demo: o: update
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@ -3,13 +3,14 @@ include ../../Makefile.inc
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DOS33 = ../../utils/dos33fs-utils/dos33
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TOKENIZE = ../../utils/asoft_basic-utils/tokenize_asoft
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EMPTYDISK = ../../empty_disk/empty.dsk
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LINKERSCRIPTS = ../../linker_scripts/
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all: dsr_64.dsk
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dsr_64.dsk: HELLO DSR
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cp $(EMPTYDISK) dsr_64.dsk
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$(DOS33) -y dsr_64.dsk SAVE A HELLO
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$(DOS33) -y dsr_64.dsk BSAVE -a 0x70 DSR
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$(DOS33) -y dsr_64.dsk BSAVE -a 0xC00 DSR
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###
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@ -35,7 +36,7 @@ HELLO: hello.bas
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###
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DSR: dsr.o
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ld65 -o DSR dsr.o -C ./apple2_70_zp.inc
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ld65 -o DSR dsr.o -C $(LINKERSCRIPTS)/apple2_c00.inc
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dsr.o: dsr.s
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ca65 -o dsr.o dsr.s -l dsr.lst
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278
demos/o/dsr.s
278
demos/o/dsr.s
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@ -1,4 +1,6 @@
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; Tiny DSR intro
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; New Demo
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; by Vince `deater` Weaver
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; zero page locations
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HGR_SHAPE = $1A
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@ -28,24 +30,49 @@ HGR_SHAPE_TABLE = $E8
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HGR_SHAPE_TABLE2= $E9
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HGR_COLLISIONS = $EA
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;HGR2 = $F3D8
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PLOT = $F800 ; PLOT AT Y,A (A colors output, Y preserved)
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GBASCALC = $F847 ; Y in A, put addr in GBASL/GBASH
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SETGR = $FB40
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;WAIT = $FCA8 ; delay 1/2(26+27A+5A^2) us
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;GBASL = $26
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;GBASH = $27
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OUTL = $74
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OUTH = $75
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FRAME = $6D
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PAGE = $6E
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LINE = $6F
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OUR_ROT = $E0
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; soft-switch
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PAGE1 = $C054
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SPEAKER = $C030
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SET_GR = $C050
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SET_TEXT = $C051
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FULLGR = $C052
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PAGE1 = $C054
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PAGE2 = $C055
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LORES = $C056 ; Enable LORES graphics
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; ROM calls
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HGR2 = $F3D8
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HGR = $F3E2
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HPOSN = $F411
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XDRAW0 = $F65D
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XDRAW1 = $F661
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RESTORE = $FF3F
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WAIT = $FCA8 ;; delay 1/2(26+27A+5A^2) us
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HCLR = $F3F2 ; A=0, Y=0 after, X unchanged
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OUR_ROT=$E0
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HGR2 = $F3D8
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HGR = $F3E2
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HCLR = $F3F2 ; A=0, Y=0 after, X unchanged
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HPOSN = $F411
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XDRAW0 = $F65D
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XDRAW1 = $F661
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WAIT = $FCA8 ; delay 1/2(26+27A+5A^2) us
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RESTORE = $FF3F
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.zeropage
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.globalzp rot_smc
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pattern1 = $d000 ; location in memory
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dsr_intro:
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@ -60,7 +87,7 @@ dsr_intro:
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; MAIN LOOP
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;=========================================
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main_loop:
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;main_loop:
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; inc HGR_SCALE ; 2 ; increment scale
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; inc rot_smc+1 ; 2 ; rotate
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@ -84,7 +111,7 @@ xdraw:
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jsr HCLR ; A=0 and Y=0 after, X=unchanged
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ldx #<shape_dsr ; point to our shape
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; ldy #>shape_dsr ; this is always zero since in zero page
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ldy #>shape_dsr ; this is always zero since in zero page
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rot_smc:
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lda #$0 ; set rotation
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@ -107,18 +134,219 @@ flip_page:
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tax
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sta PAGE1,X
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blah:
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jmp blah
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lda #200
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jsr WAIT
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; A and X are 0/1 here
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; if rot_smc not 64 then loop
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bit rot_smc+1 ; set V if bit 6 set
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bvc main_loop ; 2
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;blah:
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; jmp blah
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random:
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bit LORES
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; jsr SETGR ; set LORES ; 70 71 72
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lda #0 ; also OUTL=0/OUTH ; 73 74
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sta OUTL
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; bit FULLGR ; set FULL 48x40 ; 75 76 77
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main_loop:
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sta PAGE ; start at page 1
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asl ; make OUTH $4 or $8 depending on value in PAGE
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; which we have in A above or at end of loop
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asl ; C is 0
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adc #4
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sta OUTH
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; bit SPEAKER
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lda #100
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jsr WAIT
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inc FRAME
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lda FRAME
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and #$3f
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bne no_inc_bg
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inc pattern_smc+2
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no_inc_bg:
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;============================
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; draw an interleaved line
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full_loop:
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ldx #3
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line_loop:
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ldy #119
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screen_loop:
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tya ; extrapolate X from Y
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; and #$7 ; could be bigger?
