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tiny_wip: more experiments
This commit is contained in:
parent
96635f52eb
commit
051e4a996f
@ -7,12 +7,17 @@ LINKER_SCRIPTS = ../../linker_scripts/
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all: tiny_demos.dsk
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tiny_demos.dsk: HELLO CHEVRON_17 CIRCUIT_17 TIGER_22
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tiny_demos.dsk: HELLO CHEVRON_17 CIRCUIT_17 TIGER_22 \
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NOISY_TIGER_35 ANGLE_SONG_30 \
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TEST
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cp $(EMPTYDISK) tiny_demos.dsk
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$(DOS33) -y tiny_demos.dsk SAVE A HELLO
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$(DOS33) -y tiny_demos.dsk BSAVE -a 0xE7 CHEVRON_17
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$(DOS33) -y tiny_demos.dsk BSAVE -a 0xE7 CIRCUIT_17
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$(DOS33) -y tiny_demos.dsk BSAVE -a 0xE7 TIGER_22
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$(DOS33) -y tiny_demos.dsk BSAVE -a 0xE7 NOISY_TIGER_35
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$(DOS33) -y tiny_demos.dsk BSAVE -a 0xE7 ANGLE_SONG_30
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$(DOS33) -y tiny_demos.dsk BSAVE -a 0xE7 TEST
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###
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@ -43,9 +48,36 @@ TIGER_22: tiger_22.o
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tiger_22.o: tiger_22.s
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ca65 -o tiger_22.o tiger_22.s -l tiger_22.lst
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###
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NOISY_TIGER_35: noisy_tiger_35.o
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ld65 -o NOISY_TIGER_35 noisy_tiger_35.o -C $(LINKER_SCRIPTS)/apple2_e7_zp.inc
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noisy_tiger_35.o: noisy_tiger_35.s
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ca65 -o noisy_tiger_35.o noisy_tiger_35.s -l noisy_tiger_35.lst
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###
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ANGLE_SONG_30: angle_song_30.o
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ld65 -o ANGLE_SONG_30 angle_song_30.o -C $(LINKER_SCRIPTS)/apple2_e7_zp.inc
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angle_song_30.o: angle_song_30.s
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ca65 -o angle_song_30.o angle_song_30.s -l angle_song_30.lst
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###
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TEST: test.o
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ld65 -o TEST test.o -C $(LINKER_SCRIPTS)/apple2_e7_zp.inc
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test.o: test.s
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ca65 -o test.o test.s -l test.lst
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####
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clean:
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rm -f *~ *.o *.lst HELLO \
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CHEVRON_17 CIRCUIT_17 TIGER_22 *.zip
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CHEVRON_17 CIRCUIT_17 TIGER_22 \
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NOISY_TIGER_35 ANGLE_SONG_30 \
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TEST *.zip
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129
demos/tiny_wip/angle_song_30.s
Normal file
129
demos/tiny_wip/angle_song_30.s
Normal file
@ -0,0 +1,129 @@
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; 17B interesting XDRAW pattern
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; This one looks vaguely like a chevron shape
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; by Vince `deater` Weaver / dSr
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; zero page locations
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GBASL = $26
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GBASH = $27
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HGR_SCALE = $E7
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HGR_COLLISIONS = $EA
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; ROM locations
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HGR2 = $F3D8
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HPOSN = $F411
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XDRAW0 = $F65D
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XDRAW1 = $F661
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HPLOT0 = $F457
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chevron17:
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; we load at zero page $E7 which is HGR_SCALE
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; this means the scale is $20 (JSR)
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; $20 $D8 $F3
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jsr HGR2 ; Hi-res, full screen ; 3
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; Y=0, A=0 after this call
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; A and Y are 0 here.
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; X is left behind by the boot process?
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; set GBASL/GBASH
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; we really have to call this, otherwise it won't run
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; on some real hardware depending on setup of zero page at boot
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jsr HPLOT0 ; set screen position to X= (y,x) Y=(a)
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; saves X,Y,A to zero page
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; after Y= orig X/7
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; A and X are ??
