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RAIN.s
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779
RAIN.s
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@ -0,0 +1,779 @@
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DSK RAIN
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**************************************************
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* A simple simulation of random raindrops falling,
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* hitting a puddle and splashing. Use K and I
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* to increase/decrease the amount of falling rain.
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**************************************************
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* Variables
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**************************************************
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ROW EQU $FA ; row/col in text screen
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COLUMN EQU $FB
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CHAR EQU $FC ; char/pixel to plot
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PROGRESS EQU $FD ; write to main or alt
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PLOTROW EQU $FE ; row/col in text page
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PLOTCOLUMN EQU $FF
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RNDSEED EQU $EA ; +eb +ec
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UPPERLIMIT EQU $ED ; threshold for random raindrops
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**************************************************
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* Apple Standard Memory Locations
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**************************************************
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CLRLORES EQU $F832
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LORES EQU $C050
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TXTSET EQU $C051
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MIXCLR EQU $C052
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MIXSET EQU $C053
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TXTPAGE1 EQU $C054
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TXTPAGE2 EQU $C055
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KEY EQU $C000
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C80STOREOFF EQU $C000
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C80STOREON EQU $C001
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STROBE EQU $C010
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SPEAKER EQU $C030
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VBL EQU $C02E
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RDVBLBAR EQU $C019 ;not VBL (VBL signal low
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WAIT EQU $FCA8
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RAMWRTAUX EQU $C005
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RAMWRTMAIN EQU $C004
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SETAN3 EQU $C05E ;Set annunciator-3 output to 0
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SET80VID EQU $C00D ;enable 80-column display mode (WR-only)
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HOME EQU $FC58 ; clear the text screen
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CH EQU $24 ; cursor Horiz
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CV EQU $25 ; cursor Vert
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VTAB EQU $FC22 ; Sets the cursor vertical position (from CV)
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COUT EQU $FDED ; Calls the output routine whose address is stored in CSW,
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; normally COUTI
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STROUT EQU $DB3A ;Y=String ptr high, A=String ptr low
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ALTTEXT EQU $C055
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ALTTEXTOFF EQU $C054
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ROMINIT EQU $FB2F
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ROMSETKBD EQU $FE89
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ROMSETVID EQU $FE93
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ALTCHAR EQU $C00F ; enables alternative character set - mousetext
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BLINK EQU $F3
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SPEED EQU $F1
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**************************************************
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* START - sets up various fiddly zero page bits
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**************************************************
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ORG $2000 ; PROGRAM DATA STARTS AT $2000
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JSR ROMSETVID ;Init char output hook at $36/$37
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JSR ROMSETKBD ;Init key input hook at $38/$39
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JSR ROMINIT ;GR/HGR off, Text page 1
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LDA #$01
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STA SPEED ; string/char output speed
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STA ALTCHAR ; enable mousetext
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STA PROGRESS ; which page do we write to
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LDA #$00
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STA BLINK ; blinking text? no thanks.
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STA LORES ; low res graphics mode
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JSR CLRLORES ; clear screen
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DRAWBOARD JSR HOME
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STA ALTTEXTOFF ; display main text page
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JSR RNDINIT ; *should* cycle the random seed.
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INC PROGRESS
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LDA #$F7
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STA UPPERLIMIT
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**************************************************
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* blanks the screen, sets the "puddle" to dk blue
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**************************************************
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; FOR EACH ROW/COLUMN
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LDA #$18 ; X = 24
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STA PLOTROW
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ROWLOOP2 ; (ROW 20 to 0)
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DEC PLOTROW
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; start columnloop (COLUMN 0 to 40)
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LDA #$28
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STA PLOTCOLUMN
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COLUMNLOOP2 DEC PLOTCOLUMN
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LDA PLOTROW ; last 4 lines, #$22
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CMP #$14 ; > 20
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BCC PLOTZERO
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LDA #$22 ; last 4 lines, #$22
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JMP PLOTLINE
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PLOTZERO LDA #$0 ; set all pixels to 00
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PLOTLINE STA CHAR
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JSR PLOTCHAR ; plot 00
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INC PROGRESS
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JSR PLOTCHAR ; plot 00 to alt
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INC PROGRESS
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LDA PLOTCOLUMN ; last COLUMN?
