mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-19 12:32:35 +00:00
371 lines
6.7 KiB
ArmAsm
371 lines
6.7 KiB
ArmAsm
.include "zp.inc"
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square1_lo EQU $1000
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square1_hi EQU $1200
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square2_lo EQU $1400
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square2_hi EQU $1600
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scroll_row1 EQU $1800
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scroll_row2 EQU $1900
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scroll_row3 EQU $1a00
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scroll_row4 EQU $1b00
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; matches scroll_row1 - row3
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star_x EQU $1800
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star_y EQU $1900
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star_z EQU $1a00
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start:
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;================================
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; include VMW logo line 0
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;================================
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; Need to have lines at
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; $4000 AA,AD,D5,AC,95
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; $4400 A8,55,95,35,85
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; $4800 A0,55,26,55,81
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; $4C00 00,00,00,00,00
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;.byte $AA,$AD,$D5,$AC,$95
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tax ; $aa
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lda $ACD5 ; $ad,$d5,$ac
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sta $0,X ; $95,$00
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;================================
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; one-time setup
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;================================
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; Initialize the 2kB of multiply lookup tables
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jsr init_multiply_tables
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;================================
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; Mockingboard detect
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;================================
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jsr mockingboard_detect_slot4 ; call detection routine
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stx MB_DETECTED
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;================================
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; Mockingboard start
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;================================
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mockingboard_setup:
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sei ; disable interrupts just in case
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jsr mockingboard_init
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jsr reset_ay_both
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jsr clear_ay_both
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;=========================
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; Setup Interrupt Handler
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;=========================
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; Vector address goes to 0x3fe/0x3ff
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; FIXME: should chain any existing handler
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lda #<interrupt_handler
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sta $03fe
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lda #>interrupt_handler
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sta $03ff
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;============================
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; Enable 50Hz clock on 6522
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;============================
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lda #$40 ; Continuous interrupts, don't touch PB7
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sta $C40B ; ACR register
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lda #$7F ; clear all interrupt flags
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sta $C40E ; IER register (interrupt enable)
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lda #$C0
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sta $C40D ; IFR: 1100, enable interrupt on timer one oflow
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sta $C40E ; IER: 1100, enable timer one interrupt
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lda #$40
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sta $C404 ; write into low-order latch
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lda #$9c
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sta $C405 ; write into high-order latch,
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; load both values into counter
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; clear interrupt and start counting
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; 4fe7 / 1e6 = .020s, 50Hz
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; 9c40 / 1e6 = .040s, 25Hz
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;============================
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; Start Playing
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;============================
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main_loop:
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lda MB_DETECTED
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beq mockingboard_setup_done
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lda #0
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sta DONE_PLAYING
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sta WHICH_CHUNK
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sta MB_CHUNK_OFFSET
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sta MB_ADDRL ; we are aligned, so should be 0
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lda #>music_start
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sta MB_ADDRH
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;=====================================
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; clear register area
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;=====================================
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ldx #13 ; 2
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lda #0 ; 2
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mb_setup_clear_reg:
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sta REGISTER_DUMP,X ; clear register value ; 4
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sta REGISTER_OLD,X ; clear old values ; 4
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dex ; 2
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bpl mb_setup_clear_reg ; 2nt/3
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cli ; start interrupts
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mockingboard_setup_done:
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;================================
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; Clear screen and setup graphics
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;================================
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jsr set_gr_page0
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lda #$4
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sta DRAW_PAGE
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;================================
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; Main Loop
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;================================
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jsr title_routine
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jsr checkerboard_demo
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jsr island_demo
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jsr star_demo
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jsr star_credits
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jmp main_loop
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;===========================
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; Checkerboard Demo
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;===========================
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checkerboard_demo:
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; initialize
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lda #>sky_background
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sta INH
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lda #<sky_background
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sta INL
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jsr decompress_scroll ; load sky background
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lda #0 ; no draw blue sky
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sta DRAW_BLUE_SKY
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lda #$20 ; setup self-modifying code
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sta nomatch ; to use checkerboard map
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lda #<lookup_checkerboard_map
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sta nomatch+1
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lda #>lookup_checkerboard_map
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sta nomatch+2
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lda #$4c
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sta nomatch+3
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lda #<match
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sta nomatch+4
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lda #>match
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sta nomatch+5
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lda #<checkerboard_flying_directions
