mirror of
https://github.com/lscharen/iigs-game-engine.git
synced 2024-06-02 22:41:29 +00:00
937 lines
36 KiB
ArmAsm
937 lines
36 KiB
ArmAsm
; Template and equates for GTE blitter
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mx %00
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DP_ADDR equ entry_1-base+1 ; offset to patch in the direct page for dynamic tiles
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BG1_ADDR equ entry_2-base+1 ; offset to patch in the Y-reg for BG1 (dp),y addressing
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STK_ADDR equ entry_3-base+1 ; offset to patch in the stack (SHR) right edge address
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DP_ENTRY equ entry_1-base
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TWO_LYR_ENTRY equ entry_2-base
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ONE_LYR_ENTRY equ entry_3-base
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CODE_ENTRY equ entry_jmp-base+1 ; low byte of the page-aligned jump address
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CODE_TOP equ loop-base
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CODE_LEN equ top-base
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CODE_EXIT equ even_exit-base
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OPCODE_SAVE equ odd_exit-base+1 ; spot to save the code field opcode when patching exit BRA
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FULL_RETURN equ full_return-base ; offset that returns from the blitter
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ENABLE_INT equ enable_int-base ; offset that re-enable interrupts and continues
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LINES_PER_BANK equ 16
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; Locations that need the page offset added
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PagePatches da {long_0-base+2}
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da {long_1-base+2}
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da {long_2-base+2}
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da {long_3-base+2}
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da {long_4-base+2}
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da {long_5-base+2}
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da {long_6-base+2}
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da {odd_entry-base+2}
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da {loop_exit_1-base+2}
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da {loop_exit_2-base+2}
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da {loop_back-base+2}
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da {loop_exit_3-base+2}
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da {even_exit-base+2}
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PagePatchNum equ *-PagePatches
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BankPatches da {long_0-base+3}
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da {long_1-base+3}
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da {long_2-base+3}
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da {long_3-base+3}
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da {long_4-base+3}
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da {long_5-base+3}
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da {long_6-base+3}
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BankPatchNum equ *-BankPatches
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; Set the physical location of the virtual screen on the physical screen. The
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; screen size must by a multiple of 8
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;
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; A = XXYY where XX is the left edge [0, 159] and YY is the top edge [0, 199]
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; X = width (in bytes)
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; Y = height (in lines)
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;
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; This subroutine stores the screen positions in the direct page space and fills
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; in the double-length ScreenAddrR table that holds the address of the right edge
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; of the playfield. This table is used to set addresses in the code banks when the
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; virtual origin is changed.
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;
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; We are not concerned about the raw performance of this function because it should
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; usually only be executed once during app initialization. It doesn't get called
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; with any significant frequency.
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SetScreenRect sty ScreenHeight ; Save the screen height and width
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stx ScreenWidth
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tax ; Temp save of the accumulator
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and #$00FF
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sta ScreenY0
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clc
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adc ScreenHeight
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sta ScreenY1
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txa ; Restore the accumulator
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xba
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and #$00FF
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sta ScreenX0
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clc
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adc ScreenWidth
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sta ScreenX1
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lda ScreenHeight ; Divide the height in scanlines by 8 to get the number tiles
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lsr
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lsr
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lsr
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sta ScreenTileHeight
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lda ScreenWidth ; Divide width in bytes by 4 to get the number of tiles
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lsr
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lsr
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sta ScreenTileWidth
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lda ScreenY0 ; Calculate the address of the first byte
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asl ; of the right side of the playfield
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tax
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lda ScreenAddr,x ; This is the address for the left edge of the physical screen
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clc
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adc ScreenX1
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dec
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pha ; Save for second loop
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ldx #0
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ldy ScreenHeight
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jsr :loop
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pla ; Reset the address and continue filling in the
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ldy ScreenHeight ; second half of the table
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:loop clc
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sta RTable,x
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adc #160
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inx
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inx
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dey
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bne :loop
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rts
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; Clear the SHR screen and then infill the defined field
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FillScreen lda #0
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jsr ClearToColor
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ldy ScreenY0
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:yloop
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tya
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asl a
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tax
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lda ScreenAddr,x
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clc
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adc ScreenX0
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tax
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phy
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lda ScreenWidth
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lsr
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tay
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lda #$FFFF
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:xloop stal $E10000,x ; X is the absolute address
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inx
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inx
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dey
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bne :xloop
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ply
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iny
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cpy ScreenY1
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bcc :yloop
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rts
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; Set the starting line of the virtual buffer that will be displayed on the first physical line
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; of the playfield.
