xmas2018: move bunch of files into place

This commit is contained in:
Vince Weaver 2018-12-10 12:55:48 -05:00
parent aa4ba44522
commit afd6e29146
8 changed files with 1602 additions and 22 deletions

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@ -7,35 +7,21 @@ PNG_TO_RLE = ../gr-utils/png2rle
all: xmas2018.dsk
xmas2018.dsk: wreath.img
# $(DOS33) -y xmas2018.dsk BSAVE -a 0x4000 XMAS2018
xmas2018.dsk: XMAS2018 wreath.img
$(DOS33) -y xmas2018.dsk BSAVE -a 0x4000 XMAS2018
$(DOS33) -y xmas2018.dsk BSAVE -a 0x2000 wreath.img WREATH.IMG
####
MEGADEMO: megademo.o
ld65 -o MEGADEMO megademo.o -C ../linker_scripts/apple2_4000.inc
XMAS2018: xmas2018.o
ld65 -o XMAS2018 xmas2018.o -C ../linker_scripts/apple2_4000.inc
megademo.o: megademo.s \
xmas2018.o: xmas2018.s \
zp.inc hardware.inc \
gr_hline.s gr_offsets.s vapor_lock.s delay_a.s wait_keypress.s \
vapor_lock.s delay_a.s wait_keypress.s \
mockingboard.s \
c64_opener.s c64.img.lz4 \
falling_apple.s apple_40_96.inc \
starring.s starring1.inc starring2.inc starring3.img.lz4\
starring_people.s sp_names.inc fs.inc FS_HGRC.BIN.lz4 \
deater.inc DEATER_HGRC.BIN.lz4 lg.inc LG_HGRC.BIN.lz4 \
check_email.s email_40_96.inc \
leaving.s leaving.inc tfv_sprites.inc \
arrival.s arrival.inc \
bird_mountain.s letters.s \
waterfall.s waterfall_page1.inc waterfall_page2.inc \
takeoff.s takeoff.inc takeoff.img.lz4 \
mode7.s \
space_bars.s text_print.s \
fireworks.s fw_background.inc fw_state_machine.s fw.s \
hgr.s random16.s move_letters.s
ca65 -o megademo.o megademo.s -l megademo.lst
wreath.img.lz4
ca65 -o xmas2018.o xmas2018.s -l xmas2018.lst
####

84
xmas_2018/hardware.inc Normal file
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;; HARDWARE LOCATIONS
KEYPRESS = $C000
KEYRESET = $C010
;; SOFT SWITCHES
CLR80COL = $C000 ; PAGE0/PAGE1 normal
SET80COL = $C001 ; PAGE0/PAGE1 switches PAGE0 in Aux instead
EIGHTYCOLOFF = $C00C
EIGHTYCOLON = $C00D
SPEAKER = $C030
SET_GR = $C050
SET_TEXT = $C051
FULLGR = $C052
TEXTGR = $C053
PAGE0 = $C054
PAGE1 = $C055
LORES = $C056 ; Enable LORES graphics
HIRES = $C057 ; Enable HIRES graphics
AN3 = $C05E ; Annunciator 3
PADDLE_BUTTON0 = $C061
PADDL0 = $C064
PTRIG = $C070
;; BASIC ROUTINES
NORMAL = $F273
;; MONITOR ROUTINES
HLINE = $F819 ;; HLINE Y,$2C at A
VLINE = $F828 ;; VLINE A,$2D at Y
CLRSCR = $F832 ;; Clear low-res screen
CLRTOP = $F836 ;; clear only top of low-res screen
SETCOL = $F864 ;; COLOR=A
TEXT = $FB36
TABV = $FB5B ;; VTAB to A
BASCALC = $FBC1 ;;
VTAB = $FC22 ;; VTAB to CV
HOME = $FC58 ;; Clear the text screen
WAIT = $FCA8 ;; delay 1/2(26+27A+5A^2) us
SETINV = $FE80 ;; INVERSE
SETNORM = $FE84 ;; NORMAL
COUT = $FDED ;; output A to screen
COUT1 = $FDF0 ;; output A to screen
COLOR_BLACK = 0
COLOR_RED = 1
COLOR_DARKBLUE = 2
COLOR_PURPLE = 3
COLOR_DARKGREEN = 4
COLOR_GREY = 5
COLOR_MEDIUMBLUE = 6
COLOR_LIGHTBLUE = 7
COLOR_BROWN = 8
COLOR_ORANGE = 9
COLOR_GREY2 = 10
COLOR_PINK = 11
COLOR_LIGHTGREEN = 12
COLOR_YELLOW = 13
COLOR_AQUA = 14
COLOR_WHITE = 15
COLOR_BOTH_BLACK = $00
COLOR_BOTH_RED = $11
COLOR_BOTH_DARKBLUE = $22
COLOR_BOTH_DARKGREEN = $44
COLOR_BOTH_GREY = $55
COLOR_BOTH_MEDIUMBLUE = $66
COLOR_BOTH_LIGHTBLUE = $77
COLOR_BOTH_BROWN = $88
COLOR_BOTH_ORANGE = $99
COLOR_BOTH_PINK = $BB
COLOR_BOTH_LIGHTGREEN = $CC
COLOR_BOTH_YELLOW = $DD
COLOR_BOTH_AQUA = $EE
COLOR_BOTH_WHITE = $FF

10
xmas_2018/hello.bas Normal file
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5 PRINT "VMW PRODUCTIONS 2018 CHRISTMAS DEMO"
10 PRINT
10 PRINT "ONLY 22 YEARS SINCE THE LAST ONE"
