dos33fsprogs/split_screen/credits.s
Vince Weaver d9292c6b54 credits: have scrolly credits working
now to make time invariant
2018-07-06 13:38:42 -04:00

785 lines
14 KiB
ArmAsm

.include "zp.inc"
FRAME = $60
TREE1X = $61
TREE2X = $62
LETTERL = $63
LETTERH = $64
LETTERX = $65
LETTERY = $66
LETTERD = $67
LETTER = $68
;===================
; init screen
jsr TEXT
jsr HOME
;==================
; Init vars
lda #28
sta TREE1X
lda #37
sta TREE2X
lda #<letters
sta LETTERL
lda #>letters
sta LETTERH
lda #39
sta LETTERX
lda #1
sta LETTERY
lda #15
sta LETTERD
lda #0
sta DISP_PAGE
lda #0
sta DRAW_PAGE
;==========================
; setup mockingboard
jsr mockingboard_detect_slot4
stx MB_DETECTED
ldx MB_DETECTED
beq no_init_mb
jsr mockingboard_init
no_init_mb:
;==========================
; setup text screen
lda #0
sta CH
sta CV
lda #<line1
sta OUTL
lda #>line1
sta OUTH
jsr move_and_print
inc CV
jsr move_and_print
inc CV
jsr move_and_print
inc CV
jsr move_and_print
inc CV
jsr move_and_print
inc CV
jsr move_and_print
; draw the moon
lda #0
sta CV
lda #3
sta CH
jsr htab_vtab ; vtab(1); htab(4)
lda #32 ; inverse space
ldy #0
sta (BASL),Y
inc CV
dec CH
jsr htab_vtab
lda #32
ldy #0
sta (BASL),Y
inc CV
jsr htab_vtab
lda #32
ldy #0
sta (BASL),Y
inc CV
inc CH
jsr htab_vtab
lda #32
ldy #0
sta (BASL),Y
; test letters
letter_loop:
lda #80
jsr WAIT
jsr move_letters
jmp letter_loop
; Wait
; jsr wait_until_keypressed
; GR part
bit LORES
bit SET_GR
bit FULLGR
jsr draw_bottom_green ; 6
; Wait
; jsr wait_until_keypressed
bit HIRES
; Wait
; jsr wait_until_keypressed
;=====================================================
; attempt vapor lock
; by reading the "floating bus" we can see most recently
; written value of the display
; we look for $44 (which is the green grass on low-res)
;=====================================================
; See:
; Have an Apple Split by Bob Bishop
; Softalk, October 1982
; Challenges: each scan line scans 40 bytes.
; The blanking happens at the *beginning*
; So 65 bytes are scanned, starting at adress of the line - 25
; the scan takes 8 cycles, look for 4 repeats of the value
; to avoid false positive found if the horiz blanking is mirroring
; the line (max 3 repeats in that case)
vapor_lock_loop:
LDA #$A0
zxloop:
LDX #$04
wiloop:
CMP $C051
BNE zxloop
DEX
BNE wiloop
LDA #$44
zloop:
LDX #$04
qloop:
CMP $C051
BNE zloop
DEX
BNE qloop
; found first line of low-res green, need to kill time
; until we can enter at top of screen
; so we want roughly 5200+4550 - 65 (for the scanline we missed)
; want 9685
; Try X=34 Y=55 cycles=9681
lda #0 ; 2
lda #0 ; 2
ldy #55 ; 2
loopA:
ldx #34 ; 2
loopB:
dex ; 2
bne loopB ; 2nt/3
dey ; 2
bne loopA ; 2nt/3
jmp display_loop
.align $100
;=====================================================
;=====================================================
; Loop forever display loop
;=====================================================
;=====================================================
