tiny_wip: more experiments

This commit is contained in:
Vince Weaver 2025-02-08 16:15:23 -05:00
parent 96635f52eb
commit 051e4a996f
5 changed files with 524 additions and 2 deletions

View File

@ -7,12 +7,17 @@ LINKER_SCRIPTS = ../../linker_scripts/
all: tiny_demos.dsk
tiny_demos.dsk: HELLO CHEVRON_17 CIRCUIT_17 TIGER_22
tiny_demos.dsk: HELLO CHEVRON_17 CIRCUIT_17 TIGER_22 \
NOISY_TIGER_35 ANGLE_SONG_30 \
TEST
cp $(EMPTYDISK) tiny_demos.dsk
$(DOS33) -y tiny_demos.dsk SAVE A HELLO
$(DOS33) -y tiny_demos.dsk BSAVE -a 0xE7 CHEVRON_17
$(DOS33) -y tiny_demos.dsk BSAVE -a 0xE7 CIRCUIT_17
$(DOS33) -y tiny_demos.dsk BSAVE -a 0xE7 TIGER_22
$(DOS33) -y tiny_demos.dsk BSAVE -a 0xE7 NOISY_TIGER_35
$(DOS33) -y tiny_demos.dsk BSAVE -a 0xE7 ANGLE_SONG_30
$(DOS33) -y tiny_demos.dsk BSAVE -a 0xE7 TEST
###
@ -43,9 +48,36 @@ TIGER_22: tiger_22.o
tiger_22.o: tiger_22.s
ca65 -o tiger_22.o tiger_22.s -l tiger_22.lst
###
NOISY_TIGER_35: noisy_tiger_35.o
ld65 -o NOISY_TIGER_35 noisy_tiger_35.o -C $(LINKER_SCRIPTS)/apple2_e7_zp.inc
noisy_tiger_35.o: noisy_tiger_35.s
ca65 -o noisy_tiger_35.o noisy_tiger_35.s -l noisy_tiger_35.lst
###
ANGLE_SONG_30: angle_song_30.o
ld65 -o ANGLE_SONG_30 angle_song_30.o -C $(LINKER_SCRIPTS)/apple2_e7_zp.inc
angle_song_30.o: angle_song_30.s
ca65 -o angle_song_30.o angle_song_30.s -l angle_song_30.lst
###
TEST: test.o
ld65 -o TEST test.o -C $(LINKER_SCRIPTS)/apple2_e7_zp.inc
test.o: test.s
ca65 -o test.o test.s -l test.lst
####
clean:
rm -f *~ *.o *.lst HELLO \
CHEVRON_17 CIRCUIT_17 TIGER_22 *.zip
CHEVRON_17 CIRCUIT_17 TIGER_22 \
NOISY_TIGER_35 ANGLE_SONG_30 \
TEST *.zip

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@ -0,0 +1,129 @@
; 17B interesting XDRAW pattern
; This one looks vaguely like a chevron shape
; 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
chevron17:
; 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 #$2a
; 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
; try flipping X/Y
; ldx $26
ldx $D4
outer_delay:
bit $C030
ldy $27
inner_delay:
dey
bne inner_delay
dex
bne outer_delay
rot_smc:
lda #$D8 ; $18, $58, $98, $D8
; ROT=$D8
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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@ -0,0 +1,122 @@
; 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
WAIT = $FCA8 ; delay 1/2(26+27A+5A^2) us
tiger17:
; 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
; try flipping X/Y
ldx $26
gorp2:
bit $C030
ldy $27
gorp:
dey
bne gorp
dex
bne gorp2
; do tiger pattern
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

129
demos/tiny_wip/test.s Normal file
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@ -0,0 +1,129 @@
; 17B interesting XDRAW pattern
; This one looks vaguely like a chevron shape
; 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
chevron17:
; 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 #$2a
; 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
; try flipping X/Y
; ldx $26
ldx $D4
outer_delay:
bit $C030
ldy $27
inner_delay:
dey
bne inner_delay
dex
bne outer_delay
rot_smc:
lda #$D8 ; $18, $58, $98, $D8
; ROT=$D8
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

110
demos/tiny_wip/tiger_22.s Normal file
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@ -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