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sa: work on ending
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BIN
still_alive/GLADOS.HGR
Normal file
BIN
still_alive/GLADOS.HGR
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Binary file not shown.
@ -5,8 +5,9 @@ TOKENIZE = ../asoft_basic-utils/tokenize_asoft
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all: still_alive.dsk
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still_alive.dsk: STILL_ALIVE TITLE.BAS
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still_alive.dsk: STILL_ALIVE TITLE.BAS ENDING
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$(DOS33) -y still_alive.dsk BSAVE -a 0x0C00 STILL_ALIVE
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$(DOS33) -y still_alive.dsk BSAVE -a 0x4000 ENDING
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$(DOS33) -y still_alive.dsk SAVE A TITLE.BAS
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@ -21,6 +22,13 @@ still_alive.o: still_alive.s \
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ascii_art.inc ascii_art_lz4.inc lyrics.inc zp.inc
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ca65 -o still_alive.o still_alive.s -l still_alive.lst
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ENDING: ending.o
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ld65 -o ENDING ending.o -C ../linker_scripts/apple2_4000.inc
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ending.o: ending.s \
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GLADOS.HGR
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ca65 -o ending.o ending.s -l ending.lst
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TITLE.BAS: title.bas
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$(TOKENIZE) < title.bas> TITLE.BAS
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@ -39,7 +39,25 @@ strip out some unneeded text printing: 19962
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Memory Map
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Lowmem: 4k
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Code: 20k (8k=audio, 5k=lyrics, 3k=art)
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Sound buffers: 14k
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0000: Zero Page
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0100: Stack
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0400: Text Page 0 (AUX 0400: 80 column text)
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2000: HGR Page0
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4000: HGP Page1
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9600: DOS 37.5k
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C000: I/O Space
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D000: ROM
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FFFF: END
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Code: c00 - 8c00 32k
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(8k=audio, 5k=lyrics, 3k=art)
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Sound buffers: 5e00-9600 = 14k
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Plan:
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16k compressed Load at 32k? 8000
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20k decompressed Decompress from 0c00 - 6000 or so
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156
still_alive/ending.s
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156
still_alive/ending.s
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@ -0,0 +1,156 @@
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.include "zp.inc"
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;==========================
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; Setup Graphics
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;==========================
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bit SET_GR ; graphics mode
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bit HIRES ; hires mode
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bit TEXTGR ; mixed text/graphics
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bit PAGE0 ; first graphics page
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jsr HOME
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jsr hgr_clear
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lda #0
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sta DRAW_PAGE
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lda #<sprite
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sta INL
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lda #>sprite
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sta INH
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lda #10
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sta XPOS
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lda #10
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sta YPOS
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jsr hgr_put_sprite
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infinite_loop:
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jmp infinite_loop
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;=============================================
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; hgr_put_sprite
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;=============================================
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; Sprite to display in INH,INL
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; Location is XPOS,YPOS
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hgr_put_sprite:
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ldy #0 ; byte 0 is xsize ; 2
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lda (INL),Y ; 5
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sta CH ; xsize is in CH ; 3
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iny ; 2
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lda (INL),Y ; byte 1 is ysize ; 5
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sta CV ; ysize is in CV ; 3
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iny ; 2
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lda YPOS ; make a copy of ypos ; 3
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sta TEMPY ; as we modify it ; 3
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;===========
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; 28
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hgr_put_sprite_loop:
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sty TEMP ; save sprite pointer ; 3
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lda TEMPY ; load tempy
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lsr
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lsr ; divide by 8 to get proper row
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; but mul by 4 because array is 2byte addr
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tay ; put in Y
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lda TEMPY
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and #$7 ; bottom 3 bits
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asl
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asl
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sta SPRITETEMP
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lda hgr_offsets,Y ; lookup hi-res row address ; 5
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clc
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adc XPOS ; add in XPOS (FIXME: which is div by 7)
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sta OUTL ; store out low byte of addy ; 3
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lda hgr_offsets+1,Y ; look up high byte ; 5
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adc SPRITETEMP
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adc DRAW_PAGE ; ; 3
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sta OUTH ; and store it out ; 3
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ldy TEMP ; restore sprite pointer ; 3
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; OUTH:OUTL now points at right place
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ldx CH ; load xsize into x ; 3
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hgr_put_sprite_pixel:
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lda (INL),Y ; get sprite colors ; 5
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iny ; increment sprite pointer ; 2
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sty TEMP ; save sprite pointer ; 3
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ldy #$0 ; 2
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sta (OUTL),Y
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hgr_put_sprite_done_draw:
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ldy TEMP ; restore sprite pointer ; 3
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inc OUTL ; increment output pointer ; 5
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dex ; decrement x counter ; 2
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bne hgr_put_sprite_pixel ; if not done, keep looping ; 2nt/3
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inc TEMPY ; 5
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dec CV ; decemenet total y count ; 5
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bne hgr_put_sprite_loop ; loop if not done ; 2nt/3
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rts ; return ; 6
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;==========================
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; hgr clear
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;==========================
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hgr_clear:
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lda #$00
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sta OUTL
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lda #$20
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sta OUTH
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hgr_clear_loop:
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lda #$0
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sta (OUTL),Y
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iny
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bne hgr_clear_loop
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inc OUTH
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lda OUTH
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cmp #$40
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bne hgr_clear_loop
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rts
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sprite:
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.byte 1,5
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.byte $82,$88,$a0,$88,$82
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;===========================
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; Set Co-ordinate
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;===========================
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hgr_offsets:
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.word $2000,$2080,$2100,$2180,$2200,$2280,$2300,$2380
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.word $2028,$20a8,$2128,$21a8,$2228,226a8,$2328,$23a8
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.word $2050,$20d0,$2150,$21d0,$2250,$22d0,$2350,$23d0
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.incbin "GLADOS.HGR"
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@ -123,17 +123,18 @@ YY EQU $E4
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DISP_PAGE EQU $ED
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DRAW_PAGE EQU $EE
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;FIRST EQU $F0
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;LASTKEY EQU $F1
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;PADDLE_STATUS EQU $F2
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;XPOS EQU $F3
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;YPOS EQU $F4
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TEMP EQU $FA
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TEMPY EQU $FB
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INL EQU $FC
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INH EQU $FD
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OUTL EQU $FE
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OUTH EQU $FF
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;FIRST EQU $F0
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;LASTKEY EQU $F1
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;PADDLE_STATUS EQU $F2
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SPRITETEMP EQU $F2
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XPOS EQU $F3
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YPOS EQU $F4
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TEMP EQU $FA
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TEMPY EQU $FB
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INL EQU $FC
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INH EQU $FD
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OUTL EQU $FE
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OUTH EQU $FF
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