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; tax
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pattern_smc:
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lda pattern1,Y
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inner_loop_smc:
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sta (OUTL),Y
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dey
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bpl screen_loop
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;=================================
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; move to next pattern
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scroll_pattern:
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clc
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lda pattern_smc+1
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adc #8
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and #$1f
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sta pattern_smc+1
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; move to next line by adding $80
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; we save a byte by using EOR instead
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lda OUTL
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eor #$80 ; add $80
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sta OUTL
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bne line_loop
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; we overflowed, so increment OUTH
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inc OUTH
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; lda OUTH ; check if at end
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; and #$3
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; bne line_loop
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dex
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bpl line_loop
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done_bg:
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;=======================================
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; done drawing frame
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;=======================================
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;======================
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; draw bitmap
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ldx #7
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boxloop:
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txa
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jsr GBASCALC ; calc address of X
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; note we center to middle of screen
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; by noting the middle 8 lines
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; are offset by $28 from first 8 lines
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; GBASL is in A at this point
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clc
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adc #12+$28
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sta GBASL ; center x-coord and y-coord at same time
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lda PAGE ; want to add 0 or 4 (not 0 or 1)
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asl
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asl ; this sets C to 0
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adc GBASH
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sta GBASH
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ldy #15
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draw_line_loop:
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lda bitmap2,X ; get low bit of bitmap2 into carry
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lsr
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lda #$00 ; black is default color
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ror bitmap,X ; 16-bit rotate (in memory)
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ror bitmap2,X
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bcc its_black
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lda #$ff
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its_black:
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sta (GBASL),Y ; partway down screen
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dey
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bpl draw_line_loop
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dex
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bpl boxloop
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;=========================
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; scroll one line
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; to scroll up need to add 8?
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inc pattern_smc+1
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; switch page
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lda PAGE
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tax
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ldy PAGE1,X ; flip page
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eor #$1
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bpl main_loop ; bra
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; updated desire logo thanks to
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;012|456|012|456|
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;@@@@@@@@@@@@@@@@'
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;@ @@ @ @@'
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;@@@ @@@@@@@@ @'
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;@ @ @ @ @@'
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;@ @ @@@ @@@ @'
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;@ @ @ @ @'
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;@@@@@@@@@@@@@@@@'
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;
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bitmap:
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.byte $FF ;,$FF
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.byte $8C ;,$23
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.byte $E7 ;,$F9
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.byte $A4 ;,$23
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.byte $A7 ;,$39
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.byte $84 ;,$29
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.byte $FF ;,$FF
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.byte $00 ;,$00
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bitmap2:
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.byte $FF
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.byte $23
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.byte $F9
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.byte $23
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.byte $39
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.byte $29
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.byte $FF
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.byte $00
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; fall through at end and crash
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shape_dsr:
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