;===================================== ; XMAS2018 -- Merry Christmas Part ;===================================== merry: ;==================================================== ; ensure we have proper graphics mode (page1 visible) bit HIRES ; 4 bit SET_GR ; 4 bit FULLGR ; 4 bit PAGE1 ; 4 ;=================== ; init vars lda #0 sta FRAME sta FRAMEH ;============================= ; Load graphic hgr -- already loaded at $6000 ;================================================ ; Merry Christmas Loop ;================================================ merry_begin: cli ; start music interrupt ; jsr play_music ; 6+1032 lda #$00 sta scroll_hgr_smc+1 jsr scroll_hgr_left lda #$28 sta scroll_hgr_smc+1 jsr scroll_hgr_left lda #$50 sta scroll_hgr_smc+1 jsr scroll_hgr_left bit KEYRESET ; clear keypress ; 4 ; sei ; disable interrupts/music rts ; 6 ; 0 1 2 3 4 5 6 7 ; 00 = $2000 $2400 $2800 $2c00 $3000 $3400 $3800 $3c00 ; 08 = $2080 $2480 $2880 $2c80 $3080 $3480 $3880 $3c80 ; 16 = $2100 $2500 $2900 $2d00 $3100 $3500 $3900 $3d00 ; 24 = $2180 $2580 $2980 $2d80 $3180 $3580 $3980 $3d80 ; 32 = $2200 $2600 $2a00 $2e00 $3200 $3600 $3a00 $3e00 ; 40 = $2280 $2680 $2a80 $2e80 $3280 $3680 $3a80 $3e80 ; 48 = $2300 $2700 $2b00 $2f00 $3300 $3700 $3b00 $3f00 ; 56 = $2380 $2780 $2b80 $2f80 $3380 $3780 $3b80 $3f80 ; ----- ; 64 = $2028 $2428 $2828 $2c28 $3028 $3428 $3828 $3c28 ; 72 = $20a8 $24a8 $28a8 $2ca8 $30a8 $34a8 $38a8 $3ca8 ; 80 = $2128 $2528 $2928 $2d28 $3128 $3528 $3928 $3d28 ; 88 = $21a8 $25a8 $29a8 $2da8 $31a8 $35a8 $39a8 $3da8 ; 96 = $2228 $2628 $2a28 $2e28 $3228 $3628 $3a28 $3e28 ; 104 = $22a8 $26a8 $2aa8 $2ea8 $32a8 $36a8 $3aa8 $3ea8 ; 112 = $2328 $2728 $2b28 $2f28 $3328 $3728 $3b28 $3f28 ; 120 = $23a8 $27a8 $2ba8 $2fa8 $33a8 $37a8 $3ba8 $3fa8 ; ----- ; 128 = $2050 $2450 $2850 $2c50 $3050 $3450 $3850 $3c50 ; 136 = $20d0 $24d0 $28d0 $2cd0 $30d0 $34d0 $38d0 $3cd0 ; 144 = $2150 $2550 $2950 $2d50 $3150 $3550 $3950 $3d50 ; 152 = $21d0 $25d0 $29d0 $2dd0 $31d0 $35d0 $39d0 $3dd0 ; 160 = $2250 $2650 $2a50 $2e50 $3250 $3650 $3a50 $3e50 ; 168 = $22d0 $26d0 $2ad0 $2ed0 $32d0 $36d0 $3ad0 $3ed0 ; 176 = $2350 $2750 $2b50 $2f50 $3350 $3750 $3b50 $3f50 ; 184 = $23d0 $27d0 $2bd0 $2fd0 $33d0 $37d0 $3bd0 $3fd0 ; ----- ; int count=0; HIGH = $00 CURRENT = $01 NEXT = $02 COUNTH = $03 COUNTL = $04 OFFSCREEN = $05 FLIPHIGH = $06 ;=========================================== ;=========================================== ;=========================================== ; Scroll