second: massively re-write loading

trying to make sure everything fits
This commit is contained in:
Vince Weaver 2023-10-28 22:40:01 -04:00
parent 6e8bfa4181
commit 20ac0645f1
10 changed files with 552 additions and 104 deletions

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@ -8,29 +8,42 @@ LINKER_SCRIPTS = ../../linker_scripts/
all: second_d1.dsk second_d2.dsk
second_d1.dsk: QBOOT QLOAD MUSIC music.inc \
second_d1.dsk: QBOOT QLOAD music.inc \
MUSIC_INTRO \
MUSIC \
./part01_intropan/INTRO \
./part05_dot_tunnel/TUNNEL \
./part13_plasmacube/PLASMACUBE \
./part14_dotbounce/DOTS \
./part15_transmission/SPHERES \
./part16_ocean/OCEAN \
./part17_polar/POLAR
cp $(EMPTY_DISK) second_d1.dsk
$(DOS33_RAW) second_d1.dsk 0 0 QBOOT 0 1
$(DOS33_RAW) second_d1.dsk 0 2 QBOOT 1 1
$(DOS33_RAW) second_d1.dsk 0 4 QBOOT 2 1
$(DOS33_RAW) second_d1.dsk 1 0 QLOAD 0 0
$(DOS33_RAW) second_d1.dsk 3 0 MUSIC 0 0
$(DOS33_RAW) second_d1.dsk 8 0 ./part01_intropan/INTRO 0 0
$(DOS33_RAW) second_d1.dsk 11 0 ./part05_dot_tunnel/TUNNEL 0 0
$(DOS33_RAW) second_d1.dsk 32 0 ./part14_dotbounce/DOTS 0 0
$(DOS33_RAW) second_d1.dsk 33 0 ./part15_transmission/SPHERES 0 0
# $(DOS33_RAW) second_d1.dsk 13 0 ./part16_ocean/OCEAN 0 0
$(DOS33_RAW) second_d1.dsk 0 0 QBOOT 0 1
$(DOS33_RAW) second_d1.dsk 0 2 QBOOT 1 1
$(DOS33_RAW) second_d1.dsk 0 4 QBOOT 2 1
$(DOS33_RAW) second_d1.dsk 1 0 QLOAD 0 0
$(DOS33_RAW) second_d1.dsk 2 0 MUSIC_INTRO 0 0
$(DOS33_RAW) second_d1.dsk 4 0 MUSIC 0 0
$(DOS33_RAW) second_d1.dsk 10 0 ./part01_intropan/INTRO 0 0
# $(DOS33_RAW) second_d1.dsk 15 0 ./part04_chess_shapes/CHESS 0 0
# $(DOS33_RAW) second_d1.dsk 16 0 ./part05_dot_tunnel/TUNNEL 0 0
# $(DOS33_RAW) second_d1.dsk 19 0 ./part08_gorilla/GORILLA 0 0
# $(DOS33_RAW) second_d1.dsk 21 0 ./part09_leaves_rotozoom/LEAVES 0 0
# $(DOS33_RAW) second_d1.dsk 23 0 ./part10_lens_rotozoom/LENS 0 0
# $(DOS33_RAW) second_d1.dsk 24 0 ./part12_plasma/PLASMA 0 0
$(DOS33_RAW) second_d1.dsk 25 0 ./part13_plasmacube/PLASMACUBE 0 0
$(DOS33_RAW) second_d1.dsk 26 0 ./part14_dotbounce/DOTS 0 0
$(DOS33_RAW) second_d1.dsk 27 0 ./part15_transmission/SPHERES 0 0
$(DOS33_RAW) second_d1.dsk 28 0 ./part16_ocean/OCEAN 0 0
$(DOS33_RAW) second_d1.dsk 34 0 ./part17_polar/POLAR 0 0
####
part13_plasmacube/PLASMACUBE:
cd part13_plasmacube && make
part14_dotbounce/DOTS:
cd part14_dotbounce && make
@ -222,6 +235,23 @@ music.o: music.s zp.inc \
####
MUSIC_INTRO: music_intro.o qload.inc
ld65 -o MUSIC_INTRO music_intro.o -C $(LINKER_SCRIPTS)/apple2_d000.inc
music_intro.o: music_intro.s zp.inc \
aux_memcopy.s \
music/z00m_unreal2_part1.pt3 \
pt3_lib_core.s \
pt3_lib_mockingboard_detect.s \
pt3_lib_mockingboard.inc \
