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8bitworkshop/presets/astrocade-bios/test1.s

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2019-05-30 02:12:11 +00:00
; need these in 1st file sdcc linker sees
.area _HOME
.area _INITIALIZER
.area _DATA
.area _INITIALIZED
.area _BSEG
.area _BSS
.area _HEAP
.area _CODE
.include "astrocade.inc"
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.globl _main
_main:
LD SP,#0x4fce ; position stack below BIOS vars
ld hl,#0x20d ; small font -> IX
push hl
pop ix
SYSTEM INTPC
DO SETOUT
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.db 102*2, 23, 0x00
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DONT EMUSIC
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DONT ACTINT
DO COLSET
.dw palette
DO FILL
.dw 0x4000
.dw 95*40
.db 0x00
DO STRDIS
.db 2
.db 2
.db (1<<2)
.dw HelloString
DO STRDIS
.db 4
.db 16
.db (2<<2)|0x40
.dw BigString
DO STRDIS ; draw string
.db 4 ; x
.db 36 ; y
.db (2<<2)|0x80 ; options
.dw FourString
DO CHRDIS ; draw char
.db 109
.db 24
.db (3<<2)|0x20|0xc0 ; xor 8x8
.db 0x3f
DO STRDIS
.db 4
.db 80
.db (1<<2)
.dw NumString
DO RECTAN
.db 4
.db 72
.db 100
.db 4
.db 0xaa
DO RECTAN
.db 6
.db 74
.db 100
.db 4
.db 0x55
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DO WRITR
.db 50
.db 80
.db 0x00
.dw PATERN
DO WRITR
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.db 0
.db 80
.db 0x40 ;+expand
.dw PATERN
DO WRITR
.db 140
.db 70
.db 0x00|0x08 ;+expand
.dw BALL
DO WRITR
.db 0
.db 70
.db 0x40|0x08 ;flop+expand
.dw BALL
DO WRITR
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.db 67
.db 80
.db 0x08|1 ;expand
.dw BALL
DO MOVE
.dw BCDNUM
.dw 3
.dw _BCDNUM
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DO BMUSIC
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.dw 0x4e80
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.db 0b11111100
.dw ANTHEM
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; exit interpreter
EXIT
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nop
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.loop:
SYSSUK DISNUM
.db 80
.db 80
.db (2<<2) ;opts
.db 6|0x40|0x80 ;ext
.dw BCDNUM
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.waitinput:
SYSSUK SENTRY
.dw keymask
or a
jp z,.waitinput
; draw result of SENTRY
push bc
ld e,#114
ld d,#80
ld c,#0x0c
add a,#0x20
SYSTEM CHRDIS
pop bc
ld a,b
ld e,#114
ld d,#70
ld c,#0x0c
add a,#0x20
SYSTEM CHRDIS
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SYSSUK BCDADD
.dw BCDNUM
.db 3
.dw BCDINC
jp .loop
HelloString:
.ascii "HELLO WORLD! "
.db 0xb1, 0xb2, 0xb3, 0xb4, 0xb5
.db 0
BigString:
.ascii "BIG TEXT!"
.db 0
FourString:
.ascii "4X4"
.db 0
NumString:
.db 0xb0,0xb1,0xb2,0xb3,0xb4,0xb5,0xb6,0xb7,0xb8,0xb9
.db 0
palette:
.db 0x77, 0xD4, 0x35, 0x01
.db 0x07, 0xD4, 0x35, 0x01
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keymask:
.db 0b111111
.db 0b111111
.db 0b111111
.db 0b111111
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BCDNUM = 0x4ea0 ; RAM
_BCDNUM:
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.db 0x97,0x99,0x09
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BCDINC:
.db 0x01,0x00,0x00
; Critter Pattern
; Color 0 = White and Color 2 = Black
;
PATERN: .DB 0,0 ; (0,0) Position
.DB 0x02,0x08 ; 2 byte, 8 line pattern size
.DB 0x0A,0xA0 ; 0000101010100000 - . . 2 2 2 2 . .
.DB 0x22,0x88 ; 0010001010001000 - . 2 . 2 2 . 2 .
.DB 0xAA,0xAA ; 1010101010101010 - 2 2 2 2 2 2 2 2
.DB 0x2A,0xA8 ; 0010101010101000 - . 2 2 2 2 2 2 .
.DB 0x08,0x20 ; 0000100000100000 - . . 2 . . 2 . .
.DB 0x20,0x08 ; 0010000000001000 - . 2 . . . . 2 .
.DB 0x08,0x20 ; 0000100000100000 - . . 2 . . 2 . .
.DB 0x00,0x00 ; 0000000000000000 - . . . . . . . .
BALL: .db 0,0
.db 1,6
.db 0b01111010
.db 0b11011101
.db 0b10111101
.db 0b10111101
.db 0b11111101
.db 0b01111010
RINGING:
.db 0x80,0x23,0xB0,0x80,0x00,0x3C,0x17,0x3C,0x11,0xE1,0x50,0x3C,0x17,0x3C,0x11,0xE1,0xA0,0xC3,0x5B,0x23,0x00
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ANTHEM:
.db 0x80
.db 0x20,0xB0,0xCC,0x0F,0x0C,0x7E,0x00,0x00
.db 0x0C,0x7E,0x00,0x00,0x24,0x5E,0x7E,0x96
.db 0x0C,0x54,0x64,0x7E,0x0E,0x4A,0x5E,0x7E
.db 0x10,0x46,0x54,0x7E,0x48,0x3E,0x4A,0x5E
.db 0x0E,0x5E,0x8D,0x70,0x10,0x54,0x8D,0x70
.db 0x36,0x4A,0x5E,0x70,0x12,0x46,0x54,0x7E
.db 0x24,0x54,0x64,0x7E,0x48,0x5E,0x96,0x7E
CHEERS:
.db 0xE0,0x80,0x18,0x90,0xFD,0xB0,0xFF,0x1F
.db 0xA4
CHEERLOOP:
.db 0x1E,0x19,0x03,0x3C,0x50,0xC0
.dw CHEERLOOP
.db 0xE0,0xF0