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base:proportional-charset-noter_with_plasma-effect
;--------------------------------------------------
;
;	Proportional-Charset-Noter with Plasma Effect
;	
;	Coding: Testicle/Payday
;	Logo: Zeitgeist/Civitas
;	Musik: Dalezy/Creators
;
;	Contact: daniel@popelganda.de
;	www.popelganda.de
;
;	For fast and easy navigation through the source,
;	make intensive use of the paragraph-function,
;	if you are using the Relaunch64 Crosseditor!
;
;	Get Relaunch64 at www.popelganda.de 
;
;--------------------------------------------------



;--------------------------------------------------
;
;----- Paragraph @Globale Variablen@ -----
;
;--------------------------------------------------

!to "noter.prg"

screen=$0400
pscreen=$05b8			;screen-coordinates for plasma effect
charset=$4800			;original-charset
bitmap=$2dc0			;adress/offset of bitmap for prop-char, i.e. hi-res-bmp for text
clearanz=$12				;number * $100. shows how much of the bitmap must be cleared.
chardest=$4000			;prepeared charset
stext=$6000				;adress/offset for note text
start=$c000				;start of main code

plasmasinus=$9e00			;plasma-data
plasmacolors=$9f00

pixelcounter=$40			;counts, how many pixels of a char still have to be "printed"
charcounter=$41			;checks for new chars to be set
linecounter=$42			;counts the lines already set
neuchar=$43
maxpage=$44			;is set, when last page is reached
text=$50				;text-counter in zeropage ($50/$51)
bmpoffset=$60			;saves the offset of the bitmap in zeropage. tells, where to print in the bitmap
z1=$52				;variables for plasma effect
z2=$53

koalabmp=$2000			;data for koala logo
koalascr=$4c00
koalacol=$4e00

soundinit=$1000
soundplay=$1003


TRUE=1
FALSE=0

AN=1
AUS=0

PZEILEN=14				;number of lines of plasma effects
PSPALTEN=40			;number of rows of plasma effects



;--------------------------------------------------
;
;----- Paragraph @Includes@ -----
;
;--------------------------------------------------

*= $0800
!byte $00,$0c,$08,$0a,$00,$9e,$34,$39,$31,$35,$32,$00,$00,$00,$00

*= charset
!bin "../sonstiges/prop-noter/char.bin"

*= koalabmp
!bin "../sonstiges/prop-noter/pay-bmp.bin"

*= koalascr
!bin "../sonstiges/prop-noter/pay-scr.bin"

*= koalacol
!bin "../sonstiges/prop-noter/pay-col.bin"

*= soundinit
!bin "../sonstiges/prop-noter/music.bin"



;--------------------------------------------------
;
;	sourcecode start
;
;--------------------------------------------------

;----- Paragraph @Start of Maiscode@ -----

*= start
!zone HAUPTSOURCE

		lda #0
		sta $d020
		sta $d021
		jsr $e536

		sei
		lda #<irq1
		sta $0314
		lda #>irq1
		sta $0315
		lda #0
		sta $dc0e
		jsr soundinit
		lda #1
		sta $d01a
		lda #$7f
		sta $dc0d
		lda #$2d
		sta $d012
		lda #$7b
		sta $d011

;--------------------------------------------------

		ldx #0
.loop1		lda #$bf			;hires-screen: $0b (darkgray) for textcolor,
		sta screen+$200,x		;defined in screen-area.
		sta screen+$300,x
		inx
		bne .loop1
		ldx #$b8
		lda #$bf
.loop11	sta screen+$100,x
		inx
		bne .loop11

;----- Paragraph @Init: Koala-Logo@ -----

		ldx #0
.loopk1	lda koalascr,x
		sta $0400,x
		lda koalacol,x
		sta $d800,x
		inx
		bne .loopk1
		
.loopk2	lda koalascr+$100,x
		sta $0500,x
		lda koalacol+$100,x
		sta $d900,x
		inx
		cpx #104
		bne .loopk2
		
		ldx #79
		lda #$20
.loopk3	sta $0568,x
		dex
		bpl .loopk3

;--------------------------------------------------
;	"empty dummy screen" for fade in
;--------------------------------------------------

		lda #$20
		ldx #0
.clears		sta $0c00,x
		sta $0d00,x
		sta $0e00,x
		sta $0f00,x
		inx
		bne .clears
		
