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120 lines
5.0 KiB
C
120 lines
5.0 KiB
C
//-----------------------------LICENSE NOTICE------------------------------------
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// This file is part of CPCtelera: An Amstrad CPC Game Engine
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// Copyright (C) 2015 ronaldo / Fremos / Cheesetea / ByteRealms (@FranGallegoBR)
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// Created in collaboration with Roald Strauss (aka mr_lou / CPCWiki)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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//------------------------------------------------------------------------------
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#include "cpctelera.h"
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#include <string.h>
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// Useful constants
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// * Start of screen video memory
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// * Size in bytes of a complete screen video pixel line
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// * Offset from the start of a pixel line to the start of the next (inside same group of 8 pixel lines)
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// * Screen character line to be used for scrolling (0-24)
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#define PIXEL_LINE_SIZE 0x0050
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#define PIXEL_LINE_OFFSET 0x0800
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#define CHARLINE 12
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//
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// Waits n times for a VSYNC signal (1/50s). After each VSYNC signal,
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// if waits for 2 interrupts (using HALT 2 times) to ensure that VSYNC
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// stops being active until looking for the next VSYNC signal.
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//
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void wait_n_VSYNCs(u8 n) {
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do {
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// Wait for 1 VSYNC signal
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cpct_waitVSYNC();
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// If we still have to wait for more VSYNC signals, wait first
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// for this present VSYNC signal to become inactive. For that,
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// wait for 2 system interrupts using ASM halt instruction.
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if (--n) {
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__asm__("halt");
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__asm__("halt");
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}
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} while(n);
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}
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//
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// Scrolls a Character line (8 pixel lines) 1 byte to the left. To do
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// this, it goes byte by byte copying the next byte (the one to the right)
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// pCharline: pointer to the first byte of the character line (the 8 pixel lines)
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// lineSize: number of total bytes a pixel line has
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//
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void scrollLine(u8* pCharline, u16 lineSize) {
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// Scroll 8 pixel lines. This loop is executed 8 times: when pCharline is incremented
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// the 9th time, it will overflow (will be greater than 0xFFFF, cycling through 0x0000)
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// and will be lower than 0xC000.
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for (; pCharline > CPCT_VMEM_START; pCharline += PIXEL_LINE_OFFSET)
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cpct_memcpy(pCharline, pCharline+1, lineSize);
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}
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//
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// MAIN LOOP
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//
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void main(void) {
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// Test to be used for scrolling (declared constant as it won't be modified,
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// and that prevents compiler from generating code for initializing it)
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const u8 *text="This is a simple software scrolling mode 1 text. Not really smooth, but easy to understand. ";
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// Pointer to the first byte of the screen character line
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// (8 pixel lines) to be scrolled. First 25 pixel lines of screen
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// video memory are the 25 pixel 0 lines of each screen character line
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// (group of 8 pixel lines), hence this calculation.
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u8* pCharline_start = CPCT_VMEM_START + (PIXEL_LINE_SIZE * CHARLINE);
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// Pointer to the first byte of the last screen character of the
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// character line (last 2 bytes of the 8 pixel lines)
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const u8* pNextCharLocation = pCharline_start + PIXEL_LINE_SIZE - 2;
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const u8 textlen=strlen(text); // Save the lenght of the text for later use
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u8 nextChar=0; // Next character of the text to be drawn on the screen
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u8 penColour=1; // Pen colour for the characters
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cpct_disableFirmware ();
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cpct_disableUpperROM ();
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// Infinite scrolling loop
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cpct_drawStringM1("Hold any key to pause scroll", CPCT_VMEM_START, 1, 3);
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while (1) {
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// When holding a key, wait for release (Loop scanning the keyboard
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// until no single key is pressed)
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do { cpct_scanKeyboard_f(); } while( cpct_isAnyKeyPressed_f() );
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// Draw next character at the rightmost character location of the
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// character line being scrolled
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cpct_drawCharM1_f(pNextCharLocation, penColour, 0, text[nextChar]);
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// nextChar will hold the index of the next Character, returning to
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// the first one when there are no more characters left, and changing
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// Pen colour for next sentence
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if (++nextChar == textlen) {
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nextChar = 0;
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if (++penColour > 3) penColour = 1;
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}
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// Scroll character line 2 times, as each scroll call will move
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// the pixels 1 byte = 4 pixels. So, 2 times = 8 pixels = 1 Character
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// Sinchronyze with VSYNC previous to each call to make it smooth
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wait_n_VSYNCs(2);
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scrollLine(pCharline_start, PIXEL_LINE_SIZE);
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wait_n_VSYNCs(2);
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scrollLine(pCharline_start, PIXEL_LINE_SIZE);
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}
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}
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