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;
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; A = line number [0, 207]
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;
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; There are a few things that need to happen with the Y-position of the virtual buffer is changed:
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;
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; 1. The address of the stack in the code fields needs to be changed
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; 2. The entry point into the code field needs to be set
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; 3. The (old) return code needs to be removed
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; 4. The new return code needs to be inserted after the last line
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;
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; If there is a second background, then the Y-register value in the code field needs to
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; change as well, but that is deferred until later because we don't want to duplicate work
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; if both the BG0 Y-position and the BG1 Y-position is changed on the same frame.
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;
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; We have routines that operate on a single blitter bank at time, so we need to break up the loop
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; into blocks of code aligned mod 16. There is some housekeeping because the height of the screen
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; could be less that one full bank.
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;
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; Each of the within-bank subroutine takes the following arguments
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;
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; X = number of lines * 2, 0 to 32
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; Y = starting line * $1000
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; A = value
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;
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; The pseudo-code for this subroutine is as follows.
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;
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; pre_line_count = 0
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; curr_bank = StartY / 16
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;
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; // If the start is not bank aligned, then calculate the pre-work
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; start_mod_16 = StartY % 16
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; if (start_mod_16 !== 0) {
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; pre_line_count = min(16 - start_mod_16, ScreenHeight)
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; do_action(curr_bank, start_mod_16, pre_line_count)
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; curr_bank = (curr_bank + 1) % 13
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; }
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;
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; line_count = ScreenHeight - pre_line_count
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; while (line_count > 16) {
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; do_action(curr_bank, 0, 16)
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; line_count -= 16
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; curr_bank = (curr_bank + 1) % 13
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; }
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;
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; if (line_count > 0) {
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; do_action(curr_bank, 0, line_count)
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; }
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; Helper function to return the address of a specific blitter code field line
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;
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; Input: A = line number [0, 207]
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; Output: A = low word, X = high word
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GetBlitLineAddress
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asl
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tay
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lda BTableLow,y
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ldx BTableHigh,y
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rts
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lines_left ds 2
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start_mod_16 ds 2
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tblptr ds 2
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stksave ds 2
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SetYPos sta StartY ; Save the position
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lda ScreenHeight
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sta lines_left
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lda StartY ; Now figure out exactly how many banks we cross by
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and #$000F ; calculating ((StartY % 16) + ScreenHeight) / 16
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sta start_mod_16
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clc
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adc ScreenHeight
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and #$00F0 ; Just keep the relevant nibble
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lsr
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lsr
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lsr
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tax ; Keep the value pre-multiplied by 2
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ldy #0
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jsr PushBanks ; Push the bank bytes on the stack
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brl :out
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; Start of the main body of the function. We need to get a pointer to the correct offset of
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; the RTable to copy screen addresses into the code fields
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lda ScreenY0
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asl
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clc
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adc #RTable
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sta tblptr
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; Check to see where we start. If we are aligned with a code bank, then skip to the
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; fast inner loop. Otherwise do one iteration to get things lined up
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:prologue lda start_mod_16
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beq :body
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_Mul4096 ; Save the offset into the code bank of the
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tay ; first line.