20 PRINT
30 PRINT "* CODE: DEATER"
40 PRINT "* DISK/LZ4: QKUMBA"
50 PRINT "* MUSIC: F. MENDELSSOHN"
60 PRINT "* PICTURES: "
90 PRINT: X=PEEK(49237)
100 PRINT CHR$ (4)"BRUN XMAS2018"

209
xmas_2018/mockingboard.s Normal file
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; ZP addresses
; left channel
MOCK_6522_1_ORB = $C400 ; 6522 #1 port b data
MOCK_6522_1_ORA = $C401 ; 6522 #1 port a data
MOCK_6522_1_DDRB = $C402 ; 6522 #1 data direction port B
MOCK_6522_1_DDRA = $C403 ; 6522 #1 data direction port A
MOCK_6522_1_T1C_L = $C404 ; 6522 #1 Low-order counter
MOCK_6522_1_T1C_H = $C405 ; 6522 #1 High-order counter
MOCK_6522_1_T1L_L = $C406 ; 6522 #1 Low-order latch
MOCK_6522_1_T1L_H = $C407 ; 6522 #1 High-order latch
MOCK_6522_1_T2C_L = $C408 ; 6522 #1 Timer2 Low-order Latch/Counter
MOCK_6522_1_T2C_H = $C409 ; 6522 #1 Timer2 High-order Latch/Counter
MOCK_6522_1_SR = $C40A ; 6522 #1 Shift Register
MOCK_6522_1_ACR = $C40B ; 6522 #1 Auxiliary Control Register
MOCK_6522_1_PCR = $C40C ; 6522 #1 Peripheral Control Register
MOCK_6522_1_IFR = $C40D ; 6522 #1 Interrupt Flag Register
MOCK_6522_1_IER = $C40E ; 6522 #1 Interrupt Enable Register
MOCK_6522_1_ORAN = $C40F ; 6522 #1 port a data, no handshake
; right channel
MOCK_6522_2_ORB = $C480 ; 6522 #2 port b data
MOCK_6522_2_ORA = $C481 ; 6522 #2 port a data
MOCK_6522_2_DDRB = $C482 ; 6522 #2 data direction port B
MOCK_6522_2_DDRA = $C483 ; 6522 #2 data direction port A
MOCK_6522_2_T1C_L = $C484 ; 6522 #2 Low-order counter
MOCK_6522_2_T1C_H = $C485 ; 6522 #2 High-order counter
MOCK_6522_2_T1L_L = $C486 ; 6522 #2 Low-order latch
MOCK_6522_2_T1L_H = $C487 ; 6522 #2 High-order latch
MOCK_6522_2_T2C_L = $C488 ; 6522 #2 Timer2 Low-order Latch/Counter
MOCK_6522_2_T2C_H = $C489 ; 6522 #2 Timer2 High-order Latch/Counter
MOCK_6522_2_SR = $C48A ; 6522 #2 Shift Register
MOCK_6522_2_ACR = $C48B ; 6522 #2 Auxiliary Control Register
MOCK_6522_2_PCR = $C48C ; 6522 #2 Peripheral Control Register
MOCK_6522_2_IFR = $C48D ; 6522 #2 Interrupt Flag Register
MOCK_6522_2_IER = $C48E ; 6522 #2 Interrupt Enable Register
MOCK_6522_2_ORAN = $C48F ; 6522 #2 port a data, no handshake
; AY-3-8910 commands on port B
; RESET BDIR BC1
MOCK_AY_RESET = $0 ; 0 0 0
MOCK_AY_INACTIVE = $4 ; 1 0 0
MOCK_AY_READ = $5 ; 1 0 1
MOCK_AY_WRITE = $6 ; 1 1 0
MOCK_AY_LATCH_ADDR = $7 ; 1 1 1
;========================
; Mockingboard Init
;========================
; Initialize the 6522s
; set the data direction for all pins of PortA/PortB to be output
mockingboard_init:
lda #$ff ; all 8 pins output (1), portA
sta MOCK_6522_1_DDRA
sta MOCK_6522_2_DDRA
; only 3 pins output (1), port B
lda #$7
sta MOCK_6522_1_DDRB
sta MOCK_6522_2_DDRB
reset_ay_both:
;======================
; Reset Left AY-3-8910
;======================
reset_ay_left:
lda #MOCK_AY_RESET
sta MOCK_6522_1_ORB
lda #MOCK_AY_INACTIVE
sta MOCK_6522_1_ORB
; AY-3-8913: Wait 5 us
nop
nop
nop
nop
nop
;======================
; Reset Right AY-3-8910
;======================
reset_ay_right:
lda #MOCK_AY_RESET
sta MOCK_6522_2_ORB
lda #MOCK_AY_INACTIVE
sta MOCK_6522_2_ORB
; AY-3-8913: Wait 5 us
nop
nop
nop
nop
nop
;=========================
; Setup initial conditions
;=========================
; 7: ENABLE
ldx #7
lda #$38 ; noise disabled, ABC enabled
sta MB_VALUE
jsr write_ay_both
;=========================
; Setup Interrupt Handler
;=========================
; Vector address goes to 0x3fe/0x3ff
; FIXME: should chain any existing handler
lda #<interrupt_handler
