mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-08 16:07:14 +00:00
497 lines
8.2 KiB
ArmAsm
497 lines
8.2 KiB
ArmAsm
; Play the KSP theme, but compressed a bit (only write registers that change)
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; Still 3-channel
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; The KSP theme is fairly small, will need to compress more
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.include "zp.inc"
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;=============================
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; Print message
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;=============================
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jsr HOME
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jsr TEXT
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lda #0
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sta DRAW_PAGE
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sta CH
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sta CV
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sta DONE_PLAYING
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sta XPOS
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lda #1
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sta MB_FRAME_DIFF
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lda #<mocking_message
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sta OUTL
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lda #>mocking_message
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sta OUTH
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jsr move_and_print
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jsr mockingboard_detect_slot4
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cpx #$1
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beq mockingboard_found
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lda #<not_message
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sta OUTL
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lda #>not_message
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sta OUTH
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inc CV
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jsr move_and_print
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jmp forever_loop
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mockingboard_found:
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lda #<found_message
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sta OUTL
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lda #>found_message
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sta OUTH
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inc CV
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jsr move_and_print
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;============================
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; Init the Mockingboard
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;============================
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jsr mockingboard_init
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jsr reset_ay_left
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jsr reset_ay_right
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jsr clear_ay_left
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jsr clear_ay_right
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;===========================
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; load pointer to the music
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;===========================
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lda #<ksp_theme
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sta INL
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lda #>ksp_theme
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sta INH
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lda (INL),Y ; read in frame delay
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sta MB_FRAME_DIFF
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inc INL ; FIXME: should check if we oflowed
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;=========================
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; Setup Interrupt Handler
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;=========================
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; Vector address goes to 0x3fe/0x3ff
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; FIXME: should chain any existing handler
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lda #<interrupt_handler
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sta $03fe
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lda #>interrupt_handler
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sta $03ff
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;============================
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; Enable 50Hz clock on 6522
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;============================
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lda #$40 ; Generate continuous interrupts, don't touch PB7
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sta $C40B ; ACR register
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lda #$7F ; clear all interrupt flags
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sta $C40E ; IER register (interrupt enable)
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lda #$C0
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sta $C40D ; IFR: 1100, enable interrupt on timer one oflow
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sta $C40E ; IER: 1100, enable timer one interrupt
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lda #$E7
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sta $C404 ; write into low-order latch
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lda #$4f
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sta $C405 ; write into high-order latch,
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; load both values into counter
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; clear interrupt and start counting
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; 4fe7 / 1e6 = .020s, 50Hz
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;============================
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; Enable 6502 interrupts
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;============================
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;
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cli ; clear interrupt mask
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bit SET_GR ; graphics mode
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bit HIRES ; hires mode
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bit TEXTGR ; mixed text/graphics
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bit PAGE0 ; first graphics page
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;==========================
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; Graphics
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;==========================
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uncompress_graphics:
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jsr lzss_init ; init R to zero
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;==========================
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;==========================
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; Loading Sequence
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;==========================
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;==========================
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jsr clear_bottom
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;==========================
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; Squad Logo
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;==========================
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lda #>squad_logo ; load logo pointer
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sta BASH
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lda #<squad_logo
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sta BASL
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lda #>squad_logo_end ; load logo end pointer
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sta LZSS_ENDH
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lda #<squad_logo_end
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sta LZSS_ENDL
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; HGR page 2
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lda #>$2000
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sta OUTH
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lda #<$2000
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sta OUTL
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jsr lzss_decompress
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lda #<load_quotes
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sta NAMEL
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lda #>load_quotes
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sta NAMEH
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lda #$54 ; HTAB 4 : VTAB 21
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sta OUTL
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lda #$6
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sta OUTH
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ldy #31
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lda #('.'+$80) ; '.'
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dot_loop:
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sta (OUTL),Y
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dey
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bpl dot_loop
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ldx #$0
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progress_bar_loop:
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ldy #$0
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lda #$6
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sta OUTH
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clc
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txa
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adc #$54 ; HTAB 4 : VTAB 21
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sta OUTL
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lda #' ' ; inverse space
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sta (OUTL),Y
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; Halfway, change logo
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cpx #16
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bne no_change_logo
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txa
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pha
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jsr lzss_init ; init R to zero
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lda #>loading_logo ; load logo pointer
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sta BASH
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lda #<loading_logo
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sta BASL
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lda #>loading_logo_end ; load logo end pointer
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sta LZSS_ENDH
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lda #<loading_logo_end
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sta LZSS_ENDL
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; HGR page 2
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lda #>$2000
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sta OUTH
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lda #<$2000
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sta OUTL
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jsr lzss_decompress
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pla
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tax
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no_change_logo:
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; Update message
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txa
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and #$3
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bne no_quotes
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; clear line
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lda #$D0 ; VTAB 22
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sta OUTL
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lda #$6
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sta OUTH
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ldy #40
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lda #(' '+$80) ; ' '
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clear_line:
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sta (OUTL),Y
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dey
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bpl clear_line
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ldy #0
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lda (NAMEL),Y
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adc #$CE ; -1 because we inc Y once
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; and another because HTAB starts at 1
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sta OUTL
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iny
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print_quote_loop:
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lda (NAMEL),Y
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beq done_quote
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ora #$80 ; make non-inverse
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sta (OUTL),Y
