; text & hgr screen utils init_screen_once nop lda #0 sta KBDSTROBE sta drawpage sta damageindex1 sta damageindex2 sta damageptr sta damageptr1 sta damageptr2 lda #damagepage1 sta damageptr+1 sta damageptr1+1 lda #damagepage2 sta damageptr2+1 jsr draw_to_page1 rts ; character in A, col in X text_put_col nop sta $0400,x ; row 0 sta $0480,x ; row 1 sta $0500,x ; row 2 sta $0580,x ; row 3 sta $0600,x ; row 4 sta $0680,x ; row 5 sta $0700,x ; row 6 sta $0780,x ; row 7 sta $0428,x ; row 8 sta $04a8,x ; row 9 sta $0528,x ; row 10 sta $05a8,x ; row 11 sta $0628,x ; row 12 sta $06a8,x ; row 13 sta $0728,x ; row 14 sta $07a8,x ; row 15 sta $0450,x ; row 16 sta $04d0,x ; row 17 sta $0550,x ; row 18 sta $05d0,x ; row 19 sta $0650,x ; row 20 sta $06d0,x ; row 21 sta $0750,x ; row 22 sta $07d0,x ; row 23 rts text_put_col2 nop sta $0800,x ; row 0 sta $0880,x ; row 1 sta $0900,x ; row 2 sta $0980,x ; row 3 sta $0a00,x ; row 4 sta $0a80,x ; row 5 sta $0b00,x ; row 6 sta $0b80,x ; row 7 sta $0828,x ; row 8 sta $08a8,x ; row 9 sta $0928,x ; row 10 sta $09a8,x ; row 11 sta $0a28,x ; row 12 sta $0aa8,x ; row 13 sta $0b28,x ; row 14 sta $0ba8,x ; row 15 sta $0850,x ; row 16 sta $08d0,x ; row 17 sta $0950,x ; row 18 sta $09d0,x ; row 19 sta $0a50,x ; row 20 sta $0ad0,x ; row 21 sta $0b50,x ; row 22 sta $0bd0,x ; row 23 rts ; maze is text screen 1 textrows_l .byte $00, $80, $00, $80, $00, $80, $00, $80 .byte $28, $a8, $28, $a8, $28, $a8, $28, $a8 .byte $50, $d0, $50, $d0, $50, $d0, $50, $d0 textrows_h .byte $04, $04, $05, $05, $06, $06, $07, $07 .byte $04, $04, $05, $05, $06, $06, $07, $07 .byte $04, $04, $05, $05, $06, $06, $07, $07 wipeclear1 ldy #0 sty param_y wipeclear1_loop lda HGRROWS_L,y sta wipeclear1_save_smc+1 lda HGRROWS_H1,y sta wipeclear1_save_smc+2 ldx #39 lda #$ff wipeclear1_save_smc sta $ffff,x dex bpl wipeclear1_save_smc ldx #0 wipeclear1_wait nop nop nop nop nop nop dex bne wipeclear1_wait inc param_y ldy param_y cpy #192 bcc wipeclear1_loop rts wipe2to1 ldy #0 sty param_y wipe2to1_loop lda HGRROWS_H2,y sta wipe2to1_load_smc+2 lda HGRROWS_L,y sta wipe2to1_load_smc+1 sta wipe2to1_save_smc+1 lda HGRROWS_H1,y sta wipe2to1_save_smc+2 ldx #39 wipe2to1_load_smc lda $ffff,x wipe2to1_save_smc sta $ffff,x dex bpl wipe2to1_load_smc ldx #0 wipe2to1_wait nop nop nop nop nop nop dex bne wipe2to1_wait inc param_y ldy param_y cpy #192 bcc wipe2to1_loop rts copytexthgr nop ldy #0 ; y is rows copytexthgr_outer lda textrows_h,y ora #4 sta copytexthgr_src_smc+2 lda textrows_l,y sta copytexthgr_src_smc+1 ldx #0 ; x is columns copytexthgr_src_smc lda $ffff,x copytexthgr_dest_smc jsr $ffff inx cpx #32 bcc copytexthgr_src_smc iny cpy #24 bcc copytexthgr_outer rts pageflip nop lda drawpage eor #$80 bpl show_page1 ; pos = show 1, draw 2; neg = show 1, draw 1 show_page2 lda #$80 sta drawpage bit TXTPAGE2 ; show page 2, work on page 1 draw_to_page1 lda #$00 sta hgrselect lda #$20 sta hgrhi lda damageindex ; save other page's damage pointer sta damageindex2 lda #DAMAGEPAGE1 ; point to page 1's damage area sta damageptr+1 lda damageindex1 sta damageindex ; copy addresses for functions that write to one page or the other lda #FASTFONT_H1 sta fastfont+2 sta copytexthgr_dest_smc+2 rts show_page1 lda #0 sta drawpage bit TXTPAGE1 ; show page 1, work on page 2 draw_to_page2 lda #$60 sta hgrselect lda #$40 sta hgrhi lda damageindex ; save other page's damage pointer sta damageindex1 lda #DAMAGEPAGE2 ; point to page 2's damage area sta damageptr+1 lda damageindex2 sta damageindex lda #FASTFONT_H2 sta fastfont+2 sta copytexthgr_dest_smc+2 rts ; pageflip jump tables. JSR to one of these jumps and it will jump to the ; correct version for the page. The rts in there will return to the caller fastfont jmp $ffff restorebg_init rts restorebg_driver ; copy damaged characters back to screen ;jsr copytexthgr ldy #0 sty param_count restorebg_loop1 ldy param_count cpy damageindex bcc restorebg_cont ; possible there's no damage, so have to check first ldy #0 sty damageindex ; clear damage index for this page rts restorebg_cont lda (damageptr),y ; groups of 4 x1 -> x2, y1 -> y2 sta param_x iny lda (damageptr),y sta param_col iny lda (damageptr),y sta param_y iny lda (damageptr),y sta param_row iny sty param_count ldy param_y restorebg_row lda textrows_h,y sta restorebg_row_smc+2 lda textrows_l,y sta restorebg_row_smc+1 ldx param_x restorebg_row_smc lda $ffff,x jsr fastfont inx cpx param_col bcc restorebg_row_smc iny cpy param_row beq restorebg_row bcc restorebg_row bcs restorebg_loop1 ; Draw sprites by looping through the list of sprites renderstart ldy #0 sty damageindex inc renderroundrobin_smc+1 renderroundrobin_smc ldy #0 sty param_index renderloop lda param_index and #actor_l - actor_active - 1 tay lda actor_active,y beq renderskip ; skip if zero bmi renderend ; end if negative lda actor_l,y sta jsrsprite_smc+1 lda actor_h,y sta jsrsprite_smc+2 lda actor_x,y sta param_x lda actor_y,y sta param_y jmp jsrsprite_smc jsrsprite_smc jsr $ffff ; wish you could JSR ($nnnn) ldy damageindex lda scratch_col ; contains the byte index into the line sta (damageptr),y iny clc adc damage_w sta (damageptr),y iny ; need to convert hgr y values to char rows lda param_y lsr a lsr a lsr a sta (damageptr),y iny lda param_y clc adc damage_h lsr a lsr a lsr a sta (damageptr),y iny sty damageindex renderskip inc param_index dec param_count bne renderloop renderend rts damage_text nop rts