pt3_lib_init.s \
pt3_lib_mockingboard_setup.s \
pt3_lib_irq_handler.s
ca65 -o music_intro.o music_intro.s -l music_intro.lst
####
MUSIC2: music2.o
ld65 -o MUSIC2 music2.o -C $(LINKER_SCRIPTS)/apple2_d000.inc
@ -251,6 +281,7 @@ generate_common.o: generate_common.c
clean:
rm -f *~ *.o *.lst HELLO SECOND QBOOT QLOAD MUSIC START
cd part13_plasmacube && make clean
cd part14_dotbounce && make clean
cd part15_transmission && make clean
cd part17_polar && make clean

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@ -2,22 +2,35 @@ Disk Usage:
DISK1 Track Sectors AUX
~~~~~~
fake_bios: 4k 90%
intro_pan: 10k 33%
chess_shapes: 12k 5%
tunnel: 1k 25%
circles/lines: 4k? 0%
gorilla: 5k 50%
leaves: 5k 25%
lens/rotozoom: 4k 50%
plasma: 4k? 25%
plasmacube: 4k? 10%
dotbounce: 4k 32 16 $3000-$3FFF
transmission: 4k? 0% 33 16 $2000-$2FFF
ocean: 24k XX 96 ???
polar: 4k 34 16 $1000-$1FFF
qload 4k 1 16
00 music_intro ?? 2-3 32
01 music_main ?? 4-7 48
02 fake_bios: 4k 10 16
02 intro_pan: 16k 11-14 64
; pause to load new music
; and these into primary RAM
03 title: 4k
03 chess_shapes: 4k 15-16 32
03 tunnel: 4k 16-17 32
03 circles/lines: 4k 18 16
04 gorilla: 8k 19-20 32 $7000-$8FFF
05 leaves: 8k 21-22 32 $5000-$6FFF
06 lens/rotozoom: 4k? 23 16 $4000-$4FFF
07 plasma: 4k? 24 16 $3000-$3FFF
08 plasmacube: 4k 25 16 (8?) $2000-$2FFF
09 dotbounce: 4k 26 16 $1000-$1FFF
; pause to load again?
10 transmission: 4k? 27 16 $2000-$2FFF
11 ocean: 24k 28 96 ???
12 polar: 4k 34 16 $1000-$1FFF
=========================
DISK2: Track Sectors AUX
~~~~~~ ~~~ ~~~~~~ ~~~~
nuts: 8k 8 32 (2T) $2000

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@ -4,7 +4,8 @@ DISK I
+ Dot Bounce
- actually do something interesting
- slowly spool them out
- part way through start drawing more
+ Transmission / Spheres

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@ -31,6 +31,7 @@ PT3_ENABLE_APPLE_IIC = 1
.align $100
PT3_LOC:
;.incbin "music/z00m_unreal2_part1.pt3"
.incbin "music/z00m_unreal2_part2.pt3"
;.incbin "music/z00m_unreal2_part2.pt3"
;.incbin "music/second_3d.pt3"
.incbin "music/z00m_unreal2_complete.pt3"

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@ -0,0 +1,36 @@
; music, music
; by Vince `deater` Weaver vince@deater.net
.include "hardware.inc"
.include "zp.inc"
;.include "qload.inc"
memcpy_routines:
.include "aux_memcopy.s"
music_lib:
PT3_ENABLE_APPLE_IIC = 1
nop ; urgh to keep interrupt_handler from starting at $C4
; which broke auto-patcher
; pt3 player
; .include "pt3_lib_detect_model.s"
.include "pt3_lib_core.s"
.include "pt3_lib_init.s"
.include "pt3_lib_mockingboard_setup.s"
.include "interrupt_handler.s"
