mirror of
https://github.com/lscharen/iigs-game-engine.git
synced 2024-08-18 10:29:04 +00:00
752 lines
24 KiB
ArmAsm
752 lines
24 KiB
ArmAsm
; Test driver to exercise graphics routines.
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;
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; The general organization of the code is
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;
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; 1. The blitter/ folder contains all of the low-level graphics primitives
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; 2. The blitter/DirectPage.s file defines all of the DP locations
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; 3. Subroutines are written to try and be stateless, but, if local
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; storage is needed, it is takes from the stack and uses stack-relative
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; addressing.
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; Allow dynamic resizing to benchmark against different games
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REL
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DSK MAINSEG
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use Util.Macs.s
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use Locator.Macs.s
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use Mem.Macs.s
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use Misc.Macs.s
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put ..\macros\App.Macs.s
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put ..\macros\EDS.GSOS.MACS.s
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put .\blitter\DirectPage.s
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mx %00
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SHADOW_REG equ $E0C035
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STATE_REG equ $E0C068
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NEW_VIDEO_REG equ $E0C029
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BORDER_REG equ $E0C034 ; 0-3 = border, 4-7 Text color
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VBL_VERT_REG equ $E0C02E
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VBL_HORZ_REG equ $E0C02F
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KBD_REG equ $E0C000
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KBD_STROBE_REG equ $E0C010
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VBL_STATE_REG equ $E0C019
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SHADOW_SCREEN equ $012000
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SHR_SCREEN equ $E12000
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SHR_SCB equ $E19D00
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SHR_PALETTES equ $E19E00
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; External references
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tiledata ext
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; Feature flags
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NO_INTERRUPTS equ 1 ; turn off for crossrunner debugging
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; Typical init
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phk
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plb
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; Tool startup
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_TLStartUp ; normal tool initialization
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pha
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_MMStartUp
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_Err ; should never happen
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pla
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sta MasterId ; our master handle references the memory allocated to us
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ora #$0100 ; set auxID = $01 (valid values $01-0f)
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sta UserId ; any memory we request must use our own id
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_MTStartUp
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; Install interrupt handlers. We use the VBL interrupt to keep animations
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; moving at a consistent rate, regarless of the rendered frame rate. The
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; one-second timer is generally just used for counters and as a handy
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; frames-per-second trigger.
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lda #NO_INTERRUPTS
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bne :no_interrupts
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PushLong #0
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pea $0015 ; Get the existing 1-second interrupt handler and save
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_GetVector
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PullLong OldOneSecVec
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pea $0015 ; Set the new handler and enable interrupts
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PushLong #OneSecHandler
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_SetVector
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pea $0006
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_IntSource
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PushLong #VBLTASK ; Also register a Heart Beat Task
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_SetHeartBeat
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:no_interrupts
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; Start up the graphics engine...
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jsr MemInit ; Allocate memory
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jsr BlitInit ; Initialize the memory
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jsr GrafInit ; Initialize the graphics screen
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ldx #6 ; Gameboy Advance size
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jsr SetScreenMode
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lda #0 ; Set the virtual Y-position
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jsr SetBG0YPos
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lda #0 ; Set the virtual X-position
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jsr SetBG0XPos
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; Load a picture and copy it into Bank $E1. Then turn on the screen.
