update makefiles

This commit is contained in:
Vince Weaver 2021-03-01 16:25:28 -05:00
parent 4db7be7d22
commit 2cc45e4517
5 changed files with 511 additions and 8 deletions

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@ -3,13 +3,15 @@ include ../../../Makefile.inc
DOS33 = ../../../utils/dos33fs-utils/dos33
TOKENIZE = ../../../utils/asoft_basic-utils/tokenize_asoft
LINKERSCRIPTS = ../../../linker_scripts
EMPTYDISK = ../../../empty_disk/empty.dsk
all: boxes.dsk make_boxes
boxes.dsk: HELLO BOXES
cp empty.dsk boxes.dsk
boxes.dsk: HELLO A2_BOXES BOXES
cp $(EMPTYDISK) boxes.dsk
$(DOS33) -y boxes.dsk SAVE A HELLO
$(DOS33) -y boxes.dsk BSAVE -a 0x300 BOXES
$(DOS33) -y boxes.dsk BSAVE -a 0xC00 A2_BOXES
###
@ -18,12 +20,21 @@ HELLO: hello.bas
###
A2_BOXES: a2_boxes.o
ld65 -o A2_BOXES a2_boxes.o -C $(LINKERSCRIPTS)/apple2_c00.inc
a2_boxes.o: a2_boxes.s
ca65 -o a2_boxes.o a2_boxes.s -l a2_boxes.lst
###
BOXES: boxes.o
ld65 -o BOXES boxes.o -C $(LINKERSCRIPTS)/apple2_300.inc
boxes.o: boxes.s
ca65 -o boxes.o boxes.s -l boxes.lst
###
make_boxes: make_boxes.o
@ -35,4 +46,4 @@ make_boxes.o: make_boxes.c
###
clean:
rm -f *~ *.o *.lst HELLO BOXES make_boxes
rm -f *~ *.o *.lst HELLO A2_BOXES BOXES make_boxes

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@ -0,0 +1,240 @@
; Apple II self portrait using Boxes
; running sierpinski inside
; I heard you liked demos, so...
; by Vince `deater` Weaver <vince@deater.net> / dSr
; For LoveByte 2021
; 223 -- initial
; 220 -- update end
; 219 -- store color already multiplied by 17
; 215 -- load Y0 directly into X
; 211 -- load X1 directly into H2
; 208 -- add subroutine to read byte into A, no need to save Y
; 205 -- optimize end loop
; 197 -- only update color if changed
; 194 -- pack color in with the other 4 bytes
; 191 -- do more common stuff in load_byte
; 189 -- change how end is detected
; 260 -- add sierpinski code
; 255 -- optimize FRAME count
; 248 -- realize PLOT doesn't have to be fast
; 251 -- add pause at beginning
; would have liked to have more elaborate startup, no room
; LoveByte Rule is 252 bytes (there's a 4-byte DOS33 header)
; zero page
H2 = $2C
COLOR = $30
X0 = $F0
XX = $F1
FRAME = $F2
Y1 = $F3
; soft-switches
FULLGR = $C052
; ROM routines
PLOT = $F800 ;; PLOT AT Y,A
PLOT1 = $F80E ;; PLOT at (GBASL),Y (need MASK to be $0f or $f0)
HLINE = $F819 ;; HLINE Y,$2C at A
SETCOL = $F864 ;; COLOR=A
SETGR = $FB40 ;; init lores and clear screen
WAIT = $FCA8 ;; delay 1/2(26+27A+5A^2) us
;1DEFFNP(X)=PEEK(2054+I*5+X)-32:
;GR:POKE49234,0:
;FORI=0TO29:COLOR=FNP(0):FORY=FNP(3)TOFNP(4)
;:HLINFNP(1),FNP(2)ATY:NEXTY,I:GETA
;================================
; Clear screen and setup graphics
;================================
boxes:
jsr SETGR ; set lo-res 40x40 mode
bit FULLGR ; make it 40x48
draw_box_loop:
; get color/Y0
jsr load_byte
tax ; Y0 is in X
tya ; check for end
bmi end
jsr load_byte ; Y1
sta Y1
jsr load_byte ; X0
sta X0
tya
lsr
lsr
sta COLOR
jsr load_byte ; X1
sta H2
tya
and #$C0
ora COLOR
lsr
lsr
lsr
lsr
jsr SETCOL
inner_loop:
;; HLINE Y,H2 at A
;; X left alone, carry set on exit
;; H2 left alone
;; Y and A trashed
ldy X0
txa
jsr HLINE
cpx Y1
inx
bcc inner_loop
bcs draw_box_loop
;=========================
; draw the demo
;=========================
; screen is from (11,6) - (20,23)
; so size is 9,17?
end:
; A comes in as $FF which is fine
; actually frame value doesn't matter at all
; lda #0
; sta FRAME
; pause a bit at beginning
jsr WAIT
sier_loop:
lda #100 ; Wait a bit, we're too fast
jsr WAIT
inc FRAME ; increment frame
ldx #17 ; YY
sier_yloop:
lda #9 ; XX
sta XX
sier_xloop:
txa ; get YY
clc
adc FRAME ; and add in FRAME
and XX ; and it with XX
bne black
lda FRAME ; color is based on frame
lsr ; only update every 16 lines?
lsr
lsr
lsr
bne not_zero ; but no color 0 (would be all black)
lda #3 ; how about purple instead
not_zero:
.byte $2C ; bit trick
black:
lda #$00
jsr SETCOL ; set top/bottom nibble same color
lda XX ; offset XX to tiny screen
clc
adc #11
tay ; put into Y
txa ; offset YY to tiny screen
clc
adc #6 ; put into A
jsr PLOT ; PLOT AT Y,A
dec XX
bpl sier_xloop
dex
bpl sier_yloop
bmi sier_loop
;=========================
; load byte routine
;=========================
load_byte:
inc load_byte_smc+1 ; assume we are always < 256 bytes
; so no need to wrap
load_byte_smc:
lda box_data-1
tay
and #$3f
rts
; 4 6 6 6 6
box_data:
.byte $00,$2F,$C0,$E7
.byte $01,$2B,$0A,$9B
.byte $28,$29,$43,$D4
.byte $24,$27,$43,$D6
.byte $20,$23,$45,$D7
.byte $1C,$1F,$48,$D8
.byte $23,$26,$07,$8E
.byte $24,$27,$08,$92
.byte $1F,$1F,$0D,$92
.byte $2A,$2B,$43,$54
.byte $2C,$2D,$46,$53
.byte $2C,$2D,$14,$97
.byte $08,$16,$1C,$9C
.byte $02,$1A,$49,$D8
.byte $04,$18,$0A,$95
.byte $06,$17,$0B,$14
.byte $15,$29,$22,$A2
.byte $13,$28,$22,$A4
.byte $13,$14,$5C,$63
.byte $15,$16,$5B,$61
.byte $17,$2B,$59,$E1
.byte $18,$20,$1A,$20
.byte $22,$2A,$1A,$20
.byte $1C,$1C,$5B,$60
.byte $26,$26,$5B,$60
.byte $1F,$20,$DF,$1F
.byte $29,$2A,$DF,$1F
.byte $19,$1E,$5D,$5E
.byte $23,$28,$5D,$5E
.byte $02,$03,$17,$D7
.byte $FF