.include "pt3_lib_mockingboard_detect.s"
; only load one music track, self modify to make other
.align $100
PT3_LOC:
;.incbin "music/z00m_unreal2_part1.pt3"
;.incbin "music/z00m_unreal2_part2.pt3"
.incbin "music/second_3d.pt3"
;.incbin "music/z00m_unreal2_complete.pt3"

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@ -0,0 +1,339 @@
; PLASMAGORIA
; original code by French Touch
; this is just part3 and size optimized
; just the graphics, no music
; Note: look into modifying color lookup table
; there's a wide setting that gives a slightly different effect
.include "../hardware.inc"
; Page Zero
OUT1 = $20 ; +$21
OUT2 = $22 ; +$23
; counter if not MOCKING
COMPT1 = $30
COMPT2 = $31
;
PARAM1 = $60
PARAM2 = $61
PARAM3 = $62
PARAM4 = $63
count = $64
count2 = $65
;
GRLINE = $F0 ; +$F1
IndexMask = $F2
Mask = $F3
Beat = $FA
Mark = $FB
; =============================================================================
; ROUTINE MAIN
; =============================================================================
PLASMA_DEBUT:
bit PAGE2 ; set page 2
bit SET_TEXT ; set text
bit LORES ; set lo-res
; jsr setup_dump
; ============================================================================
; -------------------------------------
STEP3:
; init
; lda #00
; sta Beat
lda #02
sta COMPT2
sta PARAM1
sta PARAM2
sta PARAM3
sta PARAM4
BP3:
jsr precalc ; pre-calc
jsr display_normal ; display normal
jsr VBLANK
; jsr DUMP
inc COMPT1
bne BP3
dec COMPT2
bne BP3
jmp STEP3
; ============================================================================
; Precalculate some values
; ROUTINES PRE CALCUL
; ============================================================================
precalc:
lda PARAM1 ; self modify various parts
sta pc_off1+1
lda PARAM2
sta pc_off2+1
lda PARAM3
sta pc_off3+1
lda PARAM4
sta pc_off4+1
; Table1(X) = sin1(PARAM1+X)+sin2(PARAM1+X)
; Table2(X) = sin3(PARAM3+X)+sin1(PARAM4+X)
ldx #$28 ; 40
pc_b1:
pc_off1:
lda sin1
pc_off2:
adc sin2
sta Table1,X
pc_off3:
lda sin3
pc_off4:
adc sin1
sta Table2,X
inc pc_off1+1
inc pc_off2+1
inc pc_off3+1
inc pc_off4+1
dex
bpl pc_b1
inc PARAM1
inc PARAM1
dec PARAM2
inc PARAM3
dec PARAM4
rts
; ============================================================================
; Display Routines
; ROUTINES AFFICHAGES
; ============================================================================
; Display "Normal"
; AFFICHAGE "NORMAL"
display_normal:
bit SET_GR ; gfx (lores) why needed?
ldx #23 ; lines 0-23 lignes 0-23
display_line_loop:
lda gr_lookup_low,X ; setup pointers for line
sta GRLINE
lda gr_lookup_high,X
sta GRLINE+1
ldy #39 ; col 0-39
lda Table2,X ; setup base sine value for row
sta display_row_sin_smc+1
