%target cx16 %import graphics %import textio %import diskio %import c64colors main { const uword load_location = $4000 sub start() { graphics.enable_bitmap_mode() ; set a better C64 color palette, the Cx16's default is too saturated c64colors.set_palette_pepto() show_pics_on_disk() ; only works with sdcard image repeat { ; } } sub show_pics_on_disk() { ; load and show all *.koa pictures on the disk. ; this only works in the emulator V38 with an sd-card image with the files on it. str[20] filename_ptrs ubyte num_files = diskio.list_files(8, ".koa", true, &filename_ptrs, len(filename_ptrs)) if num_files { while num_files { num_files-- load_image_from_disk(filename_ptrs[num_files]) wait() } } else { txt.print("no files found\n") } } sub wait() { uword jiffies = 0 c64.SETTIM(0,0,0) while jiffies < 60 { ; read clock %asm {{ stx P8ZP_SCRATCH_REG jsr c64.RDTIM sta jiffies stx jiffies+1 ldx P8ZP_SCRATCH_REG }} } } sub load_image_from_disk(uword filenameptr) { ; special load routine that uses per-byte loading so it works from an sd-card image if diskio.f_open(8, filenameptr) { uword size = diskio.f_read(load_location, 2) ; skip the first 2 bytes (load address) if size==2 { size = diskio.f_read(load_location, 10001) if size == 10001 { convert_koalapic() } else { txt.print_uw(size) txt.print("\nload error\n") txt.print(diskio.status(8)) } } diskio.f_close() } } sub convert_koalapic() { ubyte cy ubyte @zp cx uword @zp cy_times_forty = 0 ubyte @zp d uword bitmap_ptr = load_location ; theoretically you could put the 8-pixel array in zeropage to squeeze out another tiny bit of performance ubyte[8] pixels for cy in 0 to 24*8 step 8 { for cx in 0 to 39 { for d in 0 to 7 { cx16.r0 = cx as uword * 8 cx16.r1 = cy as uword + d cx16.FB_cursor_position() get_8_pixels() cx16.r0 = &pixels cx16.r1 = 8 cx16.FB_set_pixels() } } cy_times_forty += 40 } sub get_8_pixels() { ubyte bm = @(bitmap_ptr) ubyte @zp m = mcol(bm) pixels[7] = m pixels[6] = m bm >>= 2 m = mcol(bm) pixels[5] = m pixels[4] = m bm >>= 2 m = mcol(bm) pixels[3] = m pixels[2] = m bm >>= 2 m = mcol(bm) pixels[1] = m pixels[0] = m bitmap_ptr++ sub mcol(ubyte b) -> ubyte { ubyte @zp color when b & 3 { 0 -> color = @(load_location + 8000 + 1000 + 1000) & 15 1 -> color = @(load_location + 8000 + cy_times_forty + cx) >>4 2 -> color = @(load_location + 8000 + cy_times_forty + cx) & 15 else -> color = @(load_location + 8000 + 1000 + cy_times_forty + cx) & 15 } return color } } } }