; starfield tiny -- Apple II Lores ; by Vince `deater` Weaver ; actually too fast ; 189 bytes - original ; 184 bytes - move DIVIDEND to A ; 173 bytes - move variables to 0 page. limits to 16 stars but that's fine? ; 171 bytes - adjust random # generator ; 170 bytes - can do sty zp,x ; 163 bytes - lose the cool HGR intro ; 161 bytes - re-arrange RNG location ; 158 bytes - ra-arrange a lot to remove need for XX COLOR = $30 QUOTIENT = $FA DIVISOR = $FB DIVIDEND = $FC XX = $FD YY = $FE FRAME = $FF oldx = $80 oldy = $90 star_x = $A0 star_y = $B0 star_z = $C0 ;oldx = $1000 ;oldy = $1040 ;star_x = $2000 ; should be 0, not used as we never /0 ;star_y = $2040 ;star_z = $2080 LORES = $C056 ; Enable LORES graphics HGR2 = $F3D8 HGR = $F3E2 PLOT = $F800 ; PLOT AT Y,A (A colors output, Y preserved) SETGR = $FB40 WAIT = $FCA8 ; delay 1/2(26+27A+5A^2) us small_starfield: ;0GR:DIMV(64,48):FORZ=1TO48:FORX=0TO64:V(X,Z)=(X*4-128)/Z+20:NEXTX,Z jsr SETGR ; init the X/Z tables ldy #63 ; Y==z for(z=1;z<64;z++) { xloop: ldx #0 ; X==x zloop: lda #$ff sta QUOTIENT ; stx DIVIDEND sty DIVISOR txa ; DIVIDEND div_loop: inc QUOTIENT sec ; lda DIVIDEND sbc DIVISOR ; sta DIVIDEND bpl div_loop ; write out quotient lda QUOTIENT pha clc adc #20 to_smc: sta $5F80,X inx bpl zloop ; loop until 128 ; reverse and write out negative parts ldx #0 negative_loop: pla eor #$ff sec adc #20 to2_smc: sta $5F00,X inx bpl negative_loop dec to_smc+2 dec to2_smc+2 dey bne xloop ;=================================== ; draw the stars ;=================================== ; bit LORES ; jsr SETGR ;=================================== ; starloop ;2FORP=0TO5 big_loop: ldx #15 star_loop: ;=================== ; erase old ;4 COLOR=0 lda #$00 sta COLOR ;PLOT O(P),Q(P) ldy oldx,X lda oldy,X jsr PLOT ; PLOT AT Y,A ;=========================== ; position Z lda star_z,X clc adc #$20 ; tables in $20-$5F sta xload_smc+2 sta xload2_smc+2 ;============================== ; get Y/Z ; Y=V(B(P),Z(P)) ; get YY ldy star_y,X ; get Y of star xload2_smc: lda $5F00,Y ; lookup Y/Z sta YY ; YY bmi new_star ; if <0 cmp #40 bcs new_star ; bge >39 ;============================== ; get X/Z ; X=V(A(P),Z(P)) ; get XX ldy star_x,X ; get X of start xload_smc: lda $5F00,Y ; lookup X/Z tay ; XX bmi new_star ; if <0 cpy #40 bcs new_star ; bge >40 ;======================== ; adjust Z ;Z(P)=Z(P)-1 dec star_z,X beq new_star ; if Z=0 new star ; draw the star draw_star: ; COLOR=15 dec COLOR ; color from $00 (black) to $ff (white) ;PLOT X,Y ; O(P)=X:Q(P)=Y ; ldy XX ; XX already in Y sty oldx,X ; save for next time to erase lda YY ; YY sta oldy,X ; ;save for next time to erase jsr PLOT ; PLOT AT Y,A ; a should be F0 or 0F here? bne done_star ; bra new_star: ;IFX<0ORX>39ORY<0ORY>39ORZ(P)<1THEN ; A(P)=RND(1)*64 ; B(P)=RND(1)*64 ; Z(P)=RND(1)*48+1:GOTO7 ldy FRAME lda $F000,Y sta star_x,X ; random XX lda $F001,Y sta star_y,X ; random YY lda $F002,Y and #$3f ; random ZZ 0..63 ora #$1 ; avoid 0 sta star_z,X inc FRAME done_star: ;7NEXT dex bpl star_loop lda #100 jsr WAIT ; A is 0 after ; GOTO2 beq big_loop ; bra ; for BASIC bot load ; need this to be at $3F5 jmp small_starfield