;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; colorFill ; Fills the screen with a color (or two). Pretty fast, but not fastest possible ; X = 4:4:4:4 = Palette entries to fill ; Y = Scanline count (fills backwards to 0) ; ; Trashes A,Y,PARAML0,PARAML1 colorFill: ; Calculate end of VRAM we're going to touch sty PARAML0 lda #160 ; Bytes per row in VRAM sta PARAML1 phx jsr mult16 clc adc #$2000 dec ; A now holds address of highest byte we'll touch (e.g. $9d00-1 for full screen fill) sta PARAML0 ; Cache values for highspeed zone sty PARAML1 plx FASTGRAPHICS lda PARAML0 tcs ldy PARAML1 colorFillLoop: ; 80 PHXs, for 1 line ; We could do the entire screen with PHXs, but this is a ; balance between speed and code size .byte $da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da .byte $da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da .byte $da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da .byte $da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da dey bne colorFillLoop SLOWGRAPHICS rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; bottomFill ; Fills the bottom of the screen with a color (or two). Pretty fast, but not fastest possible ; A 4:4:4:4 = Palette entries ; X = Color to fill (doubled) ; ; Trashes Y bottomFill: FASTGRAPHICS lda #$9d00-1 ; Point stack to end of VRAM tcs ldy #58 bottomFillLoop: ; 80 PHXs, for 1 line ; We could do the entire screen with PHXs, but this is a ; balance between speed and super-verbose code .byte $da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da .byte $da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da .byte $da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da .byte $da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da dey bne bottomFillLoop SLOWGRAPHICS rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; initSCBs ; Initialize all scanline control bytes ; ; Trashes A,X initSCBs: lda #0 ldx #$0100 ;set all $100 scbs to A initSCBsLoop: dex dex sta $e19d00,x bne initSCBsLoop rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; setScanlinePalette ; Set the palette for a given scan line ; ; PARAML0 = Palette index ; X = Start scan line ; Y = Count setScanlinePalette: pha setScanlinePaletteLoop: lda $e19d00,x ora PARAML0 sta $e19d00,x inx dey bne setScanlinePaletteLoop pla rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; enableFillMode ; Enables fill mode for a given scanline ; ; X = Scan line ; enableFillMode: SAVE_AXY BITS8 lda $e19d00,x ora #%00100000 sta $e19d00,x BITS16 RESTORE_AXY rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; disableFillMode ; Disables fill mode for a given scanline ; ; X = Scan line ; ; Trashes A disableFillMode: SAVE_AXY BITS8 lda $e19d00,x and #%11011111 sta $e19d00,x BITS16 RESTORE_AXY rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; setPaletteColor ; Set a single color in a palette ; PARAML0 = 0:Color index ; PARAML1 = 0:R:G:B ; A = Palette index ; ; Trashes X setPaletteColor: asl asl asl asl asl sta SCRATCHL lda PARAML0 asl clc adc SCRATCHL tax lda PARAML1 sta $e19e00,x rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; setPalette ; Set all colors in a palette from memory ; PARAML0 = Pointer to 32 color bytes ; A = Palette index ; setPalette: SAVE_XY asl asl asl asl asl BITS8A sta setPaletteLoop_SMC+1 BITS16 ldx #0 ldy #0 setPaletteLoop: lda (PARAML0),y setPaletteLoop_SMC: sta $e19e00,x ; Self-modifying code! iny iny inx inx cpx #32 bne setPaletteLoop RESTORE_XY rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; drawNumber ; ; A = Number to render ; X = VRAM position to render at ; ; Trashes PARAML0 ; drawNumber: SAVE_AXY sta PARAML0 jsr intToString lda #intToStringResult sta PARAML0 txy lda #1 jsl renderStringFar RESTORE_AXY rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; drawSpriteBankSafe ; ; A slightly slower version of Mr Sprite's DrawSpriteBank that ; preserves all registers and requires no secret flag clearing ; ; Y = VRAM position at which to draw ; A = Sprite Index ; drawSpriteBankSafe: SAVE_AXY clc jsr DrawSpriteBank RESTORE_AXY rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; BORDER_COLOR ; ; Trashes A ; .macro BORDER_COLOR color SAVE_AXY BITS8 lda BORDERCOLOR and #$f0 ora color sta BORDERCOLOR BITS16 RESTORE_AXY .endmacro ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Vertical blank checkers ; ; The Brutal Deluxe version, taken from LemminGS ; nextVBL: lda #75 pha nextVBL0: lda $e0c02e and #$7f cmp 1,s blt nextVBL0 cmp #100 bge nextVBL0 pla waitVBL: lda $e0c018 bpl waitVBL rts ; The Apple version, taken from GS Tech Note 039 ; syncVBL: ;sei BITS8 syncVBL0: ldaA $C02f asl ; VA is now in the Carry flag ldaA $C02e rol ; Roll Carry into bit 0 cmp #200 ; A now contains line number blt syncVBL0 BITS16 ;cli rts ; The old style //e version ; vblSync: BITS8 waitVBLToFinish: lda $E0C019 bmi waitVBLToFinish waitVBLToStart: lda $E0C019 bpl waitVBLToStart BITS16 rts .include "spritebank.s"