; Test driver to exercise graphics routines. REL DSK MAINSEG use Locator.Macs.s use Misc.Macs.s use EDS.GSOS.MACS.s use Tool222.Macs.s use Util.Macs.s use CORE.MACS.s use GTE.Macs use ../../src/Defs.s mx %00 TSet EXT ; Feature flags NO_INTERRUPTS equ 0 ; turn off for crossrunner debugging NO_MUSIC equ 1 ; turn music + tool loading off ; Typical init phk plb sta MyUserId ; GS/OS passes the memory manager user ID for the application into the program _MTStartUp ; GTE requires the miscellaneous toolset to be running jsr GTEStartUp ; Load and install the GTE User Tool ; Load a tileset pea #^TSet pea #TSet _GTELoadTileSet pea $0000 pea #^MyPalette pea #MyPalette _GTESetPalette pea $0000 pea $0000 _GTESetScreenMode ; Set up our level data jsr BG0SetUp jsr BG1SetUp jsr TileAnimInit ; Allocate room to load data jsl AllocBank ; Alloc 64KB for Load/Unpack sta BankLoad ; Store "Bank Pointer" jsr MovePlayerToOrigin ; Put the player at the beginning of the map lda #193 ; Tile ID of '0' jsr InitOverlay ; Initialize the status bar EvtLoop jsl DoTimers jsl Render inc frameCount ldal OneSecondCounter cmp oldOneSecondCounter beq :noudt sta oldOneSecondCounter jsr UdtOverlay stz frameCount :noudt jsl ReadControl and #$007F ; Ignore the buttons for now cmp #'q' bne :1 brl Exit :1 cmp #'l' bne :1_1 jsr DoLoadFG brl EvtLoop :1_1 cmp #'b' bne :2 jsr DoLoadBG1 brl EvtLoop :2 cmp #'m' bne :3 jsr DumpBanks brl EvtLoop :3 cmp #'f' ; render a 'f'rame bne :4 jsl Render brl EvtLoop :4 cmp #'h' ; Show the 'h'eads up display bne :5 jsr DoHUP brl EvtLoop :5 cmp #'1' ; User selects a new screen size bcc :6 cmp #'9'+1 bcs :6 sec sbc #'1' tax jsl SetScreenMode jsr MovePlayerToOrigin brl EvtLoop :6 cmp #'t' bne :7 jsr DoTiles brl EvtLoop :7 cmp #$15 ; left = $08, right = $15, up = $0B, down = $0A bne :8 lda #1 jsr MoveRight brl EvtLoop :8 cmp #$08 bne :9 lda #1 jsr MoveLeft brl EvtLoop :9 cmp #$0B bne :10 lda #1 jsr MoveUp brl EvtLoop :10 cmp #$0A bne :11 lda #1 jsr MoveDown brl EvtLoop :11 cmp #'d' bne :12 lda #1 jsr Demo brl EvtLoop :12 cmp #'z' bne :13 jsr AngleUp brl EvtLoop :13 cmp #'x' bne :14 jsr AngleDown brl EvtLoop :14 brl EvtLoop ; Exit code Exit jsl EngineShutDown _QuitGS qtRec bcs Fatal Fatal brk $00 MyPalette dw $0000,$0777,$0F31,$0E51,$00A0,$02E3,$0BF1,$0FA4,$0FD7,$0EE6,$0F59,$068F,$01CE,$09B9,$0EDA,$0EEE StartMusic pea #^MusicFile pea #MusicFile _NTPLoadOneMusic pea $0001 ; loop _NTPPlayMusic rts ; Position the screen with the botom-left corner of the tilemap visible MovePlayerToOrigin lda #0 ; Set the player's position jsl SetBG0XPos lda #0 jsl SetBG1XPos lda TileMapHeight asl asl asl sec sbc ScreenHeight pha jsl SetBG0YPos pla jsl SetBG1YPos rts ClearBankLoad lda BankLoad phb pha plb ldx #$FFFE :lp sta: $0000,x dex dex cpx #0 bne :lp plb plb rts SecondsStr str 'SECONDS' TicksStr str 'TICKS' ; Print a bunch of messages on screen DoHUP lda #SecondsStr ldx #{160-12*4} ldy #$7777 jsr DrawString lda OneSecondCounter ; Number of elapsed seconds ldx #{160-4*4} ; Render the word 4 charaters from right edge jsr DrawWord lda #TicksStr ldx #{8*160+160-12*4} ldy #$7777 jsr DrawString PushLong #0 _GetTick pla plx ldx #{8*160+160-4*4} jsr DrawWord rts ; Fill up the virtual buffer with tile data DoTiles :row equ 1 :column equ 3 :tile equ 5 pea $0000 ; Allocate local variable space pea $0000 pea $0000 :rowloop lda #0 sta :column,s lda #$0010 sta :tile,s :colloop lda :row,s tay lda :column,s tax lda :tile,s jsl CopyBG0Tile lda :column,s inc sta :column,s cmp #41 bcc :colloop lda :row,s inc sta :row,s cmp #26 bcc :rowloop pla ; restore the stack pla pla rts ; Load a binary file in the BG1 buffer DoLoadBG1 lda BankLoad ldx #BG1DataFile