display_loop:
; each scan line 65 cycles
; 1 cycle each byte (40cycles) + 25 for horizontal
; Total of 12480 cycles to draw screen
; Vertical blank = 4550 cycles (70 scan lines)
; Total of 17030 cycles to get back to where was
; 16666 = 17030 x=1021.8
; 1000 x
; TODO: find beginning of scan
; Text mode for 6*8=48 scanlines (3120 cycles)
; hgr for 64 scalines (4160 cycles)
; gr for 80 scalines (5200 cycles)
; vblank = 4550 cycles
; text
bit SET_TEXT ; 4
;================
; clear bottom green
jsr draw_bottom_green ; 2209+6
;================
; Draw Small Tree
lda #>small_tree ; 2
sta INH ; 3
lda #<small_tree ; 2
sta INL ; 3
lda TREE1X ; 3
sta XPOS ; 3
lda #28 ; 2
sta YPOS ; 3
jsr put_sprite ; 6
;=========
; 27
; + 576
;========
; 603
; want 3120
; green -2215
; tree1 -603
; set_test -4
;=============== 298 cycles
; Try X=1 Y=27 cycles=298
ldy #27 ; 2
loop2:
ldx #1 ; 2
loop1:
dex ; 2
bne loop1 ; 2nt/3
dey ; 2
bne loop2 ; 2nt/3
;=============================================
; hgr
bit HIRES ; 4
bit SET_GR ; 4
;================
; Draw Big Tree
lda #>big_tree ; 2
sta INH ; 3
lda #<big_tree ; 2
sta INL ; 3
lda TREE2X ; 3
sta XPOS ; 3
lda #30 ; 2
sta YPOS ; 3
jsr put_sprite ; 6
;=========
; 27
; + 1410
;========
; 1437
lda FRAME ; 3
and #$1f ; 2
and #$10 ; 2
beq bird_walking
; 2
lda #>bird_rider_stand_right ; 2
sta INH ; 3
lda #<bird_rider_stand_right ; 2
sta INL ; 3
jmp draw_bird ; 3
bird_walking:
; 3
lda #>bird_rider_walk_right ; 2
sta INH ; 3
lda #<bird_rider_walk_right ; 2
sta INL ; 3
; must be 15
lda #0 ; 2
; Must add another 15 as sprite is different
inc XPOS ; 5
inc XPOS ; 5
inc XPOS ; 5
draw_bird:
; 15 + 7
lda #17 ; 2
sta XPOS ; 3
lda #30 ; 2
sta YPOS ; 3
jsr put_sprite ; 6
;=========
; 38
; + 2190
;========
; 2228
;==========================
; Update frame = 13 cycles
inc FRAME ; frame++ ; 5
lda FRAME ; 3
and #$3f ; roll over after 63 ; 2
sta FRAME ; 3
;===========
; 13
;===========================
; Update tree1 = 21 cycles
and #$3f ; if (frame%64==0) ; 2
beq dec_tree1
; 2
; need to do 19-5 cycles of nonsense
inc TREE1X ; 5
dec TREE1X ; 5
lda #0 ; 2
lda #0 ; 2
jmp done_tree1 ; 3
dec_tree1:
; 3
dec TREE1X ; tree1_x-- ; 5
lda TREE1X ; 3
bmi tree1_neg
; 2
ldx TREE1X ; 3
jmp done_tree1 ; 3
tree1_neg:
; incoming br 3
ldx #37 ; 2
stx TREE1X ; 3
done_tree1:
;===========================
; Update tree2 = 24 cycles
lda FRAME ; 3
and #$f ; if (frame%16==0) ; 2
beq dec_tree2
; 2
; need to do 19-5 cycles of nonsense
inc TREE2X ; 5
dec TREE2X ; 5
lda #0 ; 2
lda #0 ; 2
jmp done_tree2 ; 3
dec_tree2:
; 3
dec TREE2X ; tree2_x-- ; 5
lda TREE2X ; 3
bmi tree2_neg
; 2
ldx TREE2X ; 3
jmp done_tree2 ; 3
tree2_neg:
; incoming br 3
ldx #37 ; 2
stx TREE2X ; 3
done_tree2:
; want 4160
; Tree2 Sprite -1437
; Sprite -2228
; Frame Update -13
; Tree1 Update -21
; Tree2 Update -24
; hgr bits -8
; ====================== 429 cycles
; Try X=13 Y=6 cycles=427 R2
lda #0 ; 2
ldy #6 ; 2
loop3:
ldx #13 ; 2
loop4:
dex ; 2
bne loop4 ; 2nt/3
