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https://github.com/deater/dos33fsprogs.git
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fish: clean up some things
/ no longer exits mask sprite code handles odd columns title screen no longer blinks in at start
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@ -196,21 +196,21 @@ load_background:
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jsr full_decomp
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; lda #<bg_data
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; sta ZX0_src
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; lda #>bg_data
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; sta ZX0_src+1
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; lda #$40
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;===================
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; set up variables
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; have it show garbage on page2 briefly
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; this is better than re-showing title
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; ideally we'd just clear the screen I guess
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bit PAGE2
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bit HIRES
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bit FULLGR
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bit SET_GR
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bit PAGE1
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lda #$20
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sta DRAW_PAGE
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; re-set up hgr tables
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@ -449,6 +449,7 @@ deploy_red_fish:
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sta RED_FISH_STATE_PTR
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lda #FISH_SPRITE_LONG
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; lda #FISH_SPRITE_RED
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sta RED_FISH_SPRITE
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lda #17
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@ -619,11 +620,14 @@ check_keypress:
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; clear high bit
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and #$7f
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and #$df ; convert lowercase to upper
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cmp #27 ; escape
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beq done_game
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; do this after or else '/' counts as escape
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and #$df ; convert lowercase to upper
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cmp #'J' ; jig
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beq do_jig
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cmp #'L' ; lure
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Binary file not shown.
Before Width: | Height: | Size: 5.3 KiB After Width: | Height: | Size: 5.5 KiB |
@ -1,54 +0,0 @@
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; special case
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;=========================================================
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; hgr copy from $A000/$8000 to current DRAW_PAGE
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;=========================================================
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; would be faster if we unroll it, but much bigger
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; old numbers
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; 14+ ((14*256)+20)*32 + 5 = 115347 = 8.6fps
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; theoretical unrolled, 30*6 bytes bigger (180 bytes?)
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; 2 + ((9*32)+5)*256 + 5 = 75015 = 13.3 fps
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hgr_copy:
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; copy from in A ($80/$A0)
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sta hgr_copy_smc+2 ; 4
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clc
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adc #$20
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sta hgr_copy_end_smc+1
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; lda #$A0 ; 2
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ldx #0 ; 2
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lda DRAW_PAGE
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clc
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adc #$20
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sta hgr_copy_smc+5 ; 4
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hgr_copy_column:
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hgr_copy_smc:
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lda $8000,X ; 4
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sta $2000,X ; 5
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dex ; 2
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bne hgr_copy_column ; 2nt/3t
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inc hgr_copy_smc+2 ; 6
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inc hgr_copy_smc+5 ; 6
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lda hgr_copy_smc+2 ; 4
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hgr_copy_end_smc:
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cmp #$C0 ; 2
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bne hgr_copy_column ; 2/3
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rts ; 6
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@ -12,6 +12,10 @@
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hgr_draw_sprite_mask:
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lda SPRITE_X
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ror
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bcs hgr_draw_sprite_mask_odd
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ldy #0
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lda (INL),Y ; load xsize
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clc
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@ -89,4 +93,110 @@ hsm_sprite_ysize_smc:
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rts
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;===================
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; odd!
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;===================
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; adjust colors with shift
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hgr_draw_sprite_mask_odd:
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ldy #0
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lda (INL),Y ; load xsize
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clc
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adc SPRITE_X
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sta hsmo_sprite_width_end_smc+1 ; self modify for end of line
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iny ; load ysize
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lda (INL),Y
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sta hsmo_sprite_ysize_smc+1 ; self modify
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; point smc to sprite
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lda INL ; 16-bit add
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sta hsmo_sprite_smc1+1
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lda INH
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sta hsmo_sprite_smc1+2
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lda MASKL
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sta hsmo_mask_smc1+1
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lda MASKH
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sta hsmo_mask_smc1+2
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ldx #0 ; X is pointer offset
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stx CURRENT_ROW ; actual row
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ldx #2
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hgr_smo_sprite_yloop:
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lda CURRENT_ROW ; row
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clc
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adc SPRITE_Y ; add in cursor_y
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; calc GBASL/GBASH
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tay ; get output ROW into GBASL/H
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lda hposn_low,Y
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sta GBASL
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lda hposn_high,Y
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clc
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adc DRAW_PAGE
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sta GBASH
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ldy SPRITE_X
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clc ; assume 0 for start
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php ; store 0 carry on stack
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hgr_smo_sprite_inner_loop:
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hsmo_sprite_smc1:
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lda $f000,X ; load sprite data
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plp ; restore carry from last
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rol ; rotate carry
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bcs hsmo_blue_orange
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hsmo_purple_green:
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asl
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php
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clc
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bcc hsmo_done_pal
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hsmo_blue_orange:
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asl
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php
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sec
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hsmo_done_pal:
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ror
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eor (GBASL),Y ; load bg
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hsmo_mask_smc1:
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and $f000,X
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eor (GBASL),Y
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sta (GBASL),Y ; store to screen
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inx ; increment sprite offset
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iny ; increment output position
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hsmo_sprite_width_end_smc:
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cpy #6 ; see if reached end of row
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bne hgr_smo_sprite_inner_loop ; if not, loop
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plp
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inc CURRENT_ROW ; row
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lda CURRENT_ROW ; row
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hsmo_sprite_ysize_smc:
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cmp #31 ; see if at end
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bne hgr_smo_sprite_yloop ; if not, loop
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rts
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