dos33fsprogs/fireworks/fireworks.s

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; Display fancy Fireworks
; HGR plus 40x48d page1/page2 every-1-scanline pageflip mode
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; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
FRAMEBUFFER = $00 ; $00 - $0F
YPOS = $10
YPOS_SIN = $11
CH = $24
CV = $25
GBASL = $26
GBASH = $27
BASL = $28
BASH = $29
FRAME = $60
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LETTERL = $63
LETTERH = $64
LETTERX = $65
LETTERY = $66
LETTERD = $67
LETTER = $68
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BLARGH = $69
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HGR_COLOR = $E4
STATE = $ED
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DRAW_PAGE = $EE
LASTKEY = $F1
PADDLE_STATUS = $F2
TEMP = $FA
WHICH = $FB
; Soft Switches
KEYPRESS= $C000
KEYRESET= $C010
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SPEAKER = $C030
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SET_GR = $C050 ; Enable graphics
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SET_TEXT= $C051 ; Enable text
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FULLGR = $C052 ; Full screen, no text
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TEXTGR = $C053 ; Split screen
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PAGE0 = $C054 ; Page0
PAGE1 = $C055 ; Page1
LORES = $C056 ; Enable LORES graphics
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HIRES = $C057 ; Enable HIRES graphics
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PADDLE_BUTTON0 = $C061
PADDL0 = $C064
PTRIG = $C070
; ROM routines
;HGR = $F3E2
;HPLOT0 = $F457
;HGLIN = $F53A
;COLORTBL= $F6F6
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TEXT = $FB36 ;; Set text mode
HOME = $FC58 ;; Clear the text screen
WAIT = $FCA8 ;; delay 1/2(26+27A+5A^2) us
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; jsr draw_fireworks
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;==================================
;==================================
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setup_background:
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;===================
; init screen
jsr TEXT
jsr HOME
jsr hgr
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bit KEYRESET
;===================
; init vars
lda #0
sta DRAW_PAGE
sta STATE
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init_letters:
lda #<letters
sta LETTERL
lda #>letters
sta LETTERH
lda #39
sta LETTERX
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lda #22
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sta LETTERY
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lda #28
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sta LETTERD
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;=============================
; Load graphic page0
lda #$0c
sta BASH
lda #$00
sta BASL ; load image to $c00
lda #<bg_final_low
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sta GBASL
lda #>bg_final_low
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sta GBASH
jsr load_rle_gr
lda #4
sta DRAW_PAGE
jsr gr_copy_to_current ; copy to page1
; GR part
bit PAGE1
bit LORES ; 4
bit SET_GR ; 4
bit FULLGR ; 4
; jsr wait_until_keypressed
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;=============================
; Load graphic page1
lda #$0c
sta BASH
lda #$00
sta BASL ; load image to $c00
lda #<bg_final_high
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sta GBASL
lda #>bg_final_high
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sta GBASH
jsr load_rle_gr
lda #0
sta DRAW_PAGE
jsr gr_copy_to_current
; GR part
bit PAGE0
; jsr wait_until_keypressed
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;==============================
; setup graphics for vapor lock
;==============================
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jsr vapor_lock ; 6 for rts?
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; found first line of black after green, at up to line 26 on screen
; so we want roughly 22 lines * 4 = 88*65 = 5720 + 4550 = 10270
; - 65 (for the scanline we missed) = 10205 - 12 = 10193
jsr gr_copy_to_current ; 6+ 9292
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; 10193 - 9298 - 6 = 889
; Fudge factor (unknown) -24 = 865
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; GR part
bit LORES ; 4
bit SET_GR ; 4
bit FULLGR ; 4
; Try X=88 Y=2 cycles=893 R2
nop
ldy #2 ; 2
loopA:
ldx #88 ; 2
loopB:
dex ; 2
bne loopB ; 2nt/3
dey ; 2
bne loopA ; 2nt/3
jmp display_loop
.align $100
;================================================
; Display Loop
;================================================
; each scan line 65 cycles
; 1 cycle each byte (40cycles) + 25 for horizontal
; Total of 12480 cycles to draw screen
; Vertical blank = 4550 cycles (70 scan lines)
; Total of 17030 cycles to get back to where was
; We want to alternate between page1 and page2 every 65 cycles
; vblank = 4550 cycles to do scrolling
; 2 + 48*( (4+2+25*(2+3)) + (4+2+23*(2+3)+4+5)) + 9)
; 48*[(6+125)-1] + [(6+115+10)-1]
display_loop:
;===================================
; HIRES PAGE0 for the top 152 lines
;===================================
; 152 * 65 = 9880
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; -12 for HIRES/PAGE0 at top
; -5 for LORES+ldy+br fallthrough at bottom
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; -121 for move_letters
; 9742
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bit HIRES ; 4
bit PAGE0 ; 4
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bit FULLGR ; 4
;===========
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; 12
