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tweak c64 balloonflight example etc.
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@ -152,10 +152,16 @@ The IRQ handler routine must return a boolean value (0 or 1) in the A register:
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**CommanderX16 specific notes**
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.. sidebar::
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X16 specific routines
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For the X16 there are also some specialized IRQ handling routines, see :ref:`x16-specific-irq` below.
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Note that for the CommanderX16 the set_rasterirq() will disable VSYNC irqs and never call the system IRQ handler regardless
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of the return value of the user handler routine. This also means the default sys.wait() routine won't work anymore,
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when using this handler.
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These two helper routines are not particularly suited to handle multiple IRQ sources on the Commander X16.
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It's possible but it requires correct fiddling with IRQ enable bits, acknowledging the IRQs, and properly calling
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or not calling the system IRQ handler routine. See the section below for perhaps a better and easier solution that
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@ -192,6 +198,8 @@ will corrupt any Vera operations that were going on in the main program. The rou
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and restored at the end of the handler, further increasing its execution time...
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.. _x16-specific-irq:
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Commander X16 specific IRQ handling
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===================================
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@ -1,6 +1,14 @@
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TODO
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====
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Can we move the asm init code that is injected into the start() subroutine, to init_system_phase2 instead?
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Doc improvements: some short overview for people coming from other programming languages like C:
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tell something about prog8 not having function overloading, max 16 bit (u)word integer as native type (and floats sometimes),
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static variable allocations, no dynamic memory allocation in the language itself (although possible via user written libraries),
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etc ...
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Improve register load order in subroutine call args assignments:
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in certain situations, the "wrong" order of evaluation of function call arguments is done which results
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in overwriting registers that already got their value, which requires a lot of stack juggling (especially on plain 6502 cpu!)
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@ -1,38 +1,32 @@
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%import syslib
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%import textio
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%import math
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%import test_stack
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%zeropage basicsafe
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; note: The flickering in the scrolling is caused by the CPU requiring
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; too long to scroll the characters + the colors in course scroll.
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; This takes nearly a full frame to accomplish, and causes tearing.
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; It's very difficult to remove this flicker: it requires double buffering
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; and splitting the coarse character scrolling on multiple phases...
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main {
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bool perform_scroll = false
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bool do_char_scroll = false
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sub start() {
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uword moon_x = 310
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c64.set_sprite_ptr(0, $0f00) ; alternatively, set directly: c64.SPRPTR[0] = $0f00 / 64
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c64.SPENA = 1
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c64.set_sprite_ptr(1, $0f00+64) ; alternatively, set directly: c64.SPRPTR[0] = $0f00 / 64
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c64.SPENA = %00000011
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c64.SP0COL = 14
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c64.SP1COL = 7
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c64.SPXY[0] = 80
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c64.SPXY[1] = 100
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set_moon_pos(moon_x)
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c64.SCROLX &= %11110111 ; 38 column mode
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sys.set_rasterirq(&irq.irqhandler, 200) ; enable animation via raster interrupt
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sys.set_rasterirq(&irq.irqhandler, 250) ; enable animation via raster interrupt
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ubyte target_height = 10
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ubyte active_height = 24
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ubyte active_height = 25
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bool upwards = true
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repeat {
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;txt.plot(0,0)
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;test_stack.test()
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ubyte mountain = 223 ; slope upwards
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if active_height < target_height {
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active_height++
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@ -42,66 +36,124 @@ main {
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active_height--
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upwards = false
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} else {
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target_height = 8 + math.rnd() % 16
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; determine new height for next mountain
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target_height = 9 + math.rnd() % 15
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if upwards
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mountain = 233
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else
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mountain = 223
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}
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while not perform_scroll {
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while not do_char_scroll {
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; let the raster irq do its timing job
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}
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perform_scroll = false
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txt.scroll_left(true)
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do_char_scroll = false
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scroll_characters_left()
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; float the balloon
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if math.rnd() & %10000 !=0
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; float the balloon and the moon sprites
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if math.rnd() & 1 !=0
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c64.SPXY[1] ++
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else
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c64.SPXY[1] --
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moon_x--
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if msb(moon_x)==255
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moon_x = 340
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set_moon_pos(moon_x)
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; draw new mountain etc.
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const ubyte RIGHT_COLUMN = 39
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ubyte yy
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for yy in 0 to active_height-1 {
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txt.setcc(39, yy, 32, 2) ; clear top of screen
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txt.setcc(RIGHT_COLUMN, yy, 32, 2) ; clear top of screen
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}
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txt.setcc(39, active_height, mountain, 8) ; mountain edge
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txt.setcc(RIGHT_COLUMN, active_height, mountain, 8) ; mountain edge
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for yy in active_height+1 to 24 {
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txt.setcc(39, yy, 160, 8) ; draw mountain
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txt.setcc(RIGHT_COLUMN, yy, 160, 8) ; draw filled mountain
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}
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yy = math.rnd()
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if yy > 100 {
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ubyte clutter = math.rnd()
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if clutter > 100 {
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; draw a star
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txt.setcc(39, yy % (active_height-1), '.', math.rnd())
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txt.setcc(RIGHT_COLUMN, clutter % (active_height-1), sc:'.', math.rnd())
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}
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if yy > 200 {
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if clutter > 200 {
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; draw a tree
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ubyte tree = 30
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ubyte tree = sc:'↑'
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ubyte treecolor = 5
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if yy & %01000000 != 0
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tree = 88
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else if yy & %00100000 != 0
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tree = 65
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if clutter & %00010000 != 0
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tree = sc:'♣'
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else if clutter & %00100000 != 0
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tree = sc:'♠'
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if math.rnd() > 130
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treecolor = 13
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txt.setcc(39, active_height, tree, treecolor)
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txt.setcc(RIGHT_COLUMN, active_height, tree, treecolor)
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}
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if yy > 235 {
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if clutter > 235 {
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; draw a camel
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txt.setcc(39, active_height, 94, 9)
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txt.setcc(RIGHT_COLUMN, active_height, sc:'π', 9)
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}
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}
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}
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sub set_moon_pos(uword x) {
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c64.SPXY[2] = lsb(x)
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c64.SPXY[3] = 55
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if msb(x)!=0
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c64.MSIGX |= %00000010
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else
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c64.MSIGX &= %11111101
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}
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sub scroll_characters_left () {
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; Scroll the bottom half (approx.) of the character screen 1 character to the left
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; contents of the rightmost column are unchanged, you should clear/refill this yourself
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; Without clever split-screen tricks, the C64 is not fast enough to scroll the whole
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; screen smootly without tearing. So for simplicity it's constrained to less rows
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; such that what is scrolled, *does* scrolls smoothly.
