mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-04 05:05:13 +00:00
fc9427fe58
in all saves about 5s
556 lines
11 KiB
ArmAsm
556 lines
11 KiB
ArmAsm
;=====================================
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; XMAS2018 -- Merry Christmas Part
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;=====================================
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merry:
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;====================================================
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; ensure we have proper graphics mode (page1 visible)
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bit HIRES ; 4
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bit SET_GR ; 4
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bit FULLGR ; 4
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bit PAGE1 ; 4
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;===================
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; init vars
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lda #0
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sta FRAME
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sta FRAMEH
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;=============================
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; Load graphic hgr -- already loaded at $6000
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;================================================
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; Merry Christmas Loop
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;================================================
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merry_begin:
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cli ; start music interrupt
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; jsr play_music ; 6+1032
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lda #$00
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sta scroll_hgr_smc+1
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jsr scroll_hgr_left
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lda #$28
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sta scroll_hgr_smc+1
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jsr scroll_hgr_left
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lda #$50
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sta scroll_hgr_smc+1
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jsr scroll_hgr_left
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bit KEYRESET ; clear keypress ; 4
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; sei ; disable interrupts/music
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rts ; 6
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; 0 1 2 3 4 5 6 7
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; 00 = $2000 $2400 $2800 $2c00 $3000 $3400 $3800 $3c00
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; 08 = $2080 $2480 $2880 $2c80 $3080 $3480 $3880 $3c80
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; 16 = $2100 $2500 $2900 $2d00 $3100 $3500 $3900 $3d00
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; 24 = $2180 $2580 $2980 $2d80 $3180 $3580 $3980 $3d80
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; 32 = $2200 $2600 $2a00 $2e00 $3200 $3600 $3a00 $3e00
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; 40 = $2280 $2680 $2a80 $2e80 $3280 $3680 $3a80 $3e80
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; 48 = $2300 $2700 $2b00 $2f00 $3300 $3700 $3b00 $3f00
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; 56 = $2380 $2780 $2b80 $2f80 $3380 $3780 $3b80 $3f80
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; -----
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; 64 = $2028 $2428 $2828 $2c28 $3028 $3428 $3828 $3c28
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; 72 = $20a8 $24a8 $28a8 $2ca8 $30a8 $34a8 $38a8 $3ca8
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; 80 = $2128 $2528 $2928 $2d28 $3128 $3528 $3928 $3d28
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; 88 = $21a8 $25a8 $29a8 $2da8 $31a8 $35a8 $39a8 $3da8
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; 96 = $2228 $2628 $2a28 $2e28 $3228 $3628 $3a28 $3e28
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; 104 = $22a8 $26a8 $2aa8 $2ea8 $32a8 $36a8 $3aa8 $3ea8
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; 112 = $2328 $2728 $2b28 $2f28 $3328 $3728 $3b28 $3f28
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; 120 = $23a8 $27a8 $2ba8 $2fa8 $33a8 $37a8 $3ba8 $3fa8
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; -----
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; 128 = $2050 $2450 $2850 $2c50 $3050 $3450 $3850 $3c50
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; 136 = $20d0 $24d0 $28d0 $2cd0 $30d0 $34d0 $38d0 $3cd0
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; 144 = $2150 $2550 $2950 $2d50 $3150 $3550 $3950 $3d50
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; 152 = $21d0 $25d0 $29d0 $2dd0 $31d0 $35d0 $39d0 $3dd0
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; 160 = $2250 $2650 $2a50 $2e50 $3250 $3650 $3a50 $3e50
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; 168 = $22d0 $26d0 $2ad0 $2ed0 $32d0 $36d0 $3ad0 $3ed0
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; 176 = $2350 $2750 $2b50 $2f50 $3350 $3750 $3b50 $3f50
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; 184 = $23d0 $27d0 $2bd0 $2fd0 $33d0 $37d0 $3bd0 $3fd0
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; -----
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; int count=0;
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HIGH = $00
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CURRENT = $01
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NEXT = $02
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COUNTH = $03
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COUNTL = $04
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OFFSCREEN = $05
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FLIPHIGH = $06
