User Tools

Site Tools


base:double_screen_vertical_scroller

Double screen vertical scroller

By Bitbreaker/Oxyron^Arsenic^Nuance

Glues together two hires/koala bitmaps and displays them stacked vertically. Format of the Hires pics (as exported from for e.g. HermIRES):

$0000-$1f40 bitmap
$1f40-$2328 screen
background/bordercolor: i fucking don't care :-) Set it on your own in the source :-)
$2328-$2710 colram (koala only)

Use ACME to compile.

         * = $4000
 
y        = $10
y_       = $11
trig     = $12
dir      = $13
bank     = $14
 
colram   = $d800
screen1  = $0400
screen2  = $c400
bitmap1  = $2000
bitmap2  = $e000
 
;MULTICOLOR     ;uncomment this if you want a koala version that also copies colram
 
         sei
         ;setup raster irq for line $2d
         lda #$01
         sta $d019
         sta $d01a
         lda #$7f
         sta $dc0d
         lda $dc0d
         lda #$18
         sta $d018
!ifdef MULTICOLOR {
         sta $d016
         ;set background color
         lda #$01
         sta $d021
}
         lda #$fa
         sta $d012
         lda #$03
         sta $dd00
         lda #<irq
         sta $0314
         lda #>irq
         sta $0315
 
         ;init some values, blank display to avoid glitches on start
         lda #$00
         sta $d011
         sta y
         sta trig
         sta dir
         sta bank
         sta $d020
         cli
 
!ifdef MULTICOLOR {
         jsr update_colram
}
 
l_down
         ;scroll down, fill both buffers with fitting (y-offset!) bitmaps
         sta y_
         jsr update_bmp
         lda #$02
         sta y_
         jsr update_bmp
 
         ;flag new direction to irq
         lda dir
         eor #$01
         sta dir
 
         ;enable screen on next irq
         lda #$30
         sta en1+1
down
         lda y
         cmp #$cf
         beq l_up
         ;wait until irq triggers us
         lda trig
         beq down
 
         ;reset flag
         lda #$00
         sta trig
 
         ;update offscreen buffer
         jsr update_bmp
         jmp down
 
l_up
         ;and up we go again...
         lda #50
         sta y_
         jsr update_bmp
         lda #48
         sta y_
         jsr update_bmp
 
         lda dir
         eor #$01
         sta dir
up
         lda y
         beq l_down
         lda trig
         beq up
 
         lda #$00
         sta trig
 
         jsr update_bmp
         jmp up
 
irq
         dec $d019
 
         ;update y-offset
         jsr update_y
 
         jmp $ea7e
 
update_y
         ;up or down?
         lda dir
         beq up_
 
         ;down, finished or inc y?
         lda y
         cmp #$cf
         bne +
         rts
+
         ;clc
         ;increment y
         adc #$01
         sta y
 
         ;do we need to shift whole bitmap by one charblock?
         and #$07
         tax
         bne out2
         ;y position of next buffered bitmap
         lda y
         ;clc
         adc #$08
         bne out1 ;branch always
 
up_
         lda y
         bne +
         rts
+
         ;decrement y
         sec
         sbc #$01
         sta y
 
         ;do we need to update buffer?
         and #$07
         tax
         cmp #$07
         bne out2
         ;calc new y_
         lda y
         ;sec
         sbc #$08
out1
         ;calculate y_ -> y / 4 & $fe to have an index into pointer table
         lsr
         lsr
         and #$fe
         sta y_
         ;toggle vic bank
         lda $dd00
         eor #$03
         sta $dd00
         ;now trigger code outside of irq
         inc trig
!ifdef MULTICOLOR {
         txa
         ora en1+1
         ;set new y-shift
         sta $d011
         ;and update colram
         jmp update_colram
}
out2
         txa
en1      ora #$00
         ;set new y-shift
         sta $d011
         rts
 
!ifdef MULTICOLOR {
update_colram
         ;directly copy colram (forward, so that upper lines are copied first and we can't be overtaken by raster)
         lda y
         lsr
         lsr
         and #$fe
         tay
         lda #>colram
         sta tgt_c+2
         lda pcolram+0,y
         sta src_c+1
         lda pcolram+1,y
         sta src_c+2
 
         ldx #$04
         ldy #$00
-
src_c    lda $1000,y
tgt_c    sta $1000,y
         iny
         bne -
         inc src_c+2
         inc tgt_c+2
         dex
         bne -
         rts
}
 
update_bmp
         ;toggle buffer
         lda bank
         eor #$01
         sta bank
         ;fill corresponding buffer
         beq +
         lda #>bitmap1
         jsr copy_bmp
         lda #>screen1
         bne copy_screen
+
         lda #>bitmap2
         jsr copy_bmp
         lda #>screen2
 
copy_screen
         ;copy $0400 bytes of screen to target buffer
         sta tgt1+2
         ldx y_
         lda pscreen+1,x
         ldy pscreen+0,x
         ldx #$01   ;1 * $0400 bytes
         bne copy
 
copy_bmp
         ;copy $2000 bytes of bitmap to target buffer
         sta tgt1+2
         ldx y_
         lda pbitmap+1,x
         ldy pbitmap+0,x
         ldx #$08   ;8 * $0400 bytes = $2000 bytes
copy
         ;slightly optimized copy routine, doing $400 bytes at once
         sty src1+1
         sty src2+1
         sty src3+1
         sty src4+1
 
         ldy tgt1+2
copy_l
         ;write highbytes of source and target addresses
         sty tgt1+2
         iny
         sty tgt2+2
         iny
         sty tgt3+2
         iny
         sty tgt4+2
 
         tay
         sta src1+2
         iny
         sty src2+2
         iny
         sty src3+2
         iny
         sty src4+2
 
         ldy #$00
-
src1     lda $1000,y
tgt1     sta $1000,y
src2     lda $1000,y
tgt2     sta $1000,y
src3     lda $1000,y
tgt3     sta $1000,y
src4     lda $1000,y
tgt4     sta $1000,y
         iny
         bne -
 
         lda tgt1+2
         clc
         adc #$04
         tay
         lda src1+2
         clc
         adc #$04
         dex
         bne copy_l
         rts
 
pbitmap
         ;pointers into picture bitmaps for y=0, 8, 16, 24, ...
         !for .y, 26 {
              !word (26 - .y) * 320 + bitmaps
         }
 
pscreen
         ;pointers into picture screens for y=0, 8, 16, 24, ...
         !for .y, 26 {
              !word (26 - .y) * 40 + screens
         }
 
!ifdef MULTICOLOR {
pcolram
         ;pointers into picture colram for y=0, 8, 16, 24, ...
         !for .y, 26 {
              !word (26 - .y) * 40 + colrams
         }
}
 
screens
;glue together screen data
!bin "pic1.prg",$3e8,$1f42
!bin "pic2.prg",$3e8,$1f42
 
bitmaps
;glue together bitmap data
!bin "pic1.prg",$1f40,2
!bin "pic2.prg",$1f40,2
 
!ifdef MULTICOLOR {
colrams
;glue together colram data
!bin "pic1.prg",$3e8,$2328
!bin "pic2.prg",$3e8,$2328
}
base/double_screen_vertical_scroller.txt · Last modified: 2015-04-17 04:31 by 127.0.0.1