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lda #16 ; Now figure out how many lines to execute. Usually
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sec ; this will just be the lines to the end of the code
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sbc start_mod_16 ; bank, but if the total screen height is smaller than
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cmp ScreenHeight ; the number of lines in the code bank, we need to clamp
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bcc :min_1 ; the maximum value
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lda ScreenHeight
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:min_1 sta tmp4 ; save for updating the counters
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asl
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tax ; do this many lines
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lda tblptr ; starting at this address
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plb ; Set the code field bank
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jsr CopyFromArray2 ; Copy the right screen edge addresses
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lda lines_left
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sec
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sbc tmp4
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sta lines_left
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lda tblptr
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clc
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adc tmp4
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adc tmp4
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sta tblptr
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; While the number of lines left to render is 16 or greater, loop
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:body lda lines_left
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cmp #16
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bcc :epilogue
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ldy #0
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ldx tblptr
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:body0 plb ; Set the code field bank
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jsr CopyFromArray2Top ; to bypass the need to set the X register
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txa
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clc
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adc #32
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tax
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lda lines_left
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sec
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sbc #16
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sta lines_left
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cmp #16 ; Repeat the test here to we can skip some
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bcs :body0 ; redundant setup and spill the X register
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stx tblptr ; back into tblptr when done
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:epilogue lda lines_left
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beq :out
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asl ; Y is still zero
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tax
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lda tblptr
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plb ; Set the code field bank
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jsr CopyFromArray2 ; to bypass the need to set the X register
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:out lda stksave ; put the stack back
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tcs
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phk ; Need to restore the current bank
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plb
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rts
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; Special subroutine to divide the accumulator by 208 and return remainder in the Accumulator
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;
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; 208 = $D0 = 1101_0000
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;
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; There are probably faster hacks to divide a 16-bit unsigned value by 208
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; https://www.drdobbs.com/parallel/optimizing-integer-division-by-a-constan/184408499
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; https://embeddedgurus.com/stack-overflow/2009/06/division-of-integers-by-constants/
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Mod208 cmp #%1101000000000000
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bcc *+5
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sbc #%1101000000000000
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cmp #%0110100000000000
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bcc *+5
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sbc #%0110100000000000
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cmp #%0011010000000000
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bcc *+5
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sbc #%0011010000000000
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cmp #%0001101000000000
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bcc *+5
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sbc #%0001101000000000
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cmp #%0000110100000000
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bcc *+5
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sbc #%0000110100000000
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cmp #%0000011010000000
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bcc *+5
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sbc #%0000011010000000
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cmp #%0000001101000000
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bcc *+5
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sbc #%0000001101000000
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cmp #%0000000110100000
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bcc *+5
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sbc #%0000000110100000
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cmp #%0000000011010000
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bcc *+5
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sbc #%0000000011010000
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rts
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; BankYSetup
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;
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; This is the set of function that have to be done to set up all of the code banks
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; for execution when the Y-Origin of the virtual screen changes. The tasks are:
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; Patch out the final JMP to jump to the long JML return code
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;
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; Y = starting line * $1000
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SetReturn lda #$0280 ; BRA *+4
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sta CODE_EXIT,y
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rts
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ResetReturn lda #$004C ; JMP $XX00
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sta CODE_EXIT,y
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rts
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; Fill in the even_exit JMP instruction to jump to the next line (all but last line)
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SetNextLine lda #$F000+{entry_3-base}
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ldy #CODE_EXIT+1
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ldx #15*2
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jmp SetAbsAddrs
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; Copy a series of bank bytes onto the direct page, which we will later point the stack
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; at and use to iterate among the different code banks.