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;===========================================
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;===========================================
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;===========================================
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; Scroll HGR Left
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;
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; very slowly scroll screen left, 1/3 of screen at a time
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; scrolls page pointed to by INL:INH into OUTL:OUTH
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; Timing
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; scroll_hgr_left: 8
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; 140* scroll_hgr_loop: 10 setup
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; 39 set fliphigh
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; 6 check keypress
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; 64*left_one_loop 6+2232
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; 23 (increments)
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; 22 increment counts
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; 10 check and loop
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; 6 return
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; total time = 14 + 140*(10+39+6+22+10+64*(41+23+(2232)))
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; 67,431,293 cycles = roughly 67s -- original
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; 64,564,093 cycles = roughly 64s -- optimize inner loop a bit
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; 33,347,034 cycles = roughly 33s -- don't shift hidden page
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; 30,569,434 cycles = roughly 30s -- unroll 4 times
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; 29,476,314 cycles = roughly 29s -- add back INH for +1 address
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; 28,813,247 cycles = roughly 29s -- use X register for NEXT
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; 28,813,247 cycles = roughly 29s -- use X register for NEXT
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; 27,031,274 cycles = roughly 27s -- save LAST / skip OUTL
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; 27,022,814 cycles = roughly 27s -- move some things around
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; 20,583,794 cycles = roughly 21s -- use lookup table in inner
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scroll_hgr_left:
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lda #$0 ; 2
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sta COUNTH ; 3
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sta COUNTL ; 3
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;===========
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; 8
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; repeats 140 times
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scroll_hgr_loop:
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lda #$40 ; 2
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sta OUTH ; 3
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scroll_hgr_smc:
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lda #$0 ; 2
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sta OUTL ; 3
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;============
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; 10
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; 0 000 00 -2
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; 1 001 01 -1
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;*2 010 10 0
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; 3 011 11 1
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; 4 100 00 -2
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; 5 101 01 -1
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;*6 110 10 0
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; Sets FLIPHIGH if we are on 2nd or 6th iteration out of 7
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lda COUNTL ; 3
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and #$3 ; 2
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sec ; 2
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sbc #2 ; 2
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bne store_txa ; 3
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; -1
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lda #$EA ; nop ; 2
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jmp store_done ; 3
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store_txa:
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lda #$8A ; txa ; 2
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store_done:
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sta smc_n0 ; 4
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sta smc_n1 ; 4
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sta smc_n2 ; 4
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sta smc_n3 ; 4
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sta smc_n4 ; 4
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;===========
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; 39
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lda KEYPRESS ; 4
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bmi scroll_done ; 3
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; -1
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;============
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; 6
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; repeats 64 times, once for east hline of 1/3 the screen
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left_one_loop:
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; scroll first page
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jsr hgr_scroll_line ; 6+????
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;============
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; 6+????
