dos33fsprogs/demos/xmas_2019/xmas2019.s
Vince Weaver b1238af49d re-arranged the entire directory structure
this will probably upset people
2021-01-05 15:29:31 -05:00

985 lines
18 KiB
ArmAsm

; XMAS2019 Demo
; + Display awesome tree
; + Starfield
; + Music
; + Snow
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
CH = $24
CV = $25
GBASL = $26
GBASH = $27
BASL = $28
BASH = $29
SEEDL = $4E
SEEDH = $4F
FRAME_PLAY_OFFSET=$56
FRAME_PLAY_PAGE = $57
WAITING = $62
LETTERL = $63
LETTERH = $64
LETTERX = $65
LETTERY = $66
LETTERD = $67
LETTER = $68
BLARGH = $69
AY_REGISTERS = $70
A_FINE_TONE = $70
A_COARSE_TONE = $71
B_FINE_TONE = $72
B_COARSE_TONE = $73
C_FINE_TONE = $74
C_COARSE_TONE = $75
NOISE = $76
ENABLE = $77
PT3_MIXER_VAL = $77
A_VOLUME = $78
B_VOLUME = $79
C_VOLUME = $7A
ENVELOPE_FINE = $7B
ENVELOPE_COARSE = $7C
ENVELOPE_SHAPE = $7D
PATTERN_L = $7E
PATTERN_H = $7F
ORNAMENT_L = $80
ORNAMENT_H = $81
SAMPLE_L = $82
SAMPLE_H = $83
LOOP = $84
MB_VALUE = $85
MB_ADDR_L = $86
MB_ADDR_H = $87
DONE_PLAYING = $88
DONE_SONG = $89
PT3_TEMP = $8A
ENV_SHAPE_TEMP = $8B
C_COARSE_TEMP = $8C
A_VOL_TEMP = $8D
WASTE_CYCLES = $C6
FOREVER_OFFSET = $C7
FRAME_OFFSET = $C8
FRAME_PAGE = $C9
AY_WRITE_TEMP = $CA
AY_WRITE_TEMP2 = $CB
HGR_COLOR = $E4
DRAW_PAGE = $EE
SNOWX = $F0
COLOR = $F1
CMASK1 = $F2
CMASK2 = $F3
WHICH_Y = $F4
FRAME = $F5
TEMPY = $F6
TEMP = $F7
SOUND_WHILE_DECODE = $F8
HGR = $F3E2
NUMFLAKES = 10
TREESIZE = 12
.include "hardware.inc"
;==================================
;==================================
; Init
lda #0
sta FRAME
jsr HGR
bit SET_TEXT
bit FULLGR
bit LORES
bit PAGE0
;===========================
; Check for Apple IIe
;===========================
; fonts are offset so patch to make scroll effect same on II+
lda $FBB3 ; IIe and newer is $06
cmp #6
bne apple_ii_regular
lda #$54
sta tl_smc1+1
lda #$55
sta tl_smc2+1
apple_ii_regular:
;=========================
; set up sound
;=========================
lda #0
sta DONE_PLAYING
sta FRAME_PLAY_OFFSET
sta FRAME_PLAY_PAGE
sta FRAME_OFFSET
sta FRAME_PAGE
sta SOUND_WHILE_DECODE
jsr update_pt3_play
jsr pt3_set_pages
jsr mockingboard_detect
jsr mockingboard_patch
jsr mockingboard_init
jsr reset_ay_both
jsr clear_ay_both
jsr pt3_init_song
lda #1
sta LOOP
;====================================
; generate 4 patterns worth of music
; at address $7000-$9C00
jsr pt3_write_lc_4