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;
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; Y = starting index * 4
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; X = number of bank
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PushBanks sep #$20
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jmp (:tbl,x)
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:tbl da :bottom-05,:bottom-10,:bottom-15,:bottom-20
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da :bottom-25,:bottom-30,:bottom-35,:bottom-40
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da :bottom-45,:bottom-50,:bottom-55,:bottom-60
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da :bottom-65
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:top lda: BlitBuff+48,y ; These are all 8-bit loads and stores
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sta bstk+13
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lda: BlitBuff+44,y
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sta bstk+12
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lda: BlitBuff+42,y
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sta bstk+11
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lda: BlitBuff+38,y
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sta bstk+10
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lda: BlitBuff+34,y
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sta bstk+9
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lda: BlitBuff+30,y
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sta bstk+8
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lda: BlitBuff+26,y
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sta bstk+7
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lda: BlitBuff+22,y
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sta bstk+6
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lda: BlitBuff+18,y
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sta bstk+5
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lda: BlitBuff+14,y
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sta bstk+4
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lda: BlitBuff+10,y
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sta bstk+3
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lda: BlitBuff+6,y
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sta bstk+2
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lda: BlitBuff+2,y
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sta bstk+1
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lda: BlitBuff,y
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sta bstk
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:bottom rep #$20
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rts
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; Patch an 8-bit or 16-bit valueS into the bank. These are a set up unrolled loops to
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; quickly patch in a constanct value, or a value from an array into a given set of
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; templates.
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;
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; Because we have structured everything as parallel code blocks, most updates to the blitter
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; reduce to storing a constant value and have an amortized cost of just a single store.
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;
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; The utility of these routines is that they also handle setting just a range of lines
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; within a single bank.
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;
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; X = number of lines * 2, 0 to 32
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; Y = starting line * $1000
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; A = value
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;
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; Set M to 0 or 1
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SetConst ; Need a blank line here, otherwise the :tbl local variable resolveds backwards
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jmp (:tbl,x)
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:tbl da :bottom-00,:bottom-03,:bottom-06,:bottom-09
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da :bottom-12,:bottom-15,:bottom-18,:bottom-21
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da :bottom-24,:bottom-27,:bottom-30,:bottom-33
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da :bottom-36,:bottom-39,:bottom-42,:bottom-45
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da :bottom-48
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:top sta $F000,y
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sta $E000,y
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sta $D000,y
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sta $C000,y
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sta $B000,y
