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cascade wipe by qkumba
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parent
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RIPPLE
STARWHITE
DIAGONAL
STAGGERWHITE.UD
RADIAL
STAGGER.LR
SOFT.UD
BIT.FIZZLE
MEETINTHEMIDDLE
CRYSTAL
R.BY.PIXEL
SUNRISE
SUNSET
CORNER.CIRCLE
RIPPLE2
RADIAL2
SPLIT.UD.INTRO
HALF.FIZZLE
RADIAL3
BAR.DISSOLVE
FOURSPIRAL
IRIS
AND
CHECKERBOARD
LR.BY.PIXEL
RADIAL4
STAGGERWHITE.LR
SOFT.UD.OUT
ONESQUARE
FIZZLE
STAR
DIAMOND
TWOPASS.LR
HALF.MOSAIC
RADIAL5
FOURSQUARE
STAGGER.UD
INTERLOCK.LR
SOFT.UD.IN
BLOCK.MOSAIC
INTERLOCK.UD
BLOCK.FIZZLE
SPIRAL
[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 has full use of main memory, including zero page and
# text page if needed. 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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RIPPLE
STARWHITE
DIAGONAL
STAGGERWHITE.UD
RADIAL
STAGGER.LR
SOFT.UD
BIT.FIZZLE
MEETINTHEMIDDLE
CRYSTAL
R.BY.PIXEL
SUNRISE
SUNSET
CORNER.CIRCLE
RIPPLE2
RADIAL2
SPLIT.UD.INTRO
HALF.FIZZLE
RADIAL3
BAR.DISSOLVE
FOURSPIRAL
IRIS
CASCADE
AND
CHECKERBOARD
LR.BY.PIXEL
RADIAL4
STAGGERWHITE.LR
SOFT.UD.OUT
ONESQUARE
FIZZLE
STAR
DIAMOND
TWOPASS.LR
HALF.MOSAIC
RADIAL5
FOURSQUARE
STAGGER.UD
INTERLOCK.LR
SOFT.UD.IN
BLOCK.MOSAIC
INTERLOCK.UD
BLOCK.FIZZLE
SPIRAL
[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 has full use of main memory, including zero page and
# text page if needed. 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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99
src/fx/fx.hgr.cascade.a
Executable file
99
src/fx/fx.hgr.cascade.a
Executable file
@ -0,0 +1,99 @@
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;license:MIT
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;(c) 2019 by qkumba
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!cpu 6502
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!to "build/FX/CASCADE",plain
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*=$6000
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ldx #191
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--- lda #$40
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sta $e6
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lsr
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sta $29
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jsr vposn
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lsr $e6
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ldy #$27
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- lda ($26), y
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sta $2000, y
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dey
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bpl -
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stx maxline + 1
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ldx #0
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stx $28
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beq + ;always
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-- lda $26
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sta $28
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lda $27
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sta $29
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+ inx
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jsr vposn
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ldy #$27
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- lda ($28), y
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sta ($26), y
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dey
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bpl -
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maxline
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cpx #$d1 ;SMC
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bne --
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ldy #5
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-- tya
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pha
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dex
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jsr vposn
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lda $26
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sta $28
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lda $27
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eor #$60
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sta $29
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ldy #$27
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- lda ($28), y
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sta ($26), y
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dey
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bpl -
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pla
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tay
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dey
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bne --
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txa
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beq done
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dex
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lda $c000
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bpl ---
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vposn txa
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pha
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and #$c0
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sta $26
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lsr
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lsr
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ora $26
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sta $26
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pla
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sta $27
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asl
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asl
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asl
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rol $27
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asl
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rol $27
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asl
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ror $26
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lda $27
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and #$1f
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ora $e6
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sta $27
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done rts
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