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; aa = (orange)tiger stripes
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; 55 = purple
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; 2a = green
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; lda #$2a
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; jsr $F3F4
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tiny_loop:
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; e2/e3
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; 0.. 63?
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; 0 = maze
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; 1 = scaly
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; 2 = ??
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; 3 = tower plates
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; 4 = bubbles
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; 5 = strings
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; 6 = circuit board *
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; 7 = noodles
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; 8 = pickup sticks
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; 9 = meh
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; 10 = interesting
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; 11 = meh
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; 12 = static
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; 13 = weave
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; 14 = core
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; 15 = masts *
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; 16 = maze again
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; 17 = spots *
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; 18 = bamboo *
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; 19 = mesh
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; 20 = coils
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; 21 = sunspots
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; 22 = gridy
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; 23 = dominos
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; 24 = chevron **
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; 25 = borg
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; 26 = grid
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; 27 = plants
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; 28 = spaces
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; 29 = ridges
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; 30 = net
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; 31 = odd
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; 32 = maze again
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; e2/e5
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; e3 looks best?
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; a0 interesting, green train
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; inc rot_smc+1 ; broken glass
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; bit $C030
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; try flipping X/Y
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; ldx $26
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ldx $D4
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outer_delay:
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bit $C030
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ldy $27
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inner_delay:
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dey
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bne inner_delay
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dex
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bne outer_delay
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rot_smc:
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lda #$D8 ; $18, $58, $98, $D8
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; ROT=$D8
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ldy #$E2 ;
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ldx #$E3 ; Y=$E2
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; X=$E3
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jsr XDRAW0 ; XDRAW, A =ROTATE, X/Y = point to shape
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; Both A and X are 0 at exit
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; Z flag set on exit
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; Y varies
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beq tiny_loop ; bra
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122
demos/tiny_wip/noisy_tiger_35.s
Normal file
122
demos/tiny_wip/noisy_tiger_35.s
Normal file
@ -0,0 +1,122 @@
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; 22B interesting XDRAW pattern
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; This one looks vaguely like a tiger tail
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; by Vince `deater` Weaver / dSr
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; zero page locations
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GBASL = $26
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GBASH = $27
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HGR_SCALE = $E7
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HGR_COLLISIONS = $EA
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; ROM locations
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HGR2 = $F3D8
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HPOSN = $F411
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XDRAW0 = $F65D
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XDRAW1 = $F661
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HPLOT0 = $F457
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WAIT = $FCA8 ; delay 1/2(26+27A+5A^2) us
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tiger17:
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; we load at zero page $E7 which is HGR_SCALE
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; this means the scale is $20 (JSR)
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; $20 $D8 $F3
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jsr HGR2 ; Hi-res, full screen ; 3
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; Y=0, A=0 after this call
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; A and Y are 0 here.
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; X is left behind by the boot process?
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; set GBASL/GBASH
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; we really have to call this, otherwise it won't run
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; on some real hardware depending on setup of zero page at boot
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jsr HPLOT0 ; set screen position to X= (y,x) Y=(a)
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; saves X,Y,A to zero page
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; after Y= orig X/7
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; A and X are ??
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; aa = (orange)tiger stripes
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; 55 = purple
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; 2a = green
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lda #$aa
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jsr $F3F4
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tiny_loop:
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; e2/e3
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; 0.. 63?
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; 0 = maze
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; 1 = scaly
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; 2 = ??
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; 3 = tower plates
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; 4 = bubbles
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; 5 = strings
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; 6 = circuit board *
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; 7 = noodles
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; 8 = pickup sticks
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; 9 = meh
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; 10 = interesting
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; 11 = meh
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; 12 = static
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; 13 = weave
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; 14 = core
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; 15 = masts *
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; 16 = maze again
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; 17 = spots *
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; 18 = bamboo *
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; 19 = mesh
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; 20 = coils
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; 21 = sunspots
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; 22 = gridy
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; 23 = dominos
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; 24 = chevron **
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; 25 = borg
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; 26 = grid
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; 27 = plants
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; 28 = spaces
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; 29 = ridges
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; 30 = net
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; 31 = odd
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; 32 = maze again
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; e2/e5
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; e3 looks best?