;--------------------------------------------------

		jsr .clearbitmap

;--------------------------------------------------

	;--------------------------------------------------
	;	here the charset is being prepared.
	;	the pixelrows of each char are not
	;	stored in 8 succeeded on another byte
	;	($3000-$3008), but each at $3000, $3100,
	;	$3200 to $3800. now you can more easily
	;	read the single pixellines by simply storing
	;	the char in the x-reg. and use
	;
	;	lda $3000,x
	;	lda $3100,x
	;	lda $3200,x
	;	...
	;	lda $3700,x
	;
	;	for getting the 8 pixelows of a char.
	;
	;--------------------------------------------------

;----- Paragraph @Prepare Charset@ -----

		ldx #0
		ldy #0
.loop4		lda charset,x
		sta chardest,y
		inx
		lda charset,x
		sta chardest+$100,y
		inx
		lda charset,x
		sta chardest+$200,y
		inx
		lda charset,x
		sta chardest+$300,y
		inx
		lda charset,x
		sta chardest+$400,y
		inx
		lda charset,x
		sta chardest+$500,y
		inx
		lda charset,x
		sta chardest+$600,y
		inx
		lda charset,x
		sta chardest+$700,y
		iny
		inx
		bne .loop4

;--------------------------------------------------
		
.loop5		lda charset+$100,x
		sta chardest,y
		inx
		lda charset+$100,x
		sta chardest+$100,y
		inx
		lda charset+$100,x
		sta chardest+$200,y
		inx
		lda charset+$100,x
		sta chardest+$300,y
		inx
		lda charset+$100,x
		sta chardest+$400,y
		inx
		lda charset+$100,x
		sta chardest+$500,y
		inx
		lda charset+$100,x
		sta chardest+$600,y
		inx
		lda charset+$100,x
		sta chardest+$700,y
		iny
		inx
		bne .loop5
			
;--------------------------------------------------

.loop6		lda charset+$200,x
		sta chardest,y
		inx
		lda charset+$200,x
		sta chardest+$100,y
		inx
		lda charset+$200,x
		sta chardest+$200,y
		inx
		lda charset+$200,x
		sta chardest+$300,y
		inx
		lda charset+$200,x
		sta chardest+$400,y
		inx
		lda charset+$200,x
		sta chardest+$500,y
		inx
		lda charset+$200,x
		sta chardest+$600,y
		inx
		lda charset+$200,x
		sta chardest+$700,y
		iny
		inx
		bne .loop6
			
;--------------------------------------------------
;	small break at the beginning
;--------------------------------------------------

		ldx #200
.p1		ldy #255
.p2		bit $ea
		nop
		dey
		bne .p2
		dex
		bne .p1

;--------------------------------------------------

		lda #0
		sta pixelcounter
		sta charcounter
		sta linecounter
		sta neuchar
		sta maxpage

		lda #<stext
		sta text
		lda #>stext
		sta text+1
		lda #<bitmap
		sta bmpoffset
		lda #>bitmap
		sta bmpoffset+1

		cli

;--------------------------------------------------
;----- Paragraph @Wait for Keypress@ -----
;--------------------------------------------------

WARTEN	lda #0
		beq WARTEN

;----------------- ende -------------------------



;--------------------------------------------------
;----- Paragraph @Read Char@ -----
;--------------------------------------------------

.newpage	ldy #0
		lda (text),y			;read text-char
		cmp #254
		bne .los			;end-sign?
		lda #TRUE
		sta maxpage
		jmp .vortaste			;if yes, finish

.los		cmp #$20			;if space, override rol-code
		bne .next			;and increase char- and pixelcounter
		ldx #$20			;immediately
		jsr .bende
		jmp .space

.next		cmp #255			;new line?
		bne .next2
		
		jsr .neuereihe			;if yes, set new line and read
		jmp .newpage			;new char

.next2	cmp #253			;new page?
		bne .putit

		inc text
		bne .weiter
		inc text+1
.weiter	jmp .vortaste			;if yes, goto waiting-loop

.putit		tax
		jsr .putchar			;put char.

