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keen: story with up works
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25
games/keen/delay_a.s
Normal file
25
games/keen/delay_a.s
Normal file
@ -0,0 +1,25 @@
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; From http://6502org.wikidot.com/software-delay
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; 25+A cycles (including JSR), 19 bytes (excluding JSR)
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;
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; The branches must not cross page boundaries!
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;
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; Cycles Accumulator Carry flag
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; 0 1 2 3 4 5 6 (hex) 0 1 2 3 4 5 6
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; jsr delay_a ; 6 6 6 6 6 6 6 00 01 02 03 04 05 06
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dly0: sbc #7
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delay_a:cmp #7 ; 2 2 2 2 2 2 2 00 01 02 03 04 05 06 0 0 0 0 0 0 0
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bcs dly0 ; 2 2 2 2 2 2 2 00 01 02 03 04 05 06 0 0 0 0 0 0 0
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lsr ; 2 2 2 2 2 2 2 00 00 01 01 02 02 03 0 1 0 1 0 1 0
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bcs dly1 ; 2 3 2 3 2 3 2 00 00 01 01 02 02 03 0 1 0 1 0 1 0
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dly1: beq dly2 ; 3 3 2 2 2 2 2 00 00 01 01 02 02 03 0 1 0 1 0 1 0
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lsr ; 2 2 2 2 2 00 00 01 01 01 1 1 0 0 1
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beq dly3 ; 3 3 2 2 2 00 00 01 01 01 1 1 0 0 1
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bcc dly3 ; 3 3 2 01 01 01 0 0 1
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dly2: bne dly3 ; 2 2 3 00 00 01 0 1 0
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dly3: rts ; 6 6 6 6 6 6 6 00 00 00 00 01 01 01 0 1 1 1 0 0 1
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;
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; Total cycles: 25 26 27 28 29 30 31
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@ -18,11 +18,15 @@ keen_story_start:
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bit KEYRESET
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bit KEYRESET
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bit SET_GR
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bit SET_TEXT
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bit PAGE1
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bit PAGE1
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bit HIRES
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bit FULLGR
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bit FULLGR
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; bit SET_GR
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; bit PAGE1
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; bit HIRES
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; bit FULLGR
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;===================
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;===================
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; Load story data
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; Load story data
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;===================
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;===================
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@ -53,17 +57,40 @@ load_background:
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jsr full_decomp
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jsr full_decomp
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jsr wait_until_keypress
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; bit SET_TEXT
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; bit PAGE1
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bit SET_TEXT
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bit PAGE1
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lda #<story_data
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lda #<story_data
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sta START_LINE_L
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sta START_LINE_L
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lda #>story_data
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lda #>story_data
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sta START_LINE_H
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sta START_LINE_H
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jsr vapor_lock
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; in theory at roughly 7410 cycles here (line 114)
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; we want to be at line 192 (12480)
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; 12480 - 7410 = 5070
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; want to delay 5070 cycles
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; experimentally want about 9 less?
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; 5070 - 4 - 8 = 5058/9 = 562 -(9) = 561
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; 561 / 256 = 2 r 49
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nop
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nop
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nop
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nop
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lda #2 ; 2
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ldy #49 ; 2
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jsr delay_loop
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;===========================
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;===========================
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; main loop
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; main loop
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;===========================
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;===========================
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@ -227,16 +254,18 @@ done_key7:
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nop
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nop
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done_key41:
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done_key41:
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inc $00 ; nop5
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inc $00 ; nop5
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lda $00 ; nop3
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nop
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done_key_49:
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nop
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done_key_50:
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inc $00 ; nop5
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inc $00 ; nop5
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lda $00 ; nop3
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nop
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done_key_57:
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done_key_57:
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inc $00 ; nop5
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inc $00 ; nop5
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inc $00 ; nop5
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inc $00 ; nop5
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lda $00 ; nop3
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done_key_70:
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nop
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nop
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nop
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done_key_69:
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inc $00 ; nop5
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nop
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nop
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done_key_76:
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done_key_76:
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@ -318,8 +347,8 @@ test4:
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do_up_w:
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do_up_w:
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; 27
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; 27
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nop
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nop ; 2
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nop
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nop ; 2
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do_up_up:
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do_up_up:
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; 31
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; 31
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lda START_LINE_H ; 3
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lda START_LINE_H ; 3
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@ -328,40 +357,42 @@ do_up_up:
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; 38
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; 38
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lda START_LINE_L ; 3
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lda START_LINE_L ; 3
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cmp #<story_data ; 2
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cmp #<story_data ; 2
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beq up_done_46 ; 2/3
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beq up_done_47 ; 2/3
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bne up_ok_ok ; bra ; 3
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bne up_ok_ok ; bra ; 3
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; 48
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; 48
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.align $100
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.align $100