sta $03fe
lda #>interrupt_handler
sta $03ff
;============================
; Enable 60Hz clock on 6522
;============================
sei ; disable interrupts just in case
lda #$40 ; Continuous interrupts, don't touch PB7
sta $C40B ; ACR register
lda #$7F ; clear all interrupt flags
sta $C40E ; IER register (interrupt enable)
lda #$C0
sta $C40D ; IFR: 1100, enable interrupt on timer one oflow
sta $C40E ; IER: 1100, enable timer one interrupt
lda #$1a
sta $C404 ; write into low-order latch
lda #$41
sta $C405 ; write into high-order latch,
; load both values into counter
; clear interrupt and start counting
; 9c40 / 1e6 = .040s, 25Hz
; 4fe7 / 1e6 = .020s, 50Hz
; 411a / 1e6 = .016s, 60Hz
rts
interrupt_handler:
; A saved by firmware in $45
; sta $45
txa
pha ; save X
tya
pha ; save Y
bit $C404 ; clear 6522 interrupt by reading T1C-L ; 4
jsr play_music
pla
tay ; restore Y
pla
tax ; restore X
lda $45 ; restore A
rti ; return from interrupt ; 6
;=========================================
; Write Right/Left to save value AY-3-8910
;=========================================
; register in X
; value in MB_VALUE
write_ay_both:
; address
stx MOCK_6522_1_ORA ; put address on PA1 ; 4
stx MOCK_6522_2_ORA ; put address on PA2 ; 4
lda #MOCK_AY_LATCH_ADDR ; latch_address on PB1 ; 2
sta MOCK_6522_1_ORB ; latch_address on PB1 ; 4
sta MOCK_6522_2_ORB ; latch_address on PB2 ; 4
lda #MOCK_AY_INACTIVE ; go inactive ; 2
sta MOCK_6522_1_ORB ; 4
sta MOCK_6522_2_ORB ; 4
;===========
; 28
; value
lda MB_VALUE ; 3
sta MOCK_6522_1_ORA ; put value on PA1 ; 4
sta MOCK_6522_2_ORA ; put value on PA2 ; 4
lda #MOCK_AY_WRITE ; ; 2
sta MOCK_6522_1_ORB ; write on PB1 ; 4
sta MOCK_6522_2_ORB ; write on PB2 ; 4
lda #MOCK_AY_INACTIVE ; go inactive ; 2
sta MOCK_6522_1_ORB ; 4
sta MOCK_6522_2_ORB ; 4
;===========
; 31
rts ; 6
;===========
; 65
mockingboard_mute:
ldx #7
lda #$ff
sta MB_VALUE
jmp write_ay_both

240
xmas_2018/vapor_lock.s Normal file
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; This took a while to track down
; On Apple II/II+ the horiz blanking addr are $1000 higher than on IIe
; So on II+ were outside video area, so unlikely to be our set value
; (unless I foolishly use $ff which some uninitialized mem is set to)
; Lots of this color fiddling is to make sure you don't accidentally
; get runs of colors on IIe due to the horiz blank
; 0-5 aqua 6-12 = grey, 13 - 20 = yellow, 21-23 = aqua rainbow 14
;
;
;16 0 YA
;17 1 YA
;18 2 YA
;19 3 YA
;20 4 YA
;21 5 AA
;22 6 AG
;23 7 AG
;0 8 AG
;1 9 AG
;2 10 AG
;3 11 AG
;4 12 AG
;5 13 AY ****
;6 14 GY RAINBOW
;7 15 GY
;8 16 GY
;9 17 GY
;10 18 GY
;11 19 GY
;12 20 GY
;13 21 YA
;14 22 YA
;15 23 YA
;==============================
; setup graphics for vapor lock
;==============================
vapor_lock:
; Clear Page0
lda #$0
sta DRAW_PAGE
lda #$ee ; full screen white $ff
jsr clear_gr
lda #$dd
ldy #40
jsr clear_page_loop ; make bottom half yellow $dd
lda #$aa
ldy #24
jsr clear_page_loop ; make middle grey2 $aa
lda #$ee
ldy #10
jsr clear_page_loop ; make top half aqua $ee
; set up a rainbow to aid in exact lock
ldy #00
rainbow_loop:
tya
sta $728+20,Y
iny
cpy #20
bne rainbow_loop
;btt:
; jmp btt
;=====================================================
; attempt vapor lock
; by reading the "floating bus" we can see most recently
; written value of the display
;=====================================================
; See:
; Have an Apple Split by Bob Bishop
; Softalk, October 1982
; Challenges: each scan line scans 40 bytes.
