2020-09-07 21:09:49 +00:00
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2019-08-11 14:23:56 +00:00
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; Atari 7800 sprite sample
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2020-07-25 23:33:55 +00:00
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; Written by Daniel Boris (danlb_2000@yahoo.com)
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2020-09-07 21:09:49 +00:00
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; Modified by Steven Hugg @8bitworkshop
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2019-08-11 14:23:56 +00:00
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; Assemble with DASM
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;
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processor 6502
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2023-07-12 19:08:54 +00:00
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include "7800.h"
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2019-08-11 14:23:56 +00:00
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;******* Vairables ********************************
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2023-07-12 19:08:54 +00:00
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SEG.U data
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2019-08-11 14:23:56 +00:00
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org $40
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xpos ds.b 1 ;X Position of sprite
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ypos ds.b 1 ;Y Position of sprite
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temp ds.b 1
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dlpnt ds.w 1
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dlend ds.b 12 ;Index of end of each DL
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;**********************************************************
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2023-07-12 19:08:54 +00:00
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SEG code
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2019-08-11 14:23:56 +00:00
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org $4000 ;Start of code
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START
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sei ;Disable interrupts
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cld ;Clear decimal mode
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;******** Atari recommended startup procedure
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lda #$07
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sta INPTCTRL ;Lock into 7800 mode
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lda #$7F
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sta CTRL ;Disable DMA
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lda #$00
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sta OFFSET
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sta INPTCTRL
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ldx #$FF ;Reset stack pointer
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txs
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;************** Clear zero page and hardware ******
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ldx #$40
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lda #$00
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crloop1
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sta $00,x ;Clear zero page
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sta $100,x ;Clear page 1
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inx
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bne crloop1
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ldy #$00 ;Clear Ram
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2019-08-14 12:56:45 +00:00
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crloop2
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sta $1800,y
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sta $1900,y
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sta $1a00,y
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sta $1b00,y
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sta $1c00,y
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sta $1d00,y
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sta $1e00,y
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sta $1f00,y
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sta $2200,y
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sta $2300,y
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sta $2400,y
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sta $2500,y
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sta $2600,y
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sta $2700,y
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iny
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bne crloop2
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2019-08-11 14:23:56 +00:00
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ldx #$00
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crloop5 ;Clear 2100-213F
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sta $2100,x
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inx
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cpx #$40
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bne crloop5
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;************* Build DLL *******************
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; 20 blank lines
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ldx #$00
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lda #$4F ;16 lines
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sta $1800,x
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inx
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lda #$21 ;$2100 = blank DL
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sta $1800,x
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inx
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lda #$00
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sta $1800,x
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inx
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lda #$44 ;4 lines
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sta $1800,x
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inx
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lda #$21
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sta $1800,x
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inx
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lda #$00
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sta $1800,x
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inx
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; 192 mode lines divided into 12 regions
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ldy #$00
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DLLloop2
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lda #$4F ;16 lines
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sta $1800,x
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inx
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lda DLPOINTH,y
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sta $1800,x
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inx
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lda DLPOINTL,y
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sta $1800,x
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inx
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iny
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cpy #$0D ;12 DLL entries
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bne DLLloop2
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; 26 blank lines
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lda #$4F ;16 lines
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sta $1800,x
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inx
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lda #$21 ;$2100 = blank DL
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sta $1800,x
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inx
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lda #$00
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sta $1800,x
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inx
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lda #$4A ;10 lines
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sta $1800,x
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inx
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lda #$21
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sta $1800,x
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inx
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lda #$00
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sta $1800,x
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;***************** Setup Maria Registers ****************
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lda #$80
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sta BACKGRND ;background color
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lda #$18 ;DLL at $1800
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sta DPPH
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lda #$00
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sta DPPL
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lda #$18 ;Setup Palette 0
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sta P0C1
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lda #$38
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sta P0C2
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lda #$58
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sta P0C3
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lda #$43 ;Enable DMA
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sta CTRL
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lda #$00 ;Setup ports to read mode
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sta CTLSWA
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sta CTLSWB
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lda #$40 ;Set initial X position of sprite
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sta xpos
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mainloop
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lda MSTAT ;Wait for VBLANK
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and #$80
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beq mainloop
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lda SWCHA ;Read stick
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and #$80 ;Pushed Right?
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bne skip1
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ldx xpos ;Move sprite to right
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inx
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stx xpos
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skip1
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lda SWCHA ;Read stick
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and #$40 ;Pushed Left?
