keen: initial checkin

This commit is contained in:
Vince Weaver 2024-03-09 13:36:33 -05:00
parent f07bb3d42a
commit 2cf26ac28d
17 changed files with 2367 additions and 3 deletions

View File

@ -6,12 +6,12 @@ B2D = ../../utils/bmp2dhr/b2d
PNG2GR = ../../utils/gr-utils/png2gr
LZSA = ~/research/lzsa/lzsa/lzsa
TOKENIZE = ../../utils/asoft_basic-utils/tokenize_asoft
EMPTY_DISK = ../../empty_disk/empty.dsk
all: duke.dsk
duke.dsk: HELLO LOADER DUKE_TITLE DUKE_LEVEL1 DUKE_LEVEL2
cp empty.dsk duke.dsk
cp $(EMPTY_DISK) duke.dsk
$(DOS33) -y duke.dsk SAVE A HELLO
$(DOS33) -y duke.dsk BSAVE -a 0x1000 LOADER
$(DOS33) -y duke.dsk BSAVE -a 0x4000 DUKE_TITLE

Binary file not shown.

161
games/keen/gr_copy.s Normal file
View File

@ -0,0 +1,161 @@
;=========================================================
; gr_copy_to_current, 40x48 version
;=========================================================
; copy 0xc00 to DRAW_PAGE
;
; 45 + 2 + 120*(8*9 + 5) -1 + 6 = 9292
;.align $100
gr_copy_to_current:
lda DRAW_PAGE ; 3
clc ; 2
adc #$4 ; 2
sta gr_copy_line+5 ; 4
sta gr_copy_line+11 ; 4
adc #$1 ; 2
sta gr_copy_line+17 ; 4
sta gr_copy_line+23 ; 4
adc #$1 ; 2
sta gr_copy_line+29 ; 4
sta gr_copy_line+35 ; 4
adc #$1 ; 2
sta gr_copy_line+41 ; 4
sta gr_copy_line+47 ; 4
;===========
; 45
ldy #119 ; for early ones, copy 120 bytes ; 2
gr_copy_line:
lda $C00,Y ; load a byte (self modified) ; 4
sta $400,Y ; store a byte (self modified) ; 5
lda $C80,Y ; load a byte (self modified) ; 4
sta $480,Y ; store a byte (self modified) ; 5
lda $D00,Y ; load a byte (self modified) ; 4
sta $500,Y ; store a byte (self modified) ; 5
lda $D80,Y ; load a byte (self modified) ; 4
sta $580,Y ; store a byte (self modified) ; 5
lda $E00,Y ; load a byte (self modified) ; 4
sta $600,Y ; store a byte (self modified) ; 5
lda $E80,Y ; load a byte (self modified) ; 4
sta $680,Y ; store a byte (self modified) ; 5
lda $F00,Y ; load a byte (self modified) ; 4
sta $700,Y ; store a byte (self modified) ; 5
lda $F80,Y ; load a byte (self modified) ; 4
sta $780,Y ; store a byte (self modified) ; 5
dey ; decrement pointer ; 2
bpl gr_copy_line ; ; 2nt/3
rts ; 6
;=========================================================
; gr_copy_to_current, 40x48 version
;=========================================================
; copy 0x1000 to DRAW_PAGE
gr_copy_to_current_1000:
lda DRAW_PAGE ; 3
clc ; 2
adc #$4 ; 2
sta gr_copy_line_40+5 ; 4
sta gr_copy_line_40+11 ; 4
adc #$1 ; 2
sta gr_copy_line_40+17 ; 4
sta gr_copy_line_40+23 ; 4
adc #$1 ; 2
sta gr_copy_line_40+29 ; 4
sta gr_copy_line_40+35 ; 4
adc #$1 ; 2
sta gr_copy_line_40+41 ; 4
sta gr_copy_line_40+47 ; 4
;===========
; 45
ldy #119 ; for early ones, copy 120 bytes ; 2
gr_copy_line_40:
lda $1000,Y ; load a byte (self modified) ; 4
sta $400,Y ; store a byte (self modified) ; 5
lda $1080,Y ; load a byte (self modified) ; 4
sta $480,Y ; store a byte (self modified) ; 5
lda $1100,Y ; load a byte (self modified) ; 4
sta $500,Y ; store a byte (self modified) ; 5
lda $1180,Y ; load a byte (self modified) ; 4
sta $580,Y ; store a byte (self modified) ; 5
lda $1200,Y ; load a byte (self modified) ; 4
sta $600,Y ; store a byte (self modified) ; 5
lda $1280,Y ; load a byte (self modified) ; 4
sta $680,Y ; store a byte (self modified) ; 5
lda $1300,Y ; load a byte (self modified) ; 4
sta $700,Y ; store a byte (self modified) ; 5
lda $1380,Y ; load a byte (self modified) ; 4
sta $780,Y ; store a byte (self modified) ; 5
dey ; decrement pointer ; 2
bpl gr_copy_line_40 ; ; 2nt/3
rts ; 6
;=========================================================
; gr_copy_to_current_40x40
;=========================================================
; Take image in 0xc00
; Copy to DRAW_PAGE
; Actually copy lines 0..39
; Don't over-write bottom 4 lines of text
gr_copy_to_current_40x40:
ldx #0
gc_40x40_loop:
lda gr_offsets,x
sta OUTL
sta INL
lda gr_offsets+1,x
clc
adc DRAW_PAGE
sta OUTH
lda gr_offsets+1,x
clc
adc #$8
sta INH
ldy #39
gc_40x40_inner:
lda (INL),Y
sta (OUTL),Y
dey
bpl gc_40x40_inner
inx
inx
cpx #40
bne gc_40x40_loop
rts ; 6