; The blanking happens at the *beginning*
; So 65 bytes are scanned, starting at adress of the line - 25
; the scan takes 8 cycles, look for 4 repeats of the value
; to avoid false positive found if the horiz blanking is mirroring
; the line (max 3 repeats in that case)
vapor_lock_loop:
; first make sure we have a full line of $aa
lda #$aa ; 2
zxloop:
ldx #$04 ; 2
wiloop:
cmp $C051 ; read the floating bus ; 4
bne zxloop ; if not, start from scratch ; 2/3
dex ; we were, dec ; 2
bne wiloop ; if not 4 of them, restart ; 3/2
; if we get here we read 4 proper pixels, 11 apart (2+4+2+2+3)
; 0 11 22 33, clock at 34
; 1 12 23 34, clock at 35
; 2 13 24 35, clock at 36
; 3 14 25 36, clock at 37
; 4 15 26 37, clock at 38
; 5 16 27 38, clock at 39
; 6 17 28 39, clock at 40
; X X X X
; X X X X
; X X X X
; X X X X
; X X X X
; X X X X
; X X X X
; 0123456789012345678901234 0123456789012345678901234567890123456789
; 1 2 1 2 3
; hsync pixels
; XXXXXXXXXXXXXXXXXXXXXXXXX 4444444444444444444444444444440123456789
; now look for the color change that
; happens at line 13*8 = 104
lda #$dd ; 2
zloop:
ldx #$04 ; 2
qloop:
cmp $C051 ; read floating bus ; 4
bne zloop ; 2/3
dex ; 2
bne qloop ; 3/2
;============
; 11
; Found it!
; if we get here we read 4 proper pixels, 11 apart (2+4+2+2+3)
; 0 11 22 33, clock at 34
; 1 12 23 34, clock at 35
; 2 13 24 35, clock at 36
; 3 14 25 36, clock at 37
; 4 15 26 37, clock at 38
; 5 16 27 38, clock at 39
; 6 17 28 39, clock at 40
;btt:
; jmp btt
; In theory near end of line 104
; now skip ahead 8 lines and read from the rainbow pattern we set
; up to find our exact location
; delay 65 * 8 = 520
; we back off a few to make sure we're not in the horiz blank
; try to delay 510
; *NOTE* sometimes we end up going one (or rarely, two??) lines too far
; so instead try going 7 lines ahead, and if still dd then one more
; so single step until we get a rainbow color
; go to next line, -10
lda #28 ; 2
jsr delay_a ; delay 25+28 = 53
; total delay = 55
vl_try_again:
lda #29 ; 2
jsr delay_a ; delay 25+29 = 54
; total delay = 56
lda $C051 ; 4
cmp #$dd ; 2
beq vl_try_again ; 3
; -1
; now near end of line 112
;lda $0 ; nop to match old code ; 3
; nop ; nop to match old code ; 2
lda $C051 ; 4
;kbb:
; jmp kbb
; we are in theory on line $728 = 14*8 = 112
; so 112*65 = 7280 cycles from start
; we are actualy 25+20+A pixels in
; 7325+A
; Our goal is line 114 at 7410 cycles
; 7410 - 7325 = 85
; so kill 85-A cycles
; -6 to do subtraction
; -6 for rts
; -25 for delay_a overhead
; +1 for fallthrough from previous loop?
eor #$ff ; 2
sec ; 2
adc #48 ; 2
jsr delay_a ; should total 48 cycles
done_vapor_lock:
rts ; 6
; 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

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xmas_2018/wreath.s Normal file
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;=====================================
; XMAS2018 -- Wreath Part
;=====================================
wreath:
;===================
; init screen
;===================
; init vars
lda #15
sta XPOS
lda #38
sta YPOS
lda #0
sta FRAME
sta FRAMEH
;=============================
; Load graphic hgr
lda #<sb_background_hgr
sta LZ4_SRC
lda #>sb_background_hgr
sta LZ4_SRC+1
