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https://github.com/deater/dos33fsprogs.git
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gears: even smaller
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9c7b188263
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@ -32,16 +32,16 @@ Apple II:
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128:
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hgr/transitions/rectangle 139-byte (??)
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gr/parallax/large 111-byte dir-switching parallax
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gr/parallax/par 127-byte parallax scrolling
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* gr/parallax/par 127-byte parallax scrolling
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hgr/parallax/par 139-byte hires-parallax (boring)
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hgr/parallax/wierd2 118-byte oddly compelling
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hgr/parallax/sier 120-bytes sierpinski parallax
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hgr/shape_table/pattern_logo.s 125-bytes (so-so)
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hgr/shape_table/gear.s 138-byte gears (cool, good with music?)
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* hgr/shape_table/gears.s 138-byte gears (cool, good with music?)
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gr/sprite/stars_128.s 133-byte bouncing stars (cool) (heart?)
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256
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aiibot/lemm.bas 251-byte (cool) lemming animation
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* aiibot/lemm.bas 251-byte (cool) lemming animation
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@ -57,6 +57,10 @@ Apple II:
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256 -- procedural graphics
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planet_lores?
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1k -- keep working on budge3d
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moon over water effect
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TODO: image stuff but raw hex bytes instead of text
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@ -67,5 +71,6 @@ ARM/Linux:
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Atari 2600:
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parallax scroll?
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game?
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apple II logo. Maybe with apple ii forever music?
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@ -1,10 +1,12 @@
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; Rotating Gears
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; by Vince `deater` Weaver
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; 138 bytes -- original for Apple II bot
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; 134 bytes -- only set SCALE once
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; 131 bytes -- unecessary var set, change jmp to bra
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; 110 bytes -- move draw_scene to a function
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; by Vince `deater` Weaver
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; zero page locations
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HGR_SHAPE = $1A
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@ -32,14 +34,10 @@ HGR_SCALE = $E7
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HGR_SHAPE_TABLE = $E8
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HGR_SHAPE_TABLE2= $E9
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HGR_COLLISIONS = $EA
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HGR_ROTATION = $F9
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ROTATION = $FA
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SMALLER = $FB
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FRAME = $FC
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FRAMEH = $FD
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XPOS = $FE
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YPOS = $FF
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CURRENT_ROT = $FF
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; Soft Switches
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PAGE1 = $C054 ; Page1
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@ -59,19 +57,62 @@ RESTORE = $FF3F
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gears:
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;============================
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; scene 1
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;============================
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jsr HGR ; Hi-res, full screen ; 3
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; Y=0, A=0 after this call
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lda #8
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sta HGR_SCALE
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sty SMALLER
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lda #1
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sta CURRENT_ROT
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sty SMALLER ; init to 0
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jsr draw_scene
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;===================
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; scene2
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;===================
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jsr HGR2 ; set to hires PAGE2, full screen
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; Y=0, A=0 after
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;============================
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; scene 1
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lda #<gear2_table ; draw alternate gear
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sta which_smc+1
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; ldy #0
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jsr draw_scene
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;===================
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; rotate forever
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;===================
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; just page flipping with a delay
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rotate_it:
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bit PAGE1
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lda #255
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jsr WAIT
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bit PAGE2
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lda #255
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jsr WAIT
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beq rotate_it ; bra
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;=========================
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; draw scene
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;=========================
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; Y must be 0 at entry
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draw_scene:
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; Y is zero from HGR
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ldx #110
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lda #10
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jsr HPOSN ; set screen position to X= (y,x) Y=(a)
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@ -97,54 +138,7 @@ gears:
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dec SMALLER
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;===================
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; scene2
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jsr HGR2 ; set to hires PAGE2, full screen
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; Y=0, A=0 after
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ldx #110
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lda #10
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jsr HPOSN ; set screen position to X= (y,x) Y=(a)
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lda #<gear2_table
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sta which_smc+1
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ldy #32
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jsr draw_gear
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ldy #0
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ldx #235
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lda #100
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jsr HPOSN ; set screen position to X= (y,x) Y=(a)
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; saves X,Y,A to zero page
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; after Y= orig X/7
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; A and X are ??
