This commit is contained in:
4am 2019-10-20 14:36:07 -04:00
parent dcb4e63121
commit 0db6b7007e
2 changed files with 14 additions and 8 deletions

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@ -1 +1 @@
RIPPLE STARWHITE SOFT.DIAGONAL STAGGERWHITE.UD RADIAL STAGGER.LR SOFT.UD CRYSTAL BIT.FIZZLE MEETINTHEMIDDLE DIAGONAL R.BY.PIXEL SUNRISE SOFT.L SUNSET CORNER.CIRCLE CENTER.BY.PIXEL DIAGONAL2 RIPPLE2 PALETTE.FIZZLE RADIAL2 SPLIT.UD.INTRO R.BY.2 HALF.FIZZLE RADIAL3 DIAGONAL3 BAR.DISSOLVE R.BY.PALETTE FOURSPIRAL SOFT.R IRIS CASCADE AND CHECKERBOARD LR.BY.PIXEL RADIAL4 PALETTE.FIZZLE2 STAGGERWHITE.LR SOFT.UD.OUT ONESQUARE FIZZLE STAR DIAMOND TWOPASS.LR HALF.MOSAIC RADIAL5 ARROW FOURSQUARE DIAGONAL4 STAGGER.UD INTERLOCK.LR SOFT.UD.IN BLOCK.MOSAIC INTERLOCK.UD BLOCK.FIZZLE SPIRAL ARROW.WHITE [eof] # # transition effects for HGR slideshows # # Each Mega-Attract Module that is an HGR slideshow (see attract.conf) # will use a single transition effect for the length of the module. # Transition effects are loaded in the order listed in this file. Each line # of this file is a filename (not including comments, like this one). The # name of the next transition effect is stored in the global prefs, so this # file should not contain duplicates. # # Transition effects are binary files loaded at $6000 and called with # hi-res page 1 showing and the next HGR graphic already loaded at $4000. # A transition effect can use $6000-$BFFF in main memory, zero page, and # text page if needed. $800-$1FFF is reserved for the slideshow data. # LC RAM banks 1 and 2 are reserved for the launcher. # # Important: LC RAM bank 1 will be read/write on entry and must be read/write # on exit. If you need ROM routines, you are responsible for switching to ROM # then switching back to RAM bank 1 (read/write) before returning. # RIPPLE STARWHITE SOFT.DIAGONAL STAGGERWHITE.UD RADIAL STAGGER.LR SOFT.UD CRYSTAL BIT.FIZZLE MEETINTHEMIDDLE DIAGONAL R.BY.PIXEL SUNRISE SOFT.L SUNSET CORNER.CIRCLE CENTER.BY.PIXEL DIAGONAL2 RIPPLE2 PALETTE.FIZZLE RADIAL2 SPLIT.UD.INTRO R.BY.2 HALF.FIZZLE RADIAL3 DIAGONAL3 BAR.DISSOLVE R.BY.PALETTE FOURSPIRAL SOFT.R IRIS CASCADE AND CHECKERBOARD LR.BY.PIXEL RADIAL4 CHECKER.FIZZLE STAGGERWHITE.LR SOFT.UD.OUT ONESQUARE FIZZLE STAR DIAMOND TWOPASS.LR HALF.MOSAIC RADIAL5 ARROW FOURSQUARE DIAGONAL4 STAGGER.UD INTERLOCK.LR SOFT.UD.IN BLOCK.MOSAIC INTERLOCK.UD BLOCK.FIZZLE SPIRAL ARROW.WHITE [eof] # # transition effects for HGR slideshows # # Each Mega-Attract Module that is an HGR slideshow (see attract.conf) # will use a single transition effect for the length of the module. # Transition effects are loaded in the order listed in this file. Each line # of this file is a filename (not including comments, like this one). The # name of the next transition effect is stored in the global prefs, so this # file should not contain duplicates. # # Transition effects are binary files loaded at $6000 and called with # hi-res page 1 showing and the next HGR graphic already loaded at $4000. # A transition effect can use $6000-$BFFF in main memory, zero page, and # text page if needed. $800-$1FFF is reserved for the slideshow data. # LC RAM banks 1 and 2 are reserved for the launcher. # # Important: LC RAM bank 1 will be read/write on entry and must be read/write # on exit. If you need ROM routines, you are responsible for switching to ROM # then switching back to RAM bank 1 (read/write) before returning. #

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@ -2,7 +2,7 @@
;(c) 2017-2019 by qkumba and 4am ;(c) 2017-2019 by qkumba and 4am
!cpu 6502 !cpu 6502
!to "build/FX/PALETTE.FIZZLE2",plain !to "build/FX/CHECKER.FIZZLE",plain
*=$6000 *=$6000
sourcemask_even = $f0 sourcemask_even = $f0
@ -14,13 +14,13 @@ copymask_odd = $f3
;init masks ;init masks
lda #%01010101 lda #%01111111
sta sourcemask_even sta sourcemask_even
lda #%10101010 lda #%10000000
sta copymask_even sta copymask_even
lda #%00101010 lda #%00000000
sta sourcemask_odd sta sourcemask_odd
lda #%11010101 lda #%11111111
sta copymask_odd sta copymask_odd
@outerloop @outerloop
@ -68,8 +68,14 @@ copymask_odd = $f3
;copy pixel from other page to this page ;copy pixel from other page to this page
ldy #0 ldy #0
lda $26 lda $26
ror and #1
bcs @odd sta $00
lda $26
rol
rol
and #1
eor $00
bne @odd
lda ($26),y lda ($26),y
and sourcemask_even and sourcemask_even
sta $00 sta $00