dey ; 2
bne loop3 ; 2nt/3
;===========================================================================
; gr
bit LORES ; 4
; want 5200 - 4 = 5196 cycles
; 1+y(6+5x)
; Try X=17 Y=57 cycles=5188, R8
lda #0 ; 2
lda #0 ; 2
lda #0 ; 2
lda #0 ; 2
ldy #57 ; 2
loop5:
ldx #17 ; 2
loop6:
dex ; 2
bne loop6 ; 2nt/3
dey ; 2
bne loop5 ; 2nt/3
;========================================================================
; vertical blank
; want 4550 cycles
; Try X=13 Y=64 cycles=4545 R2
;=========================================================================
; Blanking time: 4550
; JMP at end -3
;========================4547 cycles
; Try X=13 Y=64 cycles=4545 R2
lda #0 ; 2
; lda #0 ; 2
ldy #64 ; 2
loop7:
ldx #13 ; 2
loop8:
dex ; 2
bne loop8 ; 2nt/3
dey ; 2
bne loop7 ; 2nt/3
jmp display_loop ; 3
;===========================================================
;===========================================================
;===========================================================
;wait_until_keypressed:
; lda KEYPRESS ; check if keypressed
; bpl wait_until_keypressed ; if not, loop
; bit KEYRESET
; rts
;=============================================
; put_sprite
;=============================================
; Sprite to display in INH,INL
; Location is XPOS,YPOS
; Note, only works if YPOS is multiple of two
; time= 28 setup
; Y*outerloop
; outerloop = 34 setup
; X*innerloop
; innerloop = 30 if $00 17+13(done)
; 64 if $0X 16+7+8+20(put_sprite_mask)+13(done)
; 69 if $X0 16+8+7+5+20(put_sprite_mask)+13(done)
; 54 if if $XX 16+8+8+9(put_all)+13(done)
; -1 for last iteration
; 18 (-1 for last)
; 6 return
; so cost = 28 + Y*(34+18)+ (INNER-Y) -1 + 6
; = 33 + Y*(52)+(INNER-Y)
; = 33 + Y*(52)+ [30A + 64B + 69C + 54D]-Y
.align $100
put_sprite:
ldy #0 ; byte 0 is xsize ; 2
lda (INL),Y ; 5
sta CH ; xsize is in CH ; 3
iny ; 2
lda (INL),Y ; byte 1 is ysize ; 5
sta CV ; ysize is in CV ; 3
iny ; 2
lda YPOS ; make a copy of ypos ; 3
sta TEMPY ; as we modify it ; 3
;===========
; 28
put_sprite_loop:
sty TEMP ; save sprite pointer ; 3
ldy TEMPY ; 3
lda gr_offsets,Y ; lookup low-res memory address ; 4
clc ; 2
adc XPOS ; add in xpos ; 3
sta OUTL ; store out low byte of addy ; 3
lda gr_offsets+1,Y ; look up high byte ; 4
adc DRAW_PAGE ; ; 3
sta OUTH ; and store it out ; 3
ldy TEMP ; restore sprite pointer ; 3
; OUTH:OUTL now points at right place
ldx CH ; load xsize into x ; 3
;===========
; 34
put_sprite_pixel:
lda (INL),Y ; get sprite colors ; 5
iny ; increment sprite pointer ; 2
sty TEMP ; save sprite pointer ; 3
ldy #$0 ; 2
; check if completely transparent
; if so, skip
cmp #$0 ; if all zero, transparent ; 2
beq put_sprite_done_draw ; don't draw it ; 2nt/3
;==============
; 16/17
sta COLOR ; save color for later ; 3
; check if top pixel transparent
and #$f0 ; check if top nibble zero ; 2
bne put_sprite_bottom ; if not skip ahead ; 2nt/3
;==============
; 7/8
lda #$f0 ; setup mask ; 2
sta MASK ; 3
bmi put_sprite_mask ; always? ; 3
