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lovebyte: work on 512
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@ -5,7 +5,7 @@ BlueFLame
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by Deater / dSr
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music by mA2E
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ZX02 code by DMSC
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ZX02 compression code by DMSC
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Note: assumes Mockingboard in Slot#4.
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Music only plays on left speaker
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@ -1,5 +1,5 @@
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5 HOME
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10 PRINT "BLUE_FLAME -- A 1K BYTE APPLE II INTRO"
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10 PRINT " BLUE_FLAME -- A 1K BYTE APPLE II INTRO"
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15 PRINT " BY DEATER & MA2E / DSR"
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20 PRINT CHR$(4)"CATALOG"
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25 PRINT:PRINT "PRESS ANY KEY TO 'BRUN BF'"
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54
demos/lovebyte2023/loveduck_512/Makefile
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54
demos/lovebyte2023/loveduck_512/Makefile
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@ -0,0 +1,54 @@
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include ../../../Makefile.inc
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DOS33 = ../../../utils/dos33fs-utils/dos33
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TOKENIZE = ../../../utils/asoft_basic-utils/tokenize_asoft
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EMPTYDISK = ../../../empty_disk/empty.dsk
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PICTUREDSK = ~/research/picturedsk.git/picturedsk
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LINKER_SCRIPTS = ../../../linker_scripts/
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ZX02 = ~/research/6502_compression/zx02.git/build/zx02
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all: love_duck.dsk
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###
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love_duck.dsk: HELLO LOVE_DUCK
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cp $(EMPTYDISK) love_duck.dsk
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$(DOS33) -y love_duck.dsk SAVE A HELLO
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$(DOS33) -y love_duck.dsk BSAVE -a 0xc00 LOVE_DUCK
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###
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HELLO: hello.bas
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$(TOKENIZE) < hello.bas > HELLO
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###
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submit: love_duck.zip
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love_duck.zip: LOVE_DUCK love_duck.dsk
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mkdir -p lovebyte2023_love_duck
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mkdir -p lovebyte2023_love_duck/src
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cp LOVE_DUCK ./lovebyte2023_love_duck
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cp *.s ./lovebyte2023_love_duck/src
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cp *.inc ./lovebyte2023_love_duck/src
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cp file_id.diz ./lovebyte2023_love_duck
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cp love_duck.dsk ./lovebyte2023_love_duck
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cp love_duck.mp4 ./lovebyte2023_love_duck
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cp love_duck_screen.png ./lovebyte2023_love_duck
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zip -r love_duck.zip lovebyte2023_love_duck
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####
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LOVE_DUCK: love_duck.o
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ld65 -o LOVE_DUCK love_duck.o -C $(LINKER_SCRIPTS)/apple2_c00.inc
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love_duck.o: love_duck.s
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ca65 -o love_duck.o love_duck.s -l love_duck.lst
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####
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clean:
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rm -f *~ *.o *.lst HELLO LOVE_DUCK *.zip
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11
demos/lovebyte2023/loveduck_512/file_id.diz
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11
demos/lovebyte2023/loveduck_512/file_id.diz
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@ -0,0 +1,11 @@
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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BlueFLame
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---------------------------------------
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1k Apple II demo for Lovebyte 2023
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by Deater / dSr
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music by mA2E
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ZX02 compression code by DMSC
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Note: assumes Mockingboard in Slot#4.
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Music only plays on left speaker
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9
demos/lovebyte2023/loveduck_512/hello.bas
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9
demos/lovebyte2023/loveduck_512/hello.bas
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@ -0,0 +1,9 @@
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5 HOME
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10 PRINT "LOVE_DUCK -- A 512B BYTE APPLE II INTRO"
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15 PRINT " BY DEATER & MA2E / DSR"
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20 PRINT CHR$(4)"CATALOG"
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25 PRINT:PRINT "PRESS ANY KEY TO 'BRUN LOVE_DUCK'"
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30 GET A$
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35 PRINT
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40 PRINT CHR$(4)"BRUN LOVE_DUCK"
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239
demos/lovebyte2023/loveduck_512/love_duck.s
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239
demos/lovebyte2023/loveduck_512/love_duck.s
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@ -0,0 +1,239 @@
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; bouncing hearts
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; by Vince `deater` Weaver <vince@deater.net>
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; -- dSr--
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; Lovebyte 2023
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SPEAKER = $C030
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SET_GR = $C050
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SET_TEXT = $C051
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FULLGR = $C052
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PAGE1 = $C054
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PAGE2 = $C055
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LORES = $C056 ; Enable LORES graphics
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HGR2 = $F3D8
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PLOT = $F800 ; PLOT AT Y,A (A colors output, Y preserved)
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GBASCALC = $F847 ; Y in A, put addr in GBASL/GBASH (what is C?)
