mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-20 03:35:24 +00:00
628 lines
8.7 KiB
ArmAsm
628 lines
8.7 KiB
ArmAsm
; VMW Chiptune Player
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.include "zp.inc"
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CHUNK_BUFFER EQU $6000
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CHUNKSIZE EQU $3
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;=============================
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; Setup
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;=============================
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jsr HOME
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jsr TEXT
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; init variables
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lda #0
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sta DRAW_PAGE
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sta CH
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sta CV
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sta DONE_PLAYING
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sta XPOS
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sta MB_FRAME_DIFF
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; print detection message
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lda #<mocking_message ; load loading message
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sta OUTL
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lda #>mocking_message
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sta OUTH
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jsr move_and_print ; print it
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jsr mockingboard_detect_slot4 ; call detection routine
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cpx #$1
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beq mockingboard_found
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lda #<not_message ; if not found, print that
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sta OUTL
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lda #>not_message
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sta OUTH
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inc CV
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jsr move_and_print
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jmp forever_loop ; and wait forever
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mockingboard_found:
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; lda #<found_message ; print found message
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; sta OUTL
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; lda #>found_message
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; sta OUTH
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; inc CV
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; jsr move_and_print
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;============================
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; Init the Mockingboard
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;============================
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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 $C40E ; IER: 1100, enable timer one interrupt
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lda #$E7
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sta $C404 ; write into low-order latch
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lda #$4f
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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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;============================
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; Draw title screen
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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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jsr clear_screens
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lda #<chip_title
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sta GBASL
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lda #>chip_title
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sta GBASH
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; Load image
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lda #<$400
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sta BASL
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lda #>$400
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sta BASH
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jsr load_rle_gr
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;===========================
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; load first song
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;===========================
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jsr new_song
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;============================
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; Enable 6502 interrupts
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;============================
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cli ; clear interrupt mask
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;============================
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; Init Background
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;============================
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; jsr clear_screens ; clear top/bottom of page 0/1
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jsr set_gr_page0
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lda #0
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sta DRAW_PAGE
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sta SCREEN_Y
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;============================
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; Loop forever
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;============================
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playing_loop:
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;============================
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; rasters
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;============================
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jsr clear_top
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jsr draw_rasters
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jsr volume_bars
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jsr page_flip
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lda DONE_PLAYING
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beq playing_loop
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done_play:
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; FIXME: disable timer on 6522
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; FIXME: unhook interrupt handler
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sei ; disable interrupts
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jsr clear_ay_both
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lda #0
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sta CH
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lda #21
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sta CV
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lda #<done_message
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sta OUTL
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lda #>done_message
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sta OUTH
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jsr move_and_print
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forever_loop:
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jmp forever_loop
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;=============================
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;=============================
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; simple interrupt handler
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;=============================
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;=============================
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; On Apple II/6502 the interrupt handler jumps to address in 0xfffe
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; This is in the ROM, which saves the registers
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; on older IIe it saved A to $45 (which could mess with DISK II)
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; newer IIe doesn't do that.
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; It then calculates if it is a BRK or not (which trashes A)
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; Then it sets up the stack like an interrupt and calls 0x3fe
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interrupt_handler:
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pha ; save A
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; Should we save X and Y too?
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inc $0404 ; debug
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bit $C404 ; can clear 6522 interrupt by reading T1C-L
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ldy MB_FRAME_DIFF
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ldx #0
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mb_write_loop:
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lda (INL),y
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cpx #13
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bne mb_not_13
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cmp #$ff
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beq skip_r13
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mb_not_13:
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sta MB_VALUE
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cpx #8
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bne mb_not_8
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and #$f
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sta A_VOLUME
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mb_not_8:
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cpx #9
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bne mb_not_9
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and #$f
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sta B_VOLUME
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mb_not_9:
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cpx #10
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bne mb_not_10
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and #$f
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sta C_VOLUME
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mb_not_10:
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; INLINE?
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jsr write_ay_both ; assume 3 channel (not six)
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; so write same to both left/write
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clc
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lda INH
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adc #CHUNKSIZE
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sta INH
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inx
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cpx #14
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bmi mb_write_loop
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skip_r13:
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lda MB_CHUNK
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clc
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adc #>CHUNK_BUFFER
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sta INH
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inc MB_FRAME_DIFF
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bne done_interrupt
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wraparound:
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inc MB_CHUNK
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lda MB_CHUNK
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cmp #CHUNKSIZE
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bne chunk_good
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lda #0
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sta MB_CHUNK
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chunk_good:
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done_interrupt:
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pla
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rti
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;==============================
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;==============================
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; Draw volume bars
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;==============================
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;==============================
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volume_bars:
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; hline Y,V2 at A
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; top line
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lda #COLOR_BOTH_GREY
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sta COLOR ; remove for crazy effect
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ldy #12
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lda #26
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sta V2
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lda #6
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jsr hlin_double
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; middle
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lda #8
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middle_loop:
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pha
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cmp #8
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beq middle_black
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cmp #26
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beq middle_black
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cmp #10
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bne not_top
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ldx #$3B ; pink/purple
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stx A_COLOR
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ldx #$7E ; light-blue/aqua
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stx B_COLOR
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ldx #$CD ; light-green/yellow
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stx C_COLOR
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jmp calc_volume
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not_top:
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ldx #COLOR_BOTH_RED
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stx A_COLOR
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ldx #COLOR_BOTH_DARKBLUE
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stx B_COLOR
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ldx #COLOR_BOTH_DARKGREEN
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stx C_COLOR
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calc_volume:
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; 10 14/15 24-x = 14 PLUS=none, zero=bottom, neg=all
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; 12 12/13 12
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; 14 10/11 10
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; 16 8/9 8
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; 18 6/7 6
