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upgraded star wipe
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parent
49452df156
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RIPPLE
STARWHITE
SOFT.DIAGONAL
STAGGERWHITE.UD
RADIAL
STAGGER.LR
SOFT.UD
CRYSTAL
BIT.FIZZLE
MEETINTHEMIDDLE
DIAGONAL
R.BY.PIXEL
SUNRISE
SOFT.L
SUNSET
IRIS.IN
CORNER.CIRCLE
CENTER.BY.PIXEL
DIAGONAL2
RIPPLE2
PALETTE.FIZZLE
RADIAL2
SPLIT.UD.INTRO
R.BY.2
HALF.FIZZLE
RADIAL3
DIAGONAL3
CORNER4.OUT
LATTICE
BAR.DISSOLVE
R.BY.PALETTE
FOURSPIRAL
SOFT.R
IRIS
CASCADE
AND
CHECKERBOARD
LR.BY.PIXEL
RADIAL4
CHECKER.FIZZLE
STAGGERWHITE.LR
SOFT.UD.OUT
ONESQUARE
FIZZLE
STAR
DIAMOND
TWOPASS.LR
HALF.MOSAIC
RADIAL5
ARROW
FOURSQUARE
BLOCK.FIZZLE
DIAGONAL4
STAGGER.UD
INTERLOCK.LR
SOFT.UD.IN
BLOCK.MOSAIC
CORNER4.IN
INTERLOCK.UD
LITTLE.BOXES
SPIRAL
ARROW.WHITE
TRI.FIZZLE
[eof]
#
# transition effects for HGR slideshows
#
# Each Mega-Attract Module that is an HGR slideshow (see attract.conf)
# will use a single transition effect for the length of the module.
# Transition effects are loaded in the order listed in this file. Each line
# of this file is a filename (not including comments, like this one). The
# name of the next transition effect is stored in the global prefs, so this
# file should not contain duplicates.
#
# Transition effects are binary files loaded at $6000 and called with
# hi-res page 1 showing and the next HGR graphic already loaded at $4000.
# A transition effect can use $6000-$BFFF in main memory, zero page, and
# text page if needed (but preserve the screen holes). $800-$1FFF is reserved
# for the slideshow data. LC RAM banks 1 and 2 are reserved for the launcher.
#
# Important: LC RAM bank 1 will be read/write on entry and must be read/write
# on exit. If you need ROM routines, you are responsible for switching to ROM
# then switching back to RAM bank 1 (read/write) before returning.
#
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RIPPLE
SLOW.STAR
SOFT.DIAGONAL
STAGGERWHITE.UD
RADIAL
STAGGER.LR
SOFT.UD
CRYSTAL
BIT.FIZZLE
MEETINTHEMIDDLE
DIAGONAL
R.BY.PIXEL
SUNRISE
SOFT.L
SUNSET
IRIS.IN
CORNER.CIRCLE
CENTER.BY.PIXEL
DIAGONAL2
RIPPLE2
PALETTE.FIZZLE
RADIAL2
SPLIT.UD.INTRO
R.BY.2
HALF.FIZZLE
RADIAL3
DIAGONAL3
CORNER4.OUT
LATTICE
BAR.DISSOLVE
R.BY.PALETTE
FOURSPIRAL
SOFT.R
IRIS
CASCADE
AND
CHECKERBOARD
LR.BY.PIXEL
RADIAL4
CHECKER.FIZZLE
STAGGERWHITE.LR
SOFT.UD.OUT
ONESQUARE
FIZZLE
DIAMOND
TWOPASS.LR
HALF.MOSAIC
RADIAL5
ARROW
FOURSQUARE
BLOCK.FIZZLE
DIAGONAL4
STAGGER.UD
INTERLOCK.LR
SOFT.UD.IN
BLOCK.MOSAIC
CORNER4.IN
INTERLOCK.UD
LITTLE.BOXES
SPIRAL
ARROW.WHITE
TRI.FIZZLE
[eof]