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SETGR = $FB40
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WAIT = $FCA8 ; delay 1/2(26+27A+5A^2) us
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GBASL = $26
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GBASH = $27
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YPOS = $56
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XPOS = $57
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PO = $58
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FRAME = $5D
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;PAGE = $5E
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stars:
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bit SET_GR ; switch to lo-res mode
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bit FULLGR ; set full screen
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main_loop:
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;======================
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; flip page
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;======================
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page_smc:
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lda #0 ; 0 or 1
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tax
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ldy PAGE1,X ; flip page
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eor #$1 ; invert (leaving in A)
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sta page_smc+1 ; save PAGE value (PAGE in A here)
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asl ; make OUTH $4 or $8 depending on value in PAGE
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; which we have in A above or at end of loop
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asl ; (this also sets C to 0)
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adc #4
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sta GBASH
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inc FRAME ; increment frame #
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lda FRAME
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and #$1f ; cycle colors ever 32 frames
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bne no_color_cycle
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inc bg_smc+1
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no_color_cycle:
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lda #100 ; pause a bit
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jsr WAIT
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sta GBASL ; A is 0
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;=================================
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; clear lo-res screen, page1/page2
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;=================================
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; proper with avoiding screen holes is ~25 instructions
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; this is more like 16
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; assume GBASL/GBASH already points to proper $400 or $800
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ldx #4 ; lores is 1k, so 4 pages
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full_loop:
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ldy #$00 ; clear whole page
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bg_smc:
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lda #$54 ; color
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inner_loop:
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sta (GBASL),Y
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dey
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bne inner_loop
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inc GBASH ; point to next page
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dex
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bne full_loop
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; X=0
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; Y=0
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; A=color
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;====================
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; draw the stars
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;====================
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lda #32 ; start from right to save a byte
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;======================
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; draw 8x8 bitmap star
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;======================
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; A is XPOS on entry
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draw_star:
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; calculate YPOS
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sta XPOS
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lsr ; make middle star offset+4 from others
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lsr
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adc FRAME ; look up bounce amount
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and #$7
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tax
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lda bounce,X
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sta YPOS
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ldx #7 ; draw 7 lines
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boxloop:
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txa
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clc
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adc YPOS
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jsr GBASCALC ; calc address of line in X (Y-coord)
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; GBASL is in A at this point
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; is C always 0?
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; clc
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adc XPOS ; adjust to X-coord
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sta GBASL
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; adjust for proper page
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lda page_smc+1 ; want to add 0 or 4 (not 0 or 1)
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asl
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asl ; this sets C to 0
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adc GBASH
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sta GBASH
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;=================
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; draw line
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ldy #7 ; 8-bits wide
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lda bitmap,X ; get low bit of bitmap into carry
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draw_line_loop:
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lsr
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pha
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bcc its_transparent
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lda #$11 ; red
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sta (GBASL),Y ; draw on screen
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its_transparent:
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pla
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dey
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bpl draw_line_loop
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dex
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bpl boxloop
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lda XPOS ; move to next position
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; going right to left saves 2 bytes for cmp
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sec
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sbc #16
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; X is $FF here
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; Y is $FF here
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; A is -16 here
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bpl draw_star
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bmi main_loop
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;=================
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; star bitmap
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;=================
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;012|456|
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; @ ;
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; @@ ;
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; @@@@@ ;
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;@@@@@@@ ;
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; @@@@@ ;
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; @@@@@ ;
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; @@ @@ ;
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;@@ @@ ;
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;bitmap:
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; .byte $10
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; .byte $18
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; .byte $1f
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; .byte $fe
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; .byte $7c
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; .byte $3e
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; .byte $66
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; .byte $C3
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;012|456|
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; @ @@ ;
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;@@@ @@@@ ;
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;@@@@@@@@ ;
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;@@@@@@@@ ;
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; @@@@@@@ ;
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; @@@@@ ;
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; @@@ ;
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; @ ;
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bitmap:
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.byte $46
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.byte $EF
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.byte $FF
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.byte $FF
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.byte $7f
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.byte $3e
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.byte $1c
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.byte $08
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bounce:
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.byte 10,11,12,13,13,12,11,10
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