base:4_ways_scroll_part_1
4 ways scroll part 1
; 4 Ways Scroll ; by malcolm bamber ; http://www.dark-well.pwp.blueyonder.co.uk/ ; Assembler Used C64ASM.EXE .word $0801 ; Starting address for loader * = $0801 .word nextLine ; Line link .word $0 ; Line number .byte 158 ; SYS .byte '1','4','5','0','0' .byte 0 nextLine .byte 0,0 ; end of basic * = 14500 asemcode Ptrhiddenscreen = $2b ; hidden screen address two byte address Ptrscreen = $2d ; screen address you can see two byte address Ptrmap = $2f ; map address two byte address Ptrmapcolour = $31 ; map colour address two byte address Ptrcolour = $33 ; colour address two byte address PtrSparecolour = $35 raster = 245 free = $5 ; THESE ARE FREE AT THE MONENT free1 = $6 ; THESE ARE FREE AT THE MOMENT scrollstop = $7 ; if set then no stop scrolling screen sync = $8 xscroll = $9 ; screen is all the way to the left yscroll = $c ; screen is all the way to the up whichscreen = $d ; which screen we are showing 1024 or 3072 mapwidth = $e maphight = $f mapx = $12 ; this will tell how far left or right we are on map mapy = $14 ; this will tell how far up or down we are on the map udflag = $15 ; if udflag = 0 lrflag = $16 ; what side of key = $C5 ; WHAT KEY IS PRESSED temp0 = $37 temp1 = $38 temp2 = $39 temp3 = $3a temp4 = $3b temp5 = $3c temp6 = $3d temp7 = $3e temp8 = $3f temp9 = $40 temp10 = $41 temp11 = $42 temp12 = $43 temp13 = $44 temp14 = $45 temp15 = $46 temp16 = $fb temp17 = $fc temp18 = $fd temp19 = $fe temp20 = $ff temp21 = $20 maxwidth = 39 ; You must take 20 from mapwidth has 20 tiles are show across maxheight = 23 ; you must take 13 from maphight has 13 tiles arw show down ;*** setup varibles **** lda #0 ; MAKE IRQ JUMP OUT BEFORE DOING ANY SCROLL WORK sta scrollstop ; STORE VALUE HERE lda #0 ; SET SCREEN XSCROLL POSITION NEAR THE MIDDLE 7=left 0=right sta xscroll ; lda #0 ; SET SCREEN YSCROLL POSITION NEAR THE MIDDLE 7=up 0=down sta yscroll ; lda #59 ; TILES ACROSS sta mapwidth ; MAP WIDTH lda #36 ; ROW DOWN sta maphight ; MAP HEIGHT lda #$0f sta $d418 ; SELECT FILTER MODE AND VOLUME lda #0 sta mapx ; THIS WILL TELL HOW FAR LEFT OR RIGHT WE ARE ON MAP lda #0 sta mapy ; THIS WILL TELL HOW FAR UP OR DOWN WE ARE ON THE MAP sta sync ; WAIT FOR RASTER TO START AT THE TOP lda #0 sta free sta free1 lda #0 sta udflag ; WHICH SIDE TO DRAW NEXT TILE STRIP TOP OR BOTTOM OF SCREEN sta lrflag ; WHICH SIDE TO DRAW NEXT TILE STRIP LEFT OR RIGHT OF SCREEN lda #<1024 ; SET ADDRESS OF SCREEN YOU CAN SEE sta Ptrscreen ; SET CURRENT SCREEN BITMAP lda #>1024 sta Ptrscreen+1 ; SET CURRENT SCREEN BITMAP lda #<3072 ; SET ADDRESS OF SCREEN THAT IS HIDDEN sta Ptrhiddenscreen ; SET HIDDEN SCREEN BITMAP lda #>3072 