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BNE COLUMNLOOP2 ; loop
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; /columnloop2
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LDA PLOTROW ; last ROW?
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BNE ROWLOOP2 ; loop
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; /rowloop2
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; draw raindrop
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; DK blue = 2
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; MD blue = 6
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; LT blue = 7
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; white = F
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; black = 0
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; grey = 5
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; drop:
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; == F7 76 02
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; fast drop:
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; == 27 60 20
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; F7 -> 76 -> 02
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; 27 -> 60 -> 20
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**************************************************
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* MAIN LOOP
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* waits for keyboard input, moves cursor, etc
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**************************************************
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MAIN
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MAINLOOP LDA KEY ; check for keydown
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; CMP #$A0 ; space bar pause?
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; BEQ GOTSPACE
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CMP #$D2 ; R
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BEQ GOTRESET
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CMP #$9B ; ESC
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BEQ END ; exit on ESC?
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CMP #$C9 ; I
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BEQ GOTUP
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CMP #$CB ; K
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BEQ GOTDOWN
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; CMP #$CA ; J shift the falling drops left/right to
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; BEQ GOTLEFT ; simulate wind?
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; CMP #$CC ; L
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; BEQ GOTRIGHT
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JSR NEXTSCREEN ; animate one frame per loop
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BNE MAINLOOP ; loop until a key
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GOTUP STA STROBE
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DEC UPPERLIMIT
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JMP MAINLOOP ; back to waiting for a key
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GOTDOWN STA STROBE
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INC UPPERLIMIT
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JMP MAINLOOP ; back to waiting for a key
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;GOTLEFT STA STROBE
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; STA ALTTEXTOFF
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; JMP MAINLOOP ; back to waiting for a key
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;
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;GOTRIGHT STA STROBE
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; STA ALTTEXT
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; JMP MAINLOOP ; back to waiting for a key
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;
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;GOTSPACE JSR SPACE
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; JMP MAINLOOP ; back to waiting for a key
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GOTRESET STA STROBE
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STA ALTTEXTOFF
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JMP DRAWBOARD
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END STA STROBE
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STA ALTTEXTOFF
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STA TXTSET
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JSR HOME
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RTS ; END
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;SPACE STA STROBE ;
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; JSR NEXTSCREEN ; animate
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; RTS
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;/GOTSPACE
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**************************************************
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* subroutines
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*
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**************************************************
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**************************************************
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* main animation loop - checks each pixel for non-zero values
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**************************************************
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NEXTSCREEN ; FOR EACH ROW/COLUMN
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LDA #$14 ; X = 20
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STA PLOTROW
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ROWLOOP ; (ROW 20 to 0)
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DEC PLOTROW
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; start columnloop (COLUMN 0 to 40)
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LDA #$28
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STA PLOTCOLUMN
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COLUMNLOOP DEC PLOTCOLUMN
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JSR GETCHAR
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BEQ ZEROFOUND
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JSR EXPAND ; do the thing
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ZEROFOUND LDA PLOTCOLUMN ; last COLUMN?
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BNE COLUMNLOOP ; loop
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;/columnloop
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LDA PLOTROW ; last ROW?
