dos33fsprogs/demos/lovebyte2024/spiraling_shape_32/spiral_32.s

125 lines
3.1 KiB
ArmAsm

; 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 ; load pointer to $E2DF
ldy #>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