dos33fsprogs/graphics/gr/drops/drops_tiny.s
2021-02-02 12:32:55 -05:00

238 lines
3.7 KiB
ArmAsm

; water drops
; based roughly on
; https://github.com/seban-slt/Atari8BitBot/blob/master/ASM/water/water.m65
; for each pixel
; C
; A V B
; D
;
; calculate color as NEW_V = (A+B+C+D)/2 - OLD_V
; then flip buffers
; 211 bytes -- initial
; 208 bytes -- use HGR2 to clear
; 204 bytes -- optimize buffer switch
; 197 bytes -- inline random8
; 169 bytes -- rip out page flipping
; 163 bytes -- use EOR for BUFH setting
; 159 bytes -- put YY in X
; 153 bytes -- fake random by reading ROM
; 151 bytes -- no seed at all, use frame
; 149 bytes -- FRAME saved in Y
; 148 bytes -- beq instead of jmp
; 147 bytes -- reuse color in drop
; 145 bytes -- leave out carry setting
; 142 bytes -- reduce to 4 colors (from 8)
; 141 bytes -- don't dex at beginning ($FF close enough)
.include "hardware.inc"
GBASH = $27
MASK = $2E
COLOR = $30
SEEDL = $4E
FRAME = $F8
XX = $F9
DROPL = $FA
DROPH = $FB
BUF1L = $FC
BUF1H = $FD
BUF2L = $FE
BUF2H = $FF
;================================
; Clear screen and setup graphics
;================================
drops:
jsr HGR ; clear $2000-$4000 to zero
; A is $00 after this
; Y is $00
bit FULLGR ; full page
bit LORES ; switch to LORES
drops_outer:
; in all but first loop X is $FF on arrival
; inx
stx BUF1L
stx BUF2L
;=================================
; handle new frame
;=================================
inc FRAME
lda FRAME
tay ; save frame for later
; alternate $20/$28 in BUF1H/BUF2H
and #$1
asl
asl
asl ; A now 0 or 8
ora #$20
sta BUF1H
eor #$8
sta BUF2H
; check if we add new raindrop
tya ; reload FRAME
and #$f ; only drop every 16 frames
bne no_drop
; fake random number generator by reading ROM
lda $E000,Y
; buffer is 40x48 = roughly 2k?
; so random top bits = 0..7
sta DROPL
and #$7
ora #$20
sta DROPH
lda #31 ; $1f value for drop
tay ; cheat and draw drop at offset 31 to reuse value
sta (DROPL),Y ; draw at offset 31
iny
sta (DROPL),Y ; draw at offset 32
ldy #71
sta (DROPL),Y ; draw at offset 71 (y+1)
iny
sta (DROPL),Y ; draw at offset 72
no_drop:
ldx #47 ; load 47 into YY
;=================================
; yloop
;=================================
drops_yloop:
txa ; YY
tay ; plot YY,YY
jsr PLOT ; PLOT Y,A, setting up MASK and putting addr in GBASL/H
; reset XX to 39
lda #39 ; XX
sta XX
;=================================
; xloop
;=================================
drops_xloop:
clc
ldy #1
lda (BUF1L),Y
ldy #81
adc (BUF1L),Y
ldy #40
adc (BUF1L),Y
ldy #42
adc (BUF1L),Y
lsr
dey
; sec
sbc (BUF2L),Y
bpl done_calc
eor #$ff
done_calc:
sta (BUF2L),Y
inc BUF1L
inc BUF2L
bne no_oflo
inc BUF1H
inc BUF2H
no_oflo:
; adjust color
lsr
lsr
and #$3
tay
lda colors,Y
sta COLOR
ldy XX
jsr PLOT1 ; PLOT AT (GBASL),Y
dec XX
bpl drops_xloop
dex ; YY
bpl drops_yloop
weird_outer:
bmi drops_outer ; small enough now!
colors:
.byte $22,$66,$77,$ff
;colors:
;.byte $00,$22,$66,$EE,$77,$ff,$ff,$ff
; 0 2 6 e 7 f f f
; 0000 0010 0110 1110 0111 1111 1111 1111
; 0 1 2 3 4 5 6 7
; for maximum twitter size we enter this program
; by using the "&" operator which jumps to $3F5
; we can't load there though as the code would end up overlapping
; $400 which is the graphics area
; this is at 38A
; we want to be at 3F5, so load program at 36B?
; called by EXECUTE.STATEMENT at $D828
; which jumps to CHRGET at $00B1
; which does a RTS to $3F4 at end
; CHRGET sets up state based on the char that follows the &
; Z==C==1 is colon
; Z==1 is EOL (nul)
; C==0 is digit
; when we call with " following
; A=$22 (") X=$FF Y=$5E
; N=0 V=0 Z=0 C=1
jmp drops ; entry point from &
; bcs drops