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monkey: add title overlay
makes things a bit hard to see
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@ -38,7 +38,7 @@ TITLE: title.o
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title.o: title.s \
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graphics_intro/title_graphics.inc \
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interrupt_handler.s mockingboard.s ym_play.s
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interrupt_handler.s mockingboard.s ym_play.s gr_overlay.s
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ca65 -o title.o title.s -l title.lst
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100
monkey/gr_overlay.s
Normal file
100
monkey/gr_overlay.s
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@ -0,0 +1,100 @@
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;=========================================================
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; gr_overlay, 40x40 version
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;=========================================================
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; overlay with 0x4400, treating 0xa as transparent
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gr_overlay_40x40_noload:
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lda #40
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sta CH ; xsize is in CH ; 3
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lda #38
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sta CV ; ysize is in CV ; 3
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ldy #0
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gr_overlay_loop:
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ldy CV ; 3
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lda gr_offsets,Y ; lookup low-res memory address ; 4
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sta OUTL ; store out low byte of addy ; 3
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sta INL
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lda gr_offsets+1,Y ; look up high byte ; 4
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clc
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adc DRAW_PAGE ; ; 3
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sta OUTH ; and store it out ; 3
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lda gr_offsets+1,Y ; look up high byte ; 4
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clc
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adc #$40 ; force to start at $4400
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sta INH
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; OUTH:OUTL now points at right place
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ldx CH ; load xsize into x ; 3
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ldy #0
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gr_overlay_put_pixel:
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lda (INL),Y ; get sprite colors ; 5
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; check if completely transparent
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; if so, skip
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cmp #$aa ; if all zero, transparent ; 2
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beq gr_overlay_done_draw ; don't draw it ; 2nt/3
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sta COLOR ; save color for later ; 3
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; check if top pixel transparent
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and #$f0 ; check if top nibble zero ; 2
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cmp #$a0
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bne gr_overlay_bottom ; if not skip ahead ; 2nt/3
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lda COLOR
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and #$0f
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sta COLOR
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lda #$f0 ; setup mask ; 2
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sta MASK ; 3
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bmi gr_overlay_mask ; always? ; 3
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gr_overlay_bottom:
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lda COLOR ; re-load color ; 3
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and #$0f ; check if bottom nibble zero ; 2
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cmp #$0a
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bne overlay_put_sprite_all ; if not, skip ahead ; 2nt/3
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;=============
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; 7/8
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lda COLOR
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and #$f0
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sta COLOR
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lda #$0f ; 2
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sta MASK ; setup mask ; 3
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;===========
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; 5
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gr_overlay_mask:
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lda (OUTL),Y ; get color at output ; 5
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and MASK ; mask off unneeded part ; 3
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ora COLOR ; or the color in ; 3
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sta (OUTL),Y ; store it back ; 6
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jmp gr_overlay_done_draw ; we are done ; 3
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overlay_put_sprite_all:
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lda COLOR ; load color ; 3
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sta (OUTL),Y ; and write it out ; 6
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gr_overlay_done_draw:
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iny
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dex ; decrement x counter ; 2
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bne gr_overlay_put_pixel ; if not done, keep looping ; 2nt/3
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dec CV ; decemenet total y count ; 5
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dec CV
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bpl gr_overlay_loop ; loop if not done ; 2nt/3
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rts ; return ; 6
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Binary file not shown.
Before Width: | Height: | Size: 911 B After Width: | Height: | Size: 11 KiB |
@ -49,6 +49,18 @@ title_start:
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lda #$c ; load to page $c00
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jsr decompress_lzsa2_fast
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;=====================================
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; load text overlay
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;=====================================
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lda #<monkey_lzsa
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sta LZSA_SRC_LO
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lda #>monkey_lzsa
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sta LZSA_SRC_HI
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lda #$44 ; load to page $4800-400=$4400
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jsr decompress_lzsa2_fast
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setup_music:
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; decompress music
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@ -203,6 +215,10 @@ monkey_loop:
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jsr put_sprite_crop
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; copy title overlay
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jsr gr_overlay_40x40_noload
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; page flip
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jsr page_flip
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@ -260,14 +276,13 @@ done_with_title:
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; level graphics
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.include "graphics_intro/title_graphics.inc"
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.include "text_print.s"
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.include "gr_offsets.s"
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.include "gr_fast_clear.s"
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.include "gr_copy.s"
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.include "gr_putsprite_crop.s"
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.include "gr_pageflip.s"
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.include "gr_overlay.s"
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.include "decompress_fast_v2.s"
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.include "ym_play.s"
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@ -390,3 +405,39 @@ mountain_top_sprite:
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.byte $AA,$2A,$22,$22,$00,$00,$22,$07,$70,$00,$AA
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.byte $2A,$22,$00,$22,$00,$22,$02,$22,$07,$70,$0A
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credits_text:
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; DEEP IN THE CARIBBEAN
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; ^ ,
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; THE ISLAND OF MELEE
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; TITLE CARD APPEARS
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; TM&(C) 1990 LUCAS ARTS
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; ALL RIGHTS RESERVED
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; CREATED AND DESIGNED BY
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; RON GILBERT
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; WRITTEN AND PROGRAMMED BY
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; RON GILBERT, DAVE GROSSMAN
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; AND TIM SCHAFER
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; BACKGROUND ART BY
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; STEVE PURCELL, MARK FERRARI
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; AND MIKE EBERT
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; ANIMATION BY
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; STEVE PURCELL, MIKE EBERT
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; AND MARTIN CAMERON AS "BUCKY"
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; ORIGINAL MUSIC BY
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; MICHAEL LAND
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; BARNEY JONES AND ANDY NEWELL
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; OF EARWAX PRODUCTIONS...
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; ... AND
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; PATRICK MUNDY
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; TESTERS, PRODUCER, SCUMM
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