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; 20 4/5 4
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; 22 2/3 2
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; 24 0/1 0
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; FIXME: there must be a way to make this faster
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mod_a:
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pha
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sec
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eor #$ff ; negate
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adc #24 ; 24-A
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sec
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sbc A_VOLUME
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bmi mod_b
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beq mod_a_bottom
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mod_a_zero:
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lda #0
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beq done_a
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mod_a_bottom:
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lda A_COLOR
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and #$f0
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done_a:
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sta A_COLOR
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mod_b:
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pla
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pha
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sec
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eor #$ff ; negate
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adc #24 ; 24-A
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sec
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sbc B_VOLUME
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bmi mod_c
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beq mod_b_bottom
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mod_b_zero:
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lda #0
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beq done_b
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mod_b_bottom:
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lda B_COLOR
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and #$f0
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done_b:
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sta B_COLOR
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mod_c:
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pla
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pha
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sec
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eor #$ff ; negate
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adc #24 ; 24-A
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sec
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sbc C_VOLUME
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bmi mod_d
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beq mod_c_bottom
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mod_c_zero:
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lda #0
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beq done_c
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mod_c_bottom:
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lda C_COLOR
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and #$f0
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done_c:
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sta C_COLOR
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mod_d:
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pla
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jmp middle_color_done
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middle_black:
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ldx #COLOR_BOTH_BLACK
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stx A_COLOR
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stx B_COLOR
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stx C_COLOR
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middle_color_done:
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; left border
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ldy #COLOR_BOTH_GREY
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sty COLOR
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ldy #12
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sty V2
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ldy #12
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jsr hlin_double
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; border space
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lda #COLOR_BOTH_BLACK
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sta COLOR
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ldx #1
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jsr hlin_double_continue
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; A volume
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lda A_COLOR
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sta COLOR
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ldx #3
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jsr hlin_double_continue
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; A space
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lda #COLOR_BOTH_BLACK
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sta COLOR
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ldx #1
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jsr hlin_double_continue
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; B volume
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lda B_COLOR
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sta COLOR
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ldx #3
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jsr hlin_double_continue
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; B space
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lda #COLOR_BOTH_BLACK
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sta COLOR
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ldx #1
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jsr hlin_double_continue
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; C volume
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lda C_COLOR
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sta COLOR
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ldx #3
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jsr hlin_double_continue
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; C space
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lda #COLOR_BOTH_BLACK
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sta COLOR
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ldx #1
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jsr hlin_double_continue
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; Right border
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lda #COLOR_BOTH_GREY
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sta COLOR
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ldx #1
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jsr hlin_double_continue
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pla
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clc
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adc #2
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cmp #28
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beq bottom_line
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jmp middle_loop
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bottom_line:
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; bottom line
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lda #COLOR_BOTH_GREY
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sta COLOR
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ldy #12
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lda #26
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sta V2
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lda #28
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jsr hlin_double
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rts
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;=================
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; load a new song
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;=================
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new_song:
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lda #0
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sta A_VOLUME
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lda #0
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sta B_VOLUME
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lda #0
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sta C_VOLUME
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;===========================
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; init pointer to the music
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;===========================
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jsr read_file
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lda #>CHUNK_BUFFER
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sta INH
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lda #<CHUNK_BUFFER
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sta INL
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lda #$0
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sta MB_CHUNK
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;=========================
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; Print Title/Author info
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;=========================
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jsr clear_screens ; clear top/bottom of page 0/1
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lda #<file_info
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sta OUTL
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lda #>file_info
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sta OUTH
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ldy #0
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; FIXME: optimize
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lda #20
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sta CV
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lda (OUTL),Y
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sta CH
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inc OUTL
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bne bloop1
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inc OUTH
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bloop1:
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jsr print_both_pages
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iny
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tya
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ldy #0
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clc
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adc OUTL
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sta OUTL
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lda OUTH
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adc #$0
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sta OUTH
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lda #21
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sta CV
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lda (OUTL),Y
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sta CH
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inc OUTL
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bne bloop2
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inc OUTH
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bloop2:
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jsr print_both_pages
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iny
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tya
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ldy #0
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clc
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adc OUTL
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sta OUTL
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lda OUTH
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adc #$0
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sta OUTH
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lda #23
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sta CV
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lda (OUTL),Y
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sta CH
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inc OUTL
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bne bloop3
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inc OUTH
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bloop3:
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jsr print_both_pages
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rts
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;=========
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;routines
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;=========
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.include "../asm_routines/gr_offsets.s"
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.include "../asm_routines/text_print.s"
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.include "../asm_routines/mockingboard_a.s"
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.include "../asm_routines/gr_fast_clear.s"
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.include "../asm_routines/pageflip.s"
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.include "../asm_routines/gr_unrle.s"
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.include "../asm_routines/gr_setpage.s"
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.include "../asm_routines/dos33_routines.s"
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.include "../asm_routines/gr_hlin.s"
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.include "rasterbars.s"
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;===========
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; File info
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;===========
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file_info:
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.byte 1
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.asciiz "INTRO2: JUNGAR OF BIT WORLD FROM KIEV"
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.byte 5
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.asciiz "BY: SURGEON (ALEKSEY LUTSENKO)"
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.byte 15
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.asciiz "0:00 / 0:00"
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;=========
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; strings
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;=========
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mocking_message: .asciiz "LOOKING FOR MOCKINGBOARD IN SLOT #4"
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not_message: .byte "NOT "
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found_message: .asciiz "FOUND"
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done_message: .asciiz "DONE PLAYING"
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;============
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; graphics
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;============
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.include "chip_title.inc"
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