add starbloom wipe

This commit is contained in:
4am 2019-10-29 14:46:25 -04:00
parent c80dd4a328
commit cd1e2daa6f
5 changed files with 7747 additions and 2 deletions

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RIPPLE STAR.IN SOFT.DIAGONAL STAGGERWHITE.UD RADIAL STAGGER.LR SOFT.UD HEART.IN CRYSTAL STAR.RIPPLE BIT.FIZZLE MEETINTHEMIDDLE SOFT.IRIS DIAGONAL STAR R.BY.PIXEL SUNRISE SOFT.L HEART.RIPPLE SUNSET SLOW.STAR.IN IRIS.IN CORNER.CIRCLE CENTER.BY.PIXEL DIAGONAL2 RIPPLE2 PALETTE.FIZZLE RADIAL2 SPLIT.UD.INTRO R.BY.2 HALF.FIZZLE RADIAL3 HEART DIAGONAL3 CORNER4.OUT LATTICE 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 SLOW.STAR ARROW.WHITE TRI.FIZZLE SOFT.IRIS.IN 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 [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. #
STAR # RIPPLE STAR.IN SOFT.DIAGONAL STAGGERWHITE.UD RADIAL STAGGER.LR SOFT.UD HEART.IN CRYSTAL STAR.RIPPLE BIT.FIZZLE MEETINTHEMIDDLE SOFT.IRIS DIAGONAL STAR R.BY.PIXEL SUNRISE SOFT.L HEART.RIPPLE SUNSET SLOW.STAR.IN IRIS.IN CORNER.CIRCLE CENTER.BY.PIXEL DIAGONAL2 RIPPLE2 STAR.BLOOM PALETTE.FIZZLE RADIAL2 SPLIT.UD.INTRO R.BY.2 HALF.FIZZLE RADIAL3 HEART DIAGONAL3 CORNER4.OUT LATTICE 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 SLOW.STAR ARROW.WHITE TRI.FIZZLE SOFT.IRIS.IN 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 [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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#!/usr/bin/env python3
from math import sqrt, sin, cos, acos, pi
import util
# Graph is plotted across the entire HGR screen, but only coordinates
# - in the left half of the screen, AND
# - on even rows, AND
# - on even columns
# are included. It is assumed that the graph is symmetrical across
# the left and half sides of the screen (along an axis at X=140).
#
# X coordinates are converted to byte+bitmask (but see notes below).
# Y coordinates are flipped (so 0,0 ends up on the bottom left) then
# incremented by 1 so that 0 can terminate the loop,
#
# 6502 code will be responsible for plotting each of these coordinates
# in a 2x2 block. The bitmask usually includes 2 adjacent pixels;
# the code will also plot the same 2 adjacent pixels in the adjacent row,
# AND mirror both of those plots in the right half of the screen.
#
# Unfortunately, since bytes are 7 bits across, some blocks will cross a
# byte boundary. To simplify the 6502 code, those are simply listed as
# separate coordinate pairs, each with a bitmask that includes 1 pixel
# instead of 2.
max_x = 280
max_y = 192
def f(t, k):
r = k/cos(0.4*acos(sin(2.5*(t+pi/2))))
return r*cos(t+pi-(pi*k/50)),r*sin(t+pi-(pi*k/50))
coords = []
for k_mul in range(5000):
for t_mul in range(int(pi*1000+1)):
a, b = f(float(t_mul/100), float(k_mul)/5.0)
x = round(max_x//2+a*1.2)
y = round(max_y//2+b)
if (x % 2 != 0) or (y % 2 != 0):
continue
if x < 0 or x >= max_x//2 or y < 0 or y >= max_y:
continue
coords.append((x,y))
unique_coords = util.unique(coords)
unique_vals = util.vals_2bit(unique_coords)
unique_vals.reverse()
with open("../../../src/fx/fx.hgr.star.bloom.data.a", "w") as f:
for aval, bval in unique_vals:
f.write(" !byte %s,%s\n" % (aval, bval))

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# # action shots slideshow of games that begin with "H","I","J","K","L" # KARATEKA HARD.HAT.MACK2=HARD.HAT.MACK JOUST2=JOUST JUMPMAN LADY.TUT JUGGLER HUNGRYBOY JUNGLE.HUNT IMPOSSIBLE.MISS [eof]
# # action shots slideshow of games that begin with "H","I","J","K","L" # KARATEKA HUNGRYBOY HARD.HAT.MACK2=HARD.HAT.MACK JOUST2=JOUST JUMPMAN LADY.TUT JUGGLER IMPOSSIBLE.MISS JUNGLE.HUNT [eof]

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;license:MIT
;(c) 2019 by 4am
;
!cpu 6502
!to "build/FX/STAR.BLOOM",plain
*=$6000
!source "src/fx/fx.hgr.precomputed.2bit.a"
+FX_PRECOMPUTED_2BIT Coordinates
Coordinates
!source "src/fx/fx.hgr.star.bloom.data.a"
!byte $00

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