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up_ok:
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up_ok:
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; 39
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; 39+1 cross page = 40
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inc $0 ; nop5
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inc $0 ; nop5
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nop ; nop2
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nop
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nop ; nop2
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nop
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; 48
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; 48+1 cross page = 49
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up_ok_ok:
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up_ok_ok:
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; 49
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sec ; 2
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sec ; 2
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lda START_LINE_L ; 3
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lda START_LINE_L ; 3
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beq to_prev_page ; 2/3
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beq to_prev_page ; 2/3
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; 55
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; 56
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ldy $0 ; nop3 ; 3
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ldy $0 ; nop3 ; 3
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sbc #40 ; 2
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sbc #40 ; 2
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jmp up_done ; 3
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jmp up_done ; 3
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; 63
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; 64
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to_prev_page:
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to_prev_page:
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; 56
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; 57
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dec START_LINE_H ; 5
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dec START_LINE_H ; 5
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lda #200 ; 2
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lda #200 ; 2
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up_done:
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up_done:
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; 63 / 63
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; 64 / 64
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sta START_LINE_L ; 3
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sta START_LINE_L ; 3
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jmp done_key_69 ; 3
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jmp done_key_70 ; 3
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up_done_46:
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up_done_47:
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jmp done_key_49 ; 3
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; 47 (crossed page)
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jmp done_key_50 ; 3
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;=================================
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;=================================
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; handle down pressed
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; handle down pressed
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@ -444,6 +475,8 @@ real_done_with_story:
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.include "gr_fast_clear.s"
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.include "gr_fast_clear.s"
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.include "text_print.s"
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.include "text_print.s"
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.include "vapor_lock.s"
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; .include "lc_detect.s"
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; .include "lc_detect.s"
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@ -485,3 +518,6 @@ delay_loop:
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bcs delay_loop
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bcs delay_loop
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delay_12:
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delay_12:
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rts
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rts
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.include "delay_a.s"
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273
games/keen/vapor_lock.s
Normal file
273
games/keen/vapor_lock.s
Normal file
@ -0,0 +1,273 @@
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; This took a while to track down
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; On Apple II/II+ the horiz blanking addr are $1000 higher than on IIe
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; So on II+ were outside video area, so unlikely to be our set value
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; (unless I foolishly use $ff which some uninitialized mem is set to)
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; Lots of this color fiddling is to make sure you don't accidentally
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; get runs of colors on IIe due to the horiz blank
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; 0-5 aqua 6-12 = grey, 13 - 20 = yellow, 21-23 = aqua rainbow 14
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;
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;
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;16 0 YA
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;17 1 YA
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;18 2 YA
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;19 3 YA
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;20 4 YA
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;21 5 AA
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;22 6 AG
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;23 7 AG
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;0 8 AG
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;1 9 AG
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;2 10 AG
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;3 11 AG
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;4 12 AG
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;5 13 AY ****
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;6 14 GY RAINBOW
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;7 15 GY
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;8 16 GY
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;9 17 GY
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;10 18 GY
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;11 19 GY
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;12 20 GY
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;13 21 YA
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;14 22 YA
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;15 23 YA
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;==============================
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; setup graphics for vapor lock
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;==============================
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vapor_lock:
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; Clear Page0
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lda #$0
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sta DRAW_PAGE
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lda #$ee ; full screen white $ff
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jsr clear_gr
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lda #$dd
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ldy #20
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jsr clear_page_loop ; make bottom half yellow $dd
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lda #$aa
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ldy #12
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jsr clear_page_loop ; make middle grey2 $aa
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lda #$ee
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ldy #5
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jsr clear_page_loop ; make top half aqua $ee
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; set up a rainbow to aid in exact lock
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ldy #00
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rainbow_loop:
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tya
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sta $728+20,Y
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iny
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cpy #20
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bne rainbow_loop
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;btt:
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; jmp btt
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;=====================================================
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; attempt vapor lock
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; by reading the "floating bus" we can see most recently
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; written value of the display
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;=====================================================
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; See:
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; Have an Apple Split by Bob Bishop
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; Softalk, October 1982
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; Challenges: each scan line scans 40 bytes.