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BEQ ROWONE ; top of the screen, do some random raindrops
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BNE ROWLOOP ; loop
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;/rowloop
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ROWONE ; row == 0, if RND > upperlimit, draw start of a new drop
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LDA #$28
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STA PLOTCOLUMN
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COLUMNLOOP3 DEC PLOTCOLUMN ; next column
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DODROPS JSR RND ; grab a random number
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CMP UPPERLIMIT ; drop threshold
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BCC NODROP ; less than limit, no drop
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LDA PLOTCOLUMN
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ROR ; on an odd/even column
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BCS LGDROP ; small/fast drops on even, large slow on odd
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SMALLDROP LDA #$27
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JMP STOREDROP
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LGDROP LDA #$F7 ; draw a drop
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STOREDROP STA CHAR
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INC PROGRESS
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JSR PLOTCHAR
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INC PROGRESS
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JMP NODROP
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JSR GETCHAR
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BEQ NODROP
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JSR EXPAND ; found a non-zero pixel, process it
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NODROP LDA PLOTCOLUMN ; last COLUMN?
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BNE COLUMNLOOP3 ; loop on each column for top row
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;/columnloop2
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INC PROGRESS ; every other refresh, show alt page, normal page
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ROR PROGRESS ; lowest bit into carry
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BCC ALTSCREEN ; carry set on odd, not on even
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STA ALTTEXTOFF
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JMP NORMSCREEN
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ALTSCREEN STA ALTTEXT
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NORMSCREEN ROL PROGRESS
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RTS
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;/NEXTSCREEN
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**************************************************
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* process raindrop animations.
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**************************************************
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DOSPLASH JSR SPLASH ; made it to the bottom of the screen
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RTS ; show the splash animation
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EXPAND
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; found CHAR in A
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; drop:
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; == F7 76 02
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; 27 -> 60 -> 20
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; bottom up
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CMP #$F7 ; if it's F7, plot 76, inc row, plot F7,
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BNE SMDROP0 ; not F7, skip
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INC PROGRESS
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STA CHAR ; puts found character (F7) into CHAR
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INC PLOTROW ; down 1
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LDA PLOTROW
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CMP #$15 ; lower than row 20?
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JSR PLOTCHAR ; plot F7
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DROP1 DEC PLOTROW ; back up
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LDA #$76
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STA CHAR
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JSR PLOTCHAR ; plot 76
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INC PROGRESS
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LDA PLOTROW
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CMP #$13 ; lower than row 20?
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BEQ DOSPLASH
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JMP DROPDONE
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SMDROP0 CMP #$27
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BNE DROP2
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INC PROGRESS
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STA CHAR ; puts found character (27) into CHAR
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INC PLOTROW ; down 1
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INC PLOTROW ; down 1
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LDA PLOTROW
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CMP #$14 ; lower than row 20?
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BCS SMDROP1 ; if > 20 skip over
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JSR PLOTCHAR ; plot 27 down 2 px
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SMDROP1 DEC PLOTROW ; back up
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DEC PLOTROW ; back up
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LDA #$20 ; plot 20 down 0 px
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STA CHAR
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JSR PLOTCHAR ; plot 20
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INC PROGRESS
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JMP DROPDONE
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DROP2 CMP #$76 ; if it's 76, plot 02
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BNE SMDROP2 ; not 76, skip
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INC PROGRESS
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LDA #$02
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STA CHAR
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JSR PLOTCHAR
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INC PROGRESS
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LDA PLOTROW ; if we're at row 20ish
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CMP #$13 ; should have triggered the splash
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BEQ UNDOSPLASH ; undo the first splash frame
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JMP DROPDONE
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UNDOSPLASH JSR UNSPLASH
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RTS
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SMDROP2 CMP #$60 ; if it's 60, plot 60 down 2 px
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BNE DROP3 ; not 60, skip
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INC PLOTROW ; down 1
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INC PLOTROW ; down 1
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INC PROGRESS
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STA CHAR
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JSR PLOTCHAR
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INC PROGRESS
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DEC PLOTROW
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DEC PLOTROW
