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https://github.com/deater/dos33fsprogs.git
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159 lines
2.3 KiB
ArmAsm
159 lines
2.3 KiB
ArmAsm
; Pattern Logo
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; by Vince `deater` Weaver
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; zero page locations
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HGR_SHAPE = $1A
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HGR_SHAPE2 = $1B
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HGR_BITS = $1C
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GBASL = $26
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GBASH = $27
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A5H = $45
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XREG = $46
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YREG = $47
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; C0-CF should be clear
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; D0-DF?? D0-D5 = HGR scratch?
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HGR_DX = $D0 ; HGLIN
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HGR_DX2 = $D1 ; HGLIN
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HGR_DY = $D2 ; HGLIN
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HGR_QUADRANT = $D3
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HGR_E = $D4
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HGR_E2 = $D5
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HGR_X = $E0
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HGR_X2 = $E1
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HGR_Y = $E2
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HGR_COLOR = $E4
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HGR_HORIZ = $E5
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HGR_SCALE = $E7
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HGR_SHAPE_TABLE = $E8
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HGR_SHAPE_TABLE2= $E9
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HGR_COLLISIONS = $EA
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HGR_ROTATION = $F9
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FRAME = $FC
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FRAMEH = $FD
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XPOS = $FE
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YPOS = $FF
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; ROM calls
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HGR2 = $F3D8
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HGR = $F3E2
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HPOSN = $F411
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DRAW0 = $F601
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XDRAW0 = $F65D
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XDRAW1 = $F661
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RESTORE = $FF3F
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gear:
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jsr HGR2 ; Hi-res, full screen ; 3
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; Y=0, A=0 after this call
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lda #10
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sta HGR_SCALE
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; A and Y are 0 here.
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; X is left behind by the boot process?
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sty HGR_COLLISIONS
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tya
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tax ; load X with 0
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; ldy #0
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; ldx #00
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; lda #00
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jsr HPOSN ; set screen position to X= (y,x) Y=(a)
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; saves X,Y,A to zero page
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; after Y= orig X/7
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; A and X are ??
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pattern_loop:
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ldx #<pattern_table ; point to bottom byte of shape address
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ldy #>pattern_table ; point to top byte of shape address
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; ROT in A
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; this will be 0 2nd time through loop, arbitrary otherwise
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lda #1 ; ROT=0
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jsr XDRAW0 ; XDRAW 1 AT X,Y
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; Both A and X are 0 at exit
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; Z flag set on exit
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; Y varies
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lda HGR_COLLISIONS
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bne pattern_loop
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oog:
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lda #$7f
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sta HGR_COLOR
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lda #10
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sta HGR_SCALE
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lda #3
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sta FRAME
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logo_loop1:
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inc xsmc+1
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inc ysmc+1
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jsr draw_logo
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dec FRAME
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bne logo_loop1
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lda #$00
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sta HGR_COLOR
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lda #3
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sta FRAME
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logo_loop2:
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jsr draw_logo
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inc xsmc+1
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inc ysmc+1
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dec FRAME
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bne logo_loop2
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blah:
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beq blah
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;===============
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; draw shape table logo
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draw_logo:
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ldy #0
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xsmc:
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ldx #96
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ysmc:
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lda #150
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jsr HPOSN ; set screen position to X= (y,x) Y=(a)
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ldx #<apple_table ; point to bottom byte of shape address
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ldy #>apple_table ; point to top byte of shape address
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; ROT in A
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; this will be 0 2nd time through loop, arbitrary otherwise
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lda #52 ; ROT=0
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jmp DRAW0 ; XDRAW 1 AT X,Y
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; Both A and X are 0 at exit
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; Z flag set on exit
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; Y varies
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pattern_table:
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.byte $04,$00
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apple_table:
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.byte $27,$2c,$35,$8e,$24,$2c
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.byte $35,$be,$09,$24,$2c,$35,$be,$09
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.byte $20,$24,$8c,$12,$2d,$3c,$37,$2e
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.byte $0d,$25,$24,$4f,$39,$36,$2e,$00
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