ; 2nt/3 bit LORES ; 4 ;==================================================== ; LORES PAGE0/PAGE1 alternating for the next 24 lines ;==================================================== ldy #12 ; *2=24 lines ; 2 ; we set PAGE0 (4) then want to NOP (61) for a total of 65 bouter_loop: bit PAGE0 ; 4 ldx #12 ; 65 cycles with PAGE0 ; 2 bpage0_loop: ; delay 61+bit dex ; 2 bne bpage0_loop ; 2/3 ;============= ; 6+(12*5)-1=65 ; we set PAGE1 (4) as well as dey (2) and bne (3) then nop (55) ; bit PAGE1 ; 4 ldx #11 ; 65 cycles with PAGE1 ; 2 bpage1_loop: dex ; 2 bne bpage1_loop ; 2/3 ;============= ; 6+(11*5)-1=60 dey ; 2 bne bouter_loop ; 2/3 ;============== ; 5 to make 65 ;========================================================= ; LORES PAGE0/PAGE1+TEXT alternating for the next 16 lines ;========================================================= ldy #8 ; *2=16 lines ; 2 ; we set PAGE0 (4) then want to NOP (61) for a total of 65 couter_loop: bit FULLGR ; 4 bit PAGE0 ; 4 ldx #5 ; 2 cpage0_loop: dex ; 2 bne cpage0_loop ; 2/3 ;============= ; 10+(5*5)-1=34 bit TEXTGR ; 4 bit $1000 ; 4 bit $1000 ; 4 bit $1000 ; 4 bit $1000 ; 4 bit $1000 ; 4 bit $1000 ; 4 lda DRAW_PAGE ; 3 ; we set PAGE1 (4) as well as dey (2) and bne (3) then nop (55) ; bit FULLGR ; 4 bit PAGE1 ; 4 ldx #5 ; 2 cpage1_loop: dex ; 2 bne cpage1_loop ; 2/3 ;============= ; 10+(5*5)-1=34 bit TEXTGR ; 4 bit $1000 ; 4 bit $1000 ; 4 bit $1000 ; 4 lda DRAW_PAGE ; 3 nop ; 2 lda DRAW_PAGE ; 3 nop ; 2 dey ; 2 bne couter_loop ; 2/3 ;============== ; 5 to make 65 ;====================================================== ; We have 4550 cycles in the vblank, use them wisely ;====================================================== ; 4550 ; +1 fallthrough ; -2 for ldy in previous ; -35 call through jumptable ; -7 keyboard ; -3 jmp ; ======== ; 4504 ;======================== ; each subunit should take 4504 cycles firework_state_machine: ; if killing time, 16+19 = 35 ; if not, 16+19 = 35 ldy STATE ; 3 inc FRAME ; 5 lda FRAME ; 3 and #$3 ; 2 beq kill_time ; 3 ;=========== ; 16 ; Set up jump table that runs same speed on 6502 and 65c02 ;-1 lda jump_table+1,y ; 4 pha ; 3 lda jump_table,y ; 4 pha ; 3 rts ; 6 ;============= ; 19 kill_time: ; need 16 cycles nop ldy STATE ; (nop) ; 3 ldy STATE ; (nop) ; 3 ldy STATE ; (nop) ; 3 ldy STATE ; (nop) ; 3 nop ; 2 nop ; 2 jmp action_stars ; 3 ;============= ; 19 check_keyboard: lda KEYPRESS ; 4 bpl no_keypress ; 3 jmp restart no_keypress: jmp display_loop ; 3 ; Restart and toggle sound restart: ; self mofifying code, flip from bit C030 to bit 0030 lda sound1+2 eor #$C0 sta sound1+2 lda sound2+2 eor #$C0 sta sound2+2 jmp setup_background jump_table: .word (action_launch_firework-1) .word (action_move_rocket-1) .word (action_start_explosion-1) .word (action_continue_explosion-1) .word (action_stall_rocket-1) .include "state_machine.s" .include "gr_hline.s" .include "../asm_routines/gr_unrle.s" .include "../asm_routines/keypress.s" .include "gr_copy.s" .include "random16.s" .include "fw.s" .include "hgr.s" .include "vapor_lock.s" .include "move_letters.s" background: .include "background_final.inc"