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bne skip2
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ldx xpos ;Move sprite to left
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dex
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stx xpos
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skip2
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lda SWCHA ;Read stick
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and #$20 ;Pushed Down?
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bne skip3
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ldx ypos ;Move sprite down
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cpx #176
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beq skip3 ;Don't move if we are at the bottom
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inx
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stx ypos
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skip3
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lda SWCHA ;Read stick
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and #$10 ;Pushed Up?
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bne skip4
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ldx ypos ;Move sprite up
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beq skip4 ;Don't move if we are at the top
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dex
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stx ypos
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skip4
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;********************** reset DL ends ******************
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ldx #$0C
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lda #$00
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dlclearloop
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dex
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sta dlend,x
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bne dlclearloop
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;******************** build DL entries *********************
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lda ypos ;Get Y position
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and #$F0
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lsr ;Divide by 16
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lsr
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lsr
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lsr
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tax
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lda DLPOINTL,x ;Get pointer to DL that this sprite starts in
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sta dlpnt
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lda DLPOINTH,x
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sta dlpnt+1
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;Create DL entry for upper part of sprite
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ldy dlend,x ;Get the index to the end of this DL
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lda #$00
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sta (dlpnt),y ;Low byte of data address
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iny
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lda #$40 ;Mode 320x1
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sta (dlpnt),y
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iny
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lda ypos
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and #$0F
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ora #$a0
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sta (dlpnt),y
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iny
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lda #$1F ;Palette 0, 1 byte wide
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sta (dlpnt),y
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iny
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lda xpos ;Horizontal position
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sta (dlpnt),y
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sty dlend,x
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lda ypos
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and #$0F ;See if sprite is entirely within this region
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beq doneDL ;branch if it is
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;Create DL entry for lower part of sprite
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inx ;Next region
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lda DLPOINTL,x ;Get pointer to next DL
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sta dlpnt
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lda DLPOINTH,x
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sta dlpnt+1
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ldy dlend,x ;Get the index to the end of this DL
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lda #$00
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sta (dlpnt),y
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iny
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lda #$40 ;Mode 320x1
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sta (dlpnt),y
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iny
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lda ypos
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and #$0F
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eor #$0F
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sta temp
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lda #$a0
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clc
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sbc temp
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sta (dlpnt),y
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iny
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lda #$1F ;Palette 0, 1 byte wide
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sta (dlpnt),y
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iny
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lda xpos ;Horizontal position
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sta (dlpnt),y
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sty dlend,x
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doneDL
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;************** add DL end entry on each DL *****************************
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ldx #$0C
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dlendloop
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dex
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lda DLPOINTL,x
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sta dlpnt
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lda DLPOINTH,x
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sta dlpnt+1
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ldy dlend,x
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iny
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lda #$00
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sta (dlpnt),y
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txa
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bne dlendloop
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vbloop
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lda MSTAT ;Wait for VBLANK to end
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and #$80
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bne vbloop
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2019-08-13 19:43:41 +00:00
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; test WSYNC
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ldx #$04
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sta WSYNC
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stx BACKGRND
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dex
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sta WSYNC
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stx BACKGRND
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dex
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sta WSYNC
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stx BACKGRND
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dex
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sta WSYNC
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stx BACKGRND
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2019-08-11 14:23:56 +00:00
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jmp mainloop ;Loop
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redraw
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NMI
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RTI
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IRQ
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RTI
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;Pointers to the DLs
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DLPOINTH
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.byte $22,$22,$22,$22,$23,$23,$23,$23,$24,$24,$24,$24
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DLPOINTL
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.byte $00,$40,$80,$C0,$00,$40,$80,$C0,$00,$40,$80,$C0
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;************** Graphic Data *****************************
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;set org and fill character
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org $a000,0
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.byte %00111100
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org $a100
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.byte %00111100
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org $a200
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.byte %01000010
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org $a300
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.byte %01000010
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org $a400
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.byte %10011001
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org $a500
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.byte %10011001
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org $a600
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.byte %10100101
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org $a700
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.byte %10100101
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org $a800
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.byte %10000001
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org $a900
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.byte %10000001
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org $aA00
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.byte %10100101
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org $aB00
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.byte %10100101
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org $aC00
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.byte %01000010
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org $aD00
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.byte %01000010
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org $aE00
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.byte %00111100
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org $aF00
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.byte %00111100
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;************** Cart reset vector **************************
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org $fff8
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.byte $FF ;Region verification
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.byte $87 ;ROM start $4000
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.word #NMI
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.word #START
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.word #IRQ
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