dos33fsprogs/graphics/hgr/shape_table/gear.s

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; Pattern Logo
; by Vince `deater` Weaver
; zero page locations
HGR_SHAPE = $1A
HGR_SHAPE2 = $1B
HGR_BITS = $1C
GBASL = $26
GBASH = $27
A5H = $45
XREG = $46
YREG = $47
; C0-CF should be clear
; D0-DF?? D0-D5 = HGR scratch?
HGR_DX = $D0 ; HGLIN
HGR_DX2 = $D1 ; HGLIN
HGR_DY = $D2 ; HGLIN
HGR_QUADRANT = $D3
HGR_E = $D4
HGR_E2 = $D5
HGR_X = $E0
HGR_X2 = $E1
HGR_Y = $E2
HGR_COLOR = $E4
HGR_HORIZ = $E5
HGR_SCALE = $E7
HGR_SHAPE_TABLE = $E8
HGR_SHAPE_TABLE2= $E9
HGR_COLLISIONS = $EA
HGR_ROTATION = $F9
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ROTATION = $FA
SMALLER = $FB
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FRAME = $FC
FRAMEH = $FD
XPOS = $FE
YPOS = $FF
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; Soft Switches
PAGE1 = $C054 ; Page1
PAGE2 = $C055 ; Page2
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; ROM calls
HGR2 = $F3D8
HGR = $F3E2
HPOSN = $F411
DRAW0 = $F601
XDRAW0 = $F65D
XDRAW1 = $F661
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WAIT = $FCA8 ;; delay 1/2(26+27A+5A^2) us
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RESTORE = $FF3F
gear:
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jsr HGR ; Hi-res, full screen ; 3
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; Y=0, A=0 after this call
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lda #8
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sta HGR_SCALE
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sty SMALLER
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;============================
; scene 1
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; ldy #0
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ldx #110
lda #10
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jsr HPOSN ; set screen position to X= (y,x) Y=(a)
; saves X,Y,A to zero page
; after Y= orig X/7
; A and X are ??
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ldy #32
jsr draw_gear
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ldy #0
ldx #235
lda #100
jsr HPOSN ; set screen position to X= (y,x) Y=(a)
; saves X,Y,A to zero page
; after Y= orig X/7
; A and X are ??
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inc SMALLER
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ldy #16
jsr draw_gear
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dec SMALLER
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;===================
; scene2
jsr HGR2
lda #8
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sta HGR_SCALE
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ldy #0
ldx #110
lda #10
jsr HPOSN ; set screen position to X= (y,x) Y=(a)
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lda #<gear2_table
sta which_smc+1
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ldy #32
jsr draw_gear
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ldy #0
ldx #235
lda #100
jsr HPOSN ; set screen position to X= (y,x) Y=(a)
; saves X,Y,A to zero page
; after Y= orig X/7
; A and X are ??
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inc SMALLER
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ldy #16
jsr draw_gear
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;===================
; rotate
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blah:
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bit PAGE1
lda #255
jsr WAIT
bit PAGE2
lda #255
jsr WAIT
jmp blah
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;===============================
;===============================
;===============================
;===============================
draw_gear:
sty ROTATION
gear1_loop:
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inc rot_smc+1
inc rot_smc+1
lda SMALLER
beq not_smaller
inc rot_smc+1
inc rot_smc+1
not_smaller:
which_smc:
ldx #<gear1_table ; point to bottom byte of shape address
ldy #>gear1_table ; point to top byte of shape address
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; ROT in A
; this will be 0 2nd time through loop, arbitrary otherwise
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rot_smc:
lda #1 ; ROT=0
jsr XDRAW0 ; XDRAW 1 AT X,Y
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; Both A and X are 0 at exit
; Z flag set on exit
; Y varies
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dec ROTATION
bne gear1_loop
rts
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gear1_table:
.byte 37,53,0
gear2_table:
.byte $2c,$2e,$00
;gear3_table:
;.byte $24,$2d,$36,$2d,$00