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LDA #$0 ; erase behind
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JSR PLOTCHAR
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JMP DROPDONE
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DROP3 CMP #$02 ; if it's 02, erase behind it
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BNE SMDROP3
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LDA #$0
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STA CHAR
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JSR PLOTCHAR
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INC PROGRESS
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JSR PLOTCHAR
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INC PROGRESS
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LDA PLOTROW ; if we're at row 20ish
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CMP #$13 ; should have triggered the splash
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BEQ UNDOSPLASH ; undo the second splash frame
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JMP DROPDONE
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SMDROP3 CMP #$20 ; if it's 20, erase behind it
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BNE DROPDONE
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LDA #$0
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STA CHAR
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JSR PLOTCHAR
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INC PROGRESS
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JSR PLOTCHAR
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INC PROGRESS
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DROPDONE RTS
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**************************************************
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* prints one CHAR at PLOTROW,PLOTCOLUMN - clobbers A,Y
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**************************************************
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PLOTCHAR
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LDY PLOTROW
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TYA
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CMP #$18
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BCS OUTOFBOUNDS ; stop plotting if dimensions are outside screen
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;LDA PROGRESS ; even or odd frame
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ROR PROGRESS
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BCC PLOTCHARALT ; every other frame, write to alt text page
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LDA LoLineTableL,Y
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STA $0
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LDA LoLineTableH,Y
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STA $1 ; now word/pointer at $0+$1 points to line
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JMP LOADCHAR
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PLOTCHARALT LDA AltLineTableL,Y
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STA $0
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LDA AltLineTableH,Y
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STA $1 ; now word/pointer at $0+$1 points to line
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|
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LOADCHAR ROL PROGRESS ; return progress state for next ROR
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LDY PLOTCOLUMN
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TYA
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CMP #$28
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BCS OUTOFBOUNDS ; stop plotting if dimensions are outside screen
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LDA CHAR ; this would be a byte with two pixels
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STA ($0),Y
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OUTOFBOUNDS RTS
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;/PLOTCHAR
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||||
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**************************************************
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* GETS one CHAR at PLOTROW,PLOTCOLUMN - value returns in Accumulator
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**************************************************
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GETCHAR
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LDY PLOTROW
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ROR PROGRESS
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BCC GETCHARALT ; every other frame, write to alt text page
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LDA LoLineTableL,Y
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STA $0
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LDA LoLineTableH,Y
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JMP STORECHAR
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GETCHARALT LDA AltLineTableL,Y
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STA $0
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LDA AltLineTableH,Y
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STORECHAR STA $1 ; now word/pointer at $0+$1 points to line
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LDY PLOTCOLUMN
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ROL PROGRESS ; return progress state for next ROR
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||||
LDA ($0),Y ; byte at row,col is now in accumulator
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||||
RTS
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||||
;/GETCHAR
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||||
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||||
|
||||
|
||||
|
||||
|
||||
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||||
**************************************************
|
||||
* CLICKS and BEEPS
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||||
**************************************************
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||||
CLICK LDX #$06
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||||
CLICKLOOP LDA #$10 ; SLIGHT DELAY
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||||
JSR WAIT
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||||
LDA SPEAKER
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||||
DEX
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BNE CLICKLOOP
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RTS
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||||
;/CLICK
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||||
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||||
BEEP LDX #$30
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||||
BEEPLOOP LDA #$08 ; short DELAY
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||||
JSR WAIT
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||||
LDA SPEAKER
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||||
DEX
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||||
BNE BEEPLOOP
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RTS
|
||||
;/BEEP
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||||
|
||||
|
||||
BONK LDX #$50
|
||||
BONKLOOP LDA #$20 ; longer DELAY
|
||||
JSR WAIT
|
||||
LDA SPEAKER
|
||||
DEX
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||||
BNE BONKLOOP
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||||
RTS
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||||
;/BONK
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||||
|
||||
|
||||
|
||||
**************************************************
|
||||
* DATASOFT RND 6502
|
||||
* BY JAMES GARON
|
||||
* 10/02/86
|
||||
* Thanks to John Brooks for this. I modified it slightly.