lda #<(sb_background_hgr_end-8) ; skip checksum at end
sta LZ4_END
lda #>(sb_background_hgr_end-8) ; skip checksum at end
sta LZ4_END+1
lda #<$2000
sta LZ4_DST
lda #>$2000
sta LZ4_DST+1
jsr lz4_decode
;==============================
; setup graphics for vapor lock
;==============================
jsr vapor_lock ; 6
; vapor lock returns with us at beginning of hsync in line
; 114 (7410 cycles), so with 5070 lines to go
; so we have 5070 + 4550 = 9620 to kill
jsr gr_copy_to_current ; 6+ 9292
; now we have 322 left
; GR part
bit LORES ; 4
bit SET_GR ; 4
bit FULLGR ; 4
; 322 - 12 = 310
; - 3 for jmp
; 307
; Try X=9 Y=6 cycles=307
ldy #6 ; 2
sbloopA:ldx #9 ; 2
sbloopB:dex ; 2
bne sbloopB ; 2nt/3
dey ; 2
bne sbloopA ; 2nt/3
jmp sb_begin_loop
.align $100
;================================================
; Spacebars Loop
;================================================
; each scan line 65 cycles
; 1 cycle each byte (40cycles) + 25 for horizontal
; Total of 12480 cycles to draw screen
; Vertical blank = 4550 cycles (70 scan lines)
; Total of 17030 cycles to get back to where was
sb_begin_loop:
sb_display_loop:
; 1 2 3
;0123456789012345678901234567890123456789
;LEVEL: 6 LIVES: 2 SCORE: 01978 HI: 02018
; 0-7 = text mode
; 8-87 = hgr
; 88 - 168 = split
; 169 - 191 = gr
; 8 lines of text mode
ldy #8 ; 2
sb_text_loop:
bit SET_TEXT ; 4
lda #29 ; 2
jsr delay_a ; 25+29
dey ; 2
bne sb_text_loop ; 3
;================
; 65
; -1
sb_hgr_loop:
; delay 80*65 = 5200
; 2180
; -2
; +1
; -8
;=========================
; 3011
; -1038 play_music
;================================
; 1973
bit SET_GR ; 4
bit HIRES ; 4
; draw sprite at same time
lda #>ship_forward ; 2
sta INH ; 3
lda #<ship_forward ; 2
sta INL ; 3
jsr put_sprite ; 6
; + 2164
;===========
; 2180
jsr play_music ; 6+1032
; Try X=196 Y=2 cycles=1973
; Try X=59 Y=10 cycles=3011
ldy #2 ; 2
sbloopC:ldx #196 ; 2
sbloopD:dex ; 2
bne sbloopD ; 2nt/3
dey ; 2
bne sbloopC ; 2nt/3
sb_mixed:
lda $0 ;kill 6 cycles (room for rts) ; 2
ldx #9 ; 2
ldy #9 ; 14 ; 126 ; 2
sb_mixed_loop:
lda ss_multiples,x ; 4
sta split_smc+1 ; 4
split_smc:
jsr split_4 ; 6+46
dey ; 2
bne sb_mixed_loop ; 3
; -1
nop ; 2
ldy #9 ; 2
dex ; 2
bne split_smc ; 3
; -1
; need to kill
; -6 from offset
; +1 fall through
; -9 from check
; +1 from other fallthrough
;================
; -13
sb_all_gr:
; 23 lines of this
; 23 * 65 = 1495
; -4
; -13
; =========
; 1478
bit LORES ; 4
; Try X=41 Y=7 cycles=1478
ldy #7 ; 2
sbloopE:ldx #41 ; 2
sbloopF:dex ; 2
bne sbloopF ; 2nt/3
dey ; 2
bne sbloopE ; 2nt/3
;======================================================
; We have 4550 cycles in the vblank, use them wisely
;======================================================
; do_nothing should be 4550
; -3470 draw_framebuffer
; -533 setup framebuffer
; -21 frame count
; -16 auto-move
; -7 timeout
; -34 keypress
; -1 adjust center mark back
; ===========
; 468
;====================
; Auto-move ship
;====================
; look it up in lookup table?
lda FRAMEH ; 3
lsr ; 2
and #$1f ; 2
tax ; 2
lda sb_x_lookup,X ; 4
sta XPOS ; 3
;=======
; 16
;=====================
; timeout
;=====================
; 7 cycles
lda FRAMEH ; 3
cmp #100 ; 2
beq sb_exit ; 3
; -1
; Try X=11 Y=8 cycles=489 R2
; Try X=31 Y=3 cycles=484