sta Ptrhiddenscreen+1 ; SET HIDDEN SCREEN BITMAP lda #1 sta whichscreen ; WHICH SCREEN WE ARE SHOWING 1024 OR 3072 lda #1 ; TEXT COLOUR jsr $ffd2 ; SET COLOUR FOR KERNAL SCREEN PRINTING jsr setup ; SET UP MEMORY FOR GAME jsr $e544 ; CLEAR SCREEN ;inc $d020 jsr setcursor jsr makemapynumbers ; WORK OUT ALL 16 BIT ADD VALUES FOR MAPY ;*************** ;** MAIN LOOP ** ;*************** main jsr setupirq ; START IRQ ldy #0 ; FILL SCREEN WITH VALUE IN Y AND FILL COLOUR WITH VALUE IN X ldx #0 lda Ptrscreen sta temp0 lda Ptrscreen+1 sta temp1 lda Ptrcolour sta temp2 lda Ptrcolour+1 sta temp3 jsr fillscreen ldy #0 ; FILL SCREEN WITH VALUE IN Y AND FILL COLOUR WITH VALUE IN X ldx #0 lda Ptrhiddenscreen sta temp0 lda Ptrhiddenscreen+1 sta temp1 lda PtrSparecolour sta temp2 lda PtrSparecolour+1 sta temp3 jsr fillscreen lda Ptrscreen ; SCREEN ADDRESS sta temp0 lda Ptrscreen+1 sta temp1 lda Ptrcolour ; COLOUR ADDRESS sta temp2 lda Ptrcolour+1 sta temp3 jsr drawscreen ; DRAW MAP ON SCREEN lda Ptrscreen ; SCREEN ADDRESS sta temp1 lda Ptrscreen+1 sta temp2 lda Ptrcolour ; COLOUR ADDRESS sta temp3 lda Ptrcolour+1 sta temp4 jsr fillrightside ; DRAW RIGHT SIDE OF SCREEN clc lda Ptrscreen ; SCREEN ADDRESS adc #<960 sta temp1 lda Ptrscreen+1 adc #>960 sta temp2 clc lda Ptrcolour ; COLOUR ADDRESS adc #<960 sta temp3 lda Ptrcolour+1 adc #>960 sta temp4 jsr fillbottom ; DRAW BOTTOM ROW ON SCREEN mainloop lda sync ; WAIT FOR SYNC TO = ONE cmp #1 bne mainloop lda #0 ; CLEAR OLD SYNC FLAG sta sync lda scrollstop ; CHECK IRQ FLAG cmp #0 ; IS IT ZERO bne mainloop ; NO lda 197 ; get key cmp #1 ; is it returnkey bne _next ; no jsr swapscreen jsr setcursor ; yes ldx mapx ldy #0 jsr printnum jsr swapscreen _next joystick ;lda $DC01 ; VALUE FOR JOYSTICK IN PORT ONE ;cmp #$7F ; NEUTRAL ;bne _checkforup lda $DC00 ; VALUE FOR JOYSTICK IN PORT TWO cmp #$7F bne _checkforup jmp mainloop _checkforup cmp #$7E ; UP bne _checkfordown ; NO NOT UP lda mapy ; GET VALUE OF MAP POINTER cmp #0 ; MAKE SURE WE CAN STILL MOVE DOWN beq _quitup ; NO lda #2 ; VALUE TO USE sta scrollstop ; SET FLAG TO SCROLL UP lda #3 ; YSCROLL VALUE sta yscroll ; SET SCREEN STARTING POSITION _quitup jmp mainloop ; END OF JOYSTICK LEFT _checkfordown cmp #$7D ; DOWN bne _checkforleft ; NO NOT DOWN lda mapy ; GET VALUE OF MAP POINTER cmp #maxheight ; MAKE SURE WE CAN STILL MOVE DOWN beq _quitdown ; NO lda #2 ; VALUE TO USE sta scrollstop ; SET FLAG TO SCROLL DOWN lda #4 ; YSCROLL VALUE sta yscroll ; SET SCREEN STARTING POSITION _quitdown jmp mainloop ; END OF JOYSTICK RIGHT _checkforleft cmp #$7B ; LEFT bne _checkforright ; NO NOT LEFT lda mapx ; GET VALUE OF MAP POINTER cmp #0 ; MAKE SURE WE CAN STILL MOVE