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some wipes
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@ -1 +1 @@
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RIPPLE
STARWHITE
SOFT.DIAGONAL
STAGGERWHITE.UD
RADIAL
STAGGER.LR
SOFT.UD
CRYSTAL
BIT.FIZZLE
MEETINTHEMIDDLE
DIAGONAL
R.BY.PIXEL
SUNRISE
SOFT.L
SUNSET
IRIS.IN
CORNER.CIRCLE
CENTER.BY.PIXEL
DIAGONAL2
RIPPLE2
PALETTE.FIZZLE
RADIAL2
SPLIT.UD.INTRO
R.BY.2
HALF.FIZZLE
RADIAL3
DIAGONAL3
CORNER4.OUT
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
CORNER4.IN
INTERLOCK.UD
BLOCK.FIZZLE
SPIRAL
ARROW.WHITE
TRI.FIZZLE
[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 (but preserve the screen holes). $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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RIPPLE
STARWHITE
SOFT.DIAGONAL
STAGGERWHITE.UD
RADIAL
STAGGER.LR
SOFT.UD
CRYSTAL
BIT.FIZZLE
MEETINTHEMIDDLE
DIAGONAL
R.BY.PIXEL
SUNRISE
SOFT.L
SUNSET
IRIS.IN
CORNER.CIRCLE
CENTER.BY.PIXEL
DIAGONAL2
RIPPLE2
PALETTE.FIZZLE
RADIAL2
SPLIT.UD.INTRO
R.BY.2
HALF.FIZZLE
RADIAL3
DIAGONAL3
CORNER4.OUT
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
BLOCK.FIZZLE
DIAGONAL4
STAGGER.UD
INTERLOCK.LR
SOFT.UD.IN
BLOCK.MOSAIC
CORNER4.IN
INTERLOCK.UD
LITTLE.BOXES
SPIRAL
ARROW.WHITE
TRI.FIZZLE
[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 (but preserve the screen holes). $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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82
src/fx/fx.hgr.color.fizzle.a
Normal file
82
src/fx/fx.hgr.color.fizzle.a
Normal file
@ -0,0 +1,82 @@
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;license:MIT
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;(c) 2018 by 4am
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;
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!cpu 6502
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!to "build/FX/LITTLE.BOXES",plain
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*=$6000
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phase = $FC ; byte, $80 or $00
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color = $FD ; byte
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coord = $FE ; word
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!source "src/fx/macros.a"
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lda #$80
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sta phase
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@outerloop
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lda #0
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sta color
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lda #<Coordinates
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sta coord
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lda #>Coordinates
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sta coord+1
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@loop
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dec color
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bpl +
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lda #4
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sta color
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+ ldx color
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lda colors,x
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sta @colorLoop+1
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ldy #0
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lda (coord),y
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bmi @nextPhase
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tax
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iny
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lda (coord),y
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tay
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txa
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bit phase
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bmi +
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jsr HGRBlockCopy
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jmp @wait
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+
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+HGR_ROW_CALC
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ldx #7
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@colorLoop
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lda #$FD ; SMC
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sta ($26),y
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clc
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+HGR_INC_WITHIN_BLOCK
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dex
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bpl @colorLoop
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@wait
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lda #$0C
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jsr WaitForKeyWithTimeout
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bmi @exit
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inc coord
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bne +
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inc coord+1
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+ inc coord
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bne +
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inc coord+1
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+ bne @loop
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@nextPhase
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bit phase
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bpl @exit
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asl phase
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+LBCS @outerloop ; always branches
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@exit rts
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colors
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!byte %00101010
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!byte %00101010
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!byte %11010101
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!byte %11010101
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!byte %11111111
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Coordinates
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!source "src/fx/fx.hgr.block.fizzle.data.a"
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!source "src/wait.a"
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!source "src/fx/fx.hgr.common.a"
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@ -11,7 +11,7 @@ coord = $FE ; word
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lda #$80
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sta phase
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lda #4
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lda #0
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sta maskindex
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@outerloop
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lda #<Coordinates
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@ -21,7 +21,7 @@ coord = $FE ; word
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@loop
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dec maskindex
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bpl +
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lda #4
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lda #3
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sta maskindex
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+ ldx maskindex
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lda maskslo,x
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