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jsr move_letters ; 6+110
; Try X=9 Y=191 cycles=9742
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; lda DRAW_PAGE ; nop ; 3
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; nop ; 2
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ldy #191 ; 2
hgloop1:ldx #9 ; 2
hgloop2:dex ; 2
bne hgloop2 ; 2nt/3
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dey ; 2
bne hgloop1 ; 2nt/3
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bit LORES ; 4
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;====================================================
; LORES PAGE0/PAGE1 alternating for the next 24 lines
;====================================================
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ldy #12 ; *2=24 lines ; 2
; we set PAGE0 (4) then want to NOP (61) for a total of 65
bouter_loop:
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bit PAGE0 ; 4
ldx #12 ; 65 cycles with PAGE0 ; 2
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bpage0_loop: ; delay 61+bit
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dex ; 2
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bne bpage0_loop ; 2/3
;=============
; 6+(12*5)-1=65
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; we set PAGE1 (4) as well as dey (2) and bne (3) then nop (55)
;
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bit PAGE1 ; 4
ldx #11 ; 65 cycles with PAGE1 ; 2
bpage1_loop:
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dex ; 2
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bne bpage1_loop ; 2/3
;=============
; 6+(11*5)-1=60
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dey ; 2
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bne bouter_loop ; 2/3
;==============
; 5 to make 65
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;=========================================================
; LORES PAGE0/PAGE1+TEXT alternating for the next 16 lines
;=========================================================
ldy #8 ; *2=16 lines ; 2
; we set PAGE0 (4) then want to NOP (61) for a total of 65
couter_loop:
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bit FULLGR ; 4
bit PAGE0 ; 4
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ldx #6 ; 2
cpage0_loop: ; delay 61+bit
dex ; 2
bne cpage0_loop ; 2/3
;=============
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; 10+(6*5)-1=39
bit TEXTGR ; 4
bit $1000 ; 4
bit $1000 ; 4
bit $1000 ; 4
bit $1000 ; 4
bit $1000 ; 4
nop ; 2
; we set PAGE1 (4) as well as dey (2) and bne (3) then nop (55)
;
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bit FULLGR ; 4
bit PAGE1 ; 4
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ldx #6 ; 2
cpage1_loop:
dex ; 2
bne cpage1_loop ; 2/3
;=============
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; 10+(6*5)-1=39
bit TEXTGR ; 4
bit $1000 ; 4
bit $1000 ; 4
bit $1000 ; 4
lda DRAW_PAGE ; 3
nop ; 2
dey ; 2
bne couter_loop ; 2/3
;==============
; 5 to make 65
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;======================================================
; We have 4550 cycles in the vblank, use them wisely
;======================================================
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; 4550
; +1 fallthrough
; -2 for ldy in previous
; -35 call through jumptable
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; -7 keyboard
; -3 jmp
; ========
; 4504
;========================
; each subunit should take 4504 cycles
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firework_state_machine:
; if killing time, 16+19 = 35
; if not, 16+19 = 35
ldy STATE ; 3
inc FRAME ; 5
lda FRAME ; 3
and #$3 ; 2
beq kill_time ; 3
;===========
; 16
; Set up jump table that runs same speed on 6502 and 65c02
;-1
lda jump_table+1,y ; 4
pha ; 3
lda jump_table,y ; 4
pha ; 3
rts ; 6
;=============
; 19
kill_time:
; need 16 cycles nop
ldy STATE ; (nop) ; 3
ldy STATE ; (nop) ; 3
ldy STATE ; (nop) ; 3
ldy STATE ; (nop) ; 3
nop ; 2
nop ; 2
jmp action_stars ; 3
;=============
; 19
check_keyboard:
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lda KEYPRESS ; 4
bpl no_keypress ; 3
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jmp restart
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no_keypress:
jmp display_loop ; 3
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; Restart and toggle sound
restart:
; self mofifying code, flip from bit C030 to bit 0030
lda sound1+2
eor #$C0
sta sound1+2
lda sound2+2
eor #$C0
sta sound2+2
jmp setup_background
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jump_table:
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.word (action_launch_firework-1)
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.word (action_move_rocket-1)
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.word (action_start_explosion-1)
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.word (action_continue_explosion-1)
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.include "state_machine.s"
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.include "gr_hline.s"
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.include "../asm_routines/gr_unrle.s"
.include "../asm_routines/keypress.s"
.include "gr_copy.s"
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.include "random16.s"
.include "fw.s"
.include "hgr.s"
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.include "vapor_lock.s"
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.include "move_letters.s"
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background:
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.include "background_final.inc"