HGR Left ; ; very slowly scroll screen left, 1/3 of screen at a time ; scrolls page pointed to by INL:INH into OUTL:OUTH ; Timing ; scroll_hgr_left: 8 ; 140* scroll_hgr_loop: 10 setup ; 39 set fliphigh ; 6 check keypress ; 64*left_one_loop 6+2232 ; 23 (increments) ; 22 increment counts ; 10 check and loop ; 6 return ; total time = 14 + 140*(10+39+6+22+10+64*(41+23+(2232))) ; 67,431,293 cycles = roughly 67s -- original ; 64,564,093 cycles = roughly 64s -- optimize inner loop a bit ; 33,347,034 cycles = roughly 33s -- don't shift hidden page ; 30,569,434 cycles = roughly 30s -- unroll 4 times ; 29,476,314 cycles = roughly 29s -- add back INH for +1 address ; 28,813,247 cycles = roughly 29s -- use X register for NEXT ; 28,813,247 cycles = roughly 29s -- use X register for NEXT ; 27,031,274 cycles = roughly 27s -- save LAST / skip OUTL ; 27,022,814 cycles = roughly 27s -- move some things around ; 20,583,794 cycles = roughly 21s -- use lookup table in inner scroll_hgr_left: lda #$0 ; 2 sta COUNTH ; 3 sta COUNTL ; 3 ;=========== ; 8 ; repeats 140 times scroll_hgr_loop: lda #$40 ; 2 sta OUTH ; 3 scroll_hgr_smc: lda #$0 ; 2 sta OUTL ; 3 ;============ ; 10 ; 0 000 00 -2 ; 1 001 01 -1 ;*2 010 10 0 ; 3 011 11 1 ; 4 100 00 -2 ; 5 101 01 -1 ;*6 110 10 0 ; Sets FLIPHIGH if we are on 2nd or 6th iteration out of 7 lda COUNTL ; 3 and #$3 ; 2 sec ; 2 sbc #2 ; 2 bne store_txa ; 3 ; -1 lda #$EA ; nop ; 2 jmp store_done ; 3 store_txa: lda #$8A ; txa ; 2 store_done: sta smc_n0 ; 4 sta smc_n1 ; 4 sta smc_n2 ; 4 sta smc_n3 ; 4 sta smc_n4 ; 4 ;=========== ; 39 lda KEYPRESS ; 4 bmi scroll_done ; 3 ; -1 ;============ ; 6 ; repeats 64 times, once for east hline of 1/3 the screen left_one_loop: ; scroll first page jsr hgr_scroll_line ; 6+???? ;============ ; 6+???? clc ; 2 lda OUTL ; 3 adc #$80 ; 2 sta OUTL ; 3 lda OUTH ; 3 adc #$0 ; 2 sta OUTH ; 3 cmp #$60 ; 2 bne left_one_loop ; 3 ;========== ; 23 ; -1 inc COUNTL ; 5 lda COUNTL ; 3 cmp #7 ; 2 bne scroll_noinc_counth ; 3 lda #0 ; 2 sta COUNTL ; 3 inc COUNTH ; 5 ;=========== ; 22 scroll_noinc_counth: lda COUNTH ; 3 cmp #20 ; 2 beq scroll_done ; 3 ;-1 jmp scroll_hgr_loop ; 3 ;========== ; 10 scroll_done: rts ; 6 ;=========================================== ; hgr_scroll_line ;=========================================== ; ; 93 init ; 8* (unrolled) ; 4* hgr_scroll_line_loop: 13 ; high bit 10 ; output new byte: 27 ; 1* hgr_scroll_line_loop: 18 ; high bit 10 ; output new