LEFT beq _quitleft ; NO lda #1 ; VALUE TO USE sta scrollstop ; SET FLAG TO SCROLL LEFT lda #3 ; XSCROLL VALUE sta xscroll ; SET SCREEN STARTING POSITION _quitleft jmp mainloop ; END OF JOYSTICK LEFT _checkforright cmp #$77 ; RIGHT bne _quitright ; NO NOT RIGHT lda mapx ; GET VALUE OF MAP POINTER cmp #maxwidth ; MAKE SURE WE CAN STILL MOVE LEFT beq _quitright ; NO lda #1 ; VALUE TO USE sta scrollstop ; SET FLAG TO SCROLL RIGHT lda #4 ; XSCROLL VALUE sta xscroll ; SET SCREEN STARTING POSITION _quitright jmp mainloop ; END OF JOYSTICK RIGHT ; quit _quitout lda $D016 ; SELECT 38/40 COLUMN TEXT DISPLAY: 1 = 40 COLS eor #%00001000 ; BIT 3=1 40 COLS MODE,BIT 4=1 MULTI-COLOR MODE sta $D016 lda $D016 ; END OF SCROLL PART OF THE SCREEN and #%11111000 ora #7 sta $D016 ; MOVE THE SCREEN ALL THE WAY LEFT rts ;************************************ ;* WORK OUT Y VALUES OF MAP ADDRESS * ;************************************ makemapynumbers lda #0 ; mapy value to use sta temp8 lda #0 sta (temp9) ; index to pointer array _loop lda temp8 ; number to times sta temp0 lda #0 sta temp1 lda mapwidth ; multiplicand sta temp2 lda #0 sta temp3 jsr mult16 ; scratch temp0 - temp7 ldy temp9 lda temp4 ; low byte value return from mult16 sta mapyaddress,y ; store low byte iny lda temp5 ; high byte value return from mult16 sta mapyaddress,y ; store high byte inc temp9 inc temp9 ; move y index pointer inc temp8 ; next y value lda maphight ; get the map hight cmp temp8 ; is y value = to it bne _loop ; no rts ; yes ;***************************************** ;* FILL TOP ROW ON SCREEN * ;* using temp1 - temp13 * ;* temp 1 & 2 = screen address * ;* temp 3 & 4 = colour address * ;* temp 5 & 6 = Ptrmap address * ;* temp 7 & 8 = Ptrmapcolour * ;* temp 10 = X Position On Screen * ;* temp 11 = X Position On Map * ;* temp 12 = Ascii Value From Map * ;* temp 13 = Colour Value From Map * ;***************************************** filltop clc lda mapy ; get map array index asl a tay clc lda Ptrmap ; map address adc mapyaddress,y ; RESULT FROM mapy*mapwidth sta temp5 lda Ptrmap+1 adc mapyaddress+1,y ; RESULT FROM mapy*mapwidth sta temp6 clc lda Ptrmapcolour ; map colour address adc mapyaddress,y ; RESULT FROM sta temp7 lda Ptrmapcolour+1 adc mapyaddress+1,y ; RESULT FROM sta temp8 lda #0 sta temp10 ; SET ACROSS POSITION ON SCREEN lda mapx ; HOW FAR ACROSS MAP sta temp11 _drawtile ldy temp11 ; SET ACROSS ON MAP lda (temp5),y ; GET FIRST CHAR ON TILE FROM MAP ;lda #0 ; ***** DEBUG ONLY ***** sta temp12 ; STORE IT lda (temp7),y ; COLOUR MAP sta temp13 ; STORE COLOUR OF TILE lda udflag ; ARE WE DRAWING THE TOP OF THE TILE OR BOTTOM cmp #1 ; ARE WE DRAWING THE BOTTOM PART OF THE TILE bne _drawfirst ; KEEP TEMP12 HAS IT IS FOR DRAWING inc temp12 ; YES THEN SET CHAR VALUE TO SECOND LINE OF TILE inc temp12 _drawfirst ldy temp10 ; SET X POSITION ON SCREEN lda temp12 ; GET TILE CHAR VALUE sta (temp1),y ; WRITE OUT CHAR TO SCREEN lda temp13 ; GET COLOUR VALUE sta (temp3),y ; WRITE OUT COLOUR TO SCREEN inc temp10 ; MOVE TO NEXT POSITION ON SCREEN _drawsecond ldy temp10 ; SET X POSITION ON SCREEN ldx temp12 ; GET TILE CHAR VALUE inx txa sta (temp1),y ; WRITE OUT CHAR TO SCREEN lda temp13 ; GET COLOUR VALUE sta (temp3),y ; WRITE OUT COLOUR TO SCREEN inc temp10 ; MOVE TO NEXT POSITION ON SCREEN inc temp11 ; HOW FAR ACROSS MAP lda temp10 ; CHECK HOW MANY TILE WE HAVE DRAWN cmp #39 ; HAVE WE DONE A FULL ROW ACROSS beq _quit cmp #40 ; HAVE WE DONE A FULL ROW ACROSS beq _quit jmp _drawtile ; JUMP IF CMP >TEMP10 _quit rts ;***************************************** ;* FILL BOTTOM ROW ON SCREEN * ;* using temp1 - temp13 * ;* temp 1 & 2 = screen address * ;* temp 3 & 4 = colour address * ;* temp 5 & 6 = Ptrmap address * ;* temp 7 & 8 = Ptrmapcolour * ;* temp 10 = X Position On Screen * ;* temp 11 = X Position On Map * ;* temp 12 = Ascii Value From Map * ;* temp 13 = Colour Value From Map * ;***************************************** fillbottom clc lda mapy ; get map array index adc #12 ; asl a tay clc lda Ptrmap ; map address adc mapyaddress,y ; RESULT FROM mapy*mapwidth sta temp5 lda Ptrmap+1 adc mapyaddress+1,y ; RESULT FROM mapy*mapwidth sta temp6 clc lda Ptrmapcolour ; map colour address adc mapyaddress,y ; RESULT FROM sta temp7 lda Ptrmapcolour+1 adc mapyaddress+1,y ; RESULT FROM sta temp8 lda #0 sta temp10 ; SET ACROSS POSITION ON SCREEN lda mapx ; HOW FAR ACROSS MAP sta temp11 _drawtile ldy temp11 ; SET ACROSS ON MAP lda (temp5),y ; GET FIRST CHAR ON TILE FROM MAP ;lda #0 ; ***** DEBUG ONLY ***** sta temp12 ; STORE IT lda (temp7),y ; COLOUR MAP sta temp13 ; STORE COLOUR OF TILE lda udflag ; ARE WE DRAWING THE TOP OF THE TILE OR BOTTOM cmp #1 ; ARE WE DRAWING THE BOTTOM PART OF THE TILE bne _drawfirst ; KEEP TEMP12 HAS IT IS FOR DRAWING inc temp12 ; YES THEN SET CHAR VALUE TO SECOND LINE OF TILE inc temp12 _drawfirst ldy temp10 ; SET X POSITION ON SCREEN lda temp12 ; GET TILE CHAR VALUE sta (temp1),y ; WRITE OUT CHAR TO SCREEN lda temp13 ; GET COLOUR VALUE sta (temp3),y ; WRITE OUT COLOUR TO SCREEN inc temp10 ; MOVE TO NEXT POSITION ON SCREEN _drawsecond ldy temp10 ; SET X POSITION ON SCREEN ldx temp12 ; GET TILE CHAR VALUE inx txa sta (temp1),y ; WRITE OUT CHAR TO SCREEN lda temp13 ; GET COLOUR VALUE sta (temp3),y ; WRITE OUT COLOUR TO SCREEN inc temp10 ; MOVE TO NEXT POSITION ON SCREEN inc temp11 ; HOW FAR ACROSS MAP lda temp10 ; CHECK HOW MANY TILE WE HAVE DRAWN cmp #39 ; HAVE WE DONE A FULL ROW ACROSS beq _quit cmp #40 ; HAVE WE DONE A FULL ROW ACROSS beq _quit jmp _drawtile ; JUMP IF CMP >TEMP10 _quit rts ;********************************************* ;* FILL LEFT SIDE ON SCREEN * ;* using temp1 - temp14 * ;* temp 1 & 2 = screen address * ;* temp 3 & 4 = colour address * ;* temp 5 & 6 = Ptrmap address * ;* temp 7 & 8 = Ptrmap colour address * ;* temp 9 = Ascii Value From Map * ;* temp 10 = Colour Value From Map * ;* temp 11 = Were line count is stored * ;* temp 12 = Y Value On Map * ;* temp 13 = which side of tile to draw * ;* temp 14 = X Position On Map * ;********************************************* fillleftside lda mapy sta temp12 ; set mapy lda temp12 ; get mapy value asl a tay clc lda Ptrmap ; map address adc mapyaddress,y sta temp5 lda Ptrmap+1 adc mapyaddress+1,y sta temp6 clc lda Ptrmapcolour ; map colour address adc mapyaddress,y sta temp7 lda Ptrmapcolour+1 adc mapyaddress+1,y sta temp8 lda #0 ; count line drawn down sta temp11 ; SET ACROSS POSITION ON SCREEN lda #0 ; WE ALLWAYS START ON THE FIRST PART OF A tile sta temp13 lda mapx ; set mapx to left side of map sta temp14 _drawtile ldy temp14 ; SET ACROSS ON MAP lda (temp5),y ; GET FIRST CHAR ON TILE FROM MAP ;lda #0 ; ***** DEBUG ONLY ***** sta temp9 ; STORE IT lda (temp7),y ; COLOUR MAP sta temp10 ; STORE COLOUR OF TILE lda temp13 ; ARE WE DRAWING THE TOP OF THE TILE OR BOTTOM cmp #0 ; ARE WE DRAWING THE TOP PART OF THE TILE beq _topline ; YES inc temp9 ; NO THEN SET CHAR VALUE TO SECOND LINE OF TILE inc temp9 _topline lda lrflag ; YES THEN SEE WHICH SIDE OF TILE TO DRAW cmp #1 ; RIGHT SIDE beq _drawrightside ; NO _drawleftside ldy #0 ; SET X POSITION ON SCREEN lda temp9 ; GET TILE CHAR VALUE sta (temp1),y ; WRITE OUT CHAR TO SCREEN lda temp10 ; GET COLOUR VALUE sta (temp3),y ; WRITE OUT COLOUR TO SCREEN jmp _next _drawrightside ldy #0 ; SET X POSITION ON SCREEN ldx temp9 ; GET TILE CHAR VALUE inx txa sta (temp1),y ; WRITE OUT CHAR TO SCREEN lda temp10 ; GET COLOUR VALUE sta (temp3),y ; WRITE OUT COLOUR TO SCREEN _next lda temp13 ; ARE WE DRAWING THE TOP OF THE TILE OR BOTTOM cmp #1 ; ARE WE DRAWING THE BOTTOM PART OF THE TILE bne _continue2 ; NO inc temp12 ; move mapy value down one line lda temp12 ; get mapy value asl a tay clc lda Ptrmap ; map address adc mapyaddress,y sta temp5 lda Ptrmap+1 adc mapyaddress+1,y sta temp6 clc lda Ptrmapcolour ; map colour address adc mapyaddress,y sta temp7 lda Ptrmapcolour+1 adc mapyaddress+1,y sta temp8 _continue2 sec ; BOOL UDFLAG lda #1 sbc temp13 sta temp13 clc ; hidden screen address lda temp1 adc #40 sta temp1 lda temp2 adc #0 sta temp2 clc ; hidden