;--------------------------------------------------

.space		lda neuchar			;is a new char "started" in the bitmap?
		beq .weiter1
		lda #0				;if yes, reset variable
		sta neuchar
		lda bmpoffset			;and set bitmap-vector to next char
		clc
		adc #8
		sta bmpoffset
		bcc .weiter1
		inc bmpoffset+1
.weiter1	inc text				;textcounter to next char in the text
		lda text
		bne .weiter2
		inc text+1
.weiter2	jmp .newpage			;and back to beginning

;--------------------------------------------------

.vortaste	lda #AN
		sta PAUSE+1

TASTE		lda #0
		jsr plasma			;run plasma while in waiting-loop
		lda TASTE+1
		beq TASTE

		lda #AUS
		sta PAUSE+1			;don't allow space-key
		lda #AUS
		sta TASTE+1			;activate waiting-loop above

		lda maxpage			;all pages shown?
		beq .weiter3

		lda #<stext			;if yes, reset textvector
		sta text
		lda #>stext
		sta text+1
		lda #FALSE
		sta maxpage

.weiter3	jsr .neueseite
		jmp .newpage

;----------------- ende -------------------------



;--------------------------------------------------
;----- Paragraph @New Textrow@ -----
;--------------------------------------------------

.neuereihe	lda #<bitmap			;first reset to original-bitmap-offsets
		sta bmpoffset
		lda #>bitmap
		sta bmpoffset+1

		ldx linecounter			;how many lines do we have?
.matheloop	inc bmpoffset+1		;number of lines multiplicated with 320
		lda bmpoffset			;is the new offset for the bitmap
		clc
		adc #64
		sta bmpoffset
		bcc .mathe
		inc bmpoffset+1
.mathe	dex
		bpl .matheloop

		inc linecounter			;increase linecounter

		lda #0				;re-initiate pixel- and charcounter-variables
		sta pixelcounter
		sta charcounter
		sta neuchar

		inc text				;increase textcounter
		lda text
		bne .matheweiter
		inc text+1

.matheweiter	rts				;go back

;----------------- ende -------------------------



;--------------------------------------------------
;----- Paragraph @New Textpage@ -----
;--------------------------------------------------

.neueseite	lda #<bitmap			;first reset to original-bitmap-offsets
		sta bmpoffset
		lda #>bitmap
		sta bmpoffset+1

		jsr .clearbitmap

		lda #0
		sta pixelcounter
		sta charcounter
		sta linecounter
		sta neuchar

		rts

;----------------- ende -------------------------



;--------------------------------------------------
;----- Paragraph @Clear Bitmap@ -----
;--------------------------------------------------

.clearbitmap	lda #0				;clear bitmap
		ldx #0
.loop2		
!set m=0
!do {
		sta bitmap+m*$100,x
!set m=m+1
} until m=clearanz

		inx
		bne .loop2
		
		ldx #0
.loopc1	lda #$bf			;hires-screen: $0b (darkgray) for textcolor
		sta screen+$200,x
		sta screen+$300,x
		inx
		bne .loopc1

		ldx #$b8
		lda #$bf
.loopc11	sta screen+$100,x
		inx
		bne .loopc11

		rts

;----------------- ende -------------------------



;--------------------------------------------------
;----- Paragraph @Put char@ -----
;--------------------------------------------------

.putchar	lda chardest,x			;get first pixelrow
		sta charbuffer+1		;and buffer it
		lda chardest+$100,x		;and so on...
		sta charbuffer+3
		lda chardest+$200,x
		sta charbuffer+5
		lda chardest+$300,x
		sta charbuffer+7
		lda chardest+$400,x
		sta charbuffer+9
		lda chardest+$500,x
		sta charbuffer+11
		lda chardest+$600,x
		sta charbuffer+13
		lda chardest+$700,x
		sta charbuffer+15

;--------------------------------------------------
;----- Paragraph @Move char@ -----
;--------------------------------------------------

		lda pixelcounter		;load pixel-counter. this variable stores the remaining amount of pixel
		and #7				;in the old char, so we know how many pixel the new char must be moved
		eor #7
		tay
.nloop1	clc				;move char
		rol charbuffer+1
		rol charbuffer
		clc
		rol charbuffer+3
		rol charbuffer+2
		clc
		rol charbuffer+5
		rol charbuffer+4
		clc
		rol charbuffer+7
		rol charbuffer+6
		clc
		rol charbuffer+9
		rol charbuffer+8
		clc
		rol charbuffer+11
		rol charbuffer+10
		clc
		rol charbuffer+13
		rol charbuffer+12
		clc
		rol charbuffer+15
		rol charbuffer+14
		dey
		bpl .nloop1