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sta $A000,y
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sta $9000,y
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sta $8000,y
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sta $7000,y
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sta $6000,y
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sta $5000,y
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sta $4000,y
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sta $3000,y
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sta $2000,y
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sta $1000,y
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sta: $0000,y
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:bottom rts
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; CopyFromArray
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;
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; Copy values from an array with a stride of two bytes into the code field
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;
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; X = number of lines * 2, 0 to 32
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; Y = starting line * $1000
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; A = array address
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CopyFromArray2 pha ; save the accumulator
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ldal :tbl,x
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dec
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plx ; put the accumulator into X
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pha ; push the address into the stack
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rts ; and jump
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:tbl da bottomCFA2-00,bottomCFA2-06,bottomCFA2-12,bottomCFA2-18
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da bottomCFA2-24,bottomCFA2-30,bottomCFA2-36,bottomCFA2-42
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da bottomCFA2-48,bottomCFA2-54,bottomCFA2-60,bottomCFA2-66
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da bottomCFA2-72,bottomCFA2-78,bottomCFA2-84,bottomCFA2-90
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da bottomCFA2-96
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CopyFromArray2Top lda: $001E,x
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sta $F000,y
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lda: $001C,x
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sta $E000,y
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lda: $001A,x
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sta $D000,y
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lda: $0018,x
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sta $C000,y
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lda: $0016,x
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sta $B000,y
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lda: $0014,x
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sta $A000,y
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lda: $0012,x
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sta $9000,y
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lda: $0010,x
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sta $8000,y
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lda: $000E,x
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sta $7000,y
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lda: $000C,x
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sta $6000,y
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lda: $000A,x
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sta $5000,y
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lda: $0008,x
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sta $4000,y
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lda: $0006,x
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sta $3000,y
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lda: $0004,x
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sta $2000,y
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lda: $0002,x
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sta $1000,y
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lda: $0000,x
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sta: $0000,y
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bottomCFA2 rts
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; SetScreenAddrs
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;
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; A = initial screen location (largest)
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; Y = starting line * $1000
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; X = number of lines
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;
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; Automatically decrements address by 160 bytes each line
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SetScreenAddrs sec
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jmp (:tbl,x)
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:tbl da bottomSSA-00,bottomSSA-03,bottomSSA-09,bottomSSA-15