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jsr AllocOneBank ; Alloc 64KB for Load/Unpack
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sta BankLoad ; Store "Bank Pointer"
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EvtLoop
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jsr WaitForKey
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cmp #'q'
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bne :1
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brl Exit
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:1 cmp #'l'
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bne :2
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jsr DoLoadPic
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bra EvtLoop
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:2 cmp #'m'
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bne :3
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jsr DumpBanks
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bra EvtLoop
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:3 cmp #'f' ; render a 'f'rame
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bne :4
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jsr DoFrame
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bra EvtLoop
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:4 cmp #'h' ; Show the 'h'eads up display
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bne :5
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jsr DoHUP
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bra EvtLoop
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:5 cmp #'1' ; User selects a new screen size
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bcc :6
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cmp #'9'+1
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bcs :6
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sec
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sbc #'1'
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tax
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jsr SetScreenMode
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brl EvtLoop
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:6 cmp #'t'
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bne :7
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jsr DoTiles
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brl EvtLoop
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:7 cmp #$15 ; left = $08, right = $15, up = $0B, down = $0A
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bne :8
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lda #1
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jsr MoveRight
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brl EvtLoop
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:8 cmp #$08
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bne :9
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lda #1
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jsr MoveLeft
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brl EvtLoop
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:9 cmp #$0B
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bne :10
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lda #1
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jsr MoveUp
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brl EvtLoop
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:10 cmp #$0A
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bne :11
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lda #1
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jsr MoveDown
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brl EvtLoop
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:11 cmp #'d'
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bne :12
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lda #1
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jsr Demo
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brl EvtLoop
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:12 brl EvtLoop
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; Exit code
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Exit
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lda #NO_INTERRUPTS
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bne :no_interrupts
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pea $0007 ; disable 1-second interrupts
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_IntSource
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PushLong #VBLTASK ; Remove our heartbeat task
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_DelHeartBeat
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pea $0015
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PushLong OldOneSecVec ; Reset the interrupt vector
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_SetVector
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:no_interrupts
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PushWord UserId ; Deallocate all of our memory
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_DisposeAll
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_QuitGS qtRec
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bcs Fatal
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Fatal brk $00
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; Allow the user to dynamically select one of the pre-configured screen sizes
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;
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; 1. Full Screen : 40 x 25 320 x 200 (32,000 bytes (100.0%))
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; 2. Sword of Sodan : 34 x 24 272 x 192 (26,112 bytes ( 81.6%))
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; 3. ~NES : 32 x 25 256 x 200 (25,600 bytes ( 80.0%))
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; 4. Task Force : 32 x 22 256 x 176 (22,528 bytes ( 70.4%))
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; 5. Defender of the World : 35 x 20 280 x 160 (22,400 bytes ( 70.0%))
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; 6. Rastan : 32 x 20 256 x 160 (20,480 bytes ( 64.0%))
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; 7. Game Boy Advanced : 30 x 20 240 x 160 (19,200 bytes ( 60.0%))
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; 8. Ancient Land of Y's : 36 x 16 288 x 128 (18,432 bytes ( 57.6%))
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; 9. Game Boy Color : 20 x 18 160 x 144 (11,520 bytes ( 36.0%))
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; 10. DEBUG : 40 x 1 320 x 1
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; X=mode number
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]ScreenModeWidth dw 320,272,256,256,280,256,240,288,160,320
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]ScreenModeHeight dw 200,192,200,176,160,160,160,128,144,1
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SetScreenMode cpx #9
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bcc :rangeOk
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ldx #9
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:rangeOk txa
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asl
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tax
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lda #320 ; Calculate the screen offset
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sec
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sbc: ]ScreenModeWidth,x
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lsr
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lsr
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xba
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pha
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lda #200
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sec
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sbc: ]ScreenModeHeight,x
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lsr
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ora 1,s
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sta 1,s
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ldy: ]ScreenModeHeight,x
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lda: ]ScreenModeWidth,x
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lsr
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tax
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pla
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jsr SetScreenRect
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jsr FillScreen
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rts
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SecondsStr str 'SECONDS'
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TicksStr str 'TICKS'
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; Print a bunch of messages on screen
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DoHUP
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lda #SecondsStr
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ldx #{160-12*4}
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ldy #$7777
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jsr DrawString
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lda OneSecondCounter ; Number of elapsed seconds
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ldx #{160-4*4} ; Render the word 4 charaters from right edge
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jsr DrawWord
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lda #TicksStr
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ldx #{8*160+160-12*4}
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ldy #$7777
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jsr DrawString
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PushLong #0
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_GetTick
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pla
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plx
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ldx #{8*160+160-4*4}
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jsr DrawWord
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rts
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; Fill up the virtual buffer with tile data
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DoTiles
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:row equ 1
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:column equ 3
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:tile equ 5
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pea $0000 ; Allocate local variable space
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pea $0000
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pea $0000
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:rowloop
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lda #0
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sta :column,s
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lda #$0010
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sta :tile,s
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:colloop
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lda :row,s
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tay
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lda :column,s
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tax
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lda :tile,s
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jsr CopyTile
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lda :tile,s
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inc
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sta :tile,s
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lda :column,s
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inc
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sta :column,s
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cmp #40
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bcc :colloop
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lda :row,s
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inc
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sta :row,s
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cmp #25
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bcc :rowloop
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pla ; restore the stack
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pla
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pla
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rts
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; Set up the code field and render it
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DoFrame
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lda #$FFFF
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sta DirtyBits
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jsr Render ; Render the play field
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rts
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; Load a simple picture format onto the SHR screen
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DoLoadPic
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lda BankLoad
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ldx #ImageName ; Load+Unpack Boot Picture
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jsr LoadPicture ; X=Name, A=Bank to use for loading
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lda BankLoad ; get address of loaded/uncompressed picture
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clc
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adc #$0080 ; skip header?
