; Rotating Gears ; by Vince `deater` Weaver ; 138 bytes -- original for Apple II bot ; 134 bytes -- only set SCALE once ; 131 bytes -- unecessary var set, change jmp to bra ; 110 bytes -- move draw_scene to a function ; zero page locations HGR_SHAPE = $1A HGR_SHAPE2 = $1B HGR_BITS = $1C GBASL = $26 GBASH = $27 A5H = $45 XREG = $46 YREG = $47 ; C0-CF should be clear ; D0-DF?? D0-D5 = HGR scratch? HGR_DX = $D0 ; HGLIN HGR_DX2 = $D1 ; HGLIN HGR_DY = $D2 ; HGLIN HGR_QUADRANT = $D3 HGR_E = $D4 HGR_E2 = $D5 HGR_X = $E0 HGR_X2 = $E1 HGR_Y = $E2 HGR_COLOR = $E4 HGR_HORIZ = $E5 HGR_SCALE = $E7 HGR_SHAPE_TABLE = $E8 HGR_SHAPE_TABLE2= $E9 HGR_COLLISIONS = $EA ROTATION = $FA SMALLER = $FB CURRENT_ROT = $FF ; Soft Switches PAGE1 = $C054 ; Page1 PAGE2 = $C055 ; Page2 ; ROM calls HGR2 = $F3D8 HGR = $F3E2 HPOSN = $F411 DRAW0 = $F601 XDRAW0 = $F65D XDRAW1 = $F661 WAIT = $FCA8 ;; delay 1/2(26+27A+5A^2) us RESTORE = $FF3F gears: ;============================ ; scene 1 ;============================ jsr HGR ; Hi-res, full screen ; 3 ; Y=0, A=0 after this call lda #8 sta HGR_SCALE lda #1 sta CURRENT_ROT sty SMALLER ; init to 0 jsr draw_scene ;=================== ; scene2 ;=================== jsr HGR2 ; set to hires PAGE2, full screen ; Y=0, A=0 after lda #gear1_table ; point to top byte of shape address ; ROT in A ; this will be 0 2nd time through loop, arbitrary otherwise rot_smc: ; lda #1 ; ROT=0 lda CURRENT_ROT jsr XDRAW0 ; XDRAW 1 AT X,Y ; Both A and X are 0 at exit ; Z flag set on exit ; Y varies dec ROTATION bne gear1_loop rts gear1_table: .byte $25,$35,$00 ; 37,53,0 gear2_table: .byte $2c,$2e,$00 ; 44,46,0