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clc ; 2
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lda OUTL ; 3
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adc #$80 ; 2
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sta OUTL ; 3
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lda OUTH ; 3
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adc #$0 ; 2
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sta OUTH ; 3
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cmp #$60 ; 2
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bne left_one_loop ; 3
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;==========
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; 23
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; -1
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inc COUNTL ; 5
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lda COUNTL ; 3
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cmp #7 ; 2
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bne scroll_noinc_counth ; 3
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lda #0 ; 2
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sta COUNTL ; 3
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inc COUNTH ; 5
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;===========
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; 22
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scroll_noinc_counth:
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lda COUNTH ; 3
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cmp #20 ; 2
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beq scroll_done ; 3
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;-1
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jmp scroll_hgr_loop ; 3
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;==========
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; 10
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scroll_done:
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rts ; 6
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;===========================================
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; hgr_scroll_line
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;===========================================
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;
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; 93 init
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; 8* (unrolled)
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; 4* hgr_scroll_line_loop: 13
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; high bit 10
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; output new byte: 27
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; 1* hgr_scroll_line_loop: 18
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; high bit 10
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; output new byte: 27
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; 1*
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; increment and loop: 7
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; 5 return
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;
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; (93*40)+7=3727 -- original total
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; (91*40)+7=3647 -- remove branch in highbit code
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; (89*40)+7=3567 -- convert 5 asl to 4 ror
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; (89*40)+91=3651 -- re-write with col40 pre-calculated
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; (79*3 + 84*1 + 7)*10+91 = 3341 -- unroll 4 times
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; (75*3 + 80*1 + 7)*10+105= 3225 -- move to INL=OUTL+1
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; (73*3 + 78*1 + 7)*10+105= 3145 -- use X register for next
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; (68*3 + 73*1 + 7)*10+112= 2952 -- use LAST instead of load
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; (50*3 + 55*1 + 7)*10+112= 2232 -- use lookup table
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; (50*4 + 55*1 + 7)*8+112 = 2208 -- unroll 5 times
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hgr_scroll_line:
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setup_column_40:
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lda COUNTH ; 3
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asl ; 2
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clc ; 2
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adc OUTL ; 3
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sta INL ; 3
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clc ; necessary? ; 2
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lda OUTH ; 3
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adc #$20 ; 2
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sta INH ; 3
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ldy #0 ; 2
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lda (INL),Y ; 5
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sta HIGH ; 3
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ldx COUNTL ; 3
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;===========
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; 36
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count0:
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beq done_count ; if 0, need to do nothing ; 3
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cpx #1 ; -1/2
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count1:
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beq shiftright2 ; if 1, C>>2 ; 3
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cpx #2 ; -1/2
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count2:
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beq shiftright4 ; if 2, C>>4 ; 3
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count3:
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sta TEMP ; save C ; -1/3
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iny ; 2
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lda (INL),Y ; 5
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sta HIGH ; 3
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cpx #3 ; 2
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bne not3 ; 3
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asl ; if 3, D<<1 | C>>6 ; -1/2
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and #$2 ; 2
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sta TEMPY ; 3
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lda TEMP ; 3
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lsr ; 2
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lsr ; 2
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lsr ; 2
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lsr ; 2
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lsr ; 2
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lsr ; 2
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and #$1 ; 2
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ora TEMPY ; 3
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jmp done_count ; 3
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not3:
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cpx #4 ; 2
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count4:
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beq shiftright1 ; if 4, D>>1 ; 3
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count5:
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cpx #5 ; 2/-1
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beq shiftright3 ; if 5, D>>3 ; 3
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count6: ; if 6, D>>5
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; -1
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shiftright5:
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lsr ; 2
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shiftright4:
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lsr ; 2
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shiftright3:
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lsr ; 2
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shiftright2:
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lsr ; 2
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shiftright1:
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lsr ; 2
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shiftright0:
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done_count:
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and #$7f ; 2
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sta OFFSCREEN ; 3
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lda HIGH ; 3
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and #$80 ; 2
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ora OFFSCREEN ; 3
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sta OFFSCREEN ; 3
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ldy #0 ; 2
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;====================
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; best case(0)= 19
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; worse case(3)= 56
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ldx OUTL ; 3
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inx ; 2
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stx INL ; 3
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ldx OUTH ; 3
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stx INH ; 3
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;===========
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; 14
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lda (OUTL),Y ; get initial NEXT ; 5
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tax ; 2
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;===========
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; 7
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; repeated 8 times
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hgr_scroll_line_loop:
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;============= Unroll 0
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lda (INL),Y ; get subsequent pixel block ; 5
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sta NEXT ; NEXT ; 3
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and #$3 ; 2
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sta TEMP ; 3
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;===========
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; 13
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; get highbit
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lda NEXT ; 3
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smc_n0:
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txa ; or nop ; 2
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and #$80 ; 2
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sta HIGH ; 3
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;===================
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; 10
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; if in bit 2 or 6 of horiz scroll, shift the color bit over
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; makes some color flicker, is there a better way?