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sta :copySHR+2 ; and store that over the 'ldal' address below
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ldx #$7FFE ; copy all image data
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:copySHR ldal $000000,x ; load from BankLoad we allocated
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stal SHR_SCREEN,x ; store to SHR screen
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dex
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dex
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bpl :copySHR
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rts
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****************************************
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* Fatal Error Handler *
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****************************************
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PgmDeath tax
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pla
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inc
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phx
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phk
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pha
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bra ContDeath
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PgmDeath0 pha
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pea $0000
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pea $0000
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ContDeath ldx #$1503
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jsl $E10000
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; Interrupt handlers. We install a heartbeat (1/60th second and a 1-second timer)
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OneSecHandler mx %11
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phb
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pha
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phk
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plb
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rep #$20
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inc OneSecondCounter
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sep #$20
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ldal $E0C032
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and #%10111111 ;clear IRQ source
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stal $E0C032
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pla
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plb
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clc
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rtl
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mx %00
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OneSecondCounter dw 0
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OldOneSecVec ds 4
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VBLTASK hex 00000000
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dw 0
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hex 5AA5
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; Blitter initialization
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BlitInit
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]step equ 0
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lup 13
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ldx #BlitBuff
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lda #^BlitBuff
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ldy #]step
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jsr BuildBank
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]step equ ]step+4
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--^
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rts
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; Graphic screen initialization
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GrafInit
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jsr ShadowOn
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jsr GrafOn
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lda #$8888
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jsr ClearToColor
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lda #0000
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jsr SetSCBs
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ldx #DefaultPalette
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lda #0
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jsr SetPalette
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rts
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DefaultPalette dw $0000,$007F,$0090,$0FF0
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dw $000F,$0080,$0f70,$0FFF
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dw $0fa9,$0ff0,$00e0,$04DF
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dw $0d00,$078f,$0ccc,$0FFF
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; Return the current border color ($0 - $F) in the accumulator
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GetBorderColor lda #0000
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sep #$20
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ldal BORDER_REG
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and #$0F
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rep #$20
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rts
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; Set the border color to the accumulator value.
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SetBorderColor sep #$20 ; ACC = $X_Y, REG = $W_Z
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eorl BORDER_REG ; ACC = $(X^Y)_(Y^Z)
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and #$0F ; ACC = $0_(Y^Z)
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eorl BORDER_REG ; ACC = $W_(Y^Z^Z) = $W_Y
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stal BORDER_REG
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rep #$20
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rts
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; Clear to SHR screen to a specific color
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ClearToColor ldx #$7D00 ;start at top of pixel data! ($2000-9D00)
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:clearloop dex
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dex
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stal SHR_SCREEN,x ;screen location
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bne :clearloop ;loop until we've worked our way down to 0
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rts
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; Set a palette values
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; A = palette number, X = palette address
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SetPalette
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and #$000F ; palette values are 0 - 15 and each palette is 32 bytes
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asl
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asl
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asl
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asl
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asl
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txy
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tax
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]idx equ 0
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lup 16
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lda: $0000+]idx,y
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stal SHR_PALETTES+]idx,x
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]idx equ ]idx+2
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--^
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rts
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; Initialize the SCB
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SetSCBs ldx #$0100 ;set all $100 scbs to A
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:scbloop dex
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dex
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stal SHR_SCB,x
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bne :scbloop
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rts
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; Turn SHR screen On/Off
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GrafOn sep #$20
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lda #$81
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stal NEW_VIDEO_REG
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rep #$20
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rts
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GrafOff sep #$20
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lda #$01
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stal NEW_VIDEO_REG
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rep #$20
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rts
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; Enable/Disable Shadowing.
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ShadowOn sep #$20
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ldal SHADOW_REG
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and #$F7
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stal SHADOW_REG
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rep #$20
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rts
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ShadowOff sep #$20
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ldal SHADOW_REG
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ora #$08
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stal SHADOW_REG
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rep #$20
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rts
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GetVBL sep #$20
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ldal VBL_HORZ_REG
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asl
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ldal VBL_VERT_REG
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rol ; put V5 into carry bit, if needed. See TN #39 for details.
