; Lo-res fire animation, size-optimized ; by deater (Vince Weaver) ; based on code described here http://fabiensanglard.net/doom_fire_psx/ ; 611 bytes at first ; 601 bytes -- strip out some unused code ; 592 bytes -- don't init screen ; 443 bytes -- remove more dead code ; 206 bytes -- no need to clear screen ; 193 bytes -- un-cycle exact the random16 code ; 189 bytes -- more optimization of random16 code ; 161 bytes -- move to 8-bit RNG ; 152 bytes -- reduce lookup to top half colors (had to remove brown) ; also changed maroon to pink ; 149 bytes -- use monitor GR ; 149 bytes -- load into zero page ; 140 bytes -- start using zero-page addressing ; 139 bytes -- rotate instead of mask for low bit ; 138 bytes -- bcs instead of jmp ; 137 bytes -- BIT nop trick to get rid of jump ; 135 bytes -- push/pull instead of saving to zero page ; 134 bytes -- replace half of lookup table with math ; 119 bytes -- replace that half of lookup table with better math ; 134 bytes -- replace other half of lookup table with math ; 132 bytes -- replace stack with zp loads ; 129 bytes -- use Y instead of X ; 125 bytes -- optimize low byte generationw with branch ; 113 bytes -- make get_row a subroutine ; 112 bytes -- regrettable change to the low-byte code ; 109 bytes -- replace BIT/OR in low calc with an ADC ; 107 bytes -- replace self-modifying load/store absolute with Y-indirect ; 106 bytes -- assume bit 8 is as random as bit 0 ; 82 bytes -- use VTAB in firmware to setup addresses ; (Antoine Vignau on comp.sys.apple2 reminded me of this) ; Zero Page SEEDL = $4E TEMP = $00 TEMPY = $01 OUTL = $04 OUTH = $05 BASL = $28 BASH = $29 COLOR = $30 ; CRAZY OPT: start with BASL for hline in 7d0 already in place ; 100 = $64 ; Soft Switches SET_GR = $C050 ; Enable graphics FULLGR = $C052 ; Full screen, no text LORES = $C056 ; Enable LORES graphics ; monitor routines ASOFT_GR = $F390 MON_SETGR = $FB40 ; VTAB notes ; if Applesoft ROM, we can jump to ASOFT_VTAB which takes value in X ; this won't work on the original Apple II with Integer ROM ; we can jum to MON.TABV instead but then have to copy the value ; to Accumulator first ; This ovewrites CV (25) ; Result is in BASL:BASH (28/29) ASOFT_VTAB = $F25A MON_TABV = $FB5B fire_demo: ; GR part jsr MON_SETGR ; 3 bit FULLGR ; 3 ;========== ; 6 ; Setup white line on bottom ; note: calling HLINE in firmware would take at least 13 bytes ; open coded is 10 lda #$ff ; 2 ldy #39 ; 2 white_loop: sta $7d0,Y ; hline 24 (46+47) ; 3 dey ; 1 bpl white_loop ; 2 ;============ ; 10 fire_loop: ldx #22 ; 22 ; 2 yloop: stx TEMPY ; txa/pha not any better ; 2 ; setup the load/store addresses ; using Y-indirect is smaller than self-modifying code jsr ASOFT_VTAB ; 3 lda BASL ; 2 sta OUTL ; 2 lda BASH ; 2 sta OUTH ; 2 inx jsr ASOFT_VTAB ; 3 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: 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 ; end inlined RNG bmi no_change ; assume bit 8 is as random as bit 0 ; 2 lda (BASL),Y ; load value at row+1 ; 2 and #$7 ; mask off ; 2 tax ; 1 lda <(color_progression),X ; 2 .byte $2c ; BIT trick, nops out next instruction ; 1 no_change: lda (BASL),Y ; load value at row+1 ; 2 smc_sta: sta (OUTL),Y ; 2 dey ; 1 bpl xloop ; 2 ldx TEMPY ; 2 dex ; 1 bpl yloop ; 2 bmi fire_loop ; 2 color_progression: .byte $00 ; 8->0 ; 1000 0000 .byte $bb ; 9->11 ; 1001 1011 .byte $00 ; 10->0 ; 1010 0000 .byte $aa ; 11->10 ; 1011 1010 .byte $00 ; 12->0 ; 1100 0000 .byte $99 ; 13->9 ; 1101 1001 .byte $00 ; 14->0 ; 1110 0000 .byte $dd ; 15->13 ; 1111 1101