;==================================
; init snow
;==================================
ldx #NUMFLAKES-1
snow_init_loop:
jsr random16
lda SEEDL
and #$3f
sta snow_x,X
lda SEEDH
and #$7f
sta snow_y,X
dex
bpl snow_init_loop
lda #<letters_bm
sta LETTERL
lda #>letters_bm
sta LETTERH
lda #39
sta LETTERX
lda #1
sta LETTERY
lda #15
sta LETTERD
;=============================
; Load graphic page0
lda #<message_low
sta GBASL
lda #>message_low
sta GBASH
lda #$c
jsr load_rle_gr
;=============================
; Load graphic page1
lda #<message_high
sta GBASL
lda #>message_high
sta GBASH
lda #$8
jsr load_rle_gr
jmp blah_align
.align $100
blah_align:
;==========================================================
;==========================================================
; Vapor Lock
;==========================================================
;==========================================================
jsr vapor_lock
; vapor lock returns with us at beginning of hsync in line
; 114 (7410 cycles), so with 5070 lines to go to vblank
; then we want another 4550 cycles to end, so 9620
; 9620
; -9298
;=======
; 322
jsr gr_copy_to_current ; 6+ 9292
;=================================
; do nothing
;=================================
; and take 322 cycles to do it
do_nothing:
; Try X=1 Y=29 cycles=320 R2
nop
ldy #29 ; 2
loop1: ldx #1 ; 2
loop2: dex ; 2
bne loop2 ; 2nt/3
dey ; 2
bne loop1 ; 2nt/3
;=============================================
;=============================================
;=============================================
display_loop:
;==========================
; First 8*4 = 32 lines GR??
; 2080 cycles
ldx #15 ; 2
top_loop:
; even lines PAGE1
bit SET_TEXT ; 4
bit LORES ; 4
tl_smc1:
bit PAGE1 ; 4
; 65-12 = 53 - 25 - 2 = 26
lda #26 ; 2
jsr delay_a ; 51
; odd lines PAGE0
bit SET_TEXT ; 4
bit LORES ; 4
tl_smc2:
bit PAGE0 ; 4
; 65-12 = 53 - 25 - 2 -2 -3 =21
lda #21 ; 2
jsr delay_a ; 46
dex ; 2
bpl top_loop ; 3
; -1
;=====================================
; Next 32*4 = 128 lines HGR1/GR1 for 20 cycles/HGR1
ldx #127 ; 2
middle_loop:
bit PAGE0 ; 4
bit SET_GR ; 4
bit HIRES ; 4
; 19
nop
lda COLOR ; 3
lda COLOR ; 3
lda COLOR ; 3
lda COLOR ; 3
bit LORES ; 4
; 16
nop
nop
nop
nop
nop
nop
nop
lda COLOR
bit HIRES ; 4
; 5cycles
nop
;lda COLOR
nop
lda COLOR ; 3
nop
dex ; 2
bpl middle_loop ; 3
; -1
;==========================
; Next 8*4 = 32 lines GR ??