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sta direction_smc_1+1
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sta direction_smc_2+1
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lda #>checkerboard_flying_directions
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sta direction_smc_1+2
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sta direction_smc_2+2
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jmp mode7_flying ; call generic mode7 code
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; rts ; tail call
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;===========================
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; Island Demo
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;===========================
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island_demo:
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; initialize
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lda #1
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sta DRAW_BLUE_SKY
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lda #$A5 ; fix the code that was self-modified
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sta nomatch ; away in checkerboard code
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lda #$6A
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sta nomatch+1
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lda #$8D
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sta nomatch+2
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lda #<(spacex_label+1)
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sta nomatch+3
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lda #>(spacex_label+1)
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sta nomatch+4
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lda #$29
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sta nomatch+5
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lda #<island_flying_directions
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sta direction_smc_1+1
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sta direction_smc_2+1
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lda #>island_flying_directions
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sta direction_smc_1+2
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sta direction_smc_2+2
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jmp mode7_flying
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; rts ; tail call
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;===========================
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; Star Demo
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;===========================
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star_demo:
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; initialize
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lda #48
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sta y_limit_smc+1
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jsr starfield_demo ; tail call
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rts
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;===========================
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; Star Credits
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;===========================
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star_credits:
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; initialize
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lda #40
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sta y_limit_smc+1
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jsr starfield_credits ; tail call
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rts
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;===========================
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; Title routine
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;===========================
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title_routine:
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bit FULLGR
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jsr clear_screens_notext ; clear top/bottom of page 0/1
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lda #<demo_rle
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sta GBASL
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lda #>demo_rle
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sta GBASH
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; Load offscreen
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lda #<$c00
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sta BASL
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lda #>$c00
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sta BASH
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jsr load_rle_gr
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;==========
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; Fade in
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;==========
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jsr fade_in
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;==========================================
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; Make sure page0 and page1 show same image
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;==========================================
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jsr gr_copy_to_current
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;===================
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; Scroll the message
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;===================
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; Scroll "BY DEATER... A VMW PRODUCTION"
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lda #>deater_scroll
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sta INH
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lda #<deater_scroll
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sta INL
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lda #40 ; scroll at bottom of screen
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sta CV
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jsr gr_scroll
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; Scroll "* APPLE ][ FOREVER *"
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lda #>a2_scroll
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sta INH
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lda #<a2_scroll
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sta INL
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jsr gr_scroll
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;=============
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; Fade out
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;=============
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jsr fade_out
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rts
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;============================
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; These are placed so the VMW logo can be fit
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;============================
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.include "deater.scrolltext"
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.include "a2.scrolltext"
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.byte 0,0,0,0,0,0,0,0
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.byte 0,0,0,0,0,0,0,0
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.byte $A8,$55,$95,$35,$85 ; at $4400
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.include "mockingboard.s"
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.include "credits.s"
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.include "interrupt_handler.s"
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;.byte 0,0,0,0,0,0,0,0
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;.byte 0,0,0,0,0,0,0,0 ; irq handler fix = +8 in size
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.byte 0,0,0,0,0,0,0,0
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.byte 0,0,0,0,0,0,0,0
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.byte 0,0,0,0
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.byte $A0,$55,$26,$55,$81 ; at $4800
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.include "pageflip.s"
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.include "rasterbars.s"
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.include "starfield_demo.s"
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.include "gr_unrle.s"
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.include "gr_offsets.s"
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.include "gr_setpage.s"
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.byte 0,0,0,0,0,0,0,0
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.byte 0,0,0,0,0,0,0,0
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.byte 0,0,0,0,0,0,0,0 ; at $4c00
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;===============================================
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; External modules
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;===============================================
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.include "gr_fast_clear.s"
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.include "gr_hlin_double.s"
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.include "text_print.s"
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.include "gr_fade.s"
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.include "gr_plot.s"
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.include "gr_copy.s"
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.include "gr_scroll.s"
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.include "mode7.s"
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.include "mode7_demo_backgrounds.inc"
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;===============================================
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; More routines
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;===============================================
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.align 256
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music_start:
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.incbin "wave.krg"
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