jsr LoadFile ldx BankLoad lda #0 ldy BG1DataBank jsl CopyBinToBG1 lda BankLoad ldx #BG1AltDataFile jsr LoadFile lda altBG1Bank jsl SetBG1Bank ldx BankLoad lda #0 ldy BG1DataBank jsl CopyBinToBG1 rts ; Load a raw pixture into the code buffer DoLoadFG lda BankLoad ldx #FGName jsr LoadFile ldx BankLoad ; Copy it into the code field lda #0 jsl CopyBinToField rts ; Load a simple picture format onto the SHR screen DoLoadPic lda BankLoad ldx #ImageName ; Load+Unpack Boot Picture jsr LoadPicture ; X=Name, A=Bank to use for loading ldx BankLoad ; Copy it into the code field lda #0 jsl CopyPicToField rts ; Graphics helpers LoadPicture jsr LoadFile ; X=Nom Image, A=Banc de chargement XX/00 bcc :loadOK rts :loadOK jsr UnpackPicture ; A=Packed Size rts UnpackPicture sta UP_PackedSize ; Size of Packed Data lda #$8000 ; Size of output Data Buffer sta UP_UnPackedSize lda BankLoad ; Banc de chargement / Decompression sta UP_Packed+1 ; Packed Data clc adc #$0080 stz UP_UnPacked ; On remet a zero car modifie par l'appel stz UP_UnPacked+2 sta UP_UnPacked+1 ; Unpacked Data buffer PushWord #0 ; Space for Result : Number of bytes unpacked PushLong UP_Packed ; Pointer to buffer containing the packed data PushWord UP_PackedSize ; Size of the Packed Data PushLong #UP_UnPacked ; Pointer to Pointer to unpacked buffer PushLong #UP_UnPackedSize ; Pointer to a Word containing size of unpacked data _UnPackBytes pla ; Number of byte unpacked rts UP_Packed hex 00000000 ; Address of Packed Data UP_PackedSize hex 0000 ; Size of Packed Data UP_UnPacked hex 00000000 ; Address of Unpacked Data Buffer (modified) UP_UnPackedSize hex 0000 ; Size of Unpacked Data Buffer (modified) ; Basic I/O function to load files LoadFile stx openRec+4 ; X=File, A=Bank (high word) assumed zero for low stz readRec+4 sta readRec+6 jsr ClearBankLoad :openFile _OpenGS openRec bcs :openReadErr lda openRec+2 sta eofRec+2 sta readRec+2 _GetEOFGS eofRec lda eofRec+4 sta readRec+8 lda eofRec+6 sta readRec+10 _ReadGS readRec bcs :openReadErr :closeFile _CloseGS closeRec clc lda eofRec+4 ; File Size rts :openReadErr jsr :closeFile nop nop PushWord #0 PushLong #msgLine1 PushLong #msgLine2 PushLong #msgLine3 PushLong #msgLine4 _TLTextMountVolume pla cmp #1 bne :loadFileErr brl :openFile :loadFileErr sec rts msgLine1 str 'Unable to load File' msgLine2 str 'Press a key :' msgLine3 str ' -> Return to Try Again' msgLine4 str ' -> Esc to Quit' ; Data storage MusicFile str '1/main.ntp' BG1DataFile strl '1/bg1a.bin' BG1AltDataFile strl '1/bg1b.bin' ImageName strl '1/test.pic' FGName strl '1/fg1.bin' openRec dw 2 ; pCount ds 2 ; refNum adrl FGName ; pathname eofRec dw 2 ; pCount ds 2 ; refNum ds 4 ; eof readRec dw 4 ; pCount ds 2 ; refNum ds 4 ; dataBuffer ds 4 ; requestCount ds 4 ; transferCount closeRec dw 1 ; pCount ds 2 ; refNum qtRec adrl $0000 da $00 ; Load the GTE User Tool and install it GTEStartUp pea $0000 _LoaderStatus pla pea $0000 pea $0000 pea $0000 pea $0000 pea $0000 ; result space lda MyUserId pha pea #^ToolPath pea #ToolPath pea $0001 ; do not load into special memory _InitialLoad bcc :ok1 brk $01 :ok1 ply pla ; Address of the loaded tool plx ply ply pea $8000 ; User toolset pea $00A0 ; Set the tool set number phx pha ; Address of function pointer table _SetTSPtr bcc :ok2 brk $02 :ok2 clc ; Give GTE a page of direct page memory tdc adc #$0100 pha pea #ENGINE_MODE_DYN_TILES+ENGINE_MODE_TWO_LAYER ; Enable Dynamic Tiles and Two Layer lda MyUserId ; Pass the userId for memory allocation pha _GTEStartUp bcc :ok3 brk $03 :ok3 rts PUT App.Msg.s PUT Actions.s PUT font.s PUT gen/App.TileMapBG0.s PUT gen/App.TileMapBG1.s PUT gen/App.TileSetAnim.s PUT Overlay.s