; 2080 cycles -8 -2 +1=2071
; we have extraneous 1 (from us)
; extraneous 1 (from above)
ldx #7 ; 2
bottom_loop:
; top two lines PAGE1
bit SET_GR ; 4
bit LORES ; 4
bit PAGE1 ; 4
; 65+65-12 = 118 - 25 - 2 = 91
lda #91 ; 2
jsr delay_a ; 116
; nottom two lines PAGE0
bit SET_GR ; 4
bit LORES ; 4
bit PAGE0 ; 4
; 65+65-12 = 118 - 25 - 2 -2 -3 =86
lda #86 ; 2
jsr delay_a ; 111
dex ; 2
bpl bottom_loop ; 3
; -1
jmp vblank_start ; 3 (so total extra = 3+1+1+1=6)
.align $100
vblank_start:
;===========================
; alternate between tree and snow/music
; every other frame
;===========================
; 6 leftover from above
lda #1 ; 2
eor FRAME ; 3
sta FRAME ; 3
beq tree_half ; 3
;====
; 17
; -1
jmp music_snow ; 3
;=====
; 2
tree_half:
;==========================================================
;==========================================================
; TREE at 30Hz
;==========================================================
;==========================================================
;==========================================================
; erase old lines
;==========================================================
; clear 10-30 on lines 8-38
; 4+(80+5)*20-1 = 1703 cycles
clear_lores:
lda #$0 ; 2
ldx #19 ; 2
;===========
; 4
clear_lores_loop:
sta $600+10,X ; 8 ; 5
sta $680+10,X ; 10 ; 5
sta $700+10,X ; 12 ; 5
sta $780+10,X ; 14 ; 5
sta $428+10,X ; 16 ; 5
sta $4A8+10,X ; 18 ; 5
sta $528+10,X ; 20 ; 5
sta $5A8+10,X ; 22 ; 5
sta $628+10,X ; 24 ; 5
sta $6A8+10,X ; 26 ; 5
sta $728+10,X ; 28 ; 5
sta $7A8+10,X ; 30 ; 5
sta $450+10,X ; 32 ; 5
sta $4D0+10,X ; 34 ; 5
sta $550+10,X ; 36 ; 5
sta $5D0+10,X ; 38 ; 5
;===========
; 80
dex ; 2
bpl clear_lores_loop ; 3
;===========
; 5
; -1
;============================================================
;============================================================
; move line
;============================================================
;============================================================
inc WHICH_Y ; 5
lda WHICH_Y ; 3
and #$7f ; 2
sta WHICH_Y ; 3
;=====
; 13
jmp draw_tree ; 3
.align $100
draw_tree:
;==========================================================
;==========================================================
; draw new line
;==========================================================
;==========================================================
;NEW: 2,4,6,8,10,12,14,16,18,2,2,2
;
; 2-1 + 7*TREESIZE + 85*TREESIZE +
; 18*(2+4+6+8+10+12+14+16+18+2+1+1)
;
; 1 + 84 + 1020 + 18*94 = 1105 + 1692 = 2797
ldx #0 ; 2
draw_line_loop:
;=================================
;=================================
; draw line
;=================================
;=================================
; X = which
