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8bitworkshop/presets/vcs/examples/tinyfonts2.a

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2016-12-16 01:21:51 +00:00
processor 6502
include "vcs.h"
include "macro.h"
include "xmacro.h"
2018-10-01 01:07:45 +00:00
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; Now that we know how to draw extra-wide sprites, we can
; apply this technique to another type of object: text.
;
; We can draw scoreboards and other kinds of text using the
; playfield registers. However, these are pretty blocky, and
; limited to 40 pixels in width. But we can draw lines of text
; that are 48 pixels width by five pixels high using the
; sprite retriggering trick.
;
; Instead of fetching our bitmap data from ROM, we build a
; bitmap in RAM using lookup tables. Building the bitmap array
; efficiently is a challenge, because we've got to look up 60
; bytes in memory and combine those into 30 bytes. If we did
; this without regard to performance, it might consume a few
; thousand CPU cycles, which would require 30 or 40 scanlines
; just to set up the sprite.
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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seg.u Variables
org $80
Temp .byte
WriteOfs .byte ; offset into dest. array FontBuf
LoopCount .byte ; counts scanline when drawing
StrPtr .word ; pointer to text string
StrLen .byte ; counts chars when building string
TempSP .byte ; temp. storage for stack pointer
FontBuf ; 30 bytes for text bitmap
REPEAT 30
.byte
REPEND
LoChar equ #41 ; lowest character value
HiChar equ #90 ; highest character value
THREE_COPIES equ %011 ; for NUSIZ registers
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
seg Code
org $f000
Start
CLEAN_START
NextFrame
VERTICAL_SYNC
TIMER_SETUP 37
lda #$18
sta COLUP0
lda #$28
sta COLUP1
lda #THREE_COPIES
sta NUSIZ0
sta NUSIZ1
sta WSYNC
SLEEP 20
sta RESP0
sta RESP1
lda #$10
sta HMP1
sta WSYNC
sta HMOVE
sta HMCLR
lda #1
sta VDELP0
sta VDELP1
TIMER_WAIT
TIMER_SETUP 192
lda #<String0
sta StrPtr
lda #>String0
sta StrPtr+1
jsr BuildText ; build the 48x5 bitmap
jsr DrawText ; draw the bitmap
lda #<String1
sta StrPtr
lda #>String1
sta StrPtr+1
jsr BuildText ; build the 48x5 bitmap
jsr DrawText ; draw the bitmap
TIMER_WAIT
TIMER_SETUP 29
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TIMER_WAIT
jmp NextFrame
; Create the 48x5 bitmap of a line of text, using
; 12 characters pointed to by StrPtr.
; The bitmap is stored in a 30-byte array starting at FontBuf.
BuildText subroutine
lda #$80
sta COLUBK
; First, save the original stack pointer.
tsx
stx TempSP
; Initialize WriteOfs (dest offset)
; and StrLen (source offset)
lda #FontBuf+4 ; +4 because PHA goes in decreasing order
sta WriteOfs ; offset into dest. array FontBuf
ldy #0
sty StrLen ; start at first character
.CharLoop
; Get next pair of characters.
; Get first character
lda (StrPtr),y ; load next character
sec
sbc #LoChar ; subtract 32 (1st char is Space)
sta Temp
asl
asl
adc Temp ; multiply by 5
tax ; first character offset -> X
; Get second character
iny
lda (StrPtr),y ; load next character
sec
sbc #LoChar ; subtract 32 (1st char is Space)
sta Temp
asl
asl
adc Temp ; multiply by 5
iny
sty StrLen ; StrLen += 2
tay ; second character offset -> Y
; Setup stack pointer so that successive PHA copy bytes
; to decreasing addresses, starting at WriteOfs.
txa
ldx WriteOfs
txs
tax
; Write the character to FontBuf, copying all 5 bytes.
; Because we are using PHA, we have essentially three
; registers to work with.
lda FontTableLo+4,y
ora FontTableHi+4,x
pha
lda FontTableLo+3,y
ora FontTableHi+3,x
pha
lda FontTableLo+2,y
ora FontTableHi+2,x
pha
lda FontTableLo+1,y
ora FontTableHi+1,x
pha
lda FontTableLo+0,y
ora FontTableHi+0,x
pha
; Go to next WriteOfs (skip 5 bytess)
lda WriteOfs
clc
adc #5
sta WriteOfs
.NoIncOfs
; Repeat until we run out of characters.
ldy StrLen
cpy #12
bne .CharLoop
; Restore stack pointer.
ldx TempSP
txs
rts
; Display the resulting 48x5 bitmap from FontBuf
DrawText subroutine
sta WSYNC
SLEEP 40 ; start near end of scanline
lda #4
sta LoopCount
BigLoop
ldy LoopCount ; counts backwards
lda FontBuf+0,y ; load B0 (1st sprite byte)
sta GRP0 ; B0 -> [GRP0]
lda FontBuf+5,y ; load B1 -> A
sta GRP1 ; B1 -> [GRP1], B0 -> GRP0
sta WSYNC ; sync to next scanline
lda FontBuf+10,y ; load B2 -> A
sta GRP0 ; B2 -> [GRP0], B1 -> GRP1
lda FontBuf+25,y ; load B5 -> A
sta Temp ; B5 -> temp
ldx FontBuf+20,y ; load B4 -> X
lda FontBuf+15,y ; load B3 -> A
ldy Temp ; load B5 -> Y
sta GRP1 ; B3 -> [GRP1]; B2 -> GRP0
stx GRP0 ; B4 -> [GRP0]; B3 -> GRP1
sty GRP1 ; B5 -> [GRP1]; B4 -> GRP0
sta GRP0 ; ?? -> [GRP0]; B5 -> GRP1
dec LoopCount ; go to next line
bpl BigLoop ; repeat until < 0
lda #0 ; clear the sprite registers
sta GRP0
sta GRP1
sta GRP0
sta GRP1
rts
; Unpacked font tables. Each character consists of 5 nibbles
; packed into 5 bytes. There's a table with the bitmap data in
; the low nibble, and one with the bitmap data in the high nibble.
align $100 ; make sure data doesn't cross page boundary
FontTableLo
hex 0402020204050205000002070200000402000000070000000004000000000404
hex 0201010605050503020202060207040201060601020106010107050506010604
hex 0707050704030404020107070507050706010705070400040000040200020001
hex 0204020107000700000402010204020002010703040705020505070502060506
hex 0506030404040306050505060704070407040407040703050704030505070505
hex 0702020207020501010105050605050704040404050507070505070707050205
hex 0505020404060506030705050205060705060601020403020202020703050505
hex 0502020505050507070505050502050502020205050704020107000000000000
align $100 ; make sure data doesn't cross page boundary
FontTableHi
hex 4020202040502050000020702000004020000000700000000040000000004040
hex 2010106050505030202020602070402010606010201060101070505060106040
hex 7070507040304040201070705070507060107050704000400000402000200010
hex 2040201070007000004020102040200020107030407050205050705020605060
hex 5060304040403060505050607040704070404070407030507040305050705050
hex 7020202070205010101050506050507040404040505070705050707070502050
hex 5050204040605060307050502050607050606010204030202020207030505050
hex 5020205050505070705050505020505020202050507040201070000000000000
String0 dc "HELLO[WORLD?"
String1 dc "TEXT[IS[NICE"
; Epilogue
org $fffc
.word Start
.word Start