; 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 ../../src/GTE.s use ../../src/Defs.s mx %00 ; Feature flags NO_INTERRUPTS equ 0 ; turn off for crossrunner debugging NO_MUSIC equ 1 ; turn music + tool loading off ; Typical init phk plb jsl EngineStartUp lda #^MyPalette ldx #MyPalette ldy #0 jsl SetPalette ldx #0 jsl SetScreenMode ; 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 #DIRTY_BIT_BG0_REFRESH ; Redraw all of the tiles on the next Render ora #DIRTY_BIT_BG1_REFRESH tsb DirtyBits lda #$FFFF jsl Render EvtLoop jsl ReadControl and #$007F ; Ignore the buttons for now cmp #'q' bne :1 brl Exit tcounter dw 0 tileIDs dw 168,170,172,174,168,170,172,174 dw 169,171,173,175,169,171,173,175 dw 208,210,212,214,208,210,212,214 dw 209,211,213,215,209,211,213,215 ;tileIDs dw 1,1,1,1,1,1,1,5 ; dw 2,2,2,2,2,2,2,6 ; dw 3,3,3,3,3,3,3,7 ; dw 4,4,4,4,4,4,4,8 :1 cmp #'r' bne EvtLoop jsl DoTimers inc tcounter lda tcounter and #$0007 asl tay lda tileIDs,y pha lda tileIDs+16,y pha lda tileIDs+32,y pha ldx tileIDs+48,y inx ldy #3 jsl CopyTileToDyn plx inx ldy #2 jsl CopyTileToDyn plx inx ldy #1 jsl CopyTileToDyn plx inx ldy #0 jsl CopyTileToDyn jsl Render brl EvtLoop 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 $0E51,$0EDA,$0000,$068F,$0BF1,$00A0,$0EEE,$0777,$0FA4,$0F59,$0F31,$02E3,$09B9,$01CE,$0EE6 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 ldx BankLoad lda #0 ldy BG1AltBank 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 ;DefaultPalette dw $0000,$007F,$0090,$0FF0 ; dw $000F,$0080,$0f70,$0FFF dw $0fa9,$0ff0,$00e0,$04DF dw $0d00,$078f,$0ccc,$0FFF ; DefaultPalette dw $09BE,$0AA6,$0DC9,$0DB7,$09AA dw $0080,$0f70,$0FFF dw $0fa9,$0ff0,$00e0,$04DF dw $0d00,$078f,$0ccc,$0FFF ; Super Mario World Assets ;DefaultPalette dw $0EEF,$0342,$0C95,$0852,$0DB4,$00C0 dw $0FDA,$0DEE,$0000,$0CC5,$09A0,$0680,$0470,$0051 ;DefaultPalette dw $0000,$0000,$0778,$0BCC,$0368,$00AF,$0556,$0245 dw $0000,$0778,$0AAA,$0CFF,$0368,$00AF,$0556 ; Woz ;DefaultPalette dw $0EEF,$0342,$0C95,$0852,$0DB4,$00C0 dw $0666,$0999,$0CCC,$0222,$09A0,$0680,$0470,$0051 ; Fatdog color cycling ;DefaultPalette dw $0EEF,$0342,$0C95,$0852,$0DB4,$00C0 dw $0156,$0288,$03A8,$07B8,$0034,$0013,$0470,$0051 ; Plant ;DefaultPalette dw $0EEF,$0342,$0C95,$0852,$0DB4,$00C0 dw $0222,$0333,$0444,$0888,$09A0,$0680,$0470,$0051 ; SMB DefaultPalette dw $0E51,$0EDB,$0000,$068F,$0BF1,$00A0,$0EEE,$0777,$0FA4,$0F59,$0E05,$0F30 dw $0680,$0470,$0051 ; 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 PUT App.Msg.s PUT Actions.s PUT font.s PUT Overlay.s PUT gen/App.TileMapBG0.s PUT gen/App.TileMapBG1.s PUT gen/App.TileSetAnim.s