; optimized: 34 + 18 + 34 + 18*len + -1 = 85+(18*len)
draw_line:
; set up proper sine table
ldy tree_line,X ; 4+
lda sine_table_l,Y ; 4+
sta sine_table_smc+1 ; 4
lda sine_table_h,Y ; 4+
sta sine_table_smc+2 ; 4
ldy WHICH_Y ; 3
sine_table_smc:
lda sine_table5,Y ; 4+
lsr ; 2
tay ; 2
bcs draw_line_odd ; 3
;======
; 34
draw_line_even:
; -1
lda tree_color,X ; 4+
and #$0f ; 2
sta ll_smc1+1 ; 4
lda #$f0 ; 2
sta ll_smc2+1 ; 4
jmp draw_line_actual ; 3
;====
; 18
draw_line_odd:
lda tree_color,X ; 4+
and #$f0 ; 2
sta ll_smc1+1 ; 4
lda #$0f ; 2
sta ll_smc2+1 ; 4
nop ; 2
;====
; 18
draw_line_actual:
lda gr_offsets_l,Y ; 4+
clc ; 2
adc tree_start,X ; 4+
sta ll_smc3+1 ; 4
sta ll_smc4+1 ; 4
lda gr_offsets_h,Y ; 4+
sta ll_smc3+2 ; 4
sta ll_smc4+2 ; 4
ldy tree_len,X ; 4+
;=====
; 34
line_loop:
ll_smc3:
lda $400,Y ; 4+
ll_smc2:
and #$f0 ; 2
ll_smc1:
ora #$0f ; 2
ll_smc4:
sta $400,Y ; 5
dey ; 2
bpl line_loop ; 3
;=====
; 18
; -1
inx ; 2
cpx #TREESIZE ; 2
bne draw_line_loop ; 3
; -1
;==============================================================
;==============================================================
; 4550 cycles
; -17 alternate frame
;-1703 erase lores
; -13 move tree
; -3 jmp (alignment)
;-2797 draw tree
; -3 jmp at end
;========
; 14
lda COLOR ; 3
lda COLOR ; 3
lda COLOR ; 3
lda COLOR ; 3
nop ; 2
; Try X=2 Y=1 cycles=17
; lda COLOR
; ldy #1 ; 2
;eloop1: ldx #2 ; 2
;eloop2: dex ; 2
; bne eloop2 ; 2nt/3
; dey ; 2
; bne eloop1 ; 2nt/3
jmp display_loop ; 3
;=======================================================
;=======================================================
;=======================================================
; music/snow
;=======================================================
;=======================================================
;=======================================================
; Display falling snow
.align $100
music_snow:
; do letters
jsr move_letters ; 6+126
; play music
jsr play_frame_compressed ; 6+1237
; lda #107
; jsr delay_a
lda FRAME_PLAY_PAGE ; 3
cmp #8 ; 2
beq wrap_play ; 3
;===========
; 8
; -1
lda #98 ; 2
jsr delay_a ; 123
jmp no_problem ; 3
;=============
; 127
wrap_play:
lda #0 ; 2
sta FRAME_PLAY_OFFSET ; 3
lda #3 ; 2
sta FRAME_PLAY_PAGE ; 3
jsr update_pt3_play ; 6+111
;=======
; 127
no_problem:
; 0 4 8 c 10 14 18 1c
; 0 1 2 3 4 5 6 7
;=========================
; erase old snow
;=========================
; 2 + (40+38+7)*NUMFLAKES - 1
; 1 + 85*NUMFLAKES = 851
ldx #0 ; 2
erase_loop:
lda snow_y,X ; get Y ; 4+
lsr ; 2
lsr ; 2
lsr ; divide by 8 ; 2
sta TEMPY ; 3
lda snow_x,X ; 4+
tay ; 2
lda div_7_q,Y ; 4+
ldy TEMPY ; 3
clc ; 2
adc hgr_offsets_l,Y ; 4+
sta GBASL ; 3
adc #30 ; 2
sta BASL ; 3
;=============
; 40
lda snow_y,X ; 4+