screen colour address lda temp3 adc #40 sta temp3 lda temp4 adc #0 sta temp4 inc temp11 ; NEXT LINE DOWN COUNT lda temp11 ; GET TILE DOWN COUNT cmp #25 ; HAVE WE DONE 12 TILES DOWN beq _quit ; QUIT OUT jmp _drawtile ; NO THEN CONTINE _quit rts ;********************************************* ;* FILL RIGHT SIDE ON SCREEN * ;* using temp1 - temp14 * ;* temp 1 & 2 = screen address * ;* temp 3 & 4 = colour address * ;* temp 5 & 6 = Ptrmap address * ;* temp 7 & 8 = Ptrmap colour address * ;* temp 9 = Ascii Value From Map * ;* temp 10 = Colour Value From Map * ;* temp 11 = Were line count is stored * ;* temp 12 = Y Value On Map * ;* temp 13 = which side of tile to draw * ;* temp 14 = X Position On Map * ;********************************************* fillrightside lda mapy sta temp12 ; set mapy lda #0 ; clear memory sta temp16 sta temp17 lda temp12 ; get mapy value asl a tay clc lda Ptrmap ; map address adc mapyaddress,y sta temp5 lda Ptrmap+1 adc mapyaddress+1,y sta temp6 clc lda Ptrmapcolour ; map colour address adc mapyaddress,y sta temp7 lda Ptrmapcolour+1 adc mapyaddress+1,y sta temp8 lda #0 ; count line drawn down sta temp11 ; SET ACROSS POSITION ON SCREEN lda #0 ; WE ALLWAYS START ON THE FIRST PART OF A TILE sta temp13 clc ; set mapx to right side of map lda mapx adc #19 ; NOT SURE WHAT NUMBER sta temp14 _drawtile ldy temp14 ; SET ACROSS ON MAP lda (temp5),y ; GET FIRST CHAR ON TILE FROM MAP ;lda #0 ; ***** DEBUG ONLY ***** sta temp9 ; STORE IT lda (temp7),y ; COLOUR MAP sta temp10 ; STORE COLOUR OF TILE lda temp13 ; ARE WE DRAWING THE TOP OF THE TILE OR BOTTOM cmp #0 ; ARE WE DRAWING THE TOP PART OF THE TILE beq _topline ; YES inc temp9 ; NO THEN SET CHAR VALUE TO SECOND LINE OF TILE inc temp9 _topline lda lrflag ; YES THEN SEE WHICH SIDE OF TILE TO DRAW cmp #1 ; RIGHT SIDE beq _drawrightside ; NO _drawleftside ldy #38 ; SET X POSITION ON SCREEN lda temp9 ; GET TILE CHAR VALUE sta (temp1),y ; WRITE OUT CHAR TO SCREEN lda temp10 ; GET COLOUR VALUE sta (temp3),y ; WRITE OUT COLOUR TO SCREEN jmp _next _drawrightside ldy #38 ; SET X POSITION ON SCREEN ldx temp9 ; GET TILE CHAR VALUE inx txa sta (temp1),y ; WRITE OUT CHAR TO SCREEN lda temp10 ; GET COLOUR VALUE sta (temp3),y ; WRITE OUT COLOUR TO SCREEN _next lda temp13 ; ARE WE DRAWING THE TOP OF THE TILE OR BOTTOM cmp #1 ; ARE WE DRAWING THE BOTTOM PART OF THE TILE bne _continue2 ; NO inc temp12 ; move mapy value down one line lda temp12 ; get mapy value asl a tay clc lda Ptrmap ; map address adc mapyaddress,y sta temp5 lda Ptrmap+1 adc mapyaddress+1,y sta temp6 clc lda Ptrmapcolour ; map colour address adc mapyaddress,y sta temp7 lda Ptrmapcolour+1 adc mapyaddress+1,y sta temp8 _continue