|
||||
**************************************************
|
||||
|
||||
|
||||
RNDINIT
|
||||
LDA $C030 ; #$AB
|
||||
STA RNDSEED
|
||||
LDA $4E ; #$55
|
||||
STA RNDSEED+1
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||||
LDA PROGRESS ; #$7E
|
||||
STA RNDSEED+2
|
||||
RTS
|
||||
|
||||
* RESULT IN ACC
|
||||
RND LDA RNDSEED
|
||||
ROL RNDSEED
|
||||
EOR RNDSEED
|
||||
ROR RNDSEED
|
||||
INC RNDSEED+1
|
||||
BNE RND10
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||||
LDA RNDSEED+2
|
||||
INC RNDSEED+2
|
||||
RND10 ADC RNDSEED+1
|
||||
BVC RND20
|
||||
INC RNDSEED+1
|
||||
BNE RND20
|
||||
LDA RNDSEED+2
|
||||
INC RNDSEED+2
|
||||
RND20 STA RNDSEED
|
||||
RTS
|
||||
|
||||
|
||||
|
||||
|
||||
**************************************************
|
||||
* Draws the two frames of the splash animation when
|
||||
* a drop reaches the bottom of the screen
|
||||
**************************************************
|
||||
|
||||
; TO DO: if progress is odd, splash further down?
|
||||
|
||||
SPLASH LDA PLOTROW
|
||||
STA ROW
|
||||
LDA PLOTCOLUMN
|
||||
STA COLUMN
|
||||
|
||||
INC PLOTROW
|
||||
|
||||
;DROPDOWN ROL PROGRESS
|
||||
INC PROGRESS ; draw on next frame
|
||||
DECCOL DEC PLOTCOLUMN ; decrement 3 columns
|
||||
DEC PLOTCOLUMN ; decrement 3 columns
|
||||
DEC PLOTCOLUMN ; decrement 3 columns
|
||||
LDX #$06 ; for 6 to 0 in Y
|
||||
SPLASHTOP LDA SPLASH1,X ; load SPLASH1,Y
|
||||
STA CHAR ; store CHAR
|
||||
JSR PLOTCHAR
|
||||
INC PLOTCOLUMN ; INC PLOTCOLUMN
|
||||
DEX ; next Y
|
||||
BPL SPLASHTOP ; x!=0, return
|
||||
|
||||
INC PLOTROW ; INC ROW
|
||||
LDX #$06 ; for 6 to 0 in Y
|
||||
SPLASHBOTTOM LDA SPLASH2,X ; load SPLASH2,Y
|
||||
STA CHAR ; store CHAR
|
||||
DEC PLOTCOLUMN ; DEC PLOTCOLUMN
|
||||
JSR PLOTCHAR
|
||||
DEX
|
||||
BPL SPLASHBOTTOM ; next Y
|
||||
|
||||
DEC PLOTROW
|
||||
INC PROGRESS ; draw on current frame
|
||||
|
||||
SPLASHF2 LDX #$06 ; for 6 to 0 in Y
|
||||
SPLASHTOPF2 LDA SPLASH3,X ; load SPLASH1,Y
|
||||
STA CHAR ; store CHAR
|
||||
JSR PLOTCHAR
|
||||
INC PLOTCOLUMN ; INC PLOTCOLUMN
|
||||
DEX ; next Y
|
||||
BPL SPLASHTOPF2 ; x!=0, return
|
||||
|
||||
INC PLOTROW ; INC ROW
|
||||
LDX #$06 ; for 6 to 0 in Y
|
||||
SPLASHBOTTOMF2 LDA SPLASH4,X ; load SPLASH2,Y
|
||||
STA CHAR ; store CHAR
