dos33fsprogs/demos/outline2022/dsr_scroll.s

444 lines
7.2 KiB
ArmAsm

; DSR Scroll Demo -- 256B Apple II Demo for Outline 2022
; by Vince `deater` Weaver / dSr
; sound routines inspired by those in the Pollywog Game by Alan Wootton
; 253 bytes -- initial implementation with no sound
; 251 bytes -- no phase
; 247 bytes -- move scale before so don't have to reload 0
; 243 bytes -- use BIT trick
; 242 bytes -- load frame into Y
; 240 bytes -- more BIT trick
; 239 bytes -- compare with BMI
; 263 bytes -- initially add sound
; 262 bytes -- make Y always 0 in xdraw
; 260 bytes -- ust BIT to determine phase
; 258 bytes -- no need to init PAGE at start
; 257 bytes -- remove a CLC as we know carry always set
; 256 bytes -- optimize phase now that we are setting 0/7 not 1/8
; 255 bytes -- optimize same area some more
; 263 bytes -- make it two-tone
; 262 bytes -- note can set X to 0 from A
; 257 bytes -- use HGR/HGR2 to clear both screens
; 256 bytes -- call into ROM to save one last byte
; zero page locations
OUTL = $14
OUTH = $15
GBASL = $26
GBASH = $27
PAGE = $6E
FRAME = $7A
; note $D0-$EF used by the hi-res Applesoft ROM routines
HGR_PAGE = $E6
HGR_SCALE = $E7
; soft-switch
SPEAKER = $C030
SET_GR = $C050
SET_TEXT = $C051
FULLGR = $C052
PAGE1 = $C054
PAGE2 = $C055
LORES = $C056 ; Enable LORES graphics
HIRES = $C057 ; Enable HIRES graphics
; ROM calls
HGR2 = $F3D8
HGR = $F3E2
HCLR = $F3F2 ; A=0, Y=0 after, X unchanged
HPOSN = $F411
XDRAW0 = $F65D
XDRAW1 = $F661
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
; d000 was first
; f300 not bad
; f400 good
; f500 so so
; f600 less so
; f700 soso
; f800
pattern1 = $f800 ; location in memory to use as
;pattern1 = $d000 ; location in memory to use as
; background pixel pattern
;========================================
;========================================
; actual start
;========================================
;========================================
dsr_scroll_intro:
lda #8
sta HGR_SCALE ; init scale to 8
jsr HGR ; Hi-res, PAGE1, split-screen
; Y=0, A=0 after this call
; can save 1 byte by calling $D690
; sets $7A and $14 to 0
; sta FRAME
; sta OUTL
jsr $D690
;=========================================
; setup hi-res dsr on both pages
;=========================================
hires_setup:
; A is 0 here
; Y is also 0 here
; lda #0 ; non-rotate, on HGR PAGE2
jsr xdraw ;
; tay ; reset Y to 0
jsr HGR2 ; Hi-res, PAGE2, full-screen
; Y=0, A=0 after this call
lda #2 ; rotate 2/64 of 360 degrees
jsr xdraw
;===============================
;===============================
; main loop
;===============================
;===============================
; A is zero due to call to xdraw
main_loop:
; current page is in A at this point
sta PAGE
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
;=======================
; delay
;=======================
lda #200
jsr play_sound
; A is 0 after this
;=======================
; handle state
;=======================
; HI-RES WIGGLE 0.. 63
; LO-RES RIGHT SCROLL 64..127
; LO-RES DOWN SCROLL 128..191
; TEXT RIGHT SCROLL 192..255
tax ; put 0 into X
inc FRAME
lda #$1F
bit FRAME ; puts bit 7 in N and bit 6 in V
php ; save flags (zero is one we care)
bpl n_clear
bvc phase2
bvs phase3
n_clear:
bvc phase0
; bvs phase1
phase1:
; LORES Vertical Scroll
bit LORES ; enable lo-res
ldx #7 ; make vertical scroll
phase2:
; LORES Horizontal Scroll
; X is 7 or 0 here
stx pattern_dir_smc+1 ; self-modify the add code
jmp done_phase ; bra
phase0:
; HIRES on GRAPHICS on
bit HIRES
.byte $24 ; BIT trick to skip the inx
phase3:
; TEXT ON
inx ; point to SET_TEXT rather than SET_GR
lda SET_GR,X ; set mode
done_phase:
plp ; restore flags
bne not_zero
was_zero:
; update pointer to "random" background color
inc pattern_smc+2
ldy #135
boop_loop:
bl_smc:
lda #8
jsr play_sound
lda #9
jsr play_sound
dey
bne boop_loop
lda bl_smc+1 ; toggle short to long sound
eor #$2
sta bl_smc+1
not_zero:
;============================
; 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
;=======================================
bit $C030 ; additional click noise
;======================
; 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
;=========================
; if +1 then horizontal
; if +8 then vertical
; our current bitmap top line is all FFs
; so we know carry will be set here
; clc
lda pattern_smc+1
pattern_dir_smc:
adc #$8
sta pattern_smc+1
; switch page
flip_page:
lda PAGE
tax
ldy PAGE1,X ; flip page
eor #$1
; bpl main_loop ; bra
jmp main_loop
;=======================
; xdraw
;=======================
; rotation in A
; Y should be 0 on entry
xdraw:
pha ; save rotation
; setup X and Y co-ords
; ldy #0 ; XPOSH always 0 for us
ldx #140
lda #80 ; 96 would be halfway?
jsr HPOSN ; X= (y,x) Y=(a)
; after, A=COLOR.BITS
; Y = xoffset (140/7=20?)
; X = remainder?
; jsr HCLR ; A=0 and Y=0 after, X=unchanged
ldx #<shape_dsr ; point to our shape
ldy #>shape_dsr ;
pla ; restore rotation
jmp XDRAW0 ; XDRAW 1 AT X,Y
; A is zero at end
; tail call
;=============================
; play_sound
;=============================
play_sound:
bit $C030
jmp WAIT
; updated desire logo thanks to Jade/HMD
;012|456|012|456|
;@@@@@@@@@@@@@@@@'
;@ @@ @ @@'
;@@@ @@@@@@@@ @'
;@ @ @ @ @@'
;@ @ @@@ @@@ @'
;@ @ @ @ @'
;@@@@@@@@@@@@@@@@'
;
bitmap:
.byte $FF ;,$FF
.byte $8C ;,$23
.byte $E7 ;,$F9
.byte $A4 ;,$23
.byte $A7 ;,$39
.byte $84 ;,$29
.byte $FF ;,$FF
.byte $00 ;,$00
bitmap2:
.byte $FF
.byte $23
.byte $F9
.byte $23
.byte $39
.byte $29
.byte $FF
.byte $00
shape_dsr:
.byte $2d,$36,$ff,$3f
.byte $24,$ad,$22,$24,$94,$21,$2c,$4d
.byte $91,$3f,$36,$00