; Try X=22 Y=4 cycles=465 R3
lda $0
ldy #4 ; 2
sbloop1:ldx #22 ; 2
sbloop2:dex ; 2
bne sbloop2 ; 2nt/3
dey ; 2
bne sbloop1 ; 2nt/3
jsr setup_framebuffer ; 6+527
jsr draw_framebuffer ; 6+3464
; Increment frame count
; noflo: 16 + 2 + (3) = 21
; oflo: 16 + 5 = 21
inc FRAME ; 5
lda FRAME ; 3
and #3 ; 15 Hz ; 2
sta FRAME ; 3
beq sb_frame_oflo ; 3
;============
; 16
; -1
lda $0 ; nop ; 3
jmp sb_frame_noflo ; 3
sb_frame_oflo:
inc FRAMEH ; 5
sb_frame_noflo:
; no keypress = 10+(24) = 34
; left pressed = 9+8+12+(5)= 34
; right pressed = 9+8+5+12 = 34
lda KEYPRESS ; 4
bpl sb_no_keypress ; 3
; -1
jmp sb_handle_keypress ; 3
sb_no_keypress:
inc $0 ; 5
dec $0 ; 5
inc $0 ; 5
dec $0 ; 5
nop ; 2
nop ; 2
jmp sb_display_loop ; 3
sb_handle_keypress:
bit KEYRESET ; clear keypress ; 4
cmp #'Q'|$80 ; 2
beq sb_exit ; 3
; -1
sb_check_left:
cmp #$08|$80 ; left ; 2
bne sb_check_right ; 3
; -1
dec XPOS ; 5
nop ; nop ; 2
lda $0 ; nop ; 3
jmp sb_display_loop ; 3
sb_check_right:
cmp #$15|$80 ; 2
bne sb_exit ; 3
; -1
inc XPOS ; 5
jmp sb_display_loop ; 3
sb_exit:
cli ; re-enable interrupt music
jmp blue_line
sb_real_exit:
bit KEYRESET
rts ; 6
.align $100
; total =
; 4 wide: = 53
; 12 wide: = 253
; 20 wide: = 421
; 28 wide: = 813
; 36 wide: = 757
; 40 wide: = 1161
; 6
;====================================
; 3464
draw_framebuffer:
; 2 + (4*(X*8)+5) -1 =
; 2 + 4*(8+5) -1 = 85
ldx #4 ; 2
fb4_loop:
lda FRAMEBUFFER+0 ; 3
sta $5a8+18-1,x ; 5
dex ; 2
bne fb4_loop ; 3
; 2 + (12*(X*8)+5) -1 =
; 2 + 12*(16+5) -1 = 253
ldx #12 ; 2
fb12_loop:
lda FRAMEBUFFER+1 ; 3
sta $628+14-1,x ; 5
lda FRAMEBUFFER+2 ; 3
sta $6a8+14-1,x ; 5
dex ; 2
bne fb12_loop ; 3
; 2 + (20*(X*8)+5) -1 =
; 2 + 20*(16+5) -1 = 421
ldx #20 ; 2
fb20_loop:
lda FRAMEBUFFER+3 ; 3
sta $728+10-1,x ; 5
lda FRAMEBUFFER+4 ; 3
sta $7a8+10-1,x ; 5
dex ; 2
bne fb20_loop ; 3
; 2 + (28*(X*8)+5) -1 =
; 2 + 28*(24+5) -1 = 813
ldx #28 ; 2
fb28_loop:
lda FRAMEBUFFER+5 ; 3
sta $450+6-1,x ; 5
lda FRAMEBUFFER+6 ; 3
sta $4d0+6-1,x ; 5
lda FRAMEBUFFER+7 ; 3
sta $550+6-1,x ; 5
dex ; 2
bne fb28_loop ; 3
; 2 + (36*(X*8)+5) -1 =
; 2 + 36*(16+5) -1 = 757
ldx #36 ; 2
fb36_loop:
lda FRAMEBUFFER+8 ; 3
sta $5d0+2-1,x ; 5
lda FRAMEBUFFER+9 ; 3
sta $650+2-1,x ; 5
dex ; 2
bne fb36_loop ; 3
; 2 + (40*(X*8)+5) -1 =
; 2 + 40*(24+5) + -1 = 1161
ldx #40 ; 2
fb40_loop:
lda FRAMEBUFFER+10 ; 3
sta $6d0-1,x ; 5
lda FRAMEBUFFER+11 ; 3
sta $750-1,x ; 5
lda FRAMEBUFFER+12 ; 3
sta $7d0-1,x ; 5
dex ; 2
bne fb40_loop ; 3
; -1
rts ; 6
;.align $100
;.include "screen_split.s"
;background_hgr:
;.incbin "SB_BACKGROUNDC.BIN.lz4",11
;background_hgr_end:
score_text:
.byte 0,0
.asciiz "LEVEL:6 LIVES:2 SCORE:001978 HI:002018"
; Note on the distance calculations
; we use something simplistic here
; see http://www.extentofthejam.com/pseudo/
; "Texture": 64?
; 0 GREY 5,7,f,7,5,0,0,0
; 1 0,0,0,0,0,0,0,0
; 2 BLUE 2,6,f,6,2,0,0,0
; 3 0,0,0,0,0,0,0,0
; 4 GREEN 4,c,f,c,4,0,0,0
; 5 0,0,0,0,0,0,0,0
; 6 RED 1,b,f,b,1,0,0,0
; 7 0,0,0,0,0,0,0,0
.align $100
;.align 64
raster_texture:
.byte $5,$7,$f,$7,$5,$0,$0,$0 ; grey
.byte $0,$0,$0,$0,$0,$0,$0,$0
.byte $2,$6,$f,$6,$2,$0,$0,$0 ; blue
.byte $0,$0,$0,$0,$0,$0,$0,$0
.byte $4,$c,$f,$c,$4,$0,$0,$0 ; green
.byte $0,$0,$0,$0,$0,$0,$0,$0
.byte $1,$b,$f,$b,$1,$0,$0,$0 ; red