#
# transition effects for HGR slideshows
#
# Each Mega-Attract Module that is an HGR slideshow (see attract.conf)
# will use a single transition effect for the length of the module.
# Transition effects are loaded in the order listed in this file. Each line
# of this file is a filename (not including comments, like this one). The
# name of the next transition effect is stored in the global prefs, so this
# file should not contain duplicates.
#
# Transition effects are binary files loaded at $6000 and called with
# hi-res page 1 showing and the next HGR graphic already loaded at $4000.
# A transition effect can use $6000-$BFFF in main memory, zero page, and
# text page if needed (but preserve the screen holes). $800-$1FFF is reserved
# for the slideshow data. LC RAM banks 1 and 2 are reserved for the launcher.
#
# Important: LC RAM bank 1 will be read/write on entry and must be read/write
# on exit. If you need ROM routines, you are responsible for switching to ROM
# then switching back to RAM bank 1 (read/write) before returning.
#
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#!/usr/bin/env python3
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import sys
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alphabet = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ01234'
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coords = []
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for filename in sys.argv[1:]:
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with open(filename) as f:
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lines = f.readlines()
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for c in alphabet:
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for line, row in zip(lines, range(len(lines))):
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for l, col in zip(line, range(len(line))):
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if l == c:
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if (row, col) not in coords:
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coords.append((row, col))
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coords.append((255,255))
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for row, col in coords:
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print(" !byte %s,%s" % (row, col))
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ABCDEFGHIJKLMNOPQRSTTSRQPONMLKJIHGFEDCBA
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BCDEFGHIJKLMNOPQRSTUUTSRQPONMLKJIHGFEDCB
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CDEFGHIJKLMNOPQRSTUVVUTSRQPONMLKJIHGFEDC
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DEFGHIJKLMNOPQRSTUVWWVUTSRQPONMLKJIHGFED
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EFGHIJKLMNOPQRSTUVWXXWVUTSRQPONMLKJIHGFE
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FGHIJKLMNOPQRSTUVWXYYXWVUTSRQPONMLKJIHGF
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GHIJKLMNOPQRSTUVWXYZZYXWVUTSRQPONMLKJIHG
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HIJKLMNOPQRSTUVWXYZ00ZYXWVUTSRQPONMLKJIH
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IJKLMNOPQRSTUVWXYZ0110ZYXWVUTSRQPONMLKJI
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JKLMNOPQRSTUVWXYZ012210ZYXWVUTSRQPONMLKJ
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KLMNOPQRSTUVWXYZ01233210ZYXWVUTSRQPONMLK
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LMNOPQRSTUVWXYZ0123443210ZYXWVUTSRQPONML
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LMNOPQRSTUVWXYZ0123443210ZYXWVUTSRQPONML
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KLMNOPQRSTUVWXYZ01233210ZYXWVUTSRQPONMLK
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JKLMNOPQRSTUVWXYZ012210ZYXWVUTSRQPONMLKJ
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IJKLMNOPQRSTUVWXYZ0110ZYXWVUTSRQPONMLKJI
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HIJKLMNOPQRSTUVWXYZ00ZYXWVUTSRQPONMLKJIH
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GHIJKLMNOPQRSTUVWXYZZYXWVUTSRQPONMLKJIHG
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FGHIJKLMNOPQRSTUVWXYYXWVUTSRQPONMLKJIHGF
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EFGHIJKLMNOPQRSTUVWXXWVUTSRQPONMLKJIHGFE
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DEFGHIJKLMNOPQRSTUVWWVUTSRQPONMLKJIHGFED
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CDEFGHIJKLMNOPQRSTUVVUTSRQPONMLKJIHGFEDC
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BCDEFGHIJKLMNOPQRSTUUTSRQPONMLKJIHGFEDCB
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ABCDEFGHIJKLMNOPQRSTTSRQPONMLKJIHGFEDCBA
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42
res/notes/transitions/slowstar.py
Executable file
42
res/notes/transitions/slowstar.py
Executable file
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#!/usr/bin/env python3
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from math import sqrt, sin, cos, acos, pi
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max_x = 280//2
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max_y = 192//2
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def f(t, k):
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t = float(t)
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r = k/cos(0.4*acos(sin(2.5*(t+pi/2))))
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return r*cos(t),r*sin(t)
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coords = []
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for k_mul in range(500):
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for t_mul in range(int(pi*1000+1)):
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a, b = f(float(t_mul/100), float(k_mul)/10.0)
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x = round(max_x//2+a*1.2)