		ldy #0

;----- Paragraph @Char to Bitmap@ -----

		lda (bmpoffset),y		;and now copy the moved char with ORA
		ora charbuffer			;into the bitmap
		sta (bmpoffset),y
		iny
		lda (bmpoffset),y
		ora charbuffer+2
		sta (bmpoffset),y
		iny
		lda (bmpoffset),y
		ora charbuffer+4
		sta (bmpoffset),y
		iny
		lda (bmpoffset),y
		ora charbuffer+6
		sta (bmpoffset),y
		iny
		lda (bmpoffset),y
		ora charbuffer+8
		sta (bmpoffset),y
		iny
		lda (bmpoffset),y
		ora charbuffer+10
		sta (bmpoffset),y
		iny
		lda (bmpoffset),y
		ora charbuffer+12
		sta (bmpoffset),y
		iny
		lda (bmpoffset),y
		ora charbuffer+14
		sta (bmpoffset),y

		iny				;from here the rest of the just copied chars (i.e. the remaining pixels)
						;are being copied into the next char of the bitmap. 2x iny, because the counter
		lda charbuffer+1		;is in pixel-row 8 at the moment, i.e. at the "bottom". with the 2. iny the next offset 
		sta (bmpoffset),y		;starts at the top of the 1. pixelrow of the next char in the bitmap
		iny
		lda charbuffer+3
		sta (bmpoffset),y
		iny
		lda charbuffer+5
		sta (bmpoffset),y
		iny
		lda charbuffer+7
		sta (bmpoffset),y
		iny
		lda charbuffer+9
		sta (bmpoffset),y
		iny
		lda charbuffer+11
		sta (bmpoffset),y
		iny
		lda charbuffer+13
		sta (bmpoffset),y
		iny
		lda charbuffer+15
		sta (bmpoffset),y

;----- Paragraph @End: Put char@ -----

.bende	lda pixelcounter		;get pixelcounter
		clc
		adc chartable,x			;add length of current char
		sta pixelcounter		;and save it. the pixelcounter contains the whole amount of pixels, which
						;already have been set in the current row.
		lda charcounter		;update charcounter.
		clc
		adc chartable,x			;add length of current char
		cmp #8				;is a new char "started" in the bitmap?
		bcc .kein
		sbc #8
		sta charcounter

		lda #1				;if yes, set remember-variable
		sta neuchar
		jmp .zurueck

.kein		sta charcounter
.zurueck	ldx #17
		lda #0
.clearbuf	sta charbuffer,x		;clear buffer
		dex
		bpl .clearbuf
		rts
		
;----------------- ende -------------------------



;--------------------------------------------------
;
;	here the chars are being set, 
;	which should be stored with ROL
;	into the bitmap-matrix.
;
;--------------------------------------------------

charbuffer
!fill 18,0

;----------------- ende -------------------------



;--------------------------------------------------
;
;	char-table, storing the length
;	of each char (measured in pixel)
;
;--------------------------------------------------

;----- Paragraph @Chartable@ -----

chartable
!byte 7,7,7,6,7,7,6,7,7,5,6,7,5,8,7,7,7,7,7,7,7,7,7,8,7,7,7,5,7,5,7,7
!byte 4,4,7,8,7,7,8,5,5,5,9,7,4,7,4,8,7,7,7,7,8,7,7,7,7,7,5,4,5,6,5,7
!byte 1,7,7,7,7,7,7,7,7,3,7,7,7,8,7,7,7,7,7,7,7,7,7,8,7,7,7

;----------------- ende -------------------------



;--------------------------------------------------
;
;----- Paragraph @Irq1: Koala fadein@ -----
;
;--------------------------------------------------

!zone
irq1		inc $d019

		lda #$3b
		sta $d011
		lda #$19
		sta $d018
		lda #$d8
		sta $d016

.wait		lda $d012
.zeile		cmp #$31
		bcc .wait

		lda $d011
		ora #$40
		ldy $d012
		cpy $d012
		beq *-3
		sta $d011

		inc .zeile+1
		lda .zeile+1
		cmp #$7c
		bne .ende
		
		lda #<irq2
		sta $0314
		lda #>irq2
		sta $0315
		lda #$2e
		sta $d012

.ende		jsr soundplay
		jmp $ea7e

;----------------- ende -------------------------



;--------------------------------------------------
;
;----- Paragraph @Irq2: Koala Display@ -----
;
;--------------------------------------------------