display_col_loop:
lda Table1,Y ; load in column sine value
display_row_sin_smc:
adc #00 ; add in row value
sta display_lookup_smc+1 ; patch in low byte of lookup
display_lookup_smc:
lda lores_colors_fine ; attention: must be aligned
sta (GRLINE),Y
dey
bpl display_col_loop
dex
bpl display_line_loop
rts
VBLANK:
inc Mark
rts
;.align 256
gr_lookup_low:
.byte $00,$80,$00,$80,$00,$80,$00,$80
.byte $28,$A8,$28,$A8,$28,$A8,$28,$A8
.byte $50,$D0,$50,$D0,$50,$D0,$50,$D0
gr_lookup_high:
.byte $08,$08,$09,$09,$0A,$0A,$0B,$0B
.byte $08,$08,$09,$09,$0A,$0A,$0B,$0B
.byte $08,$08,$09,$09,$0A,$0A,$0B,$0B
.align 256
; This appears to be roughly 47+32*sin(x)+16*sin(2x)
sin1: ; 256
.byte $2E,$30,$32,$34,$35,$36,$38,$3A,$3C,$3C,$3E,$40,$41,$42,$44,$45,$47,$47,$49,$4A,$4B,$4C,$4D,$4E,$4F,$50,$51,$52,$53,$53,$54,$54
.byte $55,$55,$56,$57,$57,$58,$58,$57,$58,$58,$58,$58,$58,$58,$58,$58,$58,$57,$57,$57,$56,$56,$55,$54,$55,$54,$53,$52,$52,$51,$50,$4F
.byte $4E,$4E,$4D,$4C,$4B,$4B,$4A,$49,$48,$47,$46,$45,$45,$44,$42,$42,$41,$41,$3F,$3F,$3D,$3D,$3C,$3B,$3B,$39,$39,$39,$38,$38,$37,$36
.byte $36,$35,$35,$34,$34,$33,$32,$32,$32,$31,$31,$31,$30,$31,$30,$30,$30,$30,$2F,$2F,$30,$2F,$2F,$2F,$2F,$2F,$2F,$2F,$2E,$2F,$2F,$2F
.byte $2E,$2F,$2F,$2F,$2F,$2E,$2F,$2F,$2F,$2E,$2F,$2F,$2E,$2E,$2F,$2E,$2E,$2D,$2E,$2D,$2D,$2D,$2C,$2C,$2C,$2B,$2B,$2B,$2A,$2A,$29,$28
.byte $28,$27,$27,$26,$26,$25,$25,$23,$23,$22,$21,$21,$20,$1F,$1F,$1D,$1D,$1C,$1B,$1A,$19,$19,$17,$16,$16,$15,$14,$13,$13,$12,$11,$10
.byte $0F,$0F,$0E,$0D,$0C,$0C,$0B,$0A,$09,$09,$08,$08,$08,$07,$06,$07,$06,$06,$06,$06,$05,$06,$05,$05,$06,$05,$06,$06,$07,$07,$08,$08
.byte $09,$09,$0A,$0B,$0B,$0C,$0C,$0D,$0F,$0F,$10,$12,$12,$14,$15,$16,$17,$19,$1A,$1B,$1D,$1E,$20,$21,$22,$24,$26,$27,$28,$2A,$2C,$2E
; This appears to be roughly 47+32*sin(4x)+16*sin(3x)
sin2: ; 256
.byte $2E,$33,$38,$3C,$40,$43,$47,$4B,$4E,$51,$54,$56,$59,$5A,$5C,$5D,$5D,$5E,$5E,$5D,$5C,$5A,$59,$57,$55,$53,$4F,$4C,$49,$46,$42,$3E
.byte $3A,$36,$32,$2E,$2A,$26,$23,$1F,$1C,$18,$15,$12,$10,$0E,$0C,$0A,$09,$08,$07,$07,$07,$07,$09,$0A,$0B,$0D,$0F,$11,$13,$16,$19,$1C
.byte $1F,$22,$26,$29,$2C,$2F,$32,$36,$38,$3B,$3E,$3F,$42,$44,$46,$47,$48,$49,$4B,$4B,$4B,$4A,$4A,$49,$49,$48,$46,$44,$43,$41,$3F,$3C
.byte $3A,$38,$35,$33,$30,$2E,$2C,$2A,$28,$26,$24,$22,$21,$20,$1F,$1F,$1E,$1E,$1D,$1D,$1E,$1E,$1F,$20,$21,$22,$24,$25,$27,$29,$2B,$2D
.byte $2E,$30,$33,$35,$37,$38,$3A,$3C,$3D,$3E,$3F,$3F,$40,$40,$41,$40,$40,$3F,$3F,$3E,$3D,$3B,$3A,$38,$36,$34,$31,$2F,$2D,$2B,$29,$25
.byte $23,$21,$1F,$1D,$1B,$19,$18,$16,$15,$14,$14,$13,$13,$13,$13,$14,$16,$17,$18,$1A,$1C,$1D,$20,$23,$26,$28,$2C,$2E,$32,$35,$38,$3B