;=============
; 8
put_sprite_bottom:
lda COLOR ; re-load color ; 3
and #$0f ; check if bottom nibble zero ; 2
bne put_sprite_all ; if not, skip ahead ; 2nt/3
;=============
; 7/8
lda #$0f ; 2
sta MASK ; setup mask ; 3
;===========
; 5
put_sprite_mask:
lda (OUTL),Y ; get color at output ; 5
and MASK ; mask off unneeded part ; 3
ora COLOR ; or the color in ; 3
sta (OUTL),Y ; store it back ; 6
jmp put_sprite_done_draw ; we are done ; 3
;===========
; 20
put_sprite_all:
lda COLOR ; load color ; 3
sta (OUTL),Y ; and write it out ; 6
;============
; 9
put_sprite_done_draw:
ldy TEMP ; restore sprite pointer ; 3
inc OUTL ; increment output pointer ; 5
dex ; decrement x counter ; 2
bne put_sprite_pixel ; if not done, keep looping ; 2nt/3
;==============
; 12/13
inc TEMPY ; each line has two y vars ; 5
inc TEMPY ; 5
dec CV ; decemenet total y count ; 5
bne put_sprite_loop ; loop if not done ; 2nt/3
;==============
; 17/18
rts ; return ; 6
;====================================
; Draw bottom green
;====================================
; using hlin 7127, optimized a bit but still awful
; this one is much better
; 2209 cycles
draw_bottom_green:
lda #$44 ; 2
ldx #39 ; 2
green_loop:
sta $728,X ; 28 ; 5
sta $7a8,X ; 30 ; 5
sta $450,X ; 32 ; 5
sta $4d0,X ; 34 ; 5
sta $550,X ; 36 ; 5
sta $5d0,X ; 38 ; 5
sta $650,X ; 40 ; 5
sta $6d0,X ; 42 ; 5
sta $750,X ; 44 ; 5
sta $7d0,X ; 46 ; 5
dex ; 2
bpl green_loop ; 2nt/3
rts ; 6
; 4 + (40*55) + 6 - 1
move_letters:
ldy #0 ; 2
lda (LETTERL),Y ; 5
sta LETTER
bmi letter_special
lda LETTERY
asl
tay
lda gr_offsets,Y ; lookup low-res memory address ; 4
sta BASL ; store out low byte of addy ; 3
lda gr_offsets+1,Y ; look up high byte ; 4
sta BASH ; 3
ldy #0 ; 2
lda #' '|$80 ; 5
ldy LETTERX
sta (BASL),Y
dey
sty LETTERX
lda LETTER
ora #$80
ldy LETTERX
sta (BASL),Y
lda LETTERX
cmp LETTERD
bne letter_ok
letter_next:
clc
lda LETTERL
adc #1
sta LETTERL
lda LETTERH
adc #0
sta LETTERH
inc LETTERD
lda #39
sta LETTERX
letter_ok:
rts
letter_special:
cmp #$ff
beq letter_done
ldy #1
lda (LETTERL),Y
sta LETTERY
iny
lda (LETTERL),Y
sta LETTERD
clc
lda LETTERL
adc #3
sta LETTERL
lda LETTERH
adc #0
sta LETTERH
letter_done:
rts
letters:
;.byte 1,15
.byte "T A L B O T",128
.byte 2,14,"F A N T A S Y",128
.byte 3,16,"S E V E N",128
.byte 1,15," ",128
.byte 2,14," ",128
.byte 3,16," ",128
.byte 1,19,"BY",128
.byte 3,14,"VINCE WEAVER",128
.byte 1,19," ",128
.byte 3,14," ",128
.byte 1,16,"MUSIC BY",128
.byte 3,12,"HIROKAZU TANAKA",128
.byte 1,16," ",128
.byte 3,12," ",128
.byte 2,13,"CYCLE COUNTING",128
.byte 3,16,"IS HARD!"
.byte 255
line1:.asciiz " * . "
line2:.asciiz " * . T A L B O T . "
line3:.asciiz " * F A N T A S Y "
line4:.asciiz " * S E V E N "
line5:.asciiz " . . . "
line6:.asciiz " . "
.include "../asm_routines/text_print.s"
.include "mockingboard.s"
.align $100
.include "../asm_routines/gr_offsets.s"
.include "tfv_sprites.inc"
.align $1000
graphics:
.incbin "KATC.BIN"
music:
.incbin "music.tfv"