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; a0 interesting, green train
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; try flipping X/Y
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ldx $26
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gorp2:
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bit $C030
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ldy $27
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gorp:
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dey
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bne gorp
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dex
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bne gorp2
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; do tiger pattern
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lda #$6 ; $6
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; ROT=$C6
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ldy #$E2 ;
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ldx #$E3 ; Y=$E2
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; X=$E3
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jsr XDRAW0 ; XDRAW, A =ROTATE, X/Y = point to shape
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; Both A and X are 0 at exit
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; Z flag set on exit
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; Y varies
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beq tiny_loop ; bra
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129
demos/tiny_wip/test.s
Normal file
129
demos/tiny_wip/test.s
Normal file
@ -0,0 +1,129 @@
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; 17B interesting XDRAW pattern
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; This one looks vaguely like a chevron shape
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||||
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; by Vince `deater` Weaver / dSr
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||||
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; zero page locations
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GBASL = $26
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GBASH = $27
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HGR_SCALE = $E7
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HGR_COLLISIONS = $EA
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; ROM locations
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HGR2 = $F3D8
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HPOSN = $F411
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XDRAW0 = $F65D
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XDRAW1 = $F661
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HPLOT0 = $F457
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chevron17:
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; we load at zero page $E7 which is HGR_SCALE
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; this means the scale is $20 (JSR)
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; $20 $D8 $F3
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||||
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jsr HGR2 ; Hi-res, full screen ; 3
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; Y=0, A=0 after this call
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||||
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||||
; A and Y are 0 here.
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||||
; X is left behind by the boot process?
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||||
|
||||
; set GBASL/GBASH
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||||
; we really have to call this, otherwise it won't run
|
||||
; on some real hardware depending on setup of zero page at boot
|
||||
|
||||
jsr HPLOT0 ; 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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; aa = (orange)tiger stripes
|
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; 55 = purple
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; 2a = green
|
||||
; lda #$2a
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; jsr $F3F4
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||||
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tiny_loop:
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||||
|
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; e2/e3
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; 0.. 63?
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; 0 = maze
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; 1 = scaly
|
||||
; 2 = ??
|
||||
; 3 = tower plates
|
||||
; 4 = bubbles
|
||||
; 5 = strings
|
||||
; 6 = circuit board *
|
||||
; 7 = noodles
|
||||
; 8 = pickup sticks
|
||||
; 9 = meh
|
||||
; 10 = interesting
|
||||
; 11 = meh
|
||||
; 12 = static
|
||||
; 13 = weave
|
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; 14 = core
|
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; 15 = masts *
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; 16 = maze again
|
||||
; 17 = spots *
|
||||
; 18 = bamboo *
|
||||
; 19 = mesh
|
||||
; 20 = coils
|
||||
; 21 = sunspots
|
||||
; 22 = gridy
|
||||
; 23 = dominos
|
||||
; 24 = chevron **
|
||||
; 25 = borg
|
||||
; 26 = grid
|
||||
; 27 = plants
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||||
; 28 = spaces
|
||||
; 29 = ridges
|
||||
; 30 = net
|
||||
; 31 = odd
|
||||
; 32 = maze again
|
||||
|
||||
; e2/e5
|
||||
; e3 looks best?
