; Apple ][ Lo-res fire animation, size-optimized to 64 bytes ; by deater (Vince Weaver) ; originally based on code described here ; http://fabiensanglard.net/doom_fire_psx/ ; but this is a slightly different algorithm (but still cool looking) ; Optimization history: ; 80 bytes -- the size of tire_tiny.s ; 64 bytes -- use the firmware SCROLL routine to handle the scrolling ; this adds some flicker but saves many bytes ; 63 bytes -- qkumba noted that SCROLL leaves BAS2L:BAS2H pointing at $7d0 ; 66 bytes -- tried on real hardware. Found that the original firmware ; never sets MIXCLR on boot, and my II+ machine was leaving ; it off so for correctness need to add it on. ; 66 bytes -- wasted a lot of time trying to either find clever ways to ; get $C050/C052 accessed, or to shorten the lookup table ; in half by lsr. Nothing panned out. ; 64 bytes -- realized I could save/restore the random SEEDL on the stack! ; doesn't seem to affect the output pattern either. ; Zero Page WNDTOP = $22 WNDBTM = $23 CV = $25 BASL = $28 BASH = $29 BAS2L = $2A BAS2H = $2B SEEDL = $4E ; Soft Switches SET_GR = $C050 ; Enable graphics MIXCLR = $C052 ; Full screen, no text at bottom LORES = $C056 ; Enable LORES graphics ; Monitor ROM routines. Try to use well-known entry points as ; these did sometimes change with newer models SCROLL = $FC70 VTAB = $FC22 ; takes row in CV, Result is in BASL:BASH ($28/$29) VTABZ = $FC24 ; VTABZ variant takes row in Accumulator fire_demo: ; Set lores graphics bit SET_GR ; force graphics mode ; 3 ; LORES and LOWSCR (lo-res page1) ; are set by the boot rom bit MIXCLR ; want full-screen graphics w/o mixed ; 3 ; text the boot process doesn't set this ; (it doesn't matter in text mode) ; and while IIe and emulators come up clear ; my Apple II+ doesn't ; Set window. This seems to be set properly at boot though ; lda #0 ; sta WNDTOP ; lda #24 ; sta WNDBTM scroll_loop: jsr SCROLL ; scrolls screen up one row ; 3 ;====================================== ; re-draw bottom line (row 23) as white ; Y is left at 40 after SCROLL ; also BAS2L:BAS2H is left at $7d0 ; this code over-writes $7F8 (the MSLOT screen hole value) ; but this should not matter for this demo lda #$ff ; top/bottom white ; 2 w_loop: sta (BAS2L),Y ; hline 23 (46+47) ; 2 dey ; 1 bpl w_loop ; 2 ;============ ; 8 fire_loop: lda #22 ; start at line 22 ; 2 sta CV ; store in Row location ; 2 yloop: ; puts address of row CV into BASL:BASH jsr VTAB ; 3 ; loop for X values 39 ... 0 ldy #39 ; 2 xloop: ;============================= ; random8 ;============================= ; 8-bit 6502 Random Number Generator ; Linear feedback shift register PRNG by White Flame ; http://codebase64.org/doku.php?id=base:small_fast_8-bit_prng random8: pla ; lda SEEDL ; 2 beq doEor ; 2 asl ; 1 beq noEor ; if the input was $80, skip the EOR ; 2 bcc noEor ; 2 doEor: eor #$1d ; 2 noEor: ;sta SEEDL ; 2 pha ; end inlined RNG ; Randomly either use current value, or decay by one bmi no_change ; assume bit 7 is as random as bit 0 ; 2 ; Lookup the new color in table lda (BASL),Y ; load value ; 2 and #$7 ; mask off ; 2 tax ; 1 lda <(color_progression),X ; 2 sta (BASL),Y ; 2 no_change: dey ; 1 bpl xloop ; 2 dec CV ; 2 bpl yloop ; 2 bmi scroll_loop ; 2 color_progression: .byte $00 ; 8->0 ; 1000 -> 0000 ; needed .byte $bb ; 9->11 ; 1001 -> 1011 .byte $00 ; 10->0 ; 1010 -> 0000 ; needed .byte $aa ; 11->10 ; 1011 -> 1010 .byte $00 ; 12->0 ; 1100 -> 0000 ; don't care .byte $99 ; 13->9 ; 1101 -> 1001 .byte $00 ; 14->0 ; 1110 -> 0000 ; don't care .byte $dd ; 15->13 ; 1111 -> 1101