!zone
irq2		inc $d019

		lda #$3b
		sta $d011
		lda #$19
		sta $d018
		lda #$d8
		sta $d016

		jsr soundplay

IRQC1		lda #<irq3
		sta $0314
IRQC2		lda #>irq3
		sta $0315
		lda #$80
		sta $d012

		jmp $ea7e

;----------------- ende -------------------------



;--------------------------------------------------
;
;----- Paragraph @Irq3: Fadein Gray@ -----
;
;--------------------------------------------------

!zone
irq3		inc $d019

.farbe		lda #0
		ldy $d012
		cpy $d012
		beq *-3
		sta $d020
		sta $d021

		lda #$1b
		sta $d011
		lda #$c8
		sta $d016
		lda #$35
		sta $d018

.wait		lda $d012
		cmp #$fe
		bcc .wait

		ldx #7
.warten	ldy $d012
		cpy $d012
		beq *-3
		nop:nop:nop
		dex
		bne .warten

		lda #0
		ldy $d012
		cpy $d012
		beq *-3
		sta $d020
		sta $d021

		dec .pause+1
.pause	lda #4
		bne .weiter
		lda #2
		sta .pause+1
.cnt		ldx #0
		lda .fcol,x
		sta .farbe+1
		inc .cnt+1
		lda .cnt+1
		cmp #8
		bne .weiter
		
		lda #<irq4
		sta IRQC1+1
		lda #>irq4
		sta IRQC2+1

		ldx #79
		lda #$ff
.loop		sta $0568,x
		dex
		bpl .loop

		lda #AN
		sta WARTEN+1

.weiter	lda #<irq2
		sta $0314
		lda #>irq2
		sta $0315
		lda #$2e
		sta $d012

		jmp $ea7e

.fcol
!byte $00,$0b,$09,$02,$08,$0a,$0f,$0f

;----------------- ende -------------------------



;--------------------------------------------------
;
;----- Paragraph @Irq4: Fadein Gray finished@ -----
;
;--------------------------------------------------

!zone
irq4		inc $d019

		lda #15
		ldy $d012
		cpy $d012
		beq *-3
		sta $d020
		sta $d021

		lda #$3b
		sta $d011
		lda #$c8
		sta $d016
		lda #$19
		sta $d018

.wait2		lda $d012
		cmp #$fe
		bcc .wait2

		ldx #7
.warten	ldy $d012
		cpy $d012
		beq *-3
		nop:nop:nop
		dex
		bne .warten

		lda #0
		ldy $d012
		cpy $d012
		beq *-3
		sta $d020
		sta $d021

		dec .wait+1
.wait		lda #4
		bne .ende
		lda #4
		sta .wait+1

PAUSE	lda #1
		beq .ende

		lda $dc01
		cmp #$ef
		bne .ende

		lda #AN
		sta TASTE+1

.ende		lda #<irq2
		sta $0314
		lda #>irq2
		sta $0315
		lda #$30
		sta $d012

		jmp $ea7e

;----------------- ende -------------------------



;--------------------------------------------------
;
;----- Paragraph @Sub-Route: Plasma-Effect@ -----
;
;--------------------------------------------------

!zone
plasma	lda .pcounter
		sta .sincnt+1

.zeile		ldy #0			;row-counter
.sincnt	ldx #0			;sinus-counter

		jsr .effekt		;call plasma sub routine

		inc .sincnt+1
		inc .zeile+1
		lda .zeile+1
		cmp #PZEILEN		;all 14 rows done?
		bne .zeile

		lda .pcounter
		clc:adc #3
		sta .pcounter

		inc .pcounter+1

		lda #0
		sta .zeile+1
		rts

.effekt	lda .pcounter+1
		sta .weiter+1
		lda #<pscreen
		sta z1
		lda #>pscreen
		sta z2

	;set row of the color ram

.loop1		cpy #0			;in y we stored the current line.
		beq .weiter		;if equal zero, start plasma
		lda z1			;else add 40 chars to row-counter...
		clc:adc #40
		sta z1
		bcc .loop2
		inc z2
.loop2		dey			;...repeat this until counter for color ram
		bne .loop1		;is set to current row.