201
games/keen/gr_fast_clear.s Normal file
View File

@ -0,0 +1,201 @@
;clear_screens:
; ;===================================
; ; Clear top/bottom of page 0
; ;===================================
;
; lda #$0
; sta DRAW_PAGE
; jsr clear_top
; jsr clear_bottom
; ;===================================
; ; Clear top/bottom of page 1
; ;===================================
;
; lda #$4
; sta DRAW_PAGE
; jsr clear_top
; jsr clear_bottom
;
; rts
;=========================================================
; clear_top
;=========================================================
; clear DRAW_PAGE
; original = 14,558 cycles(?) 15ms, 70Hz
; OPTIMIZED MAX (page0,48rows): 45*120+4+6 = 5410 = 5.4ms 185Hz
; (pageX,40rows): 50*120+4+6 = 6010 = 6.0ms 166Hz
; 50*120+4+6+37 = 6055 = 6.0ms 166Hz
clear_top:
lda #0 ; 2
clear_top_a:
sta COLOR ; 3
clc ; 2
lda DRAW_PAGE ; 3
adc #4 ; 2
sta __ctf+2 ; 3
sta __ctf+5 ; 3
adc #1 ; 2
sta __ctf+8 ; 3
sta __ctf+11 ; 3
adc #1 ; 2
sta __ctf2+2 ; 3
sta __ctf2+5 ; 3
adc #1 ; 2
sta __ctf2+8 ; 3
sta __ctf2+11 ; 3
ldy #120 ; 2
lda COLOR ; 3
clear_top_fast_loop:
__ctf:
sta $400,Y ; 5
sta $480,Y ; 5
sta $500,Y ; 5
sta $580,Y ; 5
cpy #80 ; 2
bpl no_draw_bottom ; 2nt/3
__ctf2:
sta $600,Y ; 5
sta $680,Y ; 5
sta $700,Y ; 5
sta $780,Y ; 5
no_draw_bottom:
dey ; 2
bpl clear_top_fast_loop ; 2nt/3
rts ; 6
;=========================================================
; clear_bottom
;=========================================================
; clear bottom of draw page
clear_bottom:
clc ; 2
lda DRAW_PAGE ; 3
adc #6 ; 2
sta __cbf2+2 ; 3
sta __cbf2+5 ; 3
adc #1 ; 2
sta __cbf2+8 ; 3
sta __cbf2+11 ; 3
ldy #120 ; 2
lda #$a0 ; Normal Space ; 2
clear_bottom_fast_loop:
__cbf2:
sta $600,Y ; 5
sta $680,Y ; 5
sta $700,Y ; 5
sta $780,Y ; 5
dey ; 2
cpy #80 ; 2
bpl clear_bottom_fast_loop ; 2nt/3
rts ; 6
;clear_screens_notext:
;===================================
; Clear top/bottom of page 0
;===================================
; lda #$0
; sta DRAW_PAGE
; jsr clear_all
;===================================
; Clear top/bottom of page 1
;===================================
; lda #$4
; sta DRAW_PAGE
; jsr clear_all
; rts
clear_bottoms:
lda DRAW_PAGE
pha
;===================================
; Clear bottom of page 0
;===================================
lda #$0
sta DRAW_PAGE
jsr clear_bottom
;===================================
; Clear bottom of page 1
;===================================
lda #$4
sta DRAW_PAGE
jsr clear_bottom
pla
sta DRAW_PAGE
rts
;=========================================================
; clear_all
;=========================================================
; clear 48 rows
clear_all:
clc ; 2
lda DRAW_PAGE ; 3
adc #4 ; 2
sta __caf+2 ; 3
sta __caf+5 ; 3
adc #1 ; 2
sta __caf+8 ; 3
sta __caf+11 ; 3
adc #1 ; 2
sta __caf2+2 ; 3
sta __caf2+5 ; 3
adc #1 ; 2
sta __caf2+8 ; 3
sta __caf2+11 ; 3
ldy #120 ; 2
clear_all_color:
lda #' '|$80 ; 2
clear_all_fast_loop:
__caf:
sta $400,Y ; 5
sta $480,Y ; 5
sta $500,Y ; 5
sta $580,Y ; 5
__caf2:
sta $600,Y ; 5
sta $680,Y ; 5
sta $700,Y ; 5
sta $780,Y ; 5
dey ; 2
bpl clear_all_fast_loop ; 2nt/3
rts ; 6

View File

@ -0,0 +1,32 @@
include ../../../Makefile.inc
ZX02 = ~/research/6502_compression/zx02.git/build/zx02 -f
PNG_TO_HGR = ../../../utils/hgr-utils/png2hgr
LINKER_SCRIPTS = ../../../linker_scripts
DOS33 = ../../../utils/dos33fs-utils/dos33
EMPTY_DISK = ../../../empty_disk/empty.dsk
TOKENIZE = ../../../utils/asoft_basic-utils/tokenize_asoft
PNG2GR = ../../../utils/gr-utils/png2gr
PNG2SPRITES = ../../../utils/gr-utils/png2sprites
HGR_SPRITE = ../../../utils/hgr-utils/hgr_make_sprite
all: keen1_title.hgr.zx02
####
#disk_sprites.inc: a2_fortnight_sprites.png
# $(HGR_SPRITE) -s -l disk_sprite0 a2_fortnight_sprites.png 14 7 41 34 > disk_sprites.inc
####
keen1_title.hgr.zx02: keen1_title.hgr
$(ZX02) keen1_title.hgr keen1_title.hgr.zx02
keen1_title.hgr: keen1_title.png
$(PNG_TO_HGR) keen1_title.png > keen1_title.hgr
####
clean:
rm -f *~ *.o *.lst *.zx02 *.hgr

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.8 KiB

32
games/keen/init_vars.s Normal file
View File

@ -0,0 +1,32 @@
;=====================
; init vars
;=====================
init_vars:
lda #0
sta ANIMATE_FRAME
sta FRAMEL
sta FRAMEH
sta DISP_PAGE
sta JOYSTICK_ENABLED
sta DUKE_WALKING
sta DUKE_JUMPING
sta LEVEL_OVER
sta LASER_OUT
sta DUKE_XL
sta SCORE0
sta SCORE1
sta SCORE2
sta DUKE_FALLING
sta DUKE_SHOOTING
sta KICK_UP_DUST
sta DOOR_ACTIVATED
sta INVENTORY
lda #1
sta FIREPOWER
lda #7
sta HEALTH
rts

