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https://github.com/sehugg/8bitworkshop.git
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104 lines
5.5 KiB
ArmAsm
104 lines
5.5 KiB
ArmAsm
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; "HORCB Pal" demo 2018 hxlnt
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; Inspired by Michael Garber Color Picker
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; http://ballyalley.com/ml/ml_homebrew/colorpicker.asm
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; From: https://github.com/hxlnt/astrocade
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; need these in 1st file sdcc linker sees
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.area _HOME
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.area _INITIALIZER
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.area _DATA
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.area _INITIALIZED
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.area _BSEG
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.area _BSS
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.area _HEAP
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.area _CODE
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.include "astrocade.inc"
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.globl _main
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_main:
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FrameCount = 0x4F00 ; Reserve a space for a frame counter
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.db 0x55 ; ... with the code for a normal menued cartridge
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.dw MENUST ; Initialize menu
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.dw PrgName ; ... with string at PrgName
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.dw PrgStart ; ... such that selecting the program enters PrgStart
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PrgName: .ascii "HORCB PAL" ; String
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.db 0 ; ... which must be followed by 0
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PrgStart: DI ; Disable interrupts
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LD SP,#0x4fce ; position stack below BIOS vars
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ld hl,#0x20d ; small font -> IX
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push hl
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pop ix
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SYSTEM INTPC ; Begin interpreter mode
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DO SETOUT ; Set output ports
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.db 96*2 ; ... with VBLANK line set to line 96
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.db 0/4 ; ... with color boundary 0 pixels from the left of the screen
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.db 0b00001000 ; ... with screen interrupts enabled
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DO COLSET ; Set color palettes
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.dw Palettes ; ... with the values at Palettes
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DO FILL ; Set background fill
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.dw NORMEM ; ... starting at the beginning of screen RAM
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.dw 24*BYTEPL ; ... and going for 24 lines
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.db 0b00011011 ; ... with a fill pattern of four different colored pixels
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DO FILL ; Set background fill
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.dw NORMEM+(24*BYTEPL)
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.dw 24*BYTEPL ; ... and going for 24 lines
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.db 0b00000000 ; ... with a solid fill of color 00
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DO FILL ; Set background fill
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.dw NORMEM+(48*BYTEPL)
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.dw 24*BYTEPL ; ... and going for 24 lines
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.db 0b11111111 ; ... with a solid fill of color 11
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DO STRDIS ; Set string display
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.db 28 ; ... starting 28 pixels from the left of the screen
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.db 40 ; ... and 40 pixels from the top of the screen
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.db 0b00001100 ; ... with no enlargement, foreground color = 11, background color = 00
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.dw PrgName ; ... with string at PrgName
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DONT XINTC ; Exit interpreter mode
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Loop: IN A,(POT0) ; Let A = controller 1 knob value
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OUT (HORCB),A ; Let horizontal color boundary = A
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CALL UpdateDisp ; Call UpdateDisp subroutine
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JP Loop ; Go back to beginning of infinite loop
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Palettes: .db 0xF4,0x1C,0x1F,0x5F ; Left color palette (11b, 10b, 01b, 00b)
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.db 0xED,0xCD,0xD5,0x8E ; Right color palette (11b, 10b, 01b, 00b)
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UpdateDisp:
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DI ; Disable interrupts
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PUSH AF ; Push AF to SP
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LD C,A ; Get first hex digit from knob value
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SRL C ; ...
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SRL C ; ...
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SRL C ; ...
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SRL C ; ...
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LD B,#0 ; Display first hex digit from knob value
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LD HL,#Hex ; ... Load HL with address Hex
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ADD HL,BC ; ... Offset Hex by BC to get first hex digit
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LD A,(HL) ; ... Load A with first hex digit
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LD C,#0b00000100 ; ... Load C with string options
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LD D,#40 ; ... Load D with string Y-coordinate
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LD E,#120 ; ... Load E with X-coordinate
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SYSTEM (CHRDIS) ; ... Display first digit
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POP AF ; Pop AF off SP
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AND A,#0x0F ; Get second hex digit from knob value
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LD C,A ; ...
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LD B,#0 ; Display second hex digit from knob value
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LD HL,#Hex ; ... Load HL with address Hex
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ADD HL,BC ; ... Offset Hex by BC to get second hex digit
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LD A,(HL) ; ... Load A with second hex digit
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LD C,#0b00000100 ; ... Load C with string options
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LD D,#40 ; ... Load D with Y-coordinate
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LD E,#128 ; ... Load E with X-coordinate
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SYSTEM (CHRDIS) ; ... Display second digit
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LD A,(FrameCount) ; Increment frame counter
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INC A ; ...
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LD (FrameCount),A ; ...
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AND #0b00000111 ; Every fourth frame, run AnimBars
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CP #0b00000100 ; ...
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JR Z, AnimBars ; ...
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JP AnimDone ; Otherwise, skip AnimBars
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AnimBars: SYSSUK RANGED ; Load a random 8-bit number in A
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.db 0 ; ...
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LD BC,#24*BYTEPL ; Load BC with one scanline length
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LD DE,#NORMEM+(72*BYTEPL)
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SYSTEM FILL ; Fill remainder of screen with repeating random tile
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AnimDone: EI ; Enable interrupts
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RET ; Return from subroutine
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Hex: .ascii "0123456789ABCDEF"
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