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; The blanking happens at the *beginning*
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; So 65 bytes are scanned, starting at adress of the line - 25
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; the scan takes 8 cycles, look for 4 repeats of the value
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; to avoid false positive found if the horiz blanking is mirroring
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; the line (max 3 repeats in that case)
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vapor_lock_loop:
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; first make sure we have a full line of $aa
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lda #$aa ; 2
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zxloop:
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ldx #$04 ; 2
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wiloop:
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cmp $C052 ; read the floating bus ; 4
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bne zxloop ; if not, start from scratch ; 2/3
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dex ; we were, dec ; 2
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bne wiloop ; if not 4 of them, restart ; 3/2
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; if we get here we read 4 proper pixels, 11 apart (2+4+2+2+3)
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; 0 11 22 33, clock at 34
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; 1 12 23 34, clock at 35
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; 2 13 24 35, clock at 36
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; 3 14 25 36, clock at 37
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; 4 15 26 37, clock at 38
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; 5 16 27 38, clock at 39
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; 6 17 28 39, clock at 40
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; X X X X
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; X X X X
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; X X X X
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; X X X X
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; X X X X
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; X X X X
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; X X X X
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; 0123456789012345678901234 0123456789012345678901234567890123456789
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; 1 2 1 2 3
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; hsync pixels
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; XXXXXXXXXXXXXXXXXXXXXXXXX 4444444444444444444444444444440123456789
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; now look for the color change that
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; happens at line 13*8 = 104
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lda #$dd ; 2
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zloop:
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ldx #$04 ; 2
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qloop:
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cmp $C052 ; read floating bus ; 4
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bne zloop ; 2/3
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dex ; 2
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bne qloop ; 3/2
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;============
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; 11
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; Found it!
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; if we get here we read 4 proper pixels, 11 apart (2+4+2+2+3)
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; 0 11 22 33, clock at 34
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; 1 12 23 34, clock at 35
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; 2 13 24 35, clock at 36
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; 3 14 25 36, clock at 37
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; 4 15 26 37, clock at 38
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; 5 16 27 38, clock at 39
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; 6 17 28 39, clock at 40
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;btt:
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; jmp btt
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; In theory near end of line 104
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; now skip ahead 8 lines and read from the rainbow pattern we set
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; up to find our exact location
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; delay 65 * 8 = 520
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; we back off a few to make sure we're not in the horiz blank
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; try to delay 510
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; *NOTE* sometimes we end up going one (or rarely, two??) lines too far
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; so instead try going 7 lines ahead, and if still dd then one more
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; so single step until we get a rainbow color
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; go to next line, -10
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lda #28 ; 2
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jsr delay_a ; delay 25+28 = 53
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; total delay = 55
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vl_try_again:
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lda #29 ; 2
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jsr delay_a ; delay 25+29 = 54
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; total delay = 56
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lda $C052 ; 4
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cmp #$dd ; 2
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beq vl_try_again ; 3
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; -1
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; now near end of line 112
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;lda $0 ; nop to match old code ; 3
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; nop ; nop to match old code ; 2
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lda $C052 ; 4
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;kbb:
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; jmp kbb
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; we are in theory on line $728 = 14*8 = 112
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; so 112*65 = 7280 cycles from start
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; we are actualy 25+20+A pixels in
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; 7325+A
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; Our goal is line 114 at 7410 cycles
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; 7410 - 7325 = 85
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; so kill 85-A cycles
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; -6 to do subtraction
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; -6 for rts
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; -25 for delay_a overhead
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eor #$ff ; 2
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sec ; 2
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adc #48 ; 2
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jsr delay_a ; should total 48 cycles
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done_vapor_lock:
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rts ; 6
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;==================================
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; Vapor HLINE
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;==================================
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; FIXME: merge with generic hline code?
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; Color in A
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; Y has which line
|
||||||
|
hline:
|
||||||
|
pha ; 3
|
||||||
|
ldx gr_offsets_low,y ; 4+
|
||||||
|
stx hline_loop+1 ; 4
|
||||||
|
lda gr_offsets_high,y ; 4+
|
||||||
|
clc ; 2
|
||||||
|
adc DRAW_PAGE ; 3
|
||||||
|
sta hline_loop+2 ; 4
|
||||||
|
pla ; 4
|
||||||
|
ldx #39 ; 2
|
||||||
|
hline_loop:
|
||||||
|
sta $5d0,X ; 38 ; 5
|
||||||
|
dex ; 2
|
||||||
|
bpl hline_loop ; 2nt/3
|
||||||
|
rts ; 6
|
||||||
|
|
||||||
|
|
||||||
|
;==========================
|
||||||
|
; Clear gr screen
|
||||||
|
;==========================
|
||||||
|
; Color in A
|
||||||
|
clear_gr:
|
||||||
|
ldy #23
|
||||||
|
clear_page_loop:
|
||||||
|
jsr hline
|
||||||
|
dey
|
||||||
|
bpl clear_page_loop
|
||||||
|
rts
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
; Some random related work
|
||||||
|
; Docs:
|
||||||
|
; Lancaster
|
||||||
|
; Bishop
|
||||||
|
; Sather
|
||||||
|
|
||||||
|
; Vaguely relevant but no help with the Apple II+ issue
|
||||||
|
;
|
||||||
|
; Eamon: Screen display and timing synchronization
|
||||||
|
; on the Apple IIe and Apple IIgs
|
||||||
|
;
|
||||||
|
; Adams: Visually presented verbal stimuli by assembly
|
||||||
|
; language on the Apple II computer.
|
||||||
|
; Cavanagh and Anstis: Visual psychophysics on the
|
||||||
|
; Apple II: Getting started
|
Loading…
Reference in New Issue
Block a user