277
games/keen/keen_title.s Normal file
View File

@ -0,0 +1,277 @@
; Keen1 Title
; loads a HGR version of the title
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
keen_title_start:
;===================
; init screen
;===================
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE0
bit HIRES
bit FULLGR
;===================
; machine workarounds
;===================
; mostly IIgs
;===================
; thanks to 4am who provided this code from Total Replay
lda ROM_MACHINEID
cmp #$06
bne not_a_iigs
sec
jsr $FE1F ; check for IIgs
bcs not_a_iigs
; gr/text page2 handling broken on early IIgs models
; this enables the workaround
jsr ROM_TEXT2COPY ; set alternate display mode on IIgs
cli ; enable VBL interrupts
; also set background color to black instead of blue
lda NEWVIDEO
and #%00011111 ; bit 7 = 0 -> IIgs Apple II-compat video modes
; bit 6 = 0 -> IIgs 128K memory map same as IIe
; bit 5 = 0 -> IIgs DHGR is color, not mono
; bits 0-4 unchanged
sta NEWVIDEO
lda #$F0
sta TBCOLOR ; white text on black background
lda #$00
sta CLOCKCTL ; black border
sta CLOCKCTL ; set twice for VidHD
not_a_iigs:
;===================
; Load hires graphics
;===================
reload_everything:
lda #<new_title
sta ZX0_src
lda #>new_title
sta ZX0_src+1
lda #$20 ; decompress to hgr page1
jsr full_decomp
;===================================
; detect if we have a language card
; and load sound into it if possible
;===================================
; lda #0
; sta SOUND_STATUS ; clear out, sound enabled
; jsr detect_language_card
; bcs no_language_card
; update sound status
; lda SOUND_STATUS
; ora #SOUND_IN_LC
; sta SOUND_STATUS
; load sounds into LC
; read ram, write ram, use $d000 bank1
; bit $C08B
; bit $C08B
; lda #<linking_noise_compressed
; sta getsrc_smc+1
; lda #>linking_noise_compressed
; sta getsrc_smc+2
; lda #$D0 ; decompress to $D000
; jsr decompress_lzsa2_fast
;blah:
; read rom, nowrite, use $d000 bank1
; bit $C08A
no_language_card:
;===================================
; Setup Mockingboard
;===================================
; lda #0
; sta DONE_PLAYING
; sta LOOP
; detect mockingboard
; jsr mockingboard_detect
; bcc mockingboard_notfound
mockingboard_found:
;; jsr mockingboard_patch ; patch to work in slots other than 4?
; lda SOUND_STATUS
; ora #SOUND_MOCKINGBOARD
; sta SOUND_STATUS
;=======================
; Set up 50Hz interrupt
;========================
; jsr mockingboard_init
; jsr mockingboard_setup_interrupt
;============================
; Init the Mockingboard
;============================
; jsr reset_ay_both
; jsr clear_ay_both
;==================
; init song
;==================
; jsr pt3_init_song
; jmp done_setup_sound
mockingboard_notfound:
done_setup_sound:
;===================================
; Do Intro Sequence
;===================================
; wait a bit at LOAD screen
lda #100
jsr wait_a_bit
done_intro:
; restore to full screen (no text)
bit FULLGR
bit LORES
;============================
; init vars
jsr init_vars
;============================
; set up initial location
lda #LOAD_DUKE1
sta WHICH_LOAD ; start at first level
rts
;==========================
; includes
;==========================
.include "gr_pageflip.s"
.include "gr_copy.s"
; .include "wait_a_bit.s"
.include "gr_offsets.s"
.include "zx02_optim.s"
.include "print_help.s"
.include "gr_fast_clear.s"
.include "text_print.s"
.include "init_vars.s"
; .include "graphics_title/title_graphics.inc"
; .include "lc_detect.s"
; pt3 player
; .include "pt3_lib_core.s"
; .include "pt3_lib_init.s"
; .include "interrupt_handler.s"
; .include "pt3_lib_mockingboard_detect.s"
; .include "pt3_lib_mockingboard_setup.s"
new_title:
.incbin "graphics/keen1_title.hgr.zx02"
;====================================
; wait for keypress or a few seconds
;====================================
wait_a_bit:
bit KEYRESET
tax
keyloop:
lda #200 ; delay a bit
jsr WAIT
lda KEYPRESS
bmi done_keyloop
; bmi keypress_exit
dex
bne keyloop
done_keyloop:
bit KEYRESET
cmp #'H'|$80
bne really_done_keyloop
bit SET_TEXT
jsr print_help
bit SET_GR
bit PAGE0
ldx #100
jmp keyloop
really_done_keyloop:
rts
;PT3_LOC = theme_music
;.align $100
;theme_music:
;.incbin "audio/theme.pt3"