	;here we go!

.weiter	ldy #0
		lda plasmasinus,x
		clc
		adc plasmasinus,y
		adc .pcounter
		adc .pcounter+1
		and #$7f
		lsr
		tay
		lda plasmacolors,y

.charcnt	ldy #0			;counter for columns (i.e. width of plasma in chars)
		sta (z1),y
		inc .weiter+1
		inc .charcnt+1
		lda .charcnt+1
		cmp #PSPALTEN	;number of columns
		bne .weiter

		lda #0
		sta .charcnt+1
		rts

.pcounter
!byte 0,0

;----------------- ende -------------------------



;--------------------------------------------------
;
;----- Paragraph @Plasma-Colors@ -----
;
;--------------------------------------------------

*= plasmacolors

;!byte $bf,$bf,$bf,$bf,$bf,$bf,$bf,$bf
;!byte $bf,$9f,$2f,$cf,$af,$ff,$7f,$1f
;!byte $7f,$ff,$af,$cf,$2f,$9f,$bf,$bf
;!byte $bf,$bf,$bf,$bf,$bf,$bf,$bf,$bf
;!byte $bf,$bf,$bf,$bf,$bf,$bf,$bf,$bf
;!byte $bf,$6f,$4f,$ef,$5f,$3f,$df,$1f
;!byte $df,$3f,$5f,$ef,$4f,$6f,$bf,$bf
;!byte $bf,$bf,$bf,$bf,$bf,$bf,$bf,$bf

!byte $bf,$bf,$bf,$bf,$bf,$bf,$bf,$bf
!byte $bf,$9f,$2f,$cf,$af,$7f,$1f,$7f
!byte $af,$cf,$2f,$9f,$bf,$bf,$bf,$bf
!byte $bf,$bf,$bf,$bf,$bf,$bf,$bf,$bf
!byte $bf,$bf,$bf,$bf,$bf,$bf,$bf,$bf
!byte $bf,$6f,$4f,$ef,$5f,$3f,$df,$1f
!byte $df,$3f,$5f,$ef,$4f,$6f,$bf,$bf
!byte $bf,$bf,$bf,$bf,$bf,$bf,$bf,$bf



;--------------------------------------------------
;
;----- Paragraph @Plasma-Sinus@ -----
;
;--------------------------------------------------

*= plasmasinus

!byte $1f,$1f,$1f,$1f,$1f,$20,$20,$21
!byte $21,$22,$23,$25,$26,$27,$29,$2a
!byte $2b,$2d,$2e,$2f,$30,$30,$30,$30
!byte $30,$2f,$2e,$2c,$2a,$28,$25,$22
!byte $1f,$1c,$18,$15,$12,$0e,$0b,$09 	
!byte $06,$04,$02,$01,$00,$00,$00,$00
!byte $01,$02,$04,$06,$08,$0b,$0e,$10
!byte $13,$15,$18,$1a,$1c,$1d,$1e,$1f
!byte $1f,$1f,$1e,$1d,$1c,$1a,$18,$15
!byte $13,$10,$0e,$0b,$08,$06,$04,$02
!byte $01,$00,$00,$00,$00,$01,$02,$04
!byte $06,$09,$0b,$0e,$12,$15,$18,$1c
!byte $1f,$22,$25,$28,$2a,$2c,$2e,$2f
!byte $30,$30,$30,$30,$30,$2f,$2e,$2d
!byte $2b,$2a,$29,$27,$26,$25,$23,$22
!byte $21,$21,$20,$20,$1f,$1f,$1f,$1f
!byte $1f,$1f,$1f,$1f,$1f,$1e,$1e,$1d
!byte $1d,$1c,$1b,$19,$18,$17,$15,$14
!byte $13,$11,$10,$0f,$0e,$0e,$0e,$0e
!byte $0e,$0f,$10,$12,$14,$16,$19,$1c
!byte $1f,$22,$26,$29,$2c,$30,$33,$35
!byte $38,$3a,$3c,$3d,$3e,$3e,$3e,$3e
!byte $3d,$3c,$3a,$38,$36,$33,$30,$2e
!byte $2b,$29,$26,$24,$22,$21,$20,$1f
!byte $1f,$1f,$20,$21,$22,$24,$26,$29
!byte $2b,$2e,$30,$33,$36,$38,$3a,$3c
!byte $3d,$3e,$3e,$3e,$3e,$3d,$3c,$3a
!byte $38,$35,$33,$30,$2c,$29,$26,$22
!byte $1f,$1c,$19,$16,$14,$12,$10,$0f
!byte $0e,$0e,$0e,$0e,$0e,$0f,$10,$11
!byte $13,$14,$15,$17,$18,$19,$1b,$1c
!byte $1d,$1d,$1e,$1e,$1f,$1f,$1f,$1f