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@ -3,14 +3,16 @@ include ../../../Makefile.inc
DOS33 = ../../../utils/dos33fs-utils/dos33
TOKENIZE = ../../../utils/asoft_basic-utils/tokenize_asoft
LINKERSCRIPTS = ../../../linker_scripts
EMPTY_DISK = ../../../empty_disk/empty.dsk
all: drops.dsk
drops.dsk: HELLO DROPS DROPS_TINY
cp empty.dsk drops.dsk
drops.dsk: HELLO DROPS DROPS_TINY DROPS_BOT
cp $(EMPTY_DISK) drops.dsk
$(DOS33) -y drops.dsk SAVE A HELLO
$(DOS33) -y drops.dsk BSAVE -a 0x300 DROPS
$(DOS33) -y drops.dsk BSAVE -a 0x36B DROPS_TINY
$(DOS33) -y drops.dsk BSAVE -a 0x36B DROPS_BOT
$(DOS33) -y drops.dsk BSAVE -a 0xC00 DROPS_TINY
###
@ -29,13 +31,23 @@ drops.o: drops.s
###
DROPS_TINY: drops_tiny.o
ld65 -o DROPS_TINY drops_tiny.o -C ./apple2_36b.inc
ld65 -o DROPS_TINY drops_tiny.o -C $(LINKERSCRIPTS)/apple2_c00.inc
drops_tiny.o: drops_tiny.s
ca65 -o drops_tiny.o drops_tiny.s -l drops_tiny.lst
###
DROPS_BOT: drops_bot.o
ld65 -o DROPS_BOT drops_bot.o -C ./apple2_36b.inc
drops_bot.o: drops_bot.s
ca65 -o drops_bot.o drops_bot.s -l drops_bot.lst
###
clean:
rm -f *~ *.o *.lst HELLO DROPS DROPS_TINY
rm -f *~ *.o *.lst HELLO DROPS DROPS_TINY DROPS_BOT