709
games/keen/loader.s Normal file
View File

@ -0,0 +1,709 @@
; Loader for DUKE
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
nibtbl = $300 ; nothing uses the bottom 128 bytes of $300, do they?
bit2tbl = $380 ; bit2tbl: .res 86 ; = nibtbl+128
filbuf = $3D6 ; filbuf: .res 4 ; = bit2tbl+86
; read any file slot 6 version
; based on FASTLD6 and RTS copyright (c) Peter Ferrie 2011-2013,2018
; modified to assembled with ca65 -- vmw
; added code to patch it to run from current disk slot -- vmw
; WHICH_LOAD = $7E ; thing to load
; adrlo = $26 ; constant from boot prom
; adrhi = $27 ; constant from boot prom
; tmpsec = $3c ; constant from boot prom
; reqsec = $3d ; constant from boot prom
; sizelo = $44
; sizehi = $45
; secsize = $46
; namlo = $f8
; namhi = $f9
; TEMPY = $fa
; step = $fd ; state for stepper motor
; tmptrk = $fe ; temporary copy of current track
; phase = $ff ; current phase for /seek
; OUTL = $fe ; for picking filename
; OUTH = $ff
dirbuf = $c00
; note, don't put this immediately below
; the value being read as destaddr-4
; is temporarily overwritten during read
; process
FILENAME = $280
;===================================================
;===================================================
; START / INIT
;===================================================
;===================================================
loader_start:
lda #LOAD_TITLE
sta WHICH_LOAD
jsr init ; unhook DOS, init nibble table
;===================================================
;===================================================
; SETUP THE FILENAME
;===================================================
;===================================================
which_load_loop:
; update the which-file error message
; lda WHICH_LOAD
; tay
; lda which_disk,Y
; sta error_string+19
lda WHICH_LOAD
asl
tay
lda filenames,Y
sta OUTL
lda filenames+1,Y
sta OUTH
lda WHICH_LOAD
bne load_other
load_intro:
lda #<$4000
sta entry_smc+1
lda #>$4000
sta entry_smc+2
jmp actual_load
load_other:
lda #<$2000
sta entry_smc+1
lda #>$2000
sta entry_smc+2
actual_load:
;===================================================
;===================================================
; SET UP DOS3.3 FILENAME
;===================================================
;===================================================
load_file_and_execute:
jsr opendir_filename
entry_smc:
jsr $1000 ; jump to common entry point
; hope they updated the WHICH_LOAD value
jmp which_load_loop
;==============================
; setup filename then open/load
opendir_filename:
; clear out the filename with $A0 (space)
lda #<FILENAME
sta namlo
lda #>FILENAME
sta namhi
ldy #29
wipe_filename_loop:
lda #$A0
sta (namlo),Y
dey
bpl wipe_filename_loop
ldy #0
copy_filename_loop:
lda (OUTL),Y
beq copy_filename_done
ora #$80
sta (namlo),Y
iny
bne copy_filename_loop
copy_filename_done:
jsr opendir ; open and read entire file into memory
rts
filenames:
.word title_filename
.word keen1_filename
.word keen2_filename
title_filename:
.byte "KEEN_TITLE",0
keen1_filename:
.byte "KEEN_LEVEL1",0
keen2_filename:
.byte "KEEN_LEVEL2",0
;===================================================
;===================================================
; INIT (build nibble table)
;===================================================
;===================================================
;unhook DOS and build nibble table
init:
; patch to use current drive
; locate input paramater list
jsr $3E3
; result is in A:Y
sta $FF
sty $FE
ldy #1
lda ($FE),y
; list+1 should have slot<<8
ora #$80 ; add in $80
; c0e0
sta mlsmc06+1
; c0e8
clc
adc #8
sta mlsmc02+1
sta mlsmc07+1
; c0e9
clc
adc #1
sta mlsmc01+1
; c0ec
clc
adc #3
sta mlsmc03+1
sta mlsmc04+1
sta mlsmc05+1
jsr $fe93 ; clear COUT
jsr $fe89 ; clear KEYIN
;========================
; Create nibble table
; Note: the table starts 16 bytes in, and is sparse
; so it doesn't entirely look like the DOS33 table at
ldy #0
ldx #3
L1: stx $3c ; store tempx (3?)
txa ; a=x (a=3)
asl ; a*=2 (a=6)
bit $3c ; a&tempx, set N/V (a=6)
beq L3 ; if 0, skip to L3
ora $3c ; a|=tempx (a=7)
eor #$ff ; a=~a (a=f8)
and #$7e ; a&=0x7e 0111 1110 (a=78)
L2: bcs L3 ; this set way back at asl??
lsr ; a>>1 a=3c c=0
; a=1e c=0
; a=0f c=0
; a=07 c=1
bne L2 ; if a!=0 goto l2
tya ; if a==0, a=y
sta nibtbl, x ; write out to table
iny ; increment y
L3: inx ; increment x x=4, a=0f
bpl L1 ; loop while high bit not set
rts
;===================================================
;===================================================
; file not found
;===================================================
;===================================================
file_not_found:
mlsmc07:lda $c0e8 ; turn off drive motor?
jsr TEXT
jsr HOME
ldy #0
lda #<error_string
sta OUTL
lda #>error_string
sta OUTH
quick_print:
lda (OUTL),Y
beq quick_print_done
jsr COUT1
iny
jmp quick_print
quick_print_done:
; rts
; jsr quick_print
fnf_keypress:
lda KEYPRESS
bpl fnf_keypress
bit KEYRESET
jmp which_load_loop
; offset for disk number is 19
error_string:
.byte "PLEASE INSERT DISK 1, PRESS RETURN",0
;===================================================
;===================================================
; OPENDIR: actually load the file
;===================================================
;===================================================
; turn on drive and read volume table of contents
opendir:
mlsmc01:lda $c0e9 ; turn slot#6 drive on
ldx #0
stx adrlo ; zero out adrlo
stx secsize ; zero out secsize
lda #$11 ; a=$11 (VTOC)
jsr readdirsec
firstent:
lda dirbuf+1
; lock if entry not found
entry_not_found:
beq file_not_found
; read directory sector
ldx dirbuf+2
jsr seekread1
ldy #7 ;number of directory entries in a sector
ldx #$2b ;offset of filename in directory entry
nextent:
tya
pha ; was **phy**
txa
pha ; was **phx**
ldy #$1d
; match name backwards (slower but smaller)
L4:
lda (namlo), y
cmp dirbuf, x
beq foundname
pla
; move to next directory in this block, if possible
clc
adc #$23
tax
pla
tay ; was **ply**
dey
bne nextent
beq firstent ; was **bra**
foundname:
dex
dey
bpl L4
pla
tay ; was **ply**
pla
; read track/sector list
lda dirbuf-32, y
ldx dirbuf-31, y
jsr seekread1
; read load offset and length info only, initially
lda #<filbuf
sta adrlo
lda #4
sta secsize
lda dirbuf+12
ldx dirbuf+13
ldy #>filbuf
jsr seekread
; reduce load offset by 4, to account for offset and length
sec
lda filbuf
sbc #4
sta adrlo
lda filbuf+1
sbc #0
sta adrhi
; save on stack bytes that will be overwritten by extra read
ldy #3
L5:
lda (adrlo), y
pha
dey
bpl L5
lda adrhi
pha
lda adrlo
pha
; increase load size by 4, to account for offst and length
lda filbuf+2
adc #3
sta sizelo
sta secsize
lda filbuf+3
adc #0
sta sizehi
beq readfirst
lda #0 ; was **stz secsize**
sta secsize
readfirst:
ldy #$0c
; read a file sector
readnext:
tya
pha
lda dirbuf, y ; A = track
ldx dirbuf+1, y ; x = sector
jsr seekread1
pla
tay
; if low count is non-zero then we are done
; (can happen only for partial last block)
lda secsize
bne readdone
; continue if more than $100 bytes left
dec sizehi
bne L6
; set read size to min(length, $100)
lda sizelo
beq readdone
sta secsize
L6:
inc adrhi
iny
iny
bne readnext
; save current address for after t/s read
lda adrhi
pha
lda adrlo
pha
lda #0
sta adrlo ; was **stz adrlo**
; read next track/sector sector
lda dirbuf+1
ldx dirbuf+2
jsr readdirsec
clc
; restore current address
readdone:
pla
sta adrlo ; code originally had this backwards
pla
sta adrhi
bcc readfirst
mlsmc02:lda $c0e8
; restore from stack bytes that were overwritten by extra read
ldx #3
ldy #0
L7:
pla
sta (adrlo), y
iny
dex
bpl L7
rts
;======================
; readdirsec
;======================
; a = track?
; x = sector?
readdirsec:
ldy #>dirbuf
seekread:
sty adrhi
seekread1:
sta phase
lda sectbl, x
sta reqsec
jsr readadr
; if track does not match, then seek
cpx phase
beq checksec
jsr seek
;=========================================
; re merge in with qkumba's recent changes
; to fix seek problem?
;=========================================
; [re-]read sector
re_read_addr:
jsr readadr
checksec:
cmp reqsec
bne re_read_addr
;=========================
; read sector data
;=========================
readdata:
jsr readd5aa
eor #$ad ; zero A if match
bne re_read_addr
L12:
mlsmc03:ldx $c0ec ; read until valid data (high bit set)
bpl L12
eor nibtbl-$80, x
sta bit2tbl-$aa, y
iny
bne L12
L13:
mlsmc04:ldx $c0ec ; read until valid data (high bit set)
bpl L13
eor nibtbl-$80, x
sta (adrlo), y ; the real address
iny
cpy secsize
bne L13
ldy #0
L14:
ldx #$a9
L15:
inx
beq L14
lda (adrlo), y
lsr bit2tbl-$aa, x
rol
lsr bit2tbl-$aa, x
rol
sta (adrlo), y
iny
cpy secsize
bne L15
rts
; no tricks here, just the regular stuff
;=======================
; readaddr -- read the address field
;=======================
; Find address field, put track in cutrk, sector in tmpsec
readadr:
jsr readd5aa
cmp #$96
bne readadr
ldy #3 ; three?
; first read volume/volume
; then track/track
; then sector/sector?
adr_read_two_bytes:
tax
jsr readnib
rol
sta tmpsec
jsr readnib
and tmpsec
dey
bne adr_read_two_bytes
rts
;========================
; make sure we see the $D5 $AA pattern
readd5aa:
L16:
jsr readnib
L17:
cmp #$d5
bne L16
jsr readnib
cmp #$aa
bne L17
tay ; we need Y=#$AA later
readnib:
mlsmc05:lda $c0ec ; read until valid (high bit set)
bpl readnib
seekret:
rts
;=====================
; SEEK
;=====================
; current track in X?
; desired track in phase
seek:
ldy #0
sty step
asl phase ; multiply by two
txa ; current track?
asl ; mul by two
copy_cur:
tax
sta tmptrk
sec
sbc phase
beq L22
bcs L18
eor #$ff
inx
bcc L19
L18:
sbc #1
dex
L19:
cmp step
bcc L20
lda step
L20:
cmp #8
bcs L21
tay
sec
L21:
txa
pha
ldx step1, y
L22:
php
bne L24
L23:
clc
lda tmptrk
ldx step2, y
L24:
stx tmpsec
and #3
rol
tax
lsr
mlsmc06:lda $c0e0, x
L25:
ldx #$12
L26:
dex
bpl L26
dec tmpsec
bne L25
bcs L23
plp
beq seekret
pla
inc step
bne copy_cur
step1: .byte $01, $30, $28, $24, $20, $1e, $1d, $1c
step2: .byte $70, $2c, $26, $22, $1f, $1e, $1d, $1c
sectbl: .byte $00,$0d,$0b,$09,$07,$05,$03,$01,$0e,$0c,$0a,$08,$06,$04,$02,$0f
; From $BA96 of DOS33
;nibtbl: .res 128 ; = *
; .byte $00,$01,$98,$99,$02,$03,$9C,$04 ; $BA96 ; 00
; .byte $05,$06,$A0,$A1,$A2,$A4,$A4,$A5 ; $BA9E ; 08
; .byte $07,$08,$A8,$A9,$AA,$09,$0A,$0B ; $BAA6 ; 10
; .byte $0C,$0D,$B0,$B1,$0E,$0F,$10,$11 ; $BAAE ; 18
; .byte $12,$13,$B8,$14,$15,$16,$17,$18 ; $BAB6 ; 20
; .byte $19,$1A,$C0,$C1,$C2,$C3,$C4,$C5 ; $BABE ; 28
; .byte $C6,$C7,$C8,$C9,$CA,$1B,$CC,$1C ; $BAC6 ; 30
; .byte $1D,$1E,$D0,$D1,$D2,$1E,$D4,$D5 ; $BACE ; 38
; .byte $20,$21,$D8,$22,$23,$24,$25,$26 ; $BAD6 ; 40
; .byte $27,$28,$E0,$E1,$E2,$E3,$E4,$29 ; $BADE ; 48
; .byte $2A,$2B,$E8,$2C,$2D,$2E,$2F,$30 ; $BAE6 ; 50
; .byte $31,$32,$F0,$F1,$33,$34,$35,$36 ; $BAEE ; 58
; .byte $37,$38,$F8,$39,$3A,$3B,$3C,$3D ; $BAF6 ; 60
; .byte $3E,$3F,$13,$00,$01,$02,$01,$00 ; $BAFE ; 68
; .byte $00,$00,$00,$00,$00,$00,$00,$00
; .byte $00,$00,$00,$00,$00,$00,$00,$00
;bit2tbl: .res 86 ; = nibtbl+128
;filbuf: .res 4 ; = bit2tbl+86
;dataend = filbuf+4
.include "init_vars.s"
loader_end:
.assert (<loader_end - <loader_start)>16, error, "loader too big"