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iny
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jmp print_quote_loop
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done_quote:
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iny
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clc
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tya
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adc NAMEL
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sta NAMEL
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lda #0
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adc NAMEH
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sta NAMEH
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no_quotes:
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lda #$f0
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jsr WAIT
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lda #$f0
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jsr WAIT
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lda #$f0
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jsr WAIT
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lda #$f0
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jsr WAIT
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inx
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cpx #32
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bpl done_progress_bar
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jmp progress_bar_loop
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done_progress_bar:
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jsr clear_bottom
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lda #>ksp_title ; load logo pointer
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sta BASH
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lda #<ksp_title
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sta BASL
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lda #>ksp_title_end ; load logo end pointer
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sta LZSS_ENDH
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lda #<ksp_title_end
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sta LZSS_ENDL
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; HGR page 2
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lda #>$2000
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sta OUTH
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lda #<$2000
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sta OUTL
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jsr lzss_decompress
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;============================
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; Loop forever
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;============================
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playing_loop:
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lda DONE_PLAYING
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beq playing_loop
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done_play:
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; FIXME: disable timer on 6522
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; FIXME: unhook interrupt handler
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sei ; disable interrupts
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jsr clear_ay_left
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jsr clear_ay_right
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lda #0
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sta CH
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lda #21
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sta CV
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lda #<done_message
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sta OUTL
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lda #>done_message
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sta OUTH
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jsr move_and_print
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forever_loop:
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jmp forever_loop
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;=============================
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;=============================
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; simple interrupt handler
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;=============================
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;=============================
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; On Apple II/6502 the interrupt handler jumps to address in 0xfffe
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; This is in the ROM, which saves the registers
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; on older IIe it saved A to $45 (which could mess with DISK II)
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; newer IIe doesn't do that.
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; It then calculates if it is a BRK or not (which trashes A)
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; Then it sets up the stack like an interrupt and calls 0x3fe
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interrupt_handler:
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pha ; save A
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; Should we save X and Y too?
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bit $C404 ; can clear 6522 interrupt by reading T1C-L
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inc $0401 ; DEBUG: increment text char
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dec MB_FRAME_DIFF
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bne done_interrupt
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ldy #0
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bottom_regs:
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lda (INL),Y ; load low reg bitmask
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sta MASK
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ldx #$ff ; init to -1
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bottom_regs_loop:
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inx ; increment X
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cpx #$8 ; if we reach 8, done
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beq top_regs ; move on to top
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ror MASK
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bcc bottom_regs_loop ; if bit not set in mask, skip reg
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stx XX ; save X
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iny ; get next output value
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lda (INL),Y ; read in value
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sty YY ; save Y
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tax ; value in X
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ldy XX ; register# in Y
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; reg in Y, value in X
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jsr write_ay_left ; assume 3 channel (not six)
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jsr write_ay_right ; so write same to both left/write
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ldx XX ; restore X
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ldy YY ; restore Y
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jmp bottom_regs_loop ; loop
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top_regs:
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iny ; point to next value
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lda (INL),Y ; load top reg bitmask
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sta MASK
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ldx #$7 ; load X as 7 (we increment first)
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top_regs_loop:
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inx ; increment
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cpx #16
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beq done_with_masks ; exit if done
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ror MASK
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bcc top_regs_loop ; loop if not set
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stx XX ; save X value
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iny ; point to value
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lda (INL),Y ; read in output value
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sty YY ; save Y value
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tax ; value in X
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ldy XX ; register in Y
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; reg in Y, value in X
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jsr write_ay_left ; assume 3 channel (not six)
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jsr write_ay_right ; so write same to both left/write
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ldx XX
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ldy YY
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jmp top_regs_loop
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done_with_masks:
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new_frame_diff:
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iny
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lda (INL),Y ; read in frame delay
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cmp #$ff ; see if end
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bne not_done ; if so, done
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inc DONE_PLAYING ; set done playing flag
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jmp done_interrupt
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not_done:
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sta MB_FRAME_DIFF
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iny
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clc
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tya
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adc INL
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sta INL
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lda #0
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adc INH
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sta INH
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done_interrupt:
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pla
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rti
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;=========
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;routines
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;=========
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.include "../asm_routines/gr_offsets.s"
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.include "../asm_routines/text_print.s"
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.include "../asm_routines/mockingboard.s"
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.include "../asm_routines/lzss_decompress.s"
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.include "../asm_routines/gr_fast_clear.s"
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;=======
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; music
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;=======
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.include "ksp_theme_compressed.inc"
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;=========
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; strings
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;=========
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mocking_message: .asciiz "LOOKING FOR MOCKINGBOARD IN SLOT #4"
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not_message: .byte "NOT "
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found_message: .asciiz "FOUND"
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done_message: .asciiz "DONE PLAYING"
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load_quotes:
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.byte 10
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.asciiz "Adding Extraneous Ks"
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.byte 14
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.asciiz "Locating Jeb"
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.byte 11
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.asciiz "Breaking Quicksaves"
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.byte 12
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.asciiz "Patching Conics"
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.byte 12
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.asciiz "Spinning up Duna"
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.byte 11
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.asciiz "Warming up the 6502"
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.byte 10
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.asciiz "Preparing Explosions"
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.byte 10
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.asciiz "Unleashing the Kraken"
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;=============
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; Grahpics
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; Must be at end as get over-written
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;=============
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.include "ksp_title.inc"
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.include "ksp_squad.inc"
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.include "ksp_loading.inc"
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