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da bottomSSA-21,bottomSSA-27,bottomSSA-33,bottomSSA-39
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da bottomSSA-45,bottomSSA-51,bottomSSA-57,bottomSSA-63
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da bottomSSA-69,bottomSSA-75,bottomSSA-81,bottomSSA-87
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da bottomSSA-93
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SetScreenAddrsTop sta STK_ADDR+$F000,y
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sbc #160
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sta STK_ADDR+$E000,y
|
|
sbc #160
|
|
sta STK_ADDR+$D000,y
|
|
sbc #160
|
|
sta STK_ADDR+$C000,y
|
|
sbc #160
|
|
sta STK_ADDR+$B000,y
|
|
sbc #160
|
|
sta STK_ADDR+$A000,y
|
|
sbc #160
|
|
sta STK_ADDR+$9000,y
|
|
sbc #160
|
|
sta STK_ADDR+$8000,y
|
|
sbc #160
|
|
sta STK_ADDR+$7000,y
|
|
sbc #160
|
|
sta STK_ADDR+$6000,y
|
|
sbc #160
|
|
sta STK_ADDR+$5000,y
|
|
sbc #160
|
|
sta STK_ADDR+$4000,y
|
|
sbc #160
|
|
sta STK_ADDR+$3000,y
|
|
sbc #160
|
|
sta STK_ADDR+$2000,y
|
|
sbc #160
|
|
sta STK_ADDR+$1000,y
|
|
sbc #160
|
|
sta: STK_ADDR+$0000,y
|
|
bottomSSA rts
|
|
|
|
; SetAbsAddrs
|
|
;
|
|
; A = absolute address (largest)
|
|
; Y = offset
|
|
; X = number of lines
|
|
;
|
|
; Stores a value and decrements by $1000 for each line
|
|
SetAbsAddrs sec
|
|
jmp (:tbl,x)
|
|
:tbl da :bottom-00,:bottom-03,:bottom-09,:bottom-15
|
|
da :bottom-21,:bottom-27,:bottom-33,:bottom-39
|
|
da :bottom-45,:bottom-51,:bottom-57,:bottom-63
|
|
da :bottom-69,:bottom-75,:bottom-81,:bottom-87
|
|
da :bottom-93
|
|
:top sta $F000,y
|
|
sbc #$1000
|
|
sta $E000,y
|
|
sbc #$1000
|
|
sta $D000,y
|
|
sbc #$1000
|
|
sta $C000,y
|
|
sbc #$1000
|
|
sta $B000,y
|
|
sbc #$1000
|
|
sta $A000,y
|
|
sbc #$1000
|
|
sta $9000,y
|
|
sbc #$1000
|
|
sta $8000,y
|
|
sbc #$1000
|
|
sta $7000,y
|
|
sbc #$1000
|
|
sta $6000,y
|
|
sbc #$1000
|
|
sta $5000,y
|
|
sbc #$1000
|
|
sta $4000,y
|
|
sbc #$1000
|
|
sta $3000,y
|
|
sbc #$1000
|
|
sta $2000,y
|
|
sbc #$1000
|
|
sta $1000,y
|
|
sbc #$1000
|
|
sta: $0000,y
|
|
:bottom rts
|
|
|
|
; Fill up a full bank with blitter templates. Currently we can fit 16 lines per bank, so need
|
|
; a total of 13 banks to hold the 208 lines for full-screen support
|
|
;
|
|
; A = high word of bank table
|
|
; Y = index * 4 of the bank to initialize
|
|
bankArray equ tmp0
|
|
target equ tmp2
|
|
nextBank equ tmp4
|
|
BuildBank
|
|
stx bankArray
|
|
sta bankArray+2
|
|
|
|
stz target
|
|
iny
|
|
iny
|
|
lda [bankArray],y
|
|
sta target+2
|
|
|
|
iny ; move to the next item
|
|
iny
|
|
iny ; middle byte
|
|
cpy #4*13 ; if greater than the array length, wrap back to zero
|
|
bcc :ok
|
|
ldy #1
|
|
:ok lda [bankArray],y ; Get the middle and high bytes of the address
|
|
sta nextBank
|
|
|
|
:next
|
|
jsr BuildLine2
|
|
lda target
|
|
clc
|
|
adc #$1000
|
|
sta target
|
|
bcc :next
|
|
|
|
phb
|
|
pei target+1
|
|
plb
|
|
plb
|
|
|
|
lda #$F000+{ONE_LYR_ENTRY} ; Set the address from each line to the next
|
|
ldy #CODE_EXIT+1
|
|
ldx #15*2
|
|
jsr SetAbsAddrs
|
|
|
|
ldy #$F000+CODE_EXIT ; Patch the last line with a JML to go to the next bank
|
|
lda #{$005C+{ONE_LYR_ENTRY}*256}
|
|
sta [target],y
|
|
ldy #$F000+CODE_EXIT+2
|
|
lda nextBank
|
|
sta [target],y
|
|
|
|
plb
|
|
rts
|
|
|
|
; This is the relocation subroutine, it is responsible for copying the template to a
|
|
; memory location and patching up the necessary instructions.
|
|
;
|
|
; X = low word of address (must be a multiple of $1000)
|
|
; A = high word of address (bank)
|
|
BuildLine
|
|
stx target
|
|
sta target+2
|
|
|
|
BuildLine2
|
|
lda #CODE_LEN ; round up to an even number of bytes
|
|
inc
|
|
and #$FFFE
|
|
beq :nocopy
|
|
dec
|
|
dec
|
|
tay
|
|
:loop lda base,y
|
|
sta [target],y
|
|
|
|
dey
|
|
dey
|
|
bpl :loop
|
|
|
|
:nocopy lda #0 ; copy is complete, now patch up the addresses
|
|
sep #$20
|
|
|
|
ldx #0
|
|
lda target+2 ; patch in the bank for the absolute long addressing mode
|
|
:dobank ldy BankPatches,x
|
|
sta [target],y
|
|
inx
|
|
inx
|
|
cpx #BankPatchNum
|
|
bcc :dobank
|
|
|
|
ldx #0
|
|
:dopage ldy PagePatches,x ; patch the page addresses by adding the page offset to each
|
|
lda [target],y
|
|
clc
|
|
adc target+1
|
|
sta [target],y
|
|
inx
|
|
inx
|
|
cpx #PagePatchNum
|
|
bcc :dopage
|
|
|
|
:out
|
|
rep #$20
|
|
rts
|
|
|
|
; Start of the template code. This code is replicated 16 times per bank and spans
|
|
; 13 banks for a total of 208 lines, which is what is required to render 26 tiles
|
|
; to cover the full screen vertical scrolling.
|
|
;
|
|
; The 'base' location is always assumed to be on a 4kb ($1000) boundary
|
|
base
|
|
entry_1 ldx #0000 ; Used for LDA 00,x addressing
|
|
entry_2 ldy #0000 ; Used for LDA (00),y addressing
|
|
entry_3 lda #0000 ; Sets screen address (right edge)
|
|
tcs
|
|
|
|
long_0
|
|
entry_jmp jmp $0100
|
|
dfb $00 ; if the screen is odd-aligned, then the opcode is set to
|
|
; $AF to convert to a LDA long instruction. This puts the
|
|
; first two bytes of the instruction field in the accumulator
|
|
; and falls through to the next instruction.