40
games/keen/print_help.s Normal file
View File

@ -0,0 +1,40 @@
; For Help press ^H
print_help:
bit KEYRESET ; clear keyboard
bit SET_TEXT
jsr normal_text
lda #' '|$80
sta clear_all_color+1
jsr clear_all
lda #<help_text
sta OUTL
lda #>help_text
sta OUTH
jsr move_and_print_list
jsr page_flip
wait_for_keypress:
lda KEYPRESS
bpl wait_for_keypress
bit KEYRESET
bit SET_GR
rts
help_text:
.byte 0, 5,"CONTROLS:",0
.byte 3, 6, "A OR <- : MOVE LEFT",0
.byte 3, 7, "D OR -> : MOVE RIGHT",0
.byte 3, 8, "W OR UP : ACTION, ENTER DOOR",0
.byte 3, 9, "SPACEBAR : JUMP",0
.byte 3,10, "RETURN : SHOOT LASER",0
.byte 3,12, "ESC : QUITS",0
.byte 3,13, "CONTROL-T : TOGGLE SOUND",0
.byte 3,14, "J : ENABLE JOYSTICK",0
.byte 255

191
games/keen/text_print.s Normal file
View File

@ -0,0 +1,191 @@
;=============================
; normal_text
;=============================
; modify so print normal text
normal_text:
; want ora #$80
lda #$09
sta ps_smc1
lda #$80
sta ps_smc1+1
rts
;=============================
; inverse_text
;=============================
; modify so print inverse text
inverse_text:
; want and #$3f
lda #$29
sta ps_smc1
lda #$3f
sta ps_smc1+1
rts
;=============================
; raw text
;=============================
; modify so print raw string
raw_text:
; want nop nop
lda #$EA
sta ps_smc1
lda #$EA
sta ps_smc1+1
rts
;================================
; move_and_print
;================================
; get X,Y from OUTL/OUTH
; then print following string to that address
; stop at NUL
; convert to APPLE ASCII (or with 0x80)
; leave OUTL/OUTH pointing to next string
move_and_print:
ldy #0
lda (OUTL),Y
sta CH
iny
lda (OUTL),Y
asl
tay
lda gr_offsets,Y ; lookup low-res memory address
clc
adc CH ; add in xpos
sta BASL ; store out low byte of addy
lda gr_offsets+1,Y ; look up high byte
adc DRAW_PAGE ;
sta BASH ; and store it out
; BASH:BASL now points at right place
clc
lda OUTL
adc #2
sta OUTL
lda OUTH
adc #0
sta OUTH
;================================
; print_string
;================================
print_string:
ldy #0
print_string_loop:
lda (OUTL),Y
beq done_print_string
ps_smc1:
and #$3f ; make sure we are inverse
sta (BASL),Y
iny
bne print_string_loop
done_print_string:
iny
clc
tya
adc OUTL
sta OUTL
lda OUTH
adc #0
sta OUTH
rts
;================================
; move and print a list of lines
;================================
move_and_print_list:
jsr move_and_print
ldy #0
lda (OUTL),Y
bpl move_and_print_list
rts
.if 0
;================================
; move and print a list of lines
;================================
move_and_print_list_both_pages:
lda DRAW_PAGE
pha
lda OUTL
pha
lda OUTH
pha
lda #0
sta DRAW_PAGE
jsr move_and_print_list
pla
sta OUTH
pla
sta OUTL
lda #4
sta DRAW_PAGE
jsr move_and_print_list
pla
sta DRAW_PAGE
rts
;=======================
; print to both pages
;=======================
print_both_pages:
lda DRAW_PAGE
pha
lda OUTL
pha
lda OUTH
pha
lda #0
sta DRAW_PAGE
jsr move_and_print
pla
sta OUTH
pla
sta OUTL
lda #4
sta DRAW_PAGE
jsr move_and_print
pla
sta DRAW_PAGE
rts
.endif

209
games/keen/zp.inc Normal file
View File

@ -0,0 +1,209 @@
;; Zero Page
;; ZX02 addresses
ZP=$00
offset = ZP+0
ZX0_src = ZP+2
ZX0_dst = ZP+4
bitr = ZP+6
pntr = ZP+7
;; Zero page monitor routines addresses
WNDLFT = $20
WNDWDTH = $21
WNDTOP = $22
WNDBTM = $23
CH = $24
CV = $25
GBASL = $26
GBASH = $27
BASL = $28
BASH = $29
H2 = $2C
X_LEFT = $2C
V2 = $2D
MASK = $2E
COLOR_MASK = $2F
COLOR = $30
SEEDL = $4e
SEEDH = $4f
XMAX = $50
; MIST zero page addresses
FRAMEL = $60
FRAMEH = $61
;CURSOR_X = $62
;CURSOR_Y = $63
XPOS = $64
YPOS = $65
LOCATION_STRUCT_L = $66
LOCATION_STRUCT_H = $67
IN_SPECIAL = $68
CURSOR_VISIBLE = $69
IN_LEFT = $6A
IN_RIGHT = $6B
BTC_L = $6C
BTC_H = $6D
; pt3 player registers
REGISTER_DUMP = $70
AY_REGISTERS = $70
A_FINE_TONE = $70
A_COARSE_TONE = $71
B_FINE_TONE = $72
B_COARSE_TONE = $73
C_FINE_TONE = $74
C_COARSE_TONE = $75
NOISE = $76
ENABLE = $77
PT3_MIXER_VAL = $77
A_VOLUME = $78
B_VOLUME = $79
C_VOLUME = $7A
ENVELOPE_FINE = $7B
ENVELOPE_COARSE = $7C
ENVELOPE_SHAPE = $7D
COPY_OFFSET = $7E
DECODER_STATE = $7F
PATTERN_L = $7E
PATTERN_H = $7F
; note 70-7f also used by disk code
; note: rest are up at $f0
; We have to save/restore the following values
; when loading/storing from disk
WHICH_LOAD = $80 ; which file to load
DUKE_XL = $81
DUKE_X = $82 ; location of protagonist
DUKE_Y = $83
DUKE_DIRECTION = $84
DUKE_WALKING = $85
DUKE_JUMPING = $86
LASER_OUT = $87
LASER_X = $88
LASER_Y = $89
LASER_DIRECTION = $8A
TILEMAP_X = $8B
TILEMAP_Y = $8C
DUKE_FOOT_OFFSET = $8D
FIREPOWER = $8E
INVENTORY = $8F
INV_RED_KEY = $80
INV_BLUE_KEY = $20
INV_SHOE = $08
INV_GRIP = $02
HEALTH = $90
SCORE0 = $91
SCORE1 = $92
SCORE2 = $93
UPDATE_STATUS = $94
DUKE_FALLING = $95
DUKE_SHOOTING = $96
KICK_UP_DUST = $97
SUPPRESS_WALK = $98
ENEMY_DATAL = $99
ENEMY_DATAH = $9A
DOOR_ACTIVATED = $9B
LASER_TILE = $9C
TILE_TEMP = $9D
; done game puzzle state
WHICH_SLOT = $DA
JS_BUTTON_STATE = $DB
CURRENT_DISK = $DC
JOYSTICK_ENABLED= $DD
SOUND_STATUS = $DE
SOUND_DISABLED = $80
SOUND_IN_LC = $01 ; $01 sound effects in language card
SOUND_MOCKINGBOARD = $02 ; mockingboard detected
GRID_PAGE = $DF
ANIMATE_FRAME = $E0
LEVEL_OVER = $E1
GAME_OVER = $FF
NEXT_LEVEL = $01
LOCATIONS_L = $E2
LOCATIONS_H = $E3
; temp var per-world define
LONG_FRAME = $E4 ; nibel
CURRENT_DISPLAY = $E4 ; selena
LAST_PLAYED = $E4 ; selena
DISP_PAGE = $ED ; ALL
DRAW_PAGE = $EE ; ALL
; rest of pt3_player
MB_DETECTED = $EF
WHICH_CHUNK = $F0
MB_CHUNK_OFFSET = $F1
LOOP = $F4
MB_VALUE = $F5
MB_ADDR_L = $F6
MB_ADDR_H = $F7
DONE_PLAYING = $F8
DONE_SONG = $F9
; rest of pt3_player
PT3_TEMP = $EF
ORNAMENT_L = $F0
ORNAMENT_H = $F1
SAMPLE_L = $F2
SAMPLE_H = $F3
TEMP = $FA
TEMPY = $FB
INL = $FC
INH = $FD
OUTL = $FE
OUTH = $FF
; read any file slot 6 version
; based on FASTLD6 and RTS copyright (c) Peter Ferrie 2011-2013,2018
; modified to assemble with ca65 -- vmw
; added code to patch it to run from current disk slot -- vmw
adrlo = $26 ; constant from boot prom
adrhi = $27 ; constant from boot prom
tmpsec = $3c ; constant from boot prom
reqsec = $3d ; constant from boot prom
sizelo = $44
sizehi = $45
secsize = $46
ldsizel = $70
ldsizeh = $71
namlo = $7b
namhi = $7c
step = $7d ; state for stepper motor
tmptrk = $7e ; temporary copy of current track
phase = $7f ; current phase for /seek