.byte $0,$0,$0,$0,$0,$0,$0,$0,$0
offset_lookup:
; Linear
; .byte 26,24,22,20,18,16,14,12,10, 8, 6, 4, 2,0
.byte 29,24,20,16,13,10,8,6,4,3,2,1,0,0
sb_x_lookup:
.byte 15,14,13,12,11,10, 9, 8, 8, 9,10,11,12,13,14,15
.byte 15,16,17,18,19,20,21,22, 22,21,20,19,18,17,16,15
;.align $100
; 2 + 40*13 + 5 = 527
setup_framebuffer:
ldx #0 ; 2
setup_fb_loop:
lda offset_lookup,X ; 4
clc ; 2
adc FRAMEH ; 3
and #$3f ; 2
tay ; 2
lda raster_texture,y ; 4
asl ; 2
asl ; 2
asl ; 2
asl ; 2
;============
; 25
ora raster_texture+1,y ; 4
sta FRAMEBUFFER,x ; zp ; 4
inx ; 2
cpx #13 ; 2
bne setup_fb_loop ; 3
;===========
; 15
; -1
rts ; 6
blue_line:
bit PAGE0 ; set page 0
bit LORES ; Lo-res graphics
bit FULLGR
bit SET_GR ; set graphics
lda #0
sta DRAW_PAGE
jsr clear_all
; jsr clear_screens_notext ; clear top/bottom of page 0/1
blueline_loop:
;================
; draw the ship
;================
draw_ship_big:
jsr clear_all
lda #>ship_forward
sta INH
lda #<ship_forward
sta INL
lda #15
sta XPOS
lda #34
sta YPOS
jsr put_sprite
draw_ship_small:
jsr delay_1s
jsr clear_all
lda #>ship_small
sta INH
lda #<ship_small
sta INL
lda #17
sta XPOS
lda #30
sta YPOS
jsr put_sprite
draw_ship_tiny:
jsr delay_1s
jsr clear_all
lda #>ship_tiny
sta INH
lda #<ship_tiny
sta INL
lda #18
sta XPOS
lda #28
sta YPOS
jsr put_sprite
lda #18
sta SPEED
jsr delay_1s
draw_ship_line:
lda #2
jsr delay_custom
jsr clear_all
lda #COLOR_LIGHTBLUE
sta COLOR
clc
lda #20
adc SPEED
sta V2
sec
lda #20
sbc SPEED
tay
; 20 - 0 to 0 - 20, 20 - 40
lda #26
jsr hlin_double
dec SPEED
bne draw_ship_line
draw_ship_done:
lda #$77
sta clear_all_color+1
jsr clear_all
lda #2
jsr delay_custom
lda #$0
sta clear_all_color+1
jsr clear_all
jsr delay_1s
lda #40
jsr delay_custom
jmp sb_real_exit
;1s = 17030*60 = 1021800
delay_1s:
lda #20
delay_custom:
sta STATE
delay_1s_loop:
; 17030 - 1038 = 15992
; jsr play_music ; 6+1032
; Try X=113 Y=28 cycles=15989 R3
ldy #28 ; 2
sbloopU:ldx #113 ; 2
sbloopV:dex ; 2
bne sbloopV ; 2nt/3
dey ; 2
bne sbloopU ; 2nt/3
dec STATE
bne delay_1s_loop
rts

224
xmas_2018/xmas2018.s Normal file
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@ -0,0 +1,224 @@
; Apple II Megademo
; by deater (Vince Weaver) <vince@deater.net>
.include "zp.inc"
.include "hardware.inc"
; external routines
play_music=$1000
mockingboard_init=$1100
mockingboard_mute=$11a1
megademo_start: ; this should end up at $4000
;===================
; Check for Apple II and patch
;===================
lda $FBB3 ; IIe and newer is $06
cmp #6
beq apple_iie
lda #$54 ; patch the check_email font code
sta ce_patch+1
apple_iie:
;==================
; Init mockingboard
;==================
lda #0
sta MB_PATTERN
lda #$60
sta MB_FRAME
jsr mockingboard_init
;===================
; set graphics mode
;===================
jsr HOME
; jsr space_bars
; jsr arriving_there
; jsr fireworks
; C64 Opening Sequence
jsr c64_opener
; Falling Apple II
jsr falling_apple
; Starring Screens
jsr starring
jsr setup_people_fs
jsr starring_people
jsr setup_people_deater
jsr starring_people
jsr setup_people_lg
jsr starring_people
; E-mail arriving
jsr check_email
; Leaving house
jsr leaving_home
; Riding bird
jsr bird_mountain
; Waterfall
jsr waterfall
; Enter ship
jsr rocket_takeoff
; mode7 (???)