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@ -0,0 +1,237 @@
; water drops
; based roughly on
; https://github.com/seban-slt/Atari8BitBot/blob/master/ASM/water/water.m65
; for each pixel
; C
; A V B
; D
;
; calculate color as NEW_V = (A+B+C+D)/2 - OLD_V
; then flip buffers
; 211 bytes -- initial
; 208 bytes -- use HGR2 to clear
; 204 bytes -- optimize buffer switch
; 197 bytes -- inline random8
; 169 bytes -- rip out page flipping
; 163 bytes -- use EOR for BUFH setting
; 159 bytes -- put YY in X
; 153 bytes -- fake random by reading ROM
; 151 bytes -- no seed at all, use frame
; 149 bytes -- FRAME saved in Y
; 148 bytes -- beq instead of jmp
; 147 bytes -- reuse color in drop
; 145 bytes -- leave out carry setting
; 142 bytes -- reduce to 4 colors (from 8)
; 141 bytes -- don't dex at beginning ($FF close enough)
.include "hardware.inc"
GBASH = $27
MASK = $2E
COLOR = $30
SEEDL = $4E
FRAME = $F8
XX = $F9
DROPL = $FA
DROPH = $FB
BUF1L = $FC
BUF1H = $FD
BUF2L = $FE
BUF2H = $FF
;================================
; Clear screen and setup graphics
;================================
drops:
jsr HGR ; clear $2000-$4000 to zero
; A is $00 after this
; Y is $00
bit FULLGR ; full page
bit LORES ; switch to LORES
drops_outer:
; in all but first loop X is $FF on arrival
; inx
stx BUF1L
stx BUF2L
;=================================
; handle new frame
;=================================
inc FRAME
lda FRAME
tay ; save frame for later
; alternate $20/$28 in BUF1H/BUF2H
and #$1
asl
asl
asl ; A now 0 or 8
ora #$20
sta BUF1H
eor #$8
sta BUF2H
; check if we add new raindrop
tya ; reload FRAME
and #$3 ; only drop every 4 frames
bne no_drop
; fake random number generator by reading ROM
lda $E000,Y
; buffer is 40x48 = roughly 2k?
; so random top bits = 0..7
sta DROPL
and #$7
ora #$20
sta DROPH
lda #31 ; $1f value for drop
tay ; cheat and draw drop at offset 31 to reuse value
sta (DROPL),Y ; draw at offset 31
iny
sta (DROPL),Y ; draw at offset 32
ldy #71
sta (DROPL),Y ; draw at offset 71 (y+1)
iny
sta (DROPL),Y ; draw at offset 72
no_drop:
ldx #47 ; load 47 into YY
;=================================
; yloop
;=================================
drops_yloop:
txa ; YY
tay ; plot YY,YY
jsr PLOT ; PLOT Y,A, setting up MASK and putting addr in GBASL/H
; reset XX to 39
lda #39 ; XX
sta XX
;=================================
; xloop
;=================================
drops_xloop:
clc
ldy #1
lda (BUF1L),Y
ldy #81
adc (BUF1L),Y
ldy #40
adc (BUF1L),Y
ldy #42
adc (BUF1L),Y
lsr
dey
; sec
sbc (BUF2L),Y
bpl done_calc
eor #$ff
done_calc:
sta (BUF2L),Y
inc BUF1L
inc BUF2L
bne no_oflo
inc BUF1H
inc BUF2H
no_oflo:
; adjust color
lsr
lsr
and #$3
tay
lda colors,Y
sta COLOR
ldy XX
jsr PLOT1 ; PLOT AT (GBASL),Y
dec XX
bpl drops_xloop
dex ; YY
bpl drops_yloop
weird_outer:
bmi drops_outer ; small enough now!
colors:
.byte $22,$66,$77,$ff
;colors:
;.byte $00,$22,$66,$EE,$77,$ff,$ff,$ff
; 0 2 6 e 7 f f f
; 0000 0010 0110 1110 0111 1111 1111 1111
; 0 1 2 3 4 5 6 7
; for maximum twitter size we enter this program
; by using the "&" operator which jumps to $3F5
; we can't load there though as the code would end up overlapping
; $400 which is the graphics area
; this is at 38A
; we want to be at 3F5, so load program at 36B?
; called by EXECUTE.STATEMENT at $D828
; which jumps to CHRGET at $00B1
; which does a RTS to $3F4 at end
; CHRGET sets up state based on the char that follows the &
; Z==C==1 is colon
; Z==1 is EOL (nul)
; C==0 is digit
; when we call with " following
; A=$22 (") X=$FF Y=$5E
; N=0 V=0 Z=0 C=1
jmp drops ; entry point from &
; bcs drops

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@ -31,6 +31,9 @@ sier:
jsr SETGR ; set lo-res 40x40 mode
bit FULLGR ; make it 40x48
; note we can save 4 bytes if we don't care about what boundary
; we start at??
lda #0
sta FRAME