|
||||
; a0 interesting, green train
|
||||
|
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; inc rot_smc+1 ; broken glass
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||||
|
||||
; bit $C030
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||||
|
||||
|
||||
|
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; try flipping X/Y
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|
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; ldx $26
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ldx $D4
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outer_delay:
|
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bit $C030
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ldy $27
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inner_delay:
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dey
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bne inner_delay
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dex
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bne outer_delay
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rot_smc:
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lda #$D8 ; $18, $58, $98, $D8
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|
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; ROT=$D8
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ldy #$E2 ;
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ldx #$E3 ; Y=$E2
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; X=$E3
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||||
|
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jsr XDRAW0 ; XDRAW, A =ROTATE, X/Y = point to shape
|
||||
; Both A and X are 0 at exit
|
||||
; Z flag set on exit
|
||||
; Y varies
|
||||
|
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beq tiny_loop ; bra
|
||||
|
110
demos/tiny_wip/tiger_22.s
Normal file
110
demos/tiny_wip/tiger_22.s
Normal file
@ -0,0 +1,110 @@
|
||||
; 22B interesting XDRAW pattern
|
||||
|
||||
; This one looks vaguely like a tiger tail
|
||||
|
||||
; by Vince `deater` Weaver / dSr
|
||||
|
||||
; zero page locations
|
||||
GBASL = $26
|
||||
GBASH = $27
|
||||
HGR_SCALE = $E7
|
||||
HGR_COLLISIONS = $EA
|
||||
|
||||
; ROM locations
|
||||
HGR2 = $F3D8
|
||||
HPOSN = $F411
|
||||
XDRAW0 = $F65D
|
||||
XDRAW1 = $F661
|
||||
HPLOT0 = $F457
|
||||
|
||||
tiger22:
|
||||
|
||||
; we load at zero page $E7 which is HGR_SCALE
|
||||
; this means the scale is $20 (JSR)
|
||||
|
||||
; $20 $D8 $F3
|
||||
|
||||
jsr HGR2 ; Hi-res, full screen ; 3
|
||||
; Y=0, A=0 after this call
|
||||
|
||||
; A and Y are 0 here.
|
||||
; X is left behind by the boot process?
|
||||
|
||||
; set GBASL/GBASH
|
||||
; we really have to call this, otherwise it won't run
|
||||
; on some real hardware depending on setup of zero page at boot
|
||||
|
||||
jsr HPLOT0 ; set screen position to X= (y,x) Y=(a)
|
||||
; saves X,Y,A to zero page
|
||||
; after Y= orig X/7
|
||||
; A and X are ??
|
||||
|
||||
|
||||
; aa = (orange)tiger stripes
|
||||
; 55 = purple
|
||||
; 2a = green
|
||||
lda #$aa
|
||||
jsr $F3F4
|
||||
|
||||
tiny_loop:
|
||||
|
||||
; e2/e3
|
||||
; 0.. 63?
|
||||
; 0 = maze
|
||||
; 1 = scaly
|
||||
; 2 = ??
|
||||
; 3 = tower plates
|
||||
; 4 = bubbles
|
||||
; 5 = strings
|
||||
; 6 = circuit board *
|
||||
; 7 = noodles
|
||||
; 8 = pickup sticks
|
||||
; 9 = meh
|
||||
; 10 = interesting
|
||||
; 11 = meh
|
||||
; 12 = static
|
||||
; 13 = weave
|
||||
; 14 = core
|
||||
; 15 = masts *
|
||||
; 16 = maze again
|
||||
; 17 = spots *
|
||||
; 18 = bamboo *
|
||||
; 19 = mesh
|
||||
; 20 = coils
|
||||
; 21 = sunspots
|
||||
; 22 = gridy
|
||||
; 23 = dominos
|
||||
; 24 = chevron **
|
||||
; 25 = borg
|
||||
; 26 = grid
|
||||
; 27 = plants
|
||||
; 28 = spaces
|
||||
; 29 = ridges
|
||||
; 30 = net
|
||||
; 31 = odd
|
||||
; 32 = maze again
|
||||
|
||||
; e2/e5
|
||||
; e3 looks best?
|
||||
; a0 interesting, green train
|
||||
|
||||
; inc rot_smc+1 ; broken glass
|
||||
|
||||
; bit $C030
|
||||
|
||||
rot_smc:
|
||||
lda #$6 ; $6
|
||||
|
||||
; ROT=$C6
|
||||
|
||||
ldy #$E2 ;
|
||||
ldx #$E3 ; Y=$E2
|
||||
; X=$E3
|
||||
|
||||
jsr XDRAW0 ; XDRAW, A =ROTATE, X/Y = point to shape
|
||||
; Both A and X are 0 at exit
|
||||
; Z flag set on exit
|
||||
; Y varies
|
||||
|
||||
beq tiny_loop ; bra
|
||||
|
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