dos33fsprogs/shapetable_party/dsr_shape.s

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; zero page locations
HGR_SHAPE = $1A
SEEDL = $4E
FRAME = $A4
RND_EXP = $C9
HGR_PAGE = $E6
HGR_SCALE = $E7
HGR_ROTATION = $F9
SCALE = $FC
XPOS = $FD
XPOSH = $FE
YPOS = $FF
; soft switches
; Soft Switches
KEYPRESS = $C000
KEYRESET = $C010
SPEAKER = $C030
PAGE0 = $C054
PAGE1 = $C055
; ROM calls
RND = $EFAE
HGR2 = $F3D8
HCLR = $F3F2
HCLR_COLOR = $F3F4
HPOSN = $F411
XDRAW0 = $F65D
WAIT = $FCA8 ; delay 1/2(26+27A+5A^2) us
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dsr_demo:
;=========================================
; SETUP
;=========================================
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lda #$20 ; 2 ; set HGR page0
sta HGR_PAGE ; 2
sta XPOS ; 2 ; setup XPOS for future
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lda #$ff ; 2
jsr HCLR_COLOR ; 3 ; clear HGR page0 to white
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jsr HGR2 ; 3 ; set/clear HGR page1 to black
; Hi-res graphics, no text at bottom
; Y=0, A=$60 after this call
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sty XPOSH ; 2
sty FRAME ; 2
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iny ; 1 ; set shape table scale to 1
sty HGR_SCALE ; 2
;=========================
; draw crowd
;=========================
; XPOS already 32 from earlier
lda #180 ; 2
sta YPOS ; 2
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crowd_loop:
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jsr xdraw ; 3 ; xdraw on page1
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lsr HGR_PAGE ; 2 ; switch to page0 ($40 -> $20)
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jsr xdraw ; 3 ; xdraw on page 0
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asl HGR_PAGE ; 2 ; switch back to page1 $20 -> $40
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; clc ; carry should always be 0 from asl
lda XPOS ; 2
adc #16 ; 2
sta XPOS ; 2
cmp #240 ; 2
bcc crowd_loop ; 2
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; get ready for DSR loop
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ldx #<shape_dsr ; 2 ; point to dSr shape
stx shape_smc+1 ; 3 ; update self-modify code
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;=========================================
; OFFSCREEN RESET
;=========================================
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reset_loop:
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lda #10 ; 2 ; set initial x,y
sta XPOS ; 2
sta YPOS ; 2
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inc HGR_SCALE ; 2 ; increment scale to 2
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;=========================================
; MAIN LOOP
;=========================================
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main_loop:
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inc rot_smc+1 ; 3
inc rot_smc+1 ; 3
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; increment FRAME
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inc FRAME ; 2
lda FRAME ; 2
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and #$1f ; 2
beq long_frame ; 2
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jsr draw_beep ; 3
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done_frame:
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;========================
; move dSr
;========================
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lda YPOS
adc #2
sta YPOS
lda XPOS
adc #5
sta XPOS
cmp #250
bcs reset_loop
bcc main_loop
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;===========================
; long frame
;===========================
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long_frame:
bit PAGE0
lsr HGR_PAGE
asl HGR_SCALE
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ldy #235
sty tone_smc+1
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jsr draw_beep
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asl HGR_PAGE
lsr HGR_SCALE
bit PAGE1
jmp done_frame
xdraw:
ldy XPOSH ; setup X and Y co-ords
ldx XPOS
lda YPOS
jsr HPOSN ; X= (y,x) Y=(a)
shape_smc:
ldx #<shape_person ; point to our shape
ldy #>shape_person
rot_smc:
lda #0 ; ROT=0
jmp XDRAW0 ; XDRAW 1 AT X,Y
; Both A and X are 0 at exit
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;==========================
; draw/beep/undraw
;==========================
draw_beep:
jsr xdraw ; draw
jsr beep ; make noise/delay
ldy #24
sty tone_smc+1
jmp xdraw ; draw
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shape_person:
; Person, shoulders up
;.byte $01,$00,$04,$00,
.byte $2d,$25,$3c,$24
.byte $2c,$2c,$35,$37,$6f,$25,$16,$3f
.byte $77,$2d,$1e,$37,$2d,$2d,$15,$3f
.byte $3f,$3f,$3f,$3f,$07,$00
shape_arm:
;.byte $49,$49,$49,$24
;.byte $24,$24,$ac,$36,$36,$36,$00
shape_dsr:
.byte $2d,$36,$ff,$3f
.byte $24,$ad,$22,$24,$94,$21,$2c,$4d
.byte $91,$3f,$36,$00
;===========================
; BEEP
;===========================
beep:
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lda FRAME
and #$3
beq actual_beep
lda #100
jmp WAIT
actual_beep:
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; BEEP
; repeat 34 times
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lda #30 ; 2
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tone1_loop:
ldy #21 ; 2
jsr delay_tone ; 3
ldy #24 ; 2
jsr delay_tone ; 3
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tone_smc:
ldy #21 ; 2
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jsr delay_tone ; 3
sec ; 1
sbc #1 ; 2
bne tone1_loop ; 2
rts ; 1
; Try X=6 Y=21 cycles=757
; Try X=6 Y=24 cycles=865
; Try X=7 Y=235 cycles=9636
delay_tone:
loopC: ldx #6 ; 2
loopD: dex ; 1
bne loopD ; 2
dey ; 1
bne loopC ; 2
bit SPEAKER ; 3 ; click speaker
rts ; 1