jsr mode7_flying
; Fly in space
jsr space_bars
; Arrive
jsr arriving_there
; Fireworks
jsr fireworks
;==================
; Game over
;==================
; we never get here
;game_over_man:
; jmp game_over_man
.align $100
.include "lz4_decode.s"
.include "c64_opener.s"
.include "falling_apple.s"
.include "gr_unrle.s"
.include "gr_copy.s"
.include "starring.s"
.include "starring_people.s"
.include "check_email.s"
.align $100
.include "gr_offsets.s"
.include "gr_hline.s"
.include "vapor_lock.s"
.include "delay_a.s"
; .include "wait_keypress.s"
.include "random16.s"
.align $100
.include "fireworks.s"
.include "hgr.s"
.include "bird_mountain.s"
.include "move_letters.s"
.align $100
.include "gr_putsprite.s"
.include "mode7.s"
.include "space_bars.s"
.include "takeoff.s"
.include "leaving.s"
.include "arrival.s"
.include "waterfall.s"
.include "text_print.s"
.align $100
.include "screen_split.s"
;============================
; Include Sprites
;============================
.align $100
.include "tfv_sprites.inc"
.include "mode7_sprites.inc"
;=================================
; Include Text for Sliding Letters
; *DONT CROSS PAGES*
;=================================
.include "letters.s"
;============================
; Include Lores Graphics
; No Alignment Needed
;============================
; falling_apple
.include "apple_40_96.inc"
; starring
.include "starring1.inc"
.include "starring2.inc"
.include "fs.inc"
.include "deater.inc"
.include "lg.inc"
.include "sp_names.inc"
; e-mail
.include "email_40_96.inc"
; leaving
.include "leaving.inc"
; waterfall
.include "waterfall_page1.inc"
.include "waterfall_page2.inc"
; takeoff
.include "takeoff.inc"
; arrival
.include "arrival.inc"
;background:
.include "fw_background.inc"
;============================
; Include Hires Graphics
; No Alignment Needed
; FIXME: we can save 8 bytes per file by stripping checksums off end
;============================
; starring
starring3:
.incbin "starring3.img.lz4",11
starring3_end:
fs_hgr:
.incbin "FS_HGRC.BIN.lz4",11
fs_hgr_end:
deater_hgr:
.incbin "DEATER_HGRC.BIN.lz4",11
deater_hgr_end:
lg_hgr:
.incbin "LG_HGRC.BIN.lz4",11
lg_hgr_end:
; bird mountain
katahdin:
.incbin "KATC.BIN.lz4",11 ; skip the header
katahdin_end:
; takeoff
takeoff_hgr:
.incbin "takeoff.img.lz4",11
takeoff_hgr_end:
; spacebars
sb_background_hgr:
.incbin "SB_BACKGROUNDC.BIN.lz4",11
sb_background_hgr_end:

168
xmas_2018/zp.inc Normal file
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@ -0,0 +1,168 @@
;; Zero Page
FRAMEBUFFER = $00 ; $00 - $0F
;; LZ4 addresses
LZ4_SRC = $00
LZ4_DST = $02
LZ4_END = $04
COUNT = $06
DELTA = $08
;; 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
V2 = $2D
MASK = $2E
COLOR = $30
;INVFLG = $32
; dos33 zero page = 26-2f, 35-38, 3e 3f 40-4d
; overlap applesoft 67-6a,6f,70,af,b0,ca-cd,d8
; DOS33: Confirmed kills $68
RWTSL = $60
RWTSH = $61
DOSBUFL = $62
DOSBUFH = $63
FILEML = $64
FILEMH = $65
FRAME = $60
FRAMEH = $61
WAITING = $62
LETTERL = $63
LETTERH = $64
LETTERX = $65
LETTERY = $66
LETTERD = $67
LETTER = $68
BLARGH = $69
;FACTOR_I = $66
;FACTOR_F = $67
;DX_I = $68
;DX_F = $69
;SPACEX_I = $6A
;SPACEX_F = $6B
;CX_I = $6C
;CX_F = $6D
;DY_I = $6E
;DY_F = $6F
ZPOS = $78
REGISTER_DUMP = $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
A_VOLUME = $78
B_VOLUME = $79
C_VOLUME = $7A
ENVELOPE_FINE = $7B
ENVELOPE_COARSE = $7C
ENVELOPE_SHAPE = $7D
COPY_OFFSET = $7E
DECODER_STATE = $7F
REGISTER_DUMP2 = $80
A_FINE_TONE2 = $80
A_COARSE_TONE2 = $81
B_FINE_TONE2 = $82
B_COARSE_TONE2 = $83
C_FINE_TONE2 = $84
C_COARSE_TONE2 = $85
NOISE2 = $86
ENABLE2 = $87
A_VOLUME2 = $88
B_VOLUME2 = $89
C_VOLUME2 = $8A
ENVELOPE_FINE2 = $8B
ENVELOPE_COARS2 = $8C
ENVELOPE_SHAPE2 = $8D
LYRICSL = $8E
LYRICSH = $8F
FRAME_COUNT = $90
MB_VALUE = $91
MB_ADDRL = $91
MB_ADDRH = $92
DONE_PLAYING = $93
MB_CHUNK_OFFSET = $94
MB_FRAME = $94
MB_PATTERN = $95
CHUNKSIZE = $95
LZ4_DONE = $96
DECODE_ERROR = $97
COPY_TIME = $98
DECOMPRESS_TIME = $99
TIME_TAKEN = $9A
LYRICS_ACTIVE = $9B
;FORTYCOL = $9C
CURSOR = $9D
; More zero-page addresses
; we try not to conflict with anything DOS, MONITOR or BASIC related
;COLOR1 = $E0
;COLOR2 = $E1
;MATCH = $E2
XX = $E3
YY = $E4
HGR_COLOR = $E4
;SHIPY = $E4
;YADD = $E5
;LOOP = $E6
;MEMPTRL = $E7
;MEMPTRH = $E8
;NAMEL = $E9
;NAMEH = $EA
;NAMEX = $EB
;CHAR = $EC
STATE = $ED
DISP_PAGE = $ED
DRAW_PAGE = $EE
OFFSET = $EF
;FIRST = $F0
LASTKEY = $F1
PADDLE_STATUS = $F2
SPRITETEMP = $F2
XPOS = $F3
YPOS = $F4
TEMP = $FA
TEMPY = $FB
INL = $FC
INH = $FD
OUTL = $FE
OUTH = $FF