byte: 27 ; 1* ; increment and loop: 7 ; 5 return ; ; (93*40)+7=3727 -- original total ; (91*40)+7=3647 -- remove branch in highbit code ; (89*40)+7=3567 -- convert 5 asl to 4 ror ; (89*40)+91=3651 -- re-write with col40 pre-calculated ; (79*3 + 84*1 + 7)*10+91 = 3341 -- unroll 4 times ; (75*3 + 80*1 + 7)*10+105= 3225 -- move to INL=OUTL+1 ; (73*3 + 78*1 + 7)*10+105= 3145 -- use X register for next ; (68*3 + 73*1 + 7)*10+112= 2952 -- use LAST instead of load ; (50*3 + 55*1 + 7)*10+112= 2232 -- use lookup table ; (50*4 + 55*1 + 7)*8+112 = 2208 -- unroll 5 times hgr_scroll_line: setup_column_40: lda COUNTH ; 3 asl ; 2 clc ; 2 adc OUTL ; 3 sta INL ; 3 clc ; necessary? ; 2 lda OUTH ; 3 adc #$20 ; 2 sta INH ; 3 ldy #0 ; 2 lda (INL),Y ; 5 sta HIGH ; 3 ldx COUNTL ; 3 ;=========== ; 36 count0: beq done_count ; if 0, need to do nothing ; 3 cpx #1 ; -1/2 count1: beq shiftright2 ; if 1, C>>2 ; 3 cpx #2 ; -1/2 count2: beq shiftright4 ; if 2, C>>4 ; 3 count3: sta TEMP ; save C ; -1/3 iny ; 2 lda (INL),Y ; 5 sta HIGH ; 3 cpx #3 ; 2 bne not3 ; 3 asl ; if 3, D<<1 | C>>6 ; -1/2 and #$2 ; 2 sta TEMPY ; 3 lda TEMP ; 3 lsr ; 2 lsr ; 2 lsr ; 2 lsr ; 2 lsr ; 2 lsr ; 2 and #$1 ; 2 ora TEMPY ; 3 jmp done_count ; 3 not3: cpx #4 ; 2 count4: beq shiftright1 ; if 4, D>>1 ; 3 count5: cpx #5 ; 2/-1 beq shiftright3 ; if 5, D>>3 ; 3 count6: ; if 6, D>>5 ; -1 shiftright5: lsr ; 2 shiftright4: lsr ; 2 shiftright3: lsr ; 2 shiftright2: lsr ; 2 shiftright1: lsr ; 2 shiftright0: done_count: and #$7f ; 2 sta OFFSCREEN ; 3 lda HIGH ; 3 and #$80 ; 2 ora OFFSCREEN ; 3 sta OFFSCREEN ; 3 ldy #0 ; 2 ;==================== ; best case(0)= 19 ; worse case(3)= 56 ldx OUTL ; 3 inx ; 2 stx INL ; 3 ldx OUTH ; 3 stx INH ; 3 ;=========== ; 14 lda (OUTL),Y ; get initial NEXT ; 5 tax ; 2 ;=========== ; 7 ; repeated 8 times hgr_scroll_line_loop: ;============= Unroll 0 lda (INL),Y ; get subsequent pixel block ; 5 sta NEXT ; NEXT ; 3 and #$3 ; 2 sta TEMP ; 3 ;=========== ; 13 ; get highbit lda NEXT ; 3 smc_n0: txa ; or nop ; 2 and #$80 ; 2 sta HIGH ; 3 ;=================== ; 10 ; if in bit 2 or 6 of horiz scroll, shift the color bit over ; makes some color flicker, is there a better way? txa ; ; CURRENT=OLD NEXT ; 2 and #$7c ; 2 ora TEMP ; 3 tax ; 2 lda table_lookup,X ; 4 ora HIGH ; 3 ldx NEXT ; 3 sta (OUTL),Y ; 6 iny ; 2 ;=========== ; 27 ;============= Unroll 1 lda (INL),Y ; get subsequent pixel block ; 5 sta NEXT ; NEXT ; 3 and #$3 ; 2 sta TEMP ; 3 ;=========== ; 