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y = round(max_y//2+b)
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if y % 2 != 0:
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continue
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if x < 0 or x >= max_x or y < 0 or y >= max_y:
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continue
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coords.append((x,y))
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d = {}
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unique_coords = []
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for c in coords:
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if not d.get(c):
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unique_coords.append(c)
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d[c] = 1
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unique_vals = []
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for x, y in unique_coords:
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aval = "$" + hex(y)[2:].rjust(2, "0").upper()
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bval = "%" + \
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bin(x%7)[2:].rjust(3, "0") + \
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bin(x//7)[2:].rjust(5, "0")
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unique_vals.append((aval, bval))
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with open("../../../src/fx/fx.hgr.slow.star.data.a", "w") as f:
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for aval, bval in unique_vals:
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f.write(" !byte %s,%s\n" % (aval, bval))
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#
# action shots slideshow of games that begin with "H","I","J","K","L"
#
HARD.HAT.MACK2=HARD.HAT.MACK
KARATEKA
JOUST2=JOUST
JUMPMAN
LADY.TUT
JUGGLER
HUNGRYBOY
JUNGLE.HUNT
IMPOSSIBLE.MISS
[eof]
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#
# action shots slideshow of games that begin with "H","I","J","K","L"
#
KARATEKA
HARD.HAT.MACK2=HARD.HAT.MACK
JOUST2=JOUST
JUMPMAN
LADY.TUT
JUGGLER
HUNGRYBOY
JUNGLE.HUNT
IMPOSSIBLE.MISS
[eof]
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#
# slideshow of favorite title screens
#
FALCONS
GORGON
BCS.QUEST
JOUST
DUNG.BEETLES
MONTEZUMA
ALCAZAR
SABOTAGE
DINO.EGGS
SPDWAY.CLASSIC
[eof]
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#
# slideshow of favorite title screens
#
BCS.QUEST
FALCONS
GORGON
JOUST
DUNG.BEETLES
MONTEZUMA
ALCAZAR
SABOTAGE
SPDWAY.CLASSIC
DINO.EGGS
[eof]
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src/fx/fx.hgr.slow.star.a
Normal file
14
src/fx/fx.hgr.slow.star.a
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;license:MIT
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;(c) 2019 by 4am
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;
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!cpu 6502
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!to "build/FX/SLOW.STAR",plain
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*=$6000
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!source "src/fx/fx.hgr.precomputed.1bit.a"
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+FX_PRECOMPUTED_1BIT Coordinates
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Coordinates
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!source "src/fx/fx.hgr.slow.star.data.a"
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!byte $80
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6720
src/fx/fx.hgr.slow.star.data.a
Normal file
6720
src/fx/fx.hgr.slow.star.data.a
Normal file
File diff suppressed because it is too large
Load Diff
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;license:MIT
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;(c) 2018 by 4am
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;
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!cpu 6502
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!to "build/FX/STAR",plain
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*=$6000
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!source "src/fx/fx.hgr.precomputed.a"
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+FX_PRECOMPUTED HGRHalfBlockCopy, Coordinates, $10
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rts
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Coordinates
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!source "src/fx/fx.hgr.star.data.a"
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!byte $80
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File diff suppressed because it is too large
Load Diff
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;license:MIT
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;(c) 2018 by 4am
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;
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!cpu 6502
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!to "build/FX/STARWHITE",plain
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*=$6000
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!source "src/fx/fx.hgr.precomputed.a"
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+FX_PRECOMPUTED HGRHalfBlockToWhite, Coordinates, $08
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+FX_PRECOMPUTED HGRHalfBlockCopy, Coordinates, $08
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rts
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Coordinates
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!source "src/fx/fx.hgr.star.data.a"
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!byte $80
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