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8_greets.asm
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; Part 8: greets over 3d bridge
.include "gvars.asm"
SDMCTL = $22f
SDLSTL = $230
GPRIOR = $26f
buf_Screen = $a000
DURATION = 95
* = partEntry
start
; mva >#QSTable, zARG0
; mva #192, zARG1
; jsr initQSTable
; clear screen and copy the bridge data
; lda #0
; ldx #36
; - sta buf_Screen,x
; sta buf_Screen+$1000,x
; dex
; bpl -
; ldx #0
; _loop
; ldy #0
; - lda bridgegfx,y
; _src = *-2
; sta buf_Screen+37,y
; _dst = *-2
; iny
; cpy #12
; bne -
; lda #0
; - sta buf_Screen+37,y
; _dst2 = *-2
; iny
; cpy #46
; bne -
; addw #12, _src
; cpx #87
; beq +
; addb #46, _dst
; sta _dst2
; adcb #0, _dst+1
; sta _dst2+1
; inx
; cpx #128
; bne _loop
; geq ++
; + mva #<(buf_Screen+$1025), _dst
; sta _dst2
; mva #>(buf_Screen+$1025), _dst+1
; sta _dst2+1
; inx
; gne _loop
; +
mva #$0f, rCOLPM0
sta rCOLPM1
sta rCOLPM2
sta rCOLPM3
; clear player/missile data and buffers
lda #0
ldy #0
- sta missile,y
sta player0,y
sta player1,y
sta player2,y
sta player3,y
; sta scrols,y
sta bgcols2,y
iny
bne -
ldx #$44
jsr settextpos
mwa #dlist, SDLSTL
mva >#(missile-$300), rPMBASE
mva #$01, GPRIOR ; all players above pf
mva #$3e, SDMCTL ; enable player, missile and dlist dma, normal pf, single line player
mva #$03, rGRACTL ; turn on player & missile
jsr disnmi
mwa #vbi, rNMI
mva #$c0, rNMIEN ; dlist + vblank
loop
lda #120 ; wait until out of screen
- cmp rVCOUNT
bne -
jsr scene0 ; update scene-specific variables
scefunc = *-2
ldx #DURATION
frame = *-1
inx
stx frame
cpx #DURATION
bcc done
jsr drawtext
mva #128, xpos
mva #96, ypos
ldx #0
stx frame
stx zTMP2
stx xposd
stx yposd
; generate new x,y position
ldy #0
lda rRANDOM
bpl +
dey
+ sty txtdXH
asl a
rol txtdXH ; x1
sta txtdXL
ldy #0
lda rRANDOM
bpl +
dey
+ sty txtdYH
sta txtdYL ; x.5
done
; calculate the position
lda #0
xposd = *-1
add #0
txtdXL = *-1
sta xposd
lda xpos
adc #0
txtdXH = *-1
sta xpos
lda #0
yposd = *-1
add #0
txtdYL = *-1
sta yposd
lda ypos
adc #0
txtdYH = *-1
sta ypos
; calculate the size
cpx #DURATION/2
lda #0
bcc +
cpx #DURATION*3/4
lda #1
bcc +
lda #2
+ sta siz
tay
; clear pm data, begin and end are from the last text redraw
lda #0
ldx zTMP2
- sta missile,x
sta player0,x
sta player1,x
sta player2,x
sta player3,x
inx
cpx #1
_clearlast = *-1
bne -
; redraw the text from buffer
mva #6, zTMP0
mwa #missile, zARG0
lda #96
ypos = *-1
sub yofs,y
sta zTMP2
mva skips,y, _skipamt
ldx #0
clc
_copytopm
mva #8, zTMP1
ldy zTMP2
_copytopm2
lda txtbuf,x
bcc *+2
_skipamt = *-1
.rept 4
sta (zARG0),y
iny
.next
inx
dec zTMP1
bne _copytopm2
inc zARG0+1
dec zTMP0
bne _copytopm
sty _clearlast
+ ldx #0
xpos = *-1
ldy #0
siz = *-1
jsr settextpos
updatebridge
ldx brypos
ldy #3
- dex
bpl +
ldx #$7f
+ lda rRANDOM
and #$17
add #$b8
sta bgcols2,x
sta bgcols2+$80,x
dey
bne -
stx brypos
jmp loop
yofs .byte 4, 8, 16
skips .byte 9, 6, 0
vbi
bit rNMIST
bpl +
jmp dli1
VDSLST = *-2
+
sta nmiA
stx nmiX
sty nmiY
mwa SDLSTL, rDLISTL
mva SDMCTL, rDMACTL
mwa #dli1, VDSLST
jsr updateMusic
lda nmiA
ldx nmiX
ldy nmiY
rti
dli1
sta nmiA
stx nmiX
ldx #0
_pos = *-1
lda bgcols,x
inx
stx _pos
sta rWSYNC
sta rCOLBK
cpx #6
bne +
mva #0, _pos
