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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
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
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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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.
#
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@ -5,6 +5,11 @@
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!to "build/FX/PALETTE.FIZZLE",plain
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*=$6000
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sourcemask_even = $f0
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copymask_even = $f1
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sourcemask_odd = $f2
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copymask_odd = $f3
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!source "src/fx/macros.a"
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;init masks
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@ -104,12 +109,3 @@
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sta copymask_odd
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+LBNE @outerloop
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@exit rts
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sourcemask_even
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!byte %00101010
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copymask_even
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!byte %11010101
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sourcemask_odd
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!byte %01010101
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copymask_odd
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!byte %10101010
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111
src/fx/fx.hgr.palette.fizzle2.a
Normal file
111
src/fx/fx.hgr.palette.fizzle2.a
Normal file
@ -0,0 +1,111 @@
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;license:MIT
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;(c) 2017-2019 by qkumba and 4am
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!cpu 6502
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!to "build/FX/PALETTE.FIZZLE2",plain
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*=$6000
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sourcemask_even = $f0
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copymask_even = $f1
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sourcemask_odd = $f2
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copymask_odd = $f3
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!source "src/fx/macros.a"
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;init masks
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lda #%01010101
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sta sourcemask_even
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lda #%10101010
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sta copymask_even
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lda #%00101010
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sta sourcemask_odd
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lda #%11010101
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sta copymask_odd
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@outerloop
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;init RNG
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ldx #1
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stx @rnd1+1
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dex
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stx @rnd2+1
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;iterate
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@loop
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ldy @rnd1+1
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ldx @rnd2+1
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lsr @rnd2+1
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ror @rnd1+1
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bcc +
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;feedback polynomial forms #$100D for period of 8191
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lda @rnd1+1
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eor #$0d
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sta @rnd1+1
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lda @rnd2+1
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eor #$10
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sta @rnd2+1
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;little hack to avoid missing offset zero
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;screen hole at $xxFF is missed instead
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+ tya
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eor #$ff
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sta $26
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sta $3c
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txa
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;target page 1
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ora #$20
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sta $27
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eor #$60
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sta $3d
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;copy pixel from other page to this page
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ldy #0
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lda $26
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ror
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bcs @odd
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lda ($26),y
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and sourcemask_even
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sta $00
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lda ($3c),y
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and copymask_even
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ora $00
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sta ($26),y
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jmp @next
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@odd
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lda ($26),y
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and sourcemask_odd
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sta $00
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lda ($3c),y
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and copymask_odd
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ora $00
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sta ($26),y
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@next
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lda $c000
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bmi @exit
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;and exit condition
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@rnd2 lda #0
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bne @loop
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@rnd1 lda #0
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cmp #1
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bne @loop
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lda sourcemask_even
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beq @exit
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lda #0
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sta sourcemask_even
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sta sourcemask_odd
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lda #$FF
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sta copymask_even
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sta copymask_odd
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+LBNE @outerloop
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@exit rts
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