asl ; 2
asl ; 2
and #$1f ; 2
clc ; 2
adc hgr_offsets_h,Y ; 4
sta GBASH ; 3
sta BASH ; 3
lda #0 ; 2
tay ; 2
sta (GBASL),Y ; 6
sta (BASL),Y ; 6
;============
; 38
inx ; 2
cpx #NUMFLAKES ; 2
bne erase_loop ; 3
;============
; 7
; -1
;==========================
; move snow
;
; 2 + NUM_FLAKES*(9+17+56+16+11+7) -1
; 1 + NUM_FLAKES*116 = 1161
ldx #0 ; 2
move_snow:
; Check if off edge of screen
lda snow_y,X ; 4+
cmp #160 ; 2
beq snow_new_y ; 3
;==========
; 9
no_new_y:
; -1
lda SEEDH ; 3
lda SEEDH ; 3
lda SEEDH ; 3
lda SEEDH ; 3
lda SEEDH ; 3
jmp just_inc ; 3
;============
; 17
snow_new_y:
; out of bounds, get new
lda #32 ; 2
sta snow_y,X ; 5
lda SEEDH ; 3
and #$3f ; 2
sta snow_x,X ; 5
;============
; 17
just_inc:
jsr random16 ; 6+42
lda SEEDL ; 3
and #$f ; 2
beq snow_left ; 3
;===============
; 56
; if left = 7 = 7 + (9) = 16
; if right = 4+10 = 14 + (2) = 16
; else = 4+9 = 13 + (3) = 16
; -1
cmp #$1 ; 2
beq snow_right ; 3
;===============
; 4
snow_else:
lda SEEDL ; nop ; 3
; -1
inc snow_y,X ; 7
jmp snow_no ; 3
;===============
; 9+3
snow_right:
nop ; 2
inc snow_x,X ; 7
jmp snow_no ; 3
;============
; 10+2
snow_left:
dec snow_x,X ; 7
lda SEEDL ; nop
lda SEEDL ; nop
lda SEEDL ; nop
snow_no:
lda snow_x,X ; 4+
and #$3f ; 2
sta snow_x,X ; 5
;====
; 11
done_inc:
inx ; 2
cpx #NUMFLAKES ; 2
bne move_snow ; 3
;===========
; 7
; -1
;=========================
; draw new snow
;=========================
; 2+ (40+22+28+7)*NUMFLAKES -1
; 1+97*NUMFLAKES = 971
ldx #0 ; 2
draw_loop:
lda snow_y,X ; 4+
lsr ; 2
lsr ; 2
lsr ; 2
sta TEMPY ; 3
lda snow_x,X ; 4+
tay ; 2
lda div_7_q,Y ; 4+
ldy TEMPY ; 3
clc ; 2
adc hgr_offsets_l,Y ; 4+
sta GBASL ; 3
adc #30 ; 2
sta BASL ; 3
;===========
; 40
lda snow_y,X ; 4+
asl ; 2
asl ; 2
and #$1f ; 2
clc ; 2
adc hgr_offsets_h,Y ; 4+
sta GBASH ; 3
sta BASH ; 3
;=============
; 22
ldy snow_x,X ; 4+
lda div_7_r,Y ; 4+
tay ; 2
lda pixel_lookup,Y ; 4+
ldy #0 ; 2
sta (GBASL),Y ; 6
sta (BASL),Y ; 6
;=============
; 28
inx ; 2
cpx #NUMFLAKES ; 2
bne draw_loop ; 3
;=============
; 7
; -1
; 4550 cycles
; -17 even/odd
; -2 even/odd jump
; -851 erase
;-1161 move
; -971 draw
; -3 jump at end
;-1243 music
; -135 wrap
; -132 letters
;======
; 35
; Try X=2 Y=2 cycles=33R2
nop
ldy #2 ; 2
dloop1: ldx #2 ; 2
dloop2: dex ; 2
bne dloop2 ; 2nt/3
dey ; 2
bne dloop1 ; 2nt/3
jmp display_loop ; 3
tree:
; color start stop ; 01234567890123456789
; .byte $DD, 19, 20, $00 ; YY
; .byte $44, 17, 22, $00 ; DDDD
; .byte $CC, 16, 23, $00 ; LLLLLL
; .byte $44, 15, 24, $00 ; DDDDDDDD
; .byte $CC, 14, 25, $00 ; LLLLLRRLLL
; .byte $44, 13, 26, $00 ; DDDDDDDDDDDD
; .byte $CC, 12, 27, $00 ; LLLLLLLLLLLLLL
; .byte $44, 11, 28, $00 ; DDDDRRDDDDDDDDDD
; .byte $CC, 10, 29, $00 ; LLLLLLLLLLLLLLLLLL