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inc SMALLER
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ldy #16
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jsr draw_gear
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;===================
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; rotate
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;
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; just page flipping with a delay
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rotate_it:
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bit PAGE1
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lda #255
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jsr WAIT
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bit PAGE2
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lda #255
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jsr WAIT
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beq rotate_it ; bra
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rts
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;===============================
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;===============================
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@ -154,12 +148,18 @@ draw_gear:
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sty ROTATION
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gear1_loop:
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inc rot_smc+1
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inc rot_smc+1
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inc CURRENT_ROT
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inc CURRENT_ROT
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; inc rot_smc+1
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; inc rot_smc+1
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lda SMALLER
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beq not_smaller
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inc rot_smc+1
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inc rot_smc+1
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inc CURRENT_ROT
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inc CURRENT_ROT
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; inc rot_smc+1
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; inc rot_smc+1
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not_smaller:
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which_smc:
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@ -170,7 +170,8 @@ which_smc:
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; this will be 0 2nd time through loop, arbitrary otherwise
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rot_smc:
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lda #1 ; ROT=0
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; lda #1 ; ROT=0
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lda CURRENT_ROT
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jsr XDRAW0 ; XDRAW 1 AT X,Y
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; Both A and X are 0 at exit
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; Z flag set on exit
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@ -182,7 +183,7 @@ rot_smc:
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gear1_table:
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.byte 37,53,0
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.byte $25,$35,$00 ; 37,53,0
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gear2_table:
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.byte $2c,$2e,$00
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.byte $2c,$2e,$00 ; 44,46,0
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189
graphics/hgr/shape_table/gears_tiny.s
Normal file
189
graphics/hgr/shape_table/gears_tiny.s
Normal file
@ -0,0 +1,189 @@
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; Rotating Gears (Tiny)
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; by Vince `deater` Weaver
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; 110 bytes -- original
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; 106 bytes -- move to zero page
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; 104 bytes -- use smaller_smc
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; 103 bytes -- use which_smc
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; zero page locations
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HGR_SHAPE = $1A
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HGR_SHAPE2 = $1B
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HGR_BITS = $1C
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GBASL = $26
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GBASH = $27
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A5H = $45
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XREG = $46
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YREG = $47
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; C0-CF should be clear
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; D0-DF?? D0-D5 = HGR scratch?
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HGR_DX = $D0 ; HGLIN
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HGR_DX2 = $D1 ; HGLIN
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HGR_DY = $D2 ; HGLIN
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HGR_QUADRANT = $D3
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HGR_E = $D4
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HGR_E2 = $D5
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HGR_X = $E0
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HGR_X2 = $E1
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HGR_Y = $E2
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HGR_COLOR = $E4
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HGR_HORIZ = $E5
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HGR_SCALE = $E7
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HGR_SHAPE_TABLE = $E8
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HGR_SHAPE_TABLE2= $E9
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HGR_COLLISIONS = $EA
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ROTATION = $FA
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;SMALLER = $FB
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CURRENT_ROT = $FF
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; Soft Switches
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PAGE1 = $C054 ; Page1
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PAGE2 = $C055 ; Page2
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; ROM calls
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HGR2 = $F3D8
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HGR = $F3E2
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HPOSN = $F411
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DRAW0 = $F601
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XDRAW0 = $F65D
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XDRAW1 = $F661
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WAIT = $FCA8 ;; delay 1/2(26+27A+5A^2) us
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RESTORE = $FF3F
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.zeropage
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.globalzp rot_smc
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.globalzp smaller_smc
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.globalzp which_smc
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gears_tiny:
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;============================
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; scene 1
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;============================
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jsr HGR ; Hi-res, full screen ; 3
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; Y=0, A=0 after this call
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lda #8
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sta HGR_SCALE
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; sty SMALLER ; init to 0
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jsr draw_scene
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;===================
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; scene2
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;===================
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jsr HGR2 ; set to hires PAGE2, full screen
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; Y=0, A=0 after
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lda #<gear2_table ; draw alternate gear
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sta which_smc+1
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jsr draw_scene
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;===================
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; rotate forever
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;===================
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; just page flipping with a delay
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rotate_it:
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bit PAGE1
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lda #255
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jsr WAIT
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bit PAGE2
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lda #255
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jsr WAIT
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beq rotate_it ; bra
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;=========================
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; draw scene
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;=========================
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; Y must be 0 at entry
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draw_scene:
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; Y is zero from HGR
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ldx #110
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lda #10
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jsr HPOSN ; set screen position to X= (y,x) Y=(a)
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; saves X,Y,A to zero page
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; after Y= orig X/7
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; A and X are ??
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ldy #32
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jsr draw_gear
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ldy #0
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ldx #235
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lda #100
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jsr HPOSN ; set screen position to X= (y,x) Y=(a)
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; saves X,Y,A to zero page
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; after Y= orig X/7
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; A and X are ??
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; inc SMALLER
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inc smaller_smc+1
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ldy #16
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jsr draw_gear
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; dec SMALLER
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dec smaller_smc+1
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rts
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;===============================
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;===============================
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;===============================
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;===============================
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draw_gear:
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sty ROTATION
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gear1_loop:
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inc rot_smc+1
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inc rot_smc+1
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smaller_smc:
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lda #0
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beq not_smaller
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inc rot_smc+1
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inc rot_smc+1
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not_smaller:
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which_smc:
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ldx #<gear1_table ; point to bottom byte of shape address
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ldy #>gear1_table ; point to top byte of shape address
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; ROT in A
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; this will be 0 2nd time through loop, arbitrary otherwise
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rot_smc:
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lda #1 ; ROT=1 at first
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jsr XDRAW0 ; XDRAW 1 AT X,Y
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; Both A and X are 0 at exit
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; Z flag set on exit
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; Y varies
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dec ROTATION
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bne gear1_loop
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rts
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gear1_table:
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.byte $25,$35,$00 ; 37,53,0
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gear2_table:
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.byte $2c,$2e,$00 ; 44,46,0
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@ -1161,7 +1161,7 @@ int main(int argc, char **argv) {
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truncate_filename(apple_filename,argv[optind]);
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if (debug) printf("\tAhpple filename: %s\n",apple_filename);
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if (debug) printf("\tApple filename: %s\n",apple_filename);
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/* get output filename */
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optind++;
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