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rep #$20
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and #$00FF
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rts
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WaitForVBL sep #$20
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:wait1 ldal VBL_STATE_REG ; If we are already in VBL, then wait
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bmi :wait1
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:wait2 ldal VBL_STATE_REG
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bpl :wait2 ; spin until transition into VBL
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rep #$20
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rts
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WaitForKey sep #$20
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stal KBD_STROBE_REG ; clear the strobe
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:WFK ldal KBD_REG
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bpl :WFK
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rep #$20
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and #$007F
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rts
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ClearKeyboardStrobe sep #$20
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stal KBD_STROBE_REG
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rep #$20
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rts
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; Graphics helpers
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LoadPicture
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jsr LoadFile ; X=Nom Image, A=Banc de chargement XX/00
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bcc :loadOK
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rts
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:loadOK
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jsr UnpackPicture ; A=Packed Size
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rts
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UnpackPicture sta UP_PackedSize ; Size of Packed Data
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lda #$8000 ; Size of output Data Buffer
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sta UP_UnPackedSize
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lda BankLoad ; Banc de chargement / Decompression
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sta UP_Packed+1 ; Packed Data
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clc
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adc #$0080
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stz UP_UnPacked ; On remet a zero car modifie par l'appel
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stz UP_UnPacked+2
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sta UP_UnPacked+1 ; Unpacked Data buffer
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PushWord #0 ; Space for Result : Number of bytes unpacked
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PushLong UP_Packed ; Pointer to buffer containing the packed data
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PushWord UP_PackedSize ; Size of the Packed Data
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PushLong #UP_UnPacked ; Pointer to Pointer to unpacked buffer
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PushLong #UP_UnPackedSize ; Pointer to a Word containing size of unpacked data
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_UnPackBytes
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pla ; Number of byte unpacked
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rts
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UP_Packed hex 00000000 ; Address of Packed Data
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UP_PackedSize hex 0000 ; Size of Packed Data
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UP_UnPacked hex 00000000 ; Address of Unpacked Data Buffer (modified)
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UP_UnPackedSize hex 0000 ; Size of Unpacked Data Buffer (modified)
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; Basic I/O function to load files
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LoadFile stx openRec+4 ; X=File, A=Bank/Page XX/00
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sta readRec+5
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:openFile _OpenGS openRec
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bcs :openReadErr
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lda openRec+2
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sta eofRec+2
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sta readRec+2
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_GetEOFGS eofRec
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lda eofRec+4
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sta readRec+8
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lda eofRec+6
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sta readRec+10
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_ReadGS readRec
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bcs :openReadErr
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:closeFile _CloseGS closeRec
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clc
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lda eofRec+4 ; File Size
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rts
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:openReadErr jsr :closeFile
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nop
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nop
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PushWord #0
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PushLong #msgLine1
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PushLong #msgLine2
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PushLong #msgLine3
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PushLong #msgLine4
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_TLTextMountVolume
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pla
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cmp #1
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bne :loadFileErr
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brl :openFile
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:loadFileErr sec
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rts
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msgLine1 str 'Unable to load File'
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msgLine2 str 'Press a key :'
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msgLine3 str ' -> Return to Try Again'
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msgLine4 str ' -> Esc to Quit'
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; Data storage
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ImageName strl '1/test.pic'
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MasterId ds 2
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UserId ds 2
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BankLoad hex 0000
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openRec dw 2 ; pCount
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ds 2 ; refNum
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adrl ImageName ; pathname
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eofRec dw 2 ; pCount
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ds 2 ; refNum
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ds 4 ; eof
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readRec dw 4 ; pCount
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ds 2 ; refNum
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ds 4 ; dataBuffer
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ds 4 ; requestCount
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ds 4 ; transferCount
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closeRec dw 1 ; pCount
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ds 2 ; refNum
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qtRec adrl $0000
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da $00
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put App.Init.s
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put App.Msg.s
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put Actions.s
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put font.s
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put Render.s
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put blitter/Blitter.s
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put blitter/Horz.s
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put blitter/PEISlammer.s
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put blitter/Tables.s
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put blitter/Template.s
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put blitter/Tiles.s
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put blitter/Vert.s
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