|
|
|
|
; We structure the line so that the entry point only needs to
|
|
; update the low-byte of the address, the means it takes only
|
|
; an amortized 4-cycles per line to set the entry point break
|
|
|
|
right_odd bit #$000B ; Check the bottom nibble to quickly identify a PEA instruction
|
|
beq r_is_pea ; This costs 6 cycles in the fast-path
|
|
|
|
bit #$0040 ; Check bit 6 to distinguish between JMP and all of the LDA variants
|
|
bne r_is_jmp
|
|
|
|
long_1 stal *+4-base
|
|
dfb $00,$00 ; this here to avoid needing a BRA instruction back. So the fast-path
|
|
; gets a 1-cycle penalty, but we save 3 cycles here.
|
|
|
|
r_is_pea xba ; fast code for PEA
|
|
sep #$30
|
|
pha
|
|
rep #$30
|
|
odd_entry jmp $0100 ; unconditionally jump into the "next" instruction in the
|
|
; code field. This is OK, even if the entry point was the
|
|
; last instruction, because there is a JMP at the end of
|
|
; the code field, so the code will simply jump to that
|
|
; instruction directly.
|
|
;
|
|
; As with the original entry point, because all of the
|
|
; code field is page-aligned, only the low byte needs to
|
|
; be updated when the scroll position changes
|
|
|
|
r_is_jmp sep #$41 ; Set the C and V flags which tells a snippet to push only the low byte
|
|
long_2 ldal entry_jmp+1-base
|
|
long_3 stal *+5-base
|
|
dfb $4C,$00,$00 ; Jump back to address in entry_jmp (this takes 16 cycles, is there a better way?)
|
|
|
|
; The next labels are special, in that they are entry points into special subroutines. They are special
|
|
; because they are within the first 256 bytes of each code field, which allows them to be selectable
|
|
; by patching the low byte of the JMP instructions.
|
|
|
|
; Return to caller -- the even_exit JMP from the previous line will jump here when a render is complete
|
|
full_return jml blt_return ; Full exit
|
|
|
|
; Re-enable interrupts and continue -- the even_exit JMP from the previous line will jump here every
|
|
; 8 or 16 lines in order to give the system some extra time to handle interrupts.
|
|
enable_int ldal stk_save ; restore the stack
|
|
tcs
|
|
sep #$20 ; 8-bit mode
|
|
ldal STATE_REG ; Read Bank 0 / Write Bank 0
|
|
and #$CF
|
|
stal STATE_REG
|
|
cli
|
|
nop ; Give a couple of cycles
|
|
sei
|
|
ldal STATE_REG
|
|
ora #$10 ; Read Bank 0 / Write Bank 1
|
|
stal STATE_REG
|
|
rep #$20
|
|
bra entry_1
|
|
|
|
|
|
; This is the spot that needs to be page-aligned. In addition to simplifying the entry address
|
|
; and only needing to update a byte instad of a word, because the code breaks out of the
|
|
; code field with a BRA instruction, we keep everything within a page to avoid the 1-cycle
|
|
; page-crossing penalty of the branch.