;--------------------------------------------------
;
;	scrolltext
;
;--------------------------------------------------

;----- Paragraph @Text@ -----

*= stext
;ä = ^
;ö = \h
;ü = _

;255 = new line
;253 = new page
;254 = end

!ct scr

!tx "Welcome, ladies and gentlemen, to the short note!"
!by 255, 255
!tx "First of all the credits for this note:"
!by 255
!tx "----------------------------------"
!by 255,255
!tx "Coding by Testicle/Payday"
!by 255
!tx "Logo by Zeitgeist/Civitas"
!by 255
!tx "Music by Dalezy/Creators"
!by 255,255
!tx "This charset is a slight modified version of the"
!by 255
!tx "original C64-charset. Modifications done by me,"
!by 255
!tx "Testicle."
!by 253

!tx "I think, the credits for the demo Oedipus Complex"
!by 255
!tx "are not necessary to mention, because you can (or"
!by 255
!tx "must, hehe), read them in the scrollers of each"
!by 255
!tx "part."
!by 255,255
!tx "All I want to say, is that all coding was done by"
!by 255
!tx "Testicle/Payday and all graphics where made by"
!by 255
!tx "Fabu/Payday. I think, that's important! ;-)"
!by 255,255
!tx "Now some words to the demo..."
!by 253

!tx "Well, the effects in this demo are quite old. Most"
!by 255
!tx "of them were done short before the Payday-break"
!by 255
!tx "in 1995. But it was a lot of work to me and that's"
!by 255
!tx "why I wanted to release these parts as a demo."
!by 255,255
!tx "The small competition at the forum-64.de-forum"
!by 255
!tx "gave me the motivation to complete my goal! :-)"
!by 255,255
!tx "I don't think, we in Payday will release another"
!by 255
!tx "demo, because the main-reason why we started"
!by 255
!tx "our 'comeback' was our beloved discmag..."
!by 255,255
!tx "                              POPELGANDA!"
!by 255
!tx "(Applause)"
!by 253

!tx "I hope, we will manage to release the next issue"
!by 255
!tx "within this year, but i'm am quite confident, that"
!by 255
!tx "issue #6 of Popelganda is released in the near"
!by 255
!tx "future!"
!by 255,255
!tx "Now to some more future-plans of Payday. Beside"
!by 255
!tx "Popelganda we are also developing a crossdevelop-"
!by 255
!tx "ment-tool for windows."
!by 255,255
!tx "It's a very useful text-editor for ml-coding and"
!by 255
!tx "can be used with many common assemblers like"
!by 255
!tx "ACME, DAsm, C64Asm or Ca65."
!by 253

!tx "Now you might ask yourself, where to get all this"
!by 255
!tx "funky stuff? simply take a look at our website!"
!by 255,255
!tx "                 http://www.popelganda.de"
!by 255,255
!tx "Our homepage is currently being redesigned and the"
!by 255
!tx "editor is not ready for download yet. I'll announce"
!by 255
!tx "new releases at the well-known scene-news-sites,"
!by 255
!tx "ofcourse."
!by 253

!tx "In case you want to contact Payday:"
!by 255
!tx "--------------------------------------"
!by 255,255
!tx "Testicle/Payday"
!by 255
!tx "tte@popelganda.de"
!by 255,255
!tx "Fabu/Payday"
!by 255
!tx "fabu@popelganda.de"
!by 255,255,255,255
!tx "Thank you for your attention!"
!by 255,255
!tx "                                                     Testicle/Payday."
!by 254
base/proportional-charset-noter_with_plasma-effect.txt · Last modified: 2015-04-17 04:33 (external edit)