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8bitworkshop/presets/atari8-800/hellodlist.c

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2020-07-28 20:06:49 +00:00
/*
This example demonstrates setting up a ANTIC display list in C.
We have two lines of text on the top, two lines on the bottom,
and a bitmap in the middle.
*/
#include <peekpoke.h>
#include <atari.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
// shadow registers for the 5200
// TODO: use OS struct
#define SDLIST (*(unsigned int*) 0x230) // Display list start shadow
#define SDMCTL (*(unsigned char*)0x22f) // Antic DMA control shadow
// screen RAM structure definition
typedef struct ScreenMemoryDef {
char topStatusLine[2][40];
char bottomStatusLine[4][40];
char bitmap[80][40];
} ScreenMemoryDef;
// screen RAM variable
ScreenMemoryDef screen;
// display list definition
const void displayList = {
DL_BLK8, // 8 blank scanlines
DL_BLK8, // 8 blank scanlines
// top status line (2 lines)
DL_LMS(DL_CHR40x8x1), //Load Memory Scan (next two bytes must be the LSB/MSB of the data to load)
screen.topStatusLine, // address of frame buffer
DL_CHR40x10x1, // second line of text
// 80x2 lines of 160x2x4 bitmap
DL_LMS(DL_MAP160x2x4), // first line of bitmap
screen.bitmap, // bitmap address
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
// bottom status line (4 lines)
DL_LMS(DL_CHR40x8x1), //Load Memory Scan (next two bytes must be the LSB/MSB of the data to load)
screen.bottomStatusLine,
DL_CHR40x8x1, DL_CHR40x8x1, DL_CHR40x8x1, // next 3 lines of text
// wait for vertical blank
DL_JVB,
// restart display list
DL_JMP,
&displayList
};
void main(void) {
unsigned int i;
SDMCTL = 0; // turn off ANTIC
SDLIST = (unsigned int) &displayList; // set display list
SDMCTL = 0x22; // turn on ANTIC
// set screen memory
for(i=0; i<40; ++i) {
screen.topStatusLine[0][i] = i;
screen.topStatusLine[1][i] = i>>1;
screen.bottomStatusLine[0][i] = i;
screen.bottomStatusLine[1][i] = i>>1;
screen.bottomStatusLine[2][i] = i<<1;
screen.bottomStatusLine[3][i] = i<<2;
}
memset(screen.bitmap, 0x13, sizeof(screen.bitmap));
// infinite loop
while(1) {
}
}