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txa ; ; CURRENT=OLD NEXT ; 2
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and #$7c ; 2
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ora TEMP ; 3
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tax ; 2
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lda table_lookup,X ; 4
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ora HIGH ; 3
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ldx NEXT ; 3
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sta (OUTL),Y ; 6
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iny ; 2
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;===========
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; 27
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;============= Unroll 1
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lda (INL),Y ; get subsequent pixel block ; 5
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sta NEXT ; NEXT ; 3
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and #$3 ; 2
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sta TEMP ; 3
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;===========
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; 13
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; get highbit
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lda NEXT ; 3
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smc_n1:
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txa ; or nop ; 2
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and #$80 ; 2
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sta HIGH ; 3
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;===================
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; 10
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; if in bit 2 or 6 of horiz scroll, shift the color bit over
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; makes some color flicker, is there a better way?
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txa ; ; CURRENT=OLD NEXT ; 2
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and #$7c ; 2
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ora TEMP ; 3
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tax ; 2
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lda table_lookup,X ; 4
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ora HIGH ; 3
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ldx NEXT ; 3
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sta (OUTL),Y ; 6
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iny ; 2
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;===========
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; 27
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;============= Unroll 2
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lda (INL),Y ; get subsequent pixel block ; 5
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sta NEXT ; NEXT ; 3
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and #$3 ; 2
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sta TEMP ; 3
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;===========
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; 13
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; get highbit
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lda NEXT ; 3
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smc_n2:
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txa ; or nop ; 2
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and #$80 ; 2
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sta HIGH ; 3
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;===================
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; 10
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; if in bit 2 or 6 of horiz scroll, shift the color bit over
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; makes some color flicker, is there a better way?
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txa ; ; CURRENT=OLD NEXT ; 2
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and #$7c ; 2
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ora TEMP ; 3
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tax ; 2
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lda table_lookup,X ; 4
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ora HIGH ; 3
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ldx NEXT ; 3
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sta (OUTL),Y ; 6
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iny ; 2
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;===========
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; 27
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;============= Unroll 3
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lda (INL),Y ; get subsequent pixel block ; 5
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sta NEXT ; NEXT ; 3
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and #$3 ; 2
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sta TEMP ; 3
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;===========
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; 10
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; get highbit
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lda NEXT ; 3
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smc_n3:
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txa ; or nop ; 2
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and #$80 ; 2
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sta HIGH ; 3
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;===================
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; 10
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; if in bit 2 or 6 of horiz scroll, shift the color bit over
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; makes some color flicker, is there a better way?
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txa ; ; CURRENT=OLD NEXT ; 2
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and #$7c ; 2
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ora TEMP ; 3
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tax ; 2
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lda table_lookup,X ; 4
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ora HIGH ; 3
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ldx NEXT ; 3
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sta (OUTL),Y ; 6
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iny ; 2
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;===========
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; 27
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;============= Unroll 4
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cpy #39 ; 2
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bne not_thirtynine ; 3
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thirtynine:
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;-1
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lda OFFSCREEN ; 3
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jmp done_thirtynine ; 3
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not_thirtynine:
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lda (INL),Y ; get subsequent pixel block ; 5
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done_thirtynine:
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sta NEXT ; NEXT ; 3
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and #$3 ; 2
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sta TEMP ; 3
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;===========
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; 39: 18
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; not: 18
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; get highbit
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lda NEXT ; 3
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smc_n4:
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txa ; or nop ; 2
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and #$80 ; 2
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sta HIGH ; 3
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;===================
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; 10
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; if in bit 2 or 6 of horiz scroll, shift the color bit over
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; makes some color flicker, is there a better way?
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txa ; ; CURRENT=OLD NEXT ; 2
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and #$7c ; 2
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ora TEMP ; 3
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tax ; 2
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lda table_lookup,X ; 4
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ora HIGH ; 3
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ldx NEXT ; 3
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sta (OUTL),Y ; 6
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iny ; 2
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;===========
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; 27
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cpy #40 ; 2
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beq hgr_scroll_return ; 3
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; -1
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jmp hgr_scroll_line_loop ; 3
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;===========
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; 7
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hgr_scroll_return:
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; -1
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rts ; 6
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