13 ; get highbit lda NEXT ; 3 smc_n1: txa ; or nop ; 2 and #$80 ; 2 sta HIGH ; 3 ;=================== ; 10 ; if in bit 2 or 6 of horiz scroll, shift the color bit over ; makes some color flicker, is there a better way? txa ; ; CURRENT=OLD NEXT ; 2 and #$7c ; 2 ora TEMP ; 3 tax ; 2 lda table_lookup,X ; 4 ora HIGH ; 3 ldx NEXT ; 3 sta (OUTL),Y ; 6 iny ; 2 ;=========== ; 27 ;============= Unroll 2 lda (INL),Y ; get subsequent pixel block ; 5 sta NEXT ; NEXT ; 3 and #$3 ; 2 sta TEMP ; 3 ;=========== ; 13 ; get highbit lda NEXT ; 3 smc_n2: txa ; or nop ; 2 and #$80 ; 2 sta HIGH ; 3 ;=================== ; 10 ; if in bit 2 or 6 of horiz scroll, shift the color bit over ; makes some color flicker, is there a better way? txa ; ; CURRENT=OLD NEXT ; 2 and #$7c ; 2 ora TEMP ; 3 tax ; 2 lda table_lookup,X ; 4 ora HIGH ; 3 ldx NEXT ; 3 sta (OUTL),Y ; 6 iny ; 2 ;=========== ; 27 ;============= Unroll 3 lda (INL),Y ; get subsequent pixel block ; 5 sta NEXT ; NEXT ; 3 and #$3 ; 2 sta TEMP ; 3 ;=========== ; 10 ; get highbit lda NEXT ; 3 smc_n3: txa ; or nop ; 2 and #$80 ; 2 sta HIGH ; 3 ;=================== ; 10 ; if in bit 2 or 6 of horiz scroll, shift the color bit over ; makes some color flicker, is there a better way? txa ; ; CURRENT=OLD NEXT ; 2 and #$7c ; 2 ora TEMP ; 3 tax ; 2 lda table_lookup,X ; 4 ora HIGH ; 3 ldx NEXT ; 3 sta (OUTL),Y ; 6 iny ; 2 ;=========== ; 27 ;============= Unroll 4 cpy #39 ; 2 bne not_thirtynine ; 3 thirtynine: ;-1 lda OFFSCREEN ; 3 jmp done_thirtynine ; 3 not_thirtynine: lda (INL),Y ; get subsequent pixel block ; 5 done_thirtynine: sta NEXT ; NEXT ; 3 and #$3 ; 2 sta TEMP ; 3 ;=========== ; 39: 18 ; not: 18 ; get highbit lda NEXT ; 3 smc_n4: txa ; or nop ; 2 and #$80 ; 2 sta HIGH ; 3 ;=================== ; 10 ; if in bit 2 or 6 of horiz scroll, shift the color bit over ; makes some color flicker, is there a better way? txa ; ; CURRENT=OLD NEXT ; 2 and #$7c ; 2 ora TEMP ; 3 tax ; 2 lda table_lookup,X ; 4 ora HIGH ; 3 ldx NEXT ; 3 sta (OUTL),Y ; 6 iny ; 2 ;=========== ; 27 cpy #40 ; 2 beq hgr_scroll_return ; 3 ; -1 jmp hgr_scroll_line_loop ; 3 ;=========== ; 7 hgr_scroll_return: ; -1 rts ; 6 mute_music: sei jsr mockingboard_mute lda #$4c ; jmp sta mute_smc lda #play_nothing sta mute_smc+2 rts play_nothing: ; do nothing for 1017-3-6 = 1008 cycles ; Try X=1 Y=91 cycles=1002 R6 lda $0 lda $0 ldy #91 ; 2 muloopA:ldx #1 ; 2 muloopB:dex ; 2 bne muloopB ; 2nt/3 dey ; 2 bne muloopA ; 2nt/3 rts