|
||||
DEC PLOTCOLUMN ; DEC PLOTCOLUMN
|
||||
JSR PLOTCHAR
|
||||
DEX
|
||||
BPL SPLASHBOTTOMF2 ; next Y
|
||||
|
||||
|
||||
LDA ROW ; reset to row/column for next pass
|
||||
STA PLOTROW
|
||||
LDA COLUMN
|
||||
STA PLOTCOLUMN
|
||||
|
||||
RTS
|
||||
|
||||
|
||||
|
||||
UNSPLASH LDA PLOTROW
|
||||
STA ROW
|
||||
LDA PLOTCOLUMN
|
||||
STA COLUMN
|
||||
|
||||
INC PLOTROW
|
||||
|
||||
;DROPDOWN2 ROL PROGRESS
|
||||
INC PROGRESS
|
||||
|
||||
; JSR CLICK
|
||||
DECCOL2 DEC PLOTCOLUMN ; decrement 3 columns
|
||||
DEC PLOTCOLUMN ; decrement 3 columns
|
||||
DEC PLOTCOLUMN ; decrement 3 columns
|
||||
LDX #$06 ; for 6 to 0 in Y
|
||||
UNDOSPLASHTOP LDA #$22 ; load SPLASH1,Y
|
||||
STA CHAR ; store CHAR
|
||||
JSR PLOTCHAR
|
||||
INC PLOTCOLUMN ; INC PLOTCOLUMN
|
||||
DEX ; next Y
|
||||
BPL UNDOSPLASHTOP ; x!=0, return
|
||||
INC PLOTROW ; INC ROW
|
||||
LDX #$06 ; for 6 to 0 in Y
|
||||
INC PROGRESS
|
||||
UNDOSPLASHBOTTOM
|
||||
LDA #$22 ; load SPLASH2,Y
|
||||
STA CHAR ; store CHAR
|
||||
DEC PLOTCOLUMN ; DEC PLOTCOLUMN
|
||||
JSR PLOTCHAR
|
||||
DEX
|
||||
BPL UNDOSPLASHBOTTOM ; next Y
|
||||
|
||||
LDA ROW ; reset to row/column for next pass
|
||||
STA PLOTROW
|
||||
LDA COLUMN
|
||||
STA PLOTCOLUMN
|
||||
|
||||
RTS
|
||||
|
||||
|
||||
|
||||
|
||||
**************************************************
|
||||
* Data Tables
|
||||
*
|
||||
**************************************************
|
||||
|
||||
SPLASH1 HEX 62,22,72,F2,72,22,62
|
||||
SPLASH2 HEX 26,62,67,67,67,62,26
|
||||
|
||||
SPLASH3 HEX 22,72,22,22,22,72,22
|
||||
SPLASH4 HEX 22,22,26,26,26,22,22
|
||||
|
||||
**************************************************
|
||||
* Lores/Text lines
|
||||
* Thanks to Dagen Brock for this.
|
||||
**************************************************
|
||||
Lo01 equ $400
|
||||
Lo02 equ $480
|
||||
Lo03 equ $500
|
||||
Lo04 equ $580
|
||||
Lo05 equ $600
|
||||
Lo06 equ $680
|
||||
Lo07 equ $700
|
||||
Lo08 equ $780
|
||||
Lo09 equ $428
|
||||
Lo10 equ $4a8
|
||||
Lo11 equ $528
|
||||
Lo12 equ $5a8
|
||||
Lo13 equ $628
|
||||
Lo14 equ $6a8
|
||||
Lo15 equ $728
|
||||
Lo16 equ $7a8
|
||||
Lo17 equ $450
|
||||
Lo18 equ $4d0
|
||||
Lo19 equ $550
|
||||
Lo20 equ $5d0
|
||||
* the "plus four" lines
|
||||
Lo21 equ $650
|
||||