.byte $3E,$41,$45,$48,$4B,$4C,$4F,$51,$53,$54,$55,$55,$57,$57,$57,$56,$55,$53,$52,$50,$4E,$4B,$49,$45,$42,$3F,$3B,$37,$34,$30,$2C,$27
.byte $23,$1F,$1C,$18,$14,$11,$0E,$0B,$09,$07,$05,$03,$02,$01,$00,$00,$01,$01,$02,$03,$05,$07,$0A,$0D,$10,$13,$17,$1A,$1E,$22,$26,$2A
; This appears to be roughly 38+24*sin(3x)+16*sin(8x)
sin3: ; 256
.byte $26,$2C,$31,$35,$39,$3D,$40,$42,$44,$45,$45,$46,$45,$43,$42,$40,$3C,$3A,$38,$36,$33,$31,$30,$2F,$2F,$2E,$2F,$2F,$30,$33,$33,$36
.byte $37,$3A,$3C,$3C,$3E,$3E,$3D,$3D,$3B,$39,$36,$34,$30,$2B,$28,$23,$1D,$19,$14,$11,$0C,$09,$07,$04,$03,$03,$03,$03,$04,$07,$09,$0C
.byte $0F,$13,$16,$18,$1B,$1E,$20,$22,$22,$23,$24,$24,$23,$22,$21,$20,$1D,$1C,$1B,$1A,$19,$19,$19,$1A,$1C,$1E,$20,$23,$27,$2B,$2F,$33
.byte $37,$3D,$40,$44,$47,$4A,$4C,$4D,$4E,$4E,$4D,$4C,$4A,$47,$45,$41,$3C,$39,$35,$32,$2E,$2B,$28,$26,$25,$23,$23,$22,$22,$24,$24,$25
.byte $26,$29,$2A,$2A,$2B,$2C,$2B,$2B,$29,$28,$25,$23,$20,$1C,$19,$15,$10,$0D,$09,$07,$04,$02,$01,$00,$00,$00,$02,$03,$06,$0A,$0D,$11
.byte $15,$1B,$1F,$23,$27,$2B,$2D,$30,$32,$33,$34,$35,$35,$33,$33,$32,$30,$2E,$2D,$2C,$2B,$2A,$2A,$2A,$2B,$2C,$2E,$30,$32,$36,$38,$3B
.byte $3E,$42,$45,$47,$49,$4B,$4B,$4B,$4A,$49,$47,$45,$42,$3D,$3A,$35,$30,$2B,$26,$22,$1E,$1A,$17,$14,$13,$11,$10,$10,$10,$12,$12,$14
.byte $15,$18,$1A,$1B,$1D,$1E,$1F,$1F,$1F,$1F,$1E,$1D,$1B,$18,$16,$14,$10,$0E,$0C,$0B,$09,$08,$08,$09,$0A,$0C,$0E,$11,$14,$19,$1D,$22
.if 0
; This appears to be roughly 64+64*sin(x)
sin4: ; 256
.byte $40,$41,$43,$44,$46,$47,$49,$4A,$4C,$4D,$4F,$50,$52,$53,$55,$56,$58,$59,$5B,$5C,$5D,$5F,$60,$61,$63,$64,$65,$67,$68,$69,$6A,$6B
.byte $6C,$6D,$6F,$70,$71,$72,$73,$73,$74,$75,$76,$77,$78,$78,$79,$7A,$7A,$7B,$7B,$7C,$7C,$7D,$7D,$7D,$7E,$7E,$7E,$7F,$7F,$7F,$7F,$7F
.byte $7F,$7F,$7F,$7F,$7F,$7F,$7E,$7E,$7E,$7D,$7D,$7D,$7C,$7C,$7B,$7B,$7A,$7A,$79,$78,$78,$77,$76,$75,$74,$73,$73,$72,$71,$70,$6F,$6D
.byte $6C,$6B,$6A,$69,$68,$67,$65,$64,$63,$61,$60,$5F,$5D,$5C,$5B,$59,$58,$56,$55,$53,$52,$50,$4F,$4D,$4C,$4A,$49,$47,$46,$44,$43,$41
.byte $3F,$3E,$3C,$3B,$39,$38,$36,$35,$33,$32,$30,$2F,$2D,$2C,$2A,$29,$27,$26,$24,$23,$22,$20,$1F,$1E,$1C,$1B,$1A,$18,$17,$16,$15,$14
.byte $13,$12,$10,$0F,$0E,$0D,$0C,$0C,$0B,$0A,$09,$08,$07,$07,$06,$05,$05,$04,$04,$03,$03,$02,$02,$02,$01,$01,$01,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$01,$01,$01,$02,$02,$02,$03,$03,$04,$04,$05,$05,$06,$07,$07,$08,$09,$0A,$0B,$0C,$0C,$0D,$0E,$0F,$10,$12
.byte $13,$14,$15,$16,$17,$18,$1A,$1B,$1C,$1E,$1F,$20,$22,$23,$24,$26,$27,$29,$2A,$2C,$2D,$2F,$30,$32,$33,$35,$36,$38,$39,$3B,$3C,$3E
.endif
; Lookup table for colors
; Note the sine tables point roughly to the middle and go to the edges
; This table has relatively fine color bands