; .byte $88, 19, 20, $00 ; BB
.align $100
tree_color: .byte $DD,$44,$CC,$44, $CC,$11, $44, $CC, $44,$11, $CC, $88
tree_line: .byte 0, 1, 2, 3, 4, 4, 5, 6, 7, 7, 8, 9
tree_start: .byte 19, 18, 17, 16, 15, 20, 14, 13, 12, 16, 11, 19
tree_len: .byte 2-1,4-1,6-1,8-1,10-1,1-1,12-1,14-1,16-1,1-1,18-1, 2-1
gr_offsets_l:
.byte <$400,<$480,<$500,<$580,<$600,<$680,<$700,<$780
.byte <$428,<$4a8,<$528,<$5a8,<$628,<$6a8,<$728,<$7a8
.byte <$450,<$4d0,<$550,<$5d0,<$650,<$6d0,<$750,<$7d0
gr_offsets_h:
.byte >$400,>$480,>$500,>$580,>$600,>$680,>$700,>$780
.byte >$428,>$4a8,>$528,>$5a8,>$628,>$6a8,>$728,>$7a8
.byte >$450,>$4d0,>$550,>$5d0,>$650,>$6d0,>$750,>$7d0
sine_table_l:
.byte <sine_table5, <sine_table6, <sine_table7, <sine_table8
.byte <sine_table9, <sine_table10,<sine_table11,<sine_table12
.byte <sine_table13,<sine_table14,<sine_table15
sine_table_h:
.byte >sine_table5, >sine_table6, >sine_table7, >sine_table8
.byte >sine_table9, >sine_table10,>sine_table11,>sine_table12
.byte >sine_table13,>sine_table14,>sine_table15
snow_x:
.byte 0,0,0,0,0,0,0,0,0,0
snow_y:
.byte 0,0,0,0,0,0,0,0,0,0
hgr_offsets_h:
.byte >$2000,>$2080,>$2100,>$2180,>$2200,>$2280,>$2300,>$2380
.byte >$2028,>$20A8,>$2128,>$21A8,>$2228,>$22A8,>$2328,>$23A8
.byte >$2050,>$20D0,>$2150,>$21D0,>$2250,>$22D0,>$2350,>$23D0
hgr_offsets_l:
.byte <$2000,<$2080,<$2100,<$2180,<$2200,<$2280,<$2300,<$2380
.byte <$2028,<$20A8,<$2128,<$21A8,<$2228,<$22A8,<$2328,<$23A8
.byte <$2050,<$20D0,<$2150,<$21D0,<$2250,<$22D0,<$2350,<$23D0
div_7_q:
.byte 0,0,0,0,0,0,0 ; 0..6
.byte 1,1,1,1,1,1,1 ; 7..13
.byte 2,2,2,2,2,2,2 ; 14..20
.byte 3,3,3,3,3,3,3 ; 21..27
.byte 4,4,4,4,4,4,4 ; 28..34
.byte 5,5,5,5,5,5,5 ; 35..41
.byte 6,6,6,6,6,6,6 ; 42..48
.byte 7,7,7,7,7,7,7 ; 49..55
.byte 8,8,8,8,8,8,8 ; 56..62
.byte 9 ; 63
.align $100
div_7_r:
.byte 0,1,2,3,4,5,6 ; 0..6
.byte 0,1,2,3,4,5,6 ; 7..13
.byte 0,1,2,3,4,5,6 ; 14..20
.byte 0,1,2,3,4,5,6 ; 21..27
.byte 0,1,2,3,4,5,6 ; 28..34
.byte 0,1,2,3,4,5,6 ; 35..41
.byte 0,1,2,3,4,5,6 ; 42..48
.byte 0,1,2,3,4,5,6 ; 49..55
.byte 0,1,2,3,4,5,6 ; 56..62
.byte 0 ; 63
pixel_lookup:
.byte $01,$02,$04,$08,$10,$20,$40
.align $100
.include "sines.inc"
.include "vapor_lock.s"
.include "delay_a.s"
.include "random16.s"
.include "message.inc"
.include "gr_unrle.s"
.include "gr_copy.s"
; include music
; Music player
.include "pt3_lib_core.s"
.include "pt3_lib_init.s"
.include "pt3_lib_mockingboard_setup.s"
.align $100
.include "pt3_lib_play_frame.s"
.include "pt3_lib_write_frame.s"
.include "pt3_lib_write_lc.s"
.include "pt3_lib_mockingboard_detect.s"
.align $100
.include "move_letters.s"
.include "letters.s"
.align $100
PT3_LOC = song
song:
.incbin "./music/jingle_fast.pt3"