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fire: work on size-optimized version
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@ -6,9 +6,10 @@ PNG_TO_RLE = ../gr-utils/png2rle
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all: fire.dsk
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fire.dsk: FIRE HELLO
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fire.dsk: FIRE FIRE_TINY HELLO
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$(DOS33) -y fire.dsk SAVE A HELLO
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$(DOS33) -y fire.dsk BSAVE -a 0x1000 FIRE
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$(DOS33) -y fire.dsk BSAVE -a 0x1000 FIRE_TINY
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####
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@ -19,6 +20,15 @@ fire.o: fire.s gr_fast_clear.s vapor_lock.s \
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delay_a.s
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ca65 -o fire.o fire.s -l fire.lst
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####
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FIRE_TINY: fire_tiny.o
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ld65 -o FIRE_TINY fire_tiny.o -C ../linker_scripts/apple2_1000.inc
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fire_tiny.o: fire_tiny.s
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ca65 -o fire_tiny.o fire_tiny.s -l fire_tiny.lst
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####
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@ -29,6 +39,6 @@ HELLO: hello.bas
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#####
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clean:
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rm -f *~ *.o *.lst FIRE HELLO
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rm -f *~ *.o *.lst FIRE FIRE_TINY HELLO
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178
fire/fire_tiny.s
Normal file
178
fire/fire_tiny.s
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@ -0,0 +1,178 @@
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; Lo-res fire animation, size-optimized
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; by deater (Vince Weaver) <vince@deater.net>
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; based on code described here http://fabiensanglard.net/doom_fire_psx/
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; 611 bytes at first
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; 601 bytes -- strip out some unused code6
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; 592 bytes -- don't init screen
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; 443 bytes -- remove more dead code
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; 206 bytes -- no need to clear screen
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; 193 bytes -- un-cycle exact the random16 code
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; Zero Page
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SEEDL = $4E
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SEEDH = $4F
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TEMP = $FA
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TEMPY = $FB
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XOR_MAGIC = $7657 ; "vW"
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; Soft Switches
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SET_GR = $C050 ; Enable graphics
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FULLGR = $C052 ; Full screen, no text
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LORES = $C056 ; Enable LORES graphics
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fire_demo:
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; GR part
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bit LORES ; 4
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bit SET_GR ; 4
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bit FULLGR ; 4
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; Setup white line on bottom
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lda #$ff
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ldx #39
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white_loop:
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sta $7d0,X ; hline 24 (46+47)
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dex
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bpl white_loop
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fire_loop:
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ldy #44 ; 22 * 2
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yloop:
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lda gr_offsets,Y
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sta smc2+1
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lda gr_offsets+1,Y
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sta smc2+2
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lda gr_offsets+2,Y
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sta smc1+1
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lda gr_offsets+3,Y
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sta smc1+2
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sty TEMPY
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ldx #39
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xloop:
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smc1:
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lda $7d0,X
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sta TEMP
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and #$f ; mask off
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tay
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jsr random16
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lda SEEDL
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and #$1
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beq no_change
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decrement:
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lda color_progression,Y
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jmp done_change
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no_change:
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lda TEMP
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done_change:
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smc2:
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sta $750,X
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dex
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bpl xloop
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ldy TEMPY
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dey
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dey
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bpl yloop
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jmp fire_loop
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color_progression:
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.byte 0 ; 0->0
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.byte $88 ; 1->8
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.byte 0 ; 2->0
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.byte 0 ; 3->0
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.byte 0 ; 4->0
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.byte 0 ; 5->0
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.byte 0 ; 6->0
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.byte 0 ; 7->0
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.byte $55 ; 8->5
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.byte $11 ; 9->1
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.byte 0 ; 10->0
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.byte 0 ; 11->0
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.byte 0 ; 12->0
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.byte $99 ; 13->9
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.byte 0 ; 14->0
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.byte $dd ; 15->13
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; 16-bit 6502 Random Number Generator
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; Linear feedback shift register PRNG by White Flame
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; http://codebase64.org/doku.php?id=base:small_fast_16-bit_prng
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;=============================
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; random16
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;=============================
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random16:
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lda SEEDL ; 3
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beq low_zero ; $0000 and $8000 are special values ; 3
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;==========
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; 6
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lownz:
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; -1
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asl SEEDL ; Do a normal shift ; 5
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lda SEEDH ; 3
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rol ; 2
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bcs do_eor ; 3
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bcc no_eor ; 3
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do_eor:
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; high byte is in A
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eor #>XOR_MAGIC ; 2
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sta SEEDH ; 3
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lda SEEDL ; 3
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eor #<XOR_MAGIC ; 2
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sta SEEDL ; 3
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eor_rts:
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rts ; 6
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no_eor:
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sta SEEDH ; 3
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jmp eor_rts ; 3+6
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;===========
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; 20
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low_zero:
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lda SEEDH ; 3
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beq do_eor ; High byte is also zero ; 3
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; so apply the EOR
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ceo: ; -1
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; wasn't zero, check for $8000
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asl ; 2
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beq no_eor ; if $00 is left after the shift; 3
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; then it was $80
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; else, do the EOR based on the carry
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cep:
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bcc no_eor
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bcs do_eor
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gr_offsets:
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.word $400,$480,$500,$580,$600,$680,$700,$780
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.word $428,$4a8,$528,$5a8,$628,$6a8,$728,$7a8
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.word $450,$4d0,$550,$5d0,$650,$6d0,$750,$7d0
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