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C02/vcs/colors4.c02

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/* Atari VCS Color Bars Program */
#pragma origin $F800 //2k Cartridge
#include <vcshead.h02> //TIA and RIOT Registers
#include <vcsinit.h02> //Initialize VCS
zeropage char clrbkg; //Color Background
zeropage char clrofs; //Color Offset
zeropage char clrmsk; //Color/B&W Mask
zeropage char score; //Two Digit BCD Score
zeropage char timer; //Two Digit BDC Timer
zeropage char scrone; //Offset into Ones Digit
zeropage char tmrone;
zeropage char scrten; //Offset into Tens Digit
zeropage char tmrten;
zeropage char scrgfx; //Score Graphics Data
zeropage char tmrgfx; //Score Timer Graphics
zeropage char temp; //Scratch Variable
/* Generate Ones Digit Offset */
char ofsone() {
temp = A & $0F;
temp++;
A<<; A<<;
return A + temp;
}
/* Generate Tens Digit Offset */
char ofsten() {
A = A & $F0;
A>>; A>>;
temp = A;
temp++;
A>>; A>>;
return A + temp;
}
/* Prepare Score and Timer for Display */
void prepst() {
scrone = ofsone(score);
scrten = ofsten(score);
tmrone = ofsone(timer);
tmrten = ofsten(timer);
}
/* Display Score and Timer */
void dispst() {
X = 5; //5 lines in digit
}
ScoreLoop: ; 43 - cycle after bpl ScoreLoop
ldy DigitTens ; 3 46 - get the tens digit offset for the Score
lda DigitGfx,y ; 5 51 - use it to load the digit graphics
and #$F0 ; 2 53 - remove the graphics for the ones digit
sta ScoreGfx ; 3 56 - and save it
ldy DigitOnes ; 3 59 - get the ones digit offset for the Score
lda DigitGfx,y ; 5 64 - use it to load the digit graphics
and #$0F ; 2 66 - remove the graphics for the tens digit
ora ScoreGfx ; 3 69 - merge with the tens digit graphics
sta ScoreGfx ; 3 72 - and save it
sta WSYNC ; 3 75 - wait for end of scanline
;---------------------------------------
sta PF1 ; 3 3 - @66-28, update playfield for Score dislay
ldy DigitTens+1 ; 3 6 - get the left digit offset for the Timer
lda DigitGfx,y ; 5 11 - use it to load the digit graphics
and #$F0 ; 2 13 - remove the graphics for the ones digit
sta TimerGfx ; 3 16 - and save it
ldy DigitOnes+1 ; 3 19 - get the ones digit offset for the Timer
lda DigitGfx,y ; 5 24 - use it to load the digit graphics
and #$0F ; 2 26 - remove the graphics for the tens digit
ora TimerGfx ; 3 29 - merge with the tens digit graphics
sta TimerGfx ; 3 32 - and save it
jsr Sleep12 ;12 44 - waste some cycles
sta PF1 ; 3 47 - @39-54, update playfield for Timer display
ldy ScoreGfx ; 3 50 - preload for next scanline
sta WSYNC ; 3 53 - wait for end of scanline
;---------------------------------------
sty PF1 ; 3 3 - @66-28, update playfield for the Score display
inc DigitTens ; 5 8 - advance for the next line of graphic data
inc DigitTens+1 ; 5 13 - advance for the next line of graphic data
inc DigitOnes ; 5 18 - advance for the next line of graphic data
inc DigitOnes+1 ; 5 23 - advance for the next line of graphic data
jsr Sleep12 ;12 35 - waste some cycles
dex ; 2 37 - decrease the loop counter
sta PF1 ; 3 40 - @39-54, update playfield for the Timer display
bne ScoreLoop ; 2 42 - (3 43) if dex != 0 then branch to ScoreLoop
sta WSYNC ; 3 45 - wait for end of scanline
;---------------------------------------
stx PF1 ; 3 3 - x = 0, so this blanks out playfield
sta WSYNC ; 3 6 - wait for end of scanline
/* Generate Vertical Sync Signal */
void vtsync() {
X=49; //49*64 Cycles (37 Scanlines)
A=2; //Set Bit 2 (D1)
WSYNC=A; //Wait for end of Scanline
VSYNC=A; //Turn On Vertical Sync
TIM64T=X; //Set Timer
WSYNC=A; //Wait 2 More Scanlines
WSYNC=A;
A=0; //Clear Bit 2 (D1)
WSYNC=A; //Wait for End of 3rd Scanline
VSYNC=A; //Turn Off Vertical Sync
return;
}
/* Execute Vertical Blank Code */
void vtblnk() {
clrmsk = (SWCHB & 8) ? $FF : $0F;
if (SWCHB & 64) clrofs--; else clrofs++;
A=0; //Clear All Bits
return;
}
/* Execute Kernel Code */
void kernel() {
do WSYNC=A; while(INTIM);
VBLANK=0; //Turn Off Vertical Blank
X=192; //Draw 192 Scanlines
do {
clrbkg = X;
if (!SWCHB & 128) clrbkg<<;
A = clrbkg + clrofs & clrmsk; //Set Background Color
WSYNC = A; //Wait for end of Scanline
COLUBK = A; //Set Background Color
X--;
} while (X);
return;
}
/* Execute Overscan Code */
void ovrscn() {
WSYNC=A; //Wait for end of Scanline
A=2; //Set Bit 2 (D1)
VBLANK=A; //Turn On Vertical Blank
TIM64T = 32; //Delay 32*64 Cycles (27 Scanlines)
do {
WSYNC=A; //Wait for end of Scanline
} while(INTIM);
return;
}
irqbrk: //Code to Execute when BRK Instruction is Encountered
main: //Start of Program Code
vtsync(); //Generate Vertical Sync Signal
vtblnk(); //Generate Vertical Blank Signal
kernel(); //Execute Kernal Code
ovrscn(); //Execute Overscan Code
goto main;
#include <vcsfoot.h02> //Finalization Code