lores_colors_fine: ; 256
.if 1
.byte $00,$00,$00,$00,$88,$88,$88,$88
.byte $55,$55,$55,$55,$99,$99,$99,$99
.byte $ff,$ff,$ff,$ff,$bb,$bb,$bb,$bb
.byte $33,$33,$33,$33,$22,$22,$22,$22
.byte $66,$66,$66,$66,$77,$77,$77,$77
.byte $44,$44,$44,$44,$cc,$cc,$cc,$cc
.byte $ee,$ee,$ee,$ee,$dd,$dd,$dd,$dd
.byte $99,$99,$99,$99,$11,$11,$11,$11
.byte $00,$00,$00,$00,$88,$88,$88,$88
.byte $55,$55,$55,$55,$99,$99,$99,$99
.byte $ff,$ff,$ff,$ff,$bb,$bb,$bb,$bb
.byte $33,$33,$33,$33,$22,$22,$22,$22
.byte $66,$66,$66,$66,$77,$77,$77,$77
.byte $44,$44,$44,$44,$cc,$cc,$cc,$cc
.byte $ee,$ee,$ee,$ee,$dd,$dd,$dd,$dd
.byte $99,$99,$99,$99,$11,$11,$11,$11
.byte $00,$00,$00,$00,$88,$88,$88,$88
.byte $55,$55,$55,$55,$99,$99,$99,$99
.byte $ff,$ff,$ff,$ff,$bb,$bb,$bb,$bb
.byte $33,$33,$33,$33,$22,$22,$22,$22
.byte $66,$66,$66,$66,$77,$77,$77,$77
.byte $44,$44,$44,$44,$cc,$cc,$cc,$cc
.byte $ee,$ee,$ee,$ee,$dd,$dd,$dd,$dd
.byte $99,$99,$99,$99,$11,$11,$11,$11
.byte $00,$00,$00,$00,$88,$88,$88,$88
.byte $55,$55,$55,$55,$99,$99,$99,$99
.byte $ff,$ff,$ff,$ff,$bb,$bb,$bb,$bb
.byte $33,$33,$33,$33,$22,$22,$22,$22
.byte $66,$66,$66,$66,$77,$77,$77,$77
.byte $44,$44,$44,$44,$cc,$cc,$cc,$cc
.byte $ee,$ee,$ee,$ee,$dd,$dd,$dd,$dd
.byte $99,$99,$99,$99,$11,$11,$11,$11
.else
; This table has relatively wide color bands
lores_colors_wide: ; 256
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $88,$88,$88,$88,$88,$88,$88,$88
.byte $88,$88,$88,$88,$88,$88,$88,$88
.byte $55,$55,$55,$55,$55,$55,$55,$55
.byte $55,$55,$55,$55,$55,$55,$55,$55
.byte $22,$22,$22,$22,$22,$22,$22,$22
.byte $22,$22,$22,$22,$22,$22,$22,$22
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff
.byte $bb,$bb,$bb,$bb,$bb,$bb,$bb,$bb
.byte $bb,$bb,$bb,$bb,$bb,$bb,$bb,$bb
.byte $33,$33,$33,$33,$33,$33,$33,$33
.byte $33,$33,$33,$33,$33,$33,$33,$33
.byte $22,$22,$22,$22,$22,$22,$22,$22
.byte $22,$22,$22,$22,$22,$22,$22,$22
.byte $66,$66,$66,$66,$66,$66,$66,$66
.byte $66,$66,$66,$66,$66,$66,$66,$66
.byte $77,$77,$77,$77,$77,$77,$77,$77
.byte $77,$77,$77,$77,$77,$77,$77,$77
.byte $44,$44,$44,$44,$44,$44,$44,$44
.byte $44,$44,$44,$44,$44,$44,$44,$44
.byte $cc,$cc,$cc,$cc,$cc,$cc,$cc,$cc
.byte $cc,$cc,$cc,$cc,$cc,$cc,$cc,$cc
.byte $ee,$ee,$ee,$ee,$ee,$ee,$ee,$ee
.byte $ee,$ee,$ee,$ee,$ee,$ee,$ee,$ee
.byte $dd,$dd,$dd,$dd,$dd,$dd,$dd,$dd
.byte $dd,$dd,$dd,$dd,$dd,$dd,$dd,$dd
.byte $99,$99,$99,$99,$99,$99,$99,$99
.byte $99,$99,$99,$99,$99,$99,$99,$99
.byte $11,$11,$11,$11,$11,$11,$11,$11
.byte $11,$11,$11,$11,$11,$11,$11,$11
.endif
Table1 = $8000
Table2 = $8000+64
.if 0
Table1: ; !fill 64,0
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
Table2: ; !fill 64,0
