dos33fsprogs/graphics/gr/scroll/random_128.s
2022-05-09 00:54:34 -04:00

264 lines
3.6 KiB
ArmAsm

; random scroll bot 128
; 141 bytes -- bot version
; 138 bytes -- no need for back jump
; 140 bytes -- load at 0x70
; 134 bytes -- enforce ZP addresses
; 133 bytes -- convert JMP to BPL
; 131 bytes -- make OUTL live in program
; 130 bytes -- use EOR instead of ADD
; 127 bytes -- don't wrap pattern lookup at 8
; 126 bytes -- use X for loop
; by Vince `deater` Weaver
SET_GR = $C050
SET_TEXT = $C051
FULLGR = $C052
PAGE1 = $C054
PAGE2 = $C055
LORES = $C056 ; Enable LORES graphics
HGR2 = $F3D8
PLOT = $F800 ; PLOT AT Y,A (A colors output, Y preserved)
GBASCALC = $F847 ; Y in A, put addr in GBASL/GBASH
SETGR = $FB40
WAIT = $FCA8 ; delay 1/2(26+27A+5A^2) us
GBASL = $26
GBASH = $27
OUTL = $74
OUTH = $75
PAGE = $6E
LINE = $6F
pattern1 = $f000 ; location in memory
.zeropage
.globalzp pattern_smc
.globalzp bitmap
.globalzp bitmap2
.globalzp inner_loop_smc
random:
jsr SETGR ; set LORES ; 70 71 72
lda #0 ; also OUTL=0/OUTH ; 73 74
bit FULLGR ; set FULL 48x40 ; 75 76 77
; bit SETTEXT
main_loop:
sta PAGE ; start at page 1
asl ; make OUTH $4 or $8 depending on value in PAGE
; which we have in A above or at end of loop
asl ; C is 0
adc #4
sta OUTH
lda #200
jsr WAIT
;============================
; draw an interleaved line
full_loop:
ldx #3
line_loop:
ldy #119
screen_loop:
tya ; extrapolate X from Y
; and #$7 ; could be bigger?
; tax
pattern_smc:
lda pattern1,Y
inner_loop_smc:
sta (OUTL),Y
dey
bpl screen_loop
;=================================
; move to next pattern
scroll_pattern:
clc
lda pattern_smc+1
adc #8
and #$1f
sta pattern_smc+1
; move to next line by adding $80
; we save a byte by using EOR instead
lda OUTL
eor #$80 ; add $80
sta OUTL
bne line_loop
; we overflowed, so increment OUTH
inc OUTH
; lda OUTH ; check if at end
; and #$3
; bne line_loop
dex
bpl line_loop
done_bg:
;=======================================
; done drawing frame
;=======================================
;======================
; draw bitmap
ldx #7
boxloop:
txa
jsr GBASCALC ; calc address of X
; note we center to middle of screen
; by noting the middle 8 lines
; are offset by $28 from first 8 lines
; GBASL is in A at this point
clc
adc #12+$28
sta GBASL ; center x-coord and y-coord at same time
lda PAGE ; want to add 0 or 4 (not 0 or 1)
asl
asl ; this sets C to 0
adc GBASH
sta GBASH
ldy #15
draw_line_loop:
lda bitmap2,X ; get low bit of bitmap2 into carry
lsr
lda #$00 ; black is default color
ror bitmap,X ; 16-bit rotate (in memory)
ror bitmap2,X
bcc its_black
lda #$ff
its_black:
sta (GBASL),Y ; partway down screen
dey
bpl draw_line_loop
dex
bpl boxloop
;=========================
; scroll one line
; to scroll up need to add 8?
inc pattern_smc+1
; switch page
lda PAGE
tax
ldy PAGE1,X ; flip page
eor #$1
bpl main_loop ; bra
;012|456|012|456|
;@@@@@@@@@@@@@@@@'
;@@@@ @ @@@@@@'
;@@@@ @ @@@@@@@@@'
;@ @ @ @'
;@ @@ @@@@ @ @@@@'
;@ @ @ @@@@'
;@@@@@@@@@@@@@@@@'
;
bitmap:
.byte $FF ;,$FF
.byte $F4 ;,$3F
.byte $F5 ;,$FF
.byte $84 ;,$21
.byte $B7 ;,$AF
.byte $84 ;,$2F
.byte $FF ;,$FF
.byte $00 ;,$00
bitmap2:
.byte $FF
.byte $3F
.byte $FF
.byte $21
.byte $AF
.byte $2F
.byte $FF
.byte $00
;01234567|01234567
;
; @@@@ @@@@
; @@ @@
; @@ @@
; @@ @@
; @@@@ @@@@
;
;@@@@@@@@@@@@@@@@
.if 0
bitmap:
.byte $FF ;,$FF
.byte $E1 ;,$87
.byte $F9 ;,$9F
.byte $F9 ;,$9F
.byte $F9 ;,$9F
.byte $E1 ;,$87
.byte $FF ;,$FF
.byte $00 ;,$00
bitmap2:
.byte $FF
.byte $87
.byte $9F
.byte $9F
.byte $9F
.byte $87
.byte $FF
.byte $00
.endif