Lo22 equ $6d0
|
||||
Lo23 equ $750
|
||||
Lo24 equ $7d0
|
||||
|
||||
|
||||
Alt01 equ $800
|
||||
Alt02 equ $880
|
||||
Alt03 equ $900
|
||||
Alt04 equ $980
|
||||
Alt05 equ $A00
|
||||
Alt06 equ $A80
|
||||
Alt07 equ $B00
|
||||
Alt08 equ $B80
|
||||
Alt09 equ $828
|
||||
Alt10 equ $8a8
|
||||
Alt11 equ $928
|
||||
Alt12 equ $9a8
|
||||
Alt13 equ $A28
|
||||
Alt14 equ $Aa8
|
||||
Alt15 equ $B28
|
||||
Alt16 equ $Ba8
|
||||
Alt17 equ $850
|
||||
Alt18 equ $8d0
|
||||
Alt19 equ $950
|
||||
Alt20 equ $9d0
|
||||
* the "plus four" lines
|
||||
Alt21 equ $A50
|
||||
Alt22 equ $Ad0
|
||||
Alt23 equ $B50
|
||||
Alt24 equ $Bd0
|
||||
|
||||
|
||||
|
||||
|
||||
LoLineTable da Lo01,Lo02,Lo03,Lo04
|
||||
da Lo05,Lo06,Lo07,Lo08
|
||||
da Lo09,Lo10,Lo11,Lo12
|
||||
da Lo13,Lo14,Lo15,Lo16
|
||||
da Lo17,Lo18,Lo19,Lo20
|
||||
da Lo21,Lo22,Lo23,Lo24
|
||||
|
||||
AltLineTable da Alt01,Alt02,Alt03,Alt04
|
||||
da Alt05,Alt06,Alt07,Alt08
|
||||
da Alt09,Alt10,Alt11,Alt12
|
||||
da Alt13,Alt14,Alt15,Alt16
|
||||
da Alt17,Alt18,Alt19,Alt20
|
||||
da Alt21,Alt22,Alt23,Alt24
|
||||
|
||||
|
||||
** Here we split the table for an optimization
|
||||
** We can directly get our line numbers now
|
||||
** Without using ASL
|
||||
LoLineTableH db >Lo01,>Lo02,>Lo03
|
||||
db >Lo04,>Lo05,>Lo06
|
||||
db >Lo07,>Lo08,>Lo09
|
||||
db >Lo10,>Lo11,>Lo12
|
||||
db >Lo13,>Lo14,>Lo15
|
||||
db >Lo16,>Lo17,>Lo18
|
||||
db >Lo19,>Lo20,>Lo21
|
||||
db >Lo22,>Lo23,>Lo24
|
||||
LoLineTableL db <Lo01,<Lo02,<Lo03
|
||||
db <Lo04,<Lo05,<Lo06
|
||||
db <Lo07,<Lo08,<Lo09
|
||||
db <Lo10,<Lo11,<Lo12
|
||||
db <Lo13,<Lo14,<Lo15
|
||||
db <Lo16,<Lo17,<Lo18
|
||||
db <Lo19,<Lo20,<Lo21
|
||||
db <Lo22,<Lo23,<Lo24
|
||||
|
||||
AltLineTableH db >Alt01,>Alt02,>Alt03
|
||||
db >Alt04,>Alt05,>Alt06
|
||||
db >Alt07,>Alt08,>Alt09
|
||||
db >Alt10,>Alt11,>Alt12
|
||||
db >Alt13,>Alt14,>Alt15
|
||||
db >Alt16,>Alt17,>Alt18
|
||||
db >Alt19,>Alt20,>Alt21
|
||||
db >Alt22,>Alt23,>Alt24
|
||||
AltLineTableL db <Alt01,<Alt02,<Alt03
|
||||
db <Alt04,<Alt05,<Alt06
|
||||
db <Alt07,<Alt08,<Alt09
|
||||
db <Alt10,<Alt11,<Alt12
|
||||
db <Alt13,<Alt14,<Alt15
|
||||
db <Alt16,<Alt17,<Alt18
|
||||
db <Alt19,<Alt20,<Alt21
|
||||
db <Alt22,<Alt23,<Alt24
|
||||
|
Loading…
Reference in New Issue
Block a user