163
games/keen/zx02_optim.s Normal file
View File

@ -0,0 +1,163 @@
; De-compressor for ZX02 files
; ----------------------------
;
; Decompress ZX02 data (6502 optimized format), optimized for speed and size
; 138 bytes code, 58.0 cycles/byte in test file.
;
; Compress with:
; zx02 input.bin output.zx0
;
; (c) 2022 DMSC
; Code under MIT license, see LICENSE file.
;ZP=$80
;offset = ZP+0
;ZX0_src = ZP+2
;ZX0_dst = ZP+4
;bitr = ZP+6
;pntr = ZP+7
; Initial values for offset, source, destination and bitr
;zx0_ini_block:
; .byte $00, $00 ; offset
;comp_data:
; .byte $0, $0 ; zx0_src
;out_addr:
; .byte $0, $0 ; zx0_dst
; .byte $80 ; bitr
;--------------------------------------------------
; Decompress ZX0 data (6502 optimized format)
; destination page in A
full_decomp:
sta ZX0_dst+1
ldy #$80
sty bitr
ldy #0 ; always on page boundary
sty ZX0_dst
sty offset
sty offset+1
; Y needs to be 0 here
; Get initialization block
; ldy #7
;copy_init: lda zx0_ini_block-1, y
; sta offset-1, y
; dey
; bne copy_init
; Decode literal: Ccopy next N bytes from compressed file
; Elias(length) byte[1] byte[2] ... byte[N]
decode_literal:
jsr get_elias
cop0: lda (ZX0_src), y
inc ZX0_src
bne plus1
inc ZX0_src+1
plus1: sta (ZX0_dst),y
inc ZX0_dst
bne plus2
inc ZX0_dst+1
plus2: dex
bne cop0
asl bitr
bcs dzx0s_new_offset
; Copy from last offset (repeat N bytes from last offset)
; Elias(length)
jsr get_elias
dzx0s_copy:
lda ZX0_dst
sbc offset ; C=0 from get_elias
sta pntr
lda ZX0_dst+1
sbc offset+1
sta pntr+1
cop1:
lda (pntr), y
inc pntr
bne plus3
inc pntr+1
plus3: sta (ZX0_dst),y
inc ZX0_dst
bne plus4
inc ZX0_dst+1
plus4: dex
bne cop1
asl bitr
bcc decode_literal
; Copy from new offset (repeat N bytes from new offset)
; Elias(MSB(offset)) LSB(offset) Elias(length-1)
dzx0s_new_offset:
; Read elias code for high part of offset
jsr get_elias
beq exit ; Read a 0, signals the end
; Decrease and divide by 2
dex
txa
lsr ; @
sta offset+1
; Get low part of offset, a literal 7 bits
lda (ZX0_src), y
inc ZX0_src
bne plus5
inc ZX0_src+1
plus5:
; Divide by 2
ror ; @
sta offset
; And get the copy length.
; Start elias reading with the bit already in carry:
ldx #1
jsr elias_skip1
inx
bcc dzx0s_copy
; Read an elias-gamma interlaced code.
; ------------------------------------
get_elias:
; Initialize return value to #1
ldx #1
bne elias_start
elias_get: ; Read next data bit to result
asl bitr
rol ; @
tax
elias_start:
; Get one bit
asl bitr
bne elias_skip1
; Read new bit from stream
lda (ZX0_src), y
inc ZX0_src
bne plus6
inc ZX0_src+1
plus6: ;sec ; not needed, C=1 guaranteed from last bit
rol ;@
sta bitr
elias_skip1:
txa
bcs elias_get
; Got ending bit, stop reading
exit:
rts

View File

@ -96,5 +96,5 @@ a2_fortnight_rat2.hgr: a2_fortnight_rat2.png
####
clean:
rm -f *~ *.o *.lst disk_sprintes.inc *.zx02 *.hgr
rm -f *~ *.o *.lst disk_sprites.inc *.zx02 *.hgr

View File

@ -0,0 +1,32 @@
include ../../../Makefile.inc
DOS33 = ../../../utils/dos33fs-utils/dos33
TOKENIZE = ../../../utils/asoft_basic-utils/tokenize_asoft
LINKER_SCRIPTS = ../../../linker_scripts
EMPTY_DISK = ../../../empty_disk
all: bubble_gr.dsk
bubble_gr.dsk: HELLO BUBBLE_GR
cp $(EMPTY_DISK)/empty.dsk bubble_gr.dsk
$(DOS33) -y bubble_gr.dsk SAVE A HELLO
$(DOS33) -y bubble_gr.dsk BSAVE -a 0x2000 BUBBLE_GR
###
HELLO: hello.bas
$(TOKENIZE) < hello.bas > HELLO
###
BUBBLE_GR: bubble_gr.o
ld65 -o BUBBLE_GR bubble_gr.o -C $(LINKER_SCRIPTS)/apple2_2000.inc
bubble_gr.o: bubble_gr.s
ca65 -o bubble_gr.o bubble_gr.s -l bubble_gr.lst
###
clean:
rm -f *~ *.o *.lst HELLO BUBBLE_GR

