sa: work on ending

This commit is contained in:
Vince Weaver 2018-05-24 17:01:42 -04:00
parent 6f3dff1c63
commit cb010ddcb1
5 changed files with 198 additions and 15 deletions

BIN
still_alive/GLADOS.HGR Normal file

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@ -5,8 +5,9 @@ TOKENIZE = ../asoft_basic-utils/tokenize_asoft
all: still_alive.dsk
still_alive.dsk: STILL_ALIVE TITLE.BAS
still_alive.dsk: STILL_ALIVE TITLE.BAS ENDING
$(DOS33) -y still_alive.dsk BSAVE -a 0x0C00 STILL_ALIVE
$(DOS33) -y still_alive.dsk BSAVE -a 0x4000 ENDING
$(DOS33) -y still_alive.dsk SAVE A TITLE.BAS
@ -21,6 +22,13 @@ still_alive.o: still_alive.s \
ascii_art.inc ascii_art_lz4.inc lyrics.inc zp.inc
ca65 -o still_alive.o still_alive.s -l still_alive.lst
ENDING: ending.o
ld65 -o ENDING ending.o -C ../linker_scripts/apple2_4000.inc
ending.o: ending.s \
GLADOS.HGR
ca65 -o ending.o ending.s -l ending.lst
TITLE.BAS: title.bas
$(TOKENIZE) < title.bas> TITLE.BAS

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@ -39,7 +39,25 @@ strip out some unneeded text printing: 19962
Memory Map
Lowmem: 4k
Code: 20k (8k=audio, 5k=lyrics, 3k=art)
Sound buffers: 14k
0000: Zero Page
0100: Stack
0400: Text Page 0 (AUX 0400: 80 column text)
2000: HGR Page0
4000: HGP Page1
9600: DOS 37.5k
C000: I/O Space
D000: ROM
FFFF: END
Code: c00 - 8c00 32k
(8k=audio, 5k=lyrics, 3k=art)
Sound buffers: 5e00-9600 = 14k
Plan:
16k compressed Load at 32k? 8000
20k decompressed Decompress from 0c00 - 6000 or so

156
still_alive/ending.s Normal file
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@ -0,0 +1,156 @@
.include "zp.inc"
;==========================
; Setup Graphics
;==========================
bit SET_GR ; graphics mode
bit HIRES ; hires mode
bit TEXTGR ; mixed text/graphics
bit PAGE0 ; first graphics page
jsr HOME
jsr hgr_clear
lda #0
sta DRAW_PAGE
lda #<sprite
sta INL
lda #>sprite
sta INH
lda #10
sta XPOS
lda #10
sta YPOS
jsr hgr_put_sprite
infinite_loop:
jmp infinite_loop
;=============================================
; hgr_put_sprite
;=============================================
; Sprite to display in INH,INL
; Location is XPOS,YPOS
hgr_put_sprite:
ldy #0 ; byte 0 is xsize ; 2
lda (INL),Y ; 5
sta CH ; xsize is in CH ; 3
iny ; 2
lda (INL),Y ; byte 1 is ysize ; 5
sta CV ; ysize is in CV ; 3
iny ; 2
lda YPOS ; make a copy of ypos ; 3
sta TEMPY ; as we modify it ; 3
;===========
; 28
hgr_put_sprite_loop:
sty TEMP ; save sprite pointer ; 3
lda TEMPY ; load tempy
lsr
lsr ; divide by 8 to get proper row
; but mul by 4 because array is 2byte addr
tay ; put in Y
lda TEMPY
and #$7 ; bottom 3 bits
asl
asl
sta SPRITETEMP
lda hgr_offsets,Y ; lookup hi-res row address ; 5
clc
adc XPOS ; add in XPOS (FIXME: which is div by 7)
sta OUTL ; store out low byte of addy ; 3
lda hgr_offsets+1,Y ; look up high byte ; 5
adc SPRITETEMP
adc DRAW_PAGE ; ; 3
sta OUTH ; and store it out ; 3
ldy TEMP ; restore sprite pointer ; 3
; OUTH:OUTL now points at right place
ldx CH ; load xsize into x ; 3
hgr_put_sprite_pixel:
lda (INL),Y ; get sprite colors ; 5
iny ; increment sprite pointer ; 2
sty TEMP ; save sprite pointer ; 3
ldy #$0 ; 2
sta (OUTL),Y
hgr_put_sprite_done_draw:
ldy TEMP ; restore sprite pointer ; 3
inc OUTL ; increment output pointer ; 5
dex ; decrement x counter ; 2
bne hgr_put_sprite_pixel ; if not done, keep looping ; 2nt/3
inc TEMPY ; 5
dec CV ; decemenet total y count ; 5
bne hgr_put_sprite_loop ; loop if not done ; 2nt/3
rts ; return ; 6
;==========================
; hgr clear
;==========================
hgr_clear:
lda #$00
sta OUTL
lda #$20
sta OUTH
hgr_clear_loop:
lda #$0
sta (OUTL),Y
iny
bne hgr_clear_loop
inc OUTH
lda OUTH
cmp #$40
bne hgr_clear_loop
rts
sprite:
.byte 1,5
.byte $82,$88,$a0,$88,$82
;===========================
; Set Co-ordinate
;===========================
hgr_offsets:
.word $2000,$2080,$2100,$2180,$2200,$2280,$2300,$2380
.word $2028,$20a8,$2128,$21a8,$2228,226a8,$2328,$23a8
.word $2050,$20d0,$2150,$21d0,$2250,$22d0,$2350,$23d0
.incbin "GLADOS.HGR"

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@ -123,17 +123,18 @@ YY EQU $E4
DISP_PAGE EQU $ED
DRAW_PAGE EQU $EE
;FIRST EQU $F0
;LASTKEY EQU $F1
;PADDLE_STATUS EQU $F2
;XPOS EQU $F3
;YPOS EQU $F4
TEMP EQU $FA
TEMPY EQU $FB
INL EQU $FC
INH EQU $FD
OUTL EQU $FE
OUTH EQU $FF
;FIRST EQU $F0
;LASTKEY EQU $F1
;PADDLE_STATUS EQU $F2
SPRITETEMP EQU $F2
XPOS EQU $F3
YPOS EQU $F4
TEMP EQU $FA
TEMPY EQU $FB
INL EQU $FC
INH EQU $FD
OUTL EQU $FE
OUTH EQU $FF