mwa #dli2, VDSLST
+ lda nmiA
ldx nmiX
rti
dli2
sta nmiA
stx nmiX
sty nmiY
lda #0
brypos = *-1
; sta _y1
sta _y2
ldx #0
- ldy curveLUT,x
; lda scrols,y
_y1 = *-2
; pha
lda bgcols2,y
_y2 = *-2
sta rWSYNC
sta rCOLBK
; pla
; sta rHSCROL
inx
bpl -
mva #0, rCOLBK
lda nmiA
ldx nmiX
ldy nmiY
rti
bgcols
.byte $80,$82,$84,$86,$88,$8a
settextpos
_p = [15,12,9,6,3,0,0,3]
_d = [rHPOSM3,rHPOSM2,rHPOSM1,rHPOSM0,rHPOSP0,rHPOSP1,rHPOSP2,rHPOSP3]
_x := 0
.rept 8
txa
.if _x < 6
sub _xofs+_p[_x],y
bcs +
.else
add _xofs+_p[_x],y
bcc +
.fi
lda #0 ; out of screen
+ sta _d[_x]
_x := _x + 1
.next
lda _sizex,y
sta rSIZEP0
sta rSIZEP1
sta rSIZEP2
sta rSIZEP3
sta rSIZEM
rts
_sizex .byte %00000000, %01010101, %11111111
_xofs .char 4, 8, 16
.char 12, 24, 48
.char 14, 28, 56
.char 16, 32, 64
.char 18, 36, 72
.char 20, 40, 80
drawtext
; clear the buffer
lda #0
ldy #8-1
- sta txtbuf,y
sta txtbuf+8,y
sta txtbuf+16,y
sta txtbuf+24,y
sta txtbuf+32,y
dey
bpl -
; draw the text
ldx #0 ; char
_loop
stx zTMP0
ldy #0
greetpos = *-1
lda greets,y
beq _skip ; no need to render space
lsr a
ldy #$f0
bcc +
ldy #$0f
.rept 8
inx
.next
+ sty _maskl
sty _maskr
asl a
asl a
asl a ;x8
tay
mva #8, zTMP1 ; height
mva _shamt,x, _shl
sta _shr
clc
lda _shpos,x
bmi _left
_right
tax
- mva #0, zTMP2
lda font,y
and #0
_maskr = *-1
bcc *+2
_shr = *-1
.rept 4
lsr a
ror zTMP2
.next
ora txtbuf,x
sta txtbuf,x
lda zTMP2
ora txtbuf+8,x
sta txtbuf+8,x
inx
iny
dec zTMP1
bne -
_skip
inc greetpos
ldx zTMP0
inx
cpx #8
bne _loop
rts
_left
eor #$ff
tax
- mva #0, zTMP2
lda font,y
and #0
_maskl = *-1
bcc *+2
_shl = *-1
.rept 4
asl a
rol zTMP2
.next
ora txtbuf,x
sta txtbuf,x
lda zTMP2
ora txtbuf-8,x
sta txtbuf-8,x
inx
iny
dec zTMP1
bne -
inc greetpos
ldx zTMP0
inx
cpx #8
bne _loop
rts
; + = right, - = left
_shpos .char 0,-9, 8,-17, 16, 24,-33, 32 ; upper nybble
.char -1, 0, -9, 8, 16,-25, 24,-33 ; lower nybble
_shamt .byte 12, 3, 6, 9, 0, 9, 6, 3 ; (4-shifts)*3
.byte 0, 9, 6, 3, 12, 3, 6, 9
scene0
lda zCurMsxOrd
cmp #$30
bcc _skip
lda zCurMsxRow
bne _skip
mwa #scene1, scefunc
_skip
rts
scene1
lda zCurMsxRow
cmp #$1c
bcc _skip
mva #0, rHPOSP0
sta rHPOSP1
sta rHPOSP2
sta rHPOSP3
sta rHPOSM0
sta rHPOSM1
sta rHPOSM2
sta rHPOSM3
pla ; pop return address so the stack points
pla ; to the loader's return address instead
_skip
rts
.enc "greets"
greets
.text "chip=win"
.text " titan "
.text "8static "
.text " f l t "
.text " kulor "
.text "trilobit"
.text "bitprtns"
.text "btslyadm"
.text "hooy-prg"
.text "#atari8 "
.text "atariage"
.text " ctrix "
.text "sibcrew "
.text " d h s "
.text "chkpoint"
.text "s m f x "
.text " lamers "
.text " r m c "
.text " v l k "
.text " mskty "
.text "tppdevs "
; bridgegfx .binary "gfx/bridge.2bpp"
.align $100
curveLUT
_x := 0
.rept 128
.byte (1-(_x/128.0-1)**2)*96+_x*32/128
_x := _x+1
.next
.align $800
.union
.struct
font .binary "gfx/font_greets.c.1bpp"
txtbuf .fill 8*5
dlist
.byte $f0
.fill 12, [$70,$f0]
; .fill 128*3, [$5e,$00,$a0]
.byte $41
.word dlist
.ends
.fill $300
.endu
missile .fill $100
player0 .fill $100
player1 .fill $100
player2 .fill $100
player3 .fill $100
QSTable .fill $200
; scrols .fill $100
bgcols2 .fill $100
.warn format("Part 8's memory usage: %#04x - %#04x", start, *)