View File

@ -0,0 +1,304 @@
; bubble universe -- Apple II Hires
; size optimized version, using ROM (slower)
; by Vince `deater` Weaver
; this version based on fast c64 code by serato_fig
; as posted to the sizecoding discord
; based on his TIC-80 variant
; originally was working off the BASIC code posted on the pouet forum
; original effect by yuruyrau on twitter
; 534 bytes -- tiny version
; 250 bytes -- strip out fast clear and hplot code and use ROM
; 76d03 cycles = 486659 cycles = 2fps
; soft-switches
KEYPRESS = $C000
KEYRESET = $C010
PAGE1 = $C054
PAGE2 = $C055
; ROM routines
BKGND0 = $F3F4 ; clear current page to A
HGR2 = $F3D8 ; set hires page2 and clear $4000-$5fff
HGR = $F3E2 ; set hires page1 and clear $2000-$3fff
HPLOT0 = $F457 ; plot at (Y,X), (A)
HCOLOR1 = $F6F0 ; set HGR_COLOR to value in X
;COLORTBL = $F6F6
;WAIT = $FCA8 ; delay 1/2(26+27A+5A^2) us
; zero page
GBASL = $26
GBASH = $27
HPLOTYL = $92
I = $D0
J = $D1
T = $D7
U = $D8
V = $D9
HGR_PAGE = $E6
INL = $FC
INH = $FD
OUTL = $FE
OUTH = $FF
; const
;NUM = 32
;NUM = 24
bubble:
;========================
; setup lookup tables
; jsr hgr_make_tables
; jsr hgr_clear_codegen
jsr setup_sine_table
;=======================
; init graphics
jsr HGR
jsr HGR2
;=======================
; init variables
; HGR leaves A at 0
; lda #0
sta U
sta V
sta T
ldx #7
jsr HCOLOR1
;=========================
;=========================
; main loop
;=========================
;=========================
next_frame:
; reset I*T
lda T
sta it1_smc+1
sta it2_smc+1
; reset I*S
lda #0
sta is1_smc+1
sta is2_smc+1
num1_smc:
lda #24 ; 40
sta I
i_loop:
num2_smc:
lda #24 ; 200
sta J
j_loop:
ldx U
ldy V
; where S=41 (approximately 1/6.28)
clc ; 2
; calc: b=i+t+u;
; u=cosines[a]+cosines[b];
is2_smc:
lda cosines,Y ; 4+
it2_smc:
adc cosines,X ; 4+
sta V
; calc: a=i*s+v;
; u=sines[a]+sines[b];
is1_smc:
lda sines,Y ; 4+
it1_smc:
adc sines,X ; 4+
sta U ; 3
;===========================================================
; HPLOT U+44,V+96
; U is centered at 96, to get to center of 280 screen add 44
; U already in A
adc #44 ; 2
tax ; 2
; calculate Ypos
lda V
;HPLOT0 = $F457 ; plot at (Y,X), (A)
ldy #0
jsr HPLOT0
dec J
bne j_loop
done_j:
lda is1_smc+1
clc
adc #41 ; 1/6.28 = 0.16 = 0 0 1 0 1 0 0 0 = 0x28
sta is1_smc+1
sta is2_smc+1
dec I
bne i_loop
done_i:
; sty V
inc T
end:
.if 0
lda KEYPRESS
bpl flip_pages
bit KEYRESET
; 0110 -> 0100
and #$5f ; to handle lowercase too...
cmp #'A'
bne check_z
inc num1_smc+1
jmp done_keys
check_z:
cmp #'Z'
bne check_j
dec num1_smc+1
jmp done_keys
check_j:
cmp #'J'
bne check_m
inc num2_smc+1
jmp done_keys
check_m:
cmp #'M'
bne done_keys
dec num2_smc+1
.endif
done_keys:
flip_pages:
; flip pages
; if $20 (draw PAGE1) draw PAGE2, SHOW page1
; if $40 (draw PAGE2) draw PAGE1, SHOW page2
lda HGR_PAGE
eor #$60
sta HGR_PAGE
cmp #$40
bne flip2
flip1:
bit PAGE1
lda #0
jsr BKGND0
; jsr hgr_page2_clearscreen
jmp next_frame
flip2:
bit PAGE2
lda #0
jsr BKGND0
; jsr hgr_page1_clearscreen
jmp next_frame
; floor(s*sin((x-96)*PI*2/256.0)+48.5);
; note: min=7, around 32
; max=89 ($59), around 160
; subtract 7, so 0...82? halfway = 41 = $29 + 7 = $30
; halfway= 6*16 = 96
sines = $6c00
sines2 = $6d00
cosines = $6e00
cosines2= $6f00
;===================================
;
;
; final_sine[i]=quarter_sine[i]; // 0..64
; final_sine[128-i]=quarter_sine[i]; // 64..128
; final_sine[128+i]=0x60-quarter_sine[i]; // 128..192
; final_sine[256-i]=0x60-quarter_sine[i]; // 192..256
setup_sine_table:
ldy #64
ldx #64
setup_sine_loop:
lda sines_base,Y
sta sines,Y
sta sines2,Y
sta sines,X
sta sines2,X
lda #$60
sec
sbc sines_base,Y
sta sines+128,Y
sta sines2+128,Y
sta sines+128,X
sta sines2+128,X
inx
dey
bpl setup_sine_loop
ldy #0
cosine_loop:
lda sines+192,Y
sta cosines,Y
sta cosines2,Y
iny
bne cosine_loop
rts
sines_base:
.byte $30,$31,$32,$33,$34,$35,$36,$37,$38,$39,$3A,$3B,$3C,$3D,$3E,$3F
.byte $40,$41,$42,$42,$43,$44,$45,$46,$47,$48,$48,$49,$4A,$4B,$4C,$4C
.byte $4D,$4E,$4E,$4F,$50,$50,$51,$52,$52,$53,$53,$54,$54,$55,$55,$55
.byte $56,$56,$57,$57,$57,$58,$58,$58,$58,$58,$59,$59,$59,$59,$59,$59
.byte $59
; floor(s*cos((x-96)*PI*2/256.0)+48.5);

View File

@ -0,0 +1,13 @@
5 HOME
10 PRINT " BUBBLE GR"
15 PRINT " BY DEATER / FAST CODE BY SERATO_FIG"
20 PRINT
25 PRINT "THIS VERSION YOU CAN CHANGE"
27 PRINT "PARAMETERS ON THE FLY"
28 PRINT "+ TRY PRESSING A/Z TO INC/DEC I"
29 PRINT "+ TRY PRESSING J/M TO INC/DEC J"
30 PRINT:PRINT "PRESS ANY KEY TO START"
40 GET A$
50 IF A$="Q" THEN END
60 PRINT:PRINT CHR$(4)"BRUN BUBBLE_GR"