|
|
|
|
ds 166
|
|
loop_exit_1 jmp odd_exit-base ; +0 Alternate exit point depending on whether the left edge is
|
|
loop_exit_2 jmp even_exit-base ; +3 odd-aligned
|
|
|
|
loop lup 82 ; +6 Set up 82 PEA instructions, which is 328 pixels and consumes 246 bytes
|
|
pea $0000 ; This is 41 8x8 tiles in width. Need to have N+1 tiles for screen overlap
|
|
--^
|
|
loop_back jmp loop-base ; +252 Ensure execution continues to loop around
|
|
loop_exit_3 jmp even_exit-base ; +255
|
|
|
|
odd_exit lda #0000 ; This operand field is *always* used to hold the original 2 bytes of the code field
|
|
; that are replaced by the needed BRA instruction to exit the code field. When the
|
|
; left edge is odd-aligned, we are able to immediately load the value and perform
|
|
; similar logic to the right_odd code path above
|
|
|
|
left_odd bit #$000B
|
|
beq l_is_pea
|
|
|
|
bit #$0040
|
|
bne l_is_jmp
|
|
|
|
long_4 stal *+4-base
|
|
dfb $00,$00
|
|
l_is_pea xba
|
|
sep #$30
|
|
pha
|
|
rep #$30
|
|
bra even_exit
|
|
l_is_jmp sep #$01 ; Set the C flag (V is always cleared at this point) which tells a snippet to push only the high byte
|
|
long_5 ldal entry_jmp+1-base
|
|
long_6 stal *+5-base
|
|
dfb $4C,$00,$00 ; Jump back to address in entry_jmp (this takes 13 cycles, is there a better way?)
|
|
|
|
; JMP opcode = $4C, JML opcode = $5C
|
|
even_exit jmp $1000 ; Jump to the next line.
|
|
ds 1 ; space so that the last line in a bank can be patched into a JML
|
|
|
|
; Special epilogue: skip a number of bytes and jump back into the code field. This is useful for
|
|
; large, floating panels in the attract mode of a game, or to overlay solid
|
|
; dialog while still animating the play field
|
|
|
|
epilogue_1 tsc
|
|
sec
|
|
sbc #0
|
|
tcs
|
|
jmp $0000 ; This jumps back into the code field
|
|
:out jmp $0000 ; This jumps to the next epilogue chain element
|
|
ds 1
|
|
|
|
; These are the special code snippets -- there is a 1:1 relationship between each snippet space
|
|
; and a 3-byte entry in the code field. Thus, each snippet has a hard-coded JMP to return to
|
|
; the next code field location
|
|
;
|
|
; The snippet is required to handle the odd-alignment in-line; there is no facility for
|
|
; patching or intercepting these values due to their complexity. The only requirements
|
|
; are:
|
|
;
|
|
; 1. Carry Clear -> 16-bit write and return to the next code field operand
|
|
; 2. Carry Set
|
|
; a. Overflow set -> Low 8-bit write and return to the next code field operand
|
|
; b. Overflow clear -> High 8-bit write and exit the line
|
|
; c. Always clear the Carry flags. It's actually OK to leave the overflow bit in
|
|
; its passed state, because having the carry bit clear prevent evaluation of
|
|
; the V bit.
|
|
;
|
|
; Snippet Samples:
|
|
;
|
|
; Standard Two-level Mix (27 bytes)
|
|
;
|
|
; Optimal = 18 cycles (LDA/AND/ORA/PHA)
|
|
; 16-bit write = 23 cycles
|
|
; 8-bit low = 35 cycles
|
|
; 8-bit high = 36 cycles
|
|
;
|
|
; start lda (00),y
|
|
; and #MASK
|
|
; ora #DATA ; 14 cycles to load the data
|
|
; bcs 8_bit
|
|
; pha
|
|
; out jmp next ; Fast-path completes in 9 additional cycles
|
|
|
|
; 8_bit sep #$30 ; Switch to 8 bit mode
|
|
; bvs r_edge ; Need to switch if doing the left edge
|
|
; xba
|
|
; r_edge pha ; push the value
|
|
; rep #$31 ; put back into 16-bit mode and clear the carry bit, as required
|
|
; bvs out ; jmp out and continue if this is the right edge
|
|
; jmp even_exit ; exit the line otherwise
|
|
; ;
|
|
; ; The slow paths have 21 and 22 cycles for the right and left
|
|
; ; odd-aligned cases respectively.
|
|
|
|
; snippets ds 32*82
|
|
top
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
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