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; For maximum performance the scrolling is done in unrolled assembly code.
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%asm {{
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ldx #0
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ldy #38
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-
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.for row=10, row<=24, row+=1
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lda cbm.Screen + 40*row + 1,x
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sta cbm.Screen + 40*row + 0,x
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lda cbm.Colors + 40*row + 1,x
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sta cbm.Colors + 40*row + 0,x
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.next
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inx
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dey
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bpl -
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rts
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}}
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}
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}
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irq {
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; does the smooth scrolling immediately after the visible screen area,
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; so there is no screen tearing. The main loop does the "big" character
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; scrolling when the soft-scroll runs out after 8 pixels
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ubyte smoothx=0
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sub irqhandler() -> bool {
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smoothx = (smoothx-1) & 7
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main.do_char_scroll = smoothx==7
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c64.SCROLX = (c64.SCROLX & %11111000) | smoothx
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return false
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}
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}
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spritedata $0f00 {
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; this memory block contains the sprite data
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; it must start on an address aligned to 64 bytes.
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; this memory block contains the sprite data. it must start on an address aligned to 64 bytes.
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; for simplicity, it's currently statically located at $0f00 (not far in memory after the program code),
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; but there are ways to do this more dynamically.
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%option force_output ; make sure the data in this block appears in the resulting program
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ubyte[] balloonsprite = [ %00000000,%01111111,%00000000,
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@ -124,17 +176,29 @@ spritedata $0f00 {
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%00000000,%00111110,%00000000,
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%00000000,%00111110,%00000000,
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%00000000,%00111110,%00000000,
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%00000000,%00011100,%00000000 ]
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%00000000,%00011100,%00000000,
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0]
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ubyte[] moonsprite = [ %00000000,%00000110,%00000000,
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%00000000,%00011100,%00000000,
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%00000000,%01111000,%00000000,
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%00000000,%11111000,%00000000,
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%00000001,%11110000,%00000000,
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%00000011,%11110000,%00000000,
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%00000011,%11110000,%00000000,
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%00000111,%11100000,%00000000,
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%00000111,%11100000,%00000000,
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%00000111,%11100000,%00000000,
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%00000111,%11100000,%00000000,
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%00000111,%11100000,%00000000,
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%00000111,%11100000,%00000000,
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%00000111,%11100000,%00000000,
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%00000011,%11110000,%00000000,
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%00000011,%11110000,%00000000,
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%00000001,%11110000,%00000000,
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%00000000,%11111000,%00000000,
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%00000000,%01111000,%00000000,
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%00000000,%00011100,%00000000,
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%00000000,%00000110,%00000000,
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0]
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}
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irq {
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ubyte smoothx=0
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sub irqhandler() -> bool {
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smoothx = (smoothx-1) & 7
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main.perform_scroll = smoothx==7
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c64.SCROLX = (c64.SCROLX & %11111000) | smoothx
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return false
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}
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}
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@ -92,15 +92,18 @@ main {
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for y in 0 to 24 {
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ubyte @zp @shared yvalue = ybuf[y]
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for x in 0 to 39 {
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; @(screen+x) = xbuf[x] + yvalue
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; max optimized asm is this: (achieving ~21 fps on the C64):
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%asm {{
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lda p8v_yvalue
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ldy p8v_x
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clc
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adc p8v_xbuf,y
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sta (p8v_screen),y
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}}
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@(screen+x) = xbuf[x] + yvalue
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; optimized asm for the line above is this:
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; (achieving ~23 fps on the C64, about 1 or 2 fps more than with the pure prog8 code):
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; %asm {{
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; lda p8v_yvalue
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; ldy p8v_x
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; clc
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; adc p8v_xbuf,y
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; sta (p8v_screen),y
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; }}
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}
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screen += 40
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}
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@ -57,8 +57,9 @@ irq {
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uword @zp x = math.sin8u(angle1-spri*16) as uword + 50
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ubyte @zp y = math.sin8u(angle2-spri*16) / 2 + 70
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c64.SPXYW[spri] = mkword(y, lsb(x))
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c64.MSIGX <<= 1
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if msb(x)!=0 c64.MSIGX++
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if msb(x)!=0
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sys.set_carry()
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rol(c64.MSIGX)
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}
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c64.EXTCOL-=8
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return true
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@ -5,4 +5,4 @@ org.gradle.daemon=true
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kotlin.code.style=official
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javaVersion=11
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kotlinVersion=2.0.20
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version=10.4.1
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version=10.4.2-SNAPSHOT
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