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
.endif

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@ -24,4 +24,4 @@ dots.o: dots.s \
clean:
rm -f *~ *.o *.lst DOTS
cd graphics && make clean
# cd graphics && make clean

View File

@ -4,6 +4,8 @@
; TODO:
; 16 of them? Start by falling in, bouncing when hit bottom
; slowly spool out at first
; have 24 of them, increase part way?
; wide, sine wave it up
; narrow, sine wave it up

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@ -163,33 +163,48 @@ error_string:
.endif
which_disk_array:
.byte 1,1,1,1 ; MUSIC, INTRO, TUNNEL, OCEAN
.byte 1,1,1 ; POLAR, SPHERES
.byte 1,1,1,1 ; MUSIC_INTRO, MUSIC_MAIN, INTRO, CHESS
.byte 1,1,1,1 ; GORILLA,LEAVES,LENS,PLASMA
.byte 1,1,1,1 ; CUBE,DOTS,SPHERES,OCEAN
.byte 1 ; POLAR
load_address_array:
.byte $D0,$60,$60,$60 ; MUSIC, INTRO, TUNNEL, OCEAN
.byte $60,$60,$60 ; POLAR, SPHERES, DOTS
.byte $D0,$D0,$60,$60 ; MUSIC_INTRO, MUSIC_MAIN, INTRO, CHESS
.byte $60,$60,$60,$60 ; GORILLA,LEAVES,LENS,PLASMA
.byte $60,$60,$60,$60 ; CUBE,DOTS,SPHERES,OCEAN
.byte $60 ; POLAR
start_address:
.byte $D0,$60,$60,$60 ; MUSIC, INTRO, TUNNEL, OCEAN
.byte $80,$80,$80 ; POLAR, SPHERES, DOTS
aux_dest: ;
.byte $D0,$FF,$60,$60 ; MUSIC, INTRO, TUNNEL, OCEAN
.byte $10,$20,$30 ; POLAR, SPHERES, DOTS
.byte $D0,$D0,$60,$60 ; MUSIC_INTRO, MUSIC_MAIN, INTRO, CHESS
.byte $60,$60,$60,$60 ; GORILLA,LEAVES,LENS,PLASMA
.byte $60,$80,$80,$60 ; CUBE,DOTS,SPHERES,OCEAN
.byte $80 ; POLAR
aux_dest:
.byte $D0,$D0,$A0,$A0 ; MUSIC_INTRO, MUSIC_MAIN, INTRO, CHESS
.byte $70,$50,$40,$30 ; GORILLA,LEAVES,LENS,PLASMA
.byte $20,$10,$80,$A0 ; CUBE,DOTS,SPHERES,OCEAN
.byte $A0 ; POLAR
track_array:
.byte 3, 8, 11, 20 ; MUSIC, INTRO, TUNNEL, OCEAN
.byte 34,33,32 ; POLAR, SPHERES, DOTS
.byte 2,4,10,15 ; MUSIC_INTRO, MUSIC_MAIN, INTRO, CHESS
.byte 19,21,23,24 ; GORILLA,LEAVES,LENS,PLASMA
.byte 25,26,27,28 ; CUBE,DOTS,SPHERES,OCEAN
.byte 34 ; POLAR
sector_array:
.byte 0, 0, 0, 0 ; MUSIC, INTRO, TUNNEL, OCEAN
.byte 0, 0, 0 ; POLAR, SPHERES, DOTS
.byte 0,0,0,0 ; MUSIC_INTRO, MUSIC_MAIN, INTRO, CHESS
.byte 0,0,0,0 ; GORILLA,LEAVES,LENS,PLASMA
.byte 0,0,0,0 ; CUBE,DOTS,SPHERES,OCEAN
.byte 0 ; POLAR
length_array:
.byte 32, 84, 16, 16 ; MUSIC, INTRO, TUNNEL, OCEAN
.byte 16, 16, 16 ; POLAR, SPHERES, DOTS
.byte 32,48,80,80 ; MUSIC_INTRO, MUSIC_MAIN, INTRO, CHESS
.byte 32,32,16,16 ; GORILLA,LEAVES,LENS,PLASMA
.byte 16,16,16,96 ; CUBE,DOTS,SPHERES,OCEAN
.byte 16 ; POLAR
.include "wait.s"

View File

@ -74,18 +74,19 @@ dont_enable_mc:
skip_all_checks:
;============================
; Load programs into AUXMEM
;============================
;====================================
;====================================
; Pre-Load some programs into AUX MEM
;====================================
;====================================
; 4 - 9
sta $C008 ; use MAIN zero-page/stack/language card
;=============================
; want to load 2..MAX
; 0 = MUSIC, 1 = INTRO
; want to load 4..9
lda #2
lda #4
sta COUNT
load_program_loop:
@ -114,79 +115,88 @@ load_program_loop:
inc COUNT
lda COUNT
cmp #7
cmp #10
bne load_program_loop
.if 0
;====================
; load POLAR to $6000
lda #4 ; POLAR
sta WHICH_LOAD
jsr load_file
;======================
; copy POLAR to AUX $1000
lda #$10 ; AUX dest $1000
ldy #$60 ; MAIN src $6000
ldx #16 ; 16 pages
jsr copy_main_aux
;====================
; load SPHERES to $6000
lda #5 ; SPHERES
sta WHICH_LOAD
jsr load_file
;======================
; copy SPHERES to AUX $2000
lda #$20 ; AUX dest $1000
ldy #$60 ; MAIN src $6000
ldx #16 ; 16 pages
jsr copy_main_aux
.endif
; cli ; start music
;=======================
; run DOTS
;============================================
; copy DOTS from AUX $3000 to MAIN $8000
;=======================
; Load intro
;=======================
;=======================
lda #$30 ; AUX src $1000
; TODO
;=======================
;=======================
; Run intro
;=======================
;=======================
; TODO
;=======================
;=======================
; Load music / chess
;=======================
;=======================
; TODO
;=======================
;=======================
; Run Chess
;=======================
;=======================
; TODO
;==========================
;==========================
; Run 4-9, copy from AUX
;==========================
;==========================
;=======================
; run DOTS (#9)
;=======================
; copy DOTS from AUX $1000 to MAIN $8000
lda #$10 ; AUX src $1000
ldy #$80 ; MAIN dest $8000
ldx #16 ; 16 pages
jsr copy_aux_main
jsr $8000
;=======================
;=======================
; Load 10-12 to RAM
;=======================
;=======================
; TODO
;==========================
;==========================
; Run 10-12
;==========================
;==========================
;=======================
; run SPHERES
;============================================
; copy SPHERES from AUX $2000 to MAIN $8000
lda #$20 ; AUX src $1000
ldy #$80 ; MAIN dest $8000
ldx #16 ; 16 pages
jsr copy_aux_main
jsr $8000
; TODO
;=======================
; run POLAR
;============================================
; copy POLAR from AUX $1000 to MAIN $8000
lda #$10 ; AUX src $1000
ldy #$80 ; MAIN dest $8000
ldx #16 ; 16 pages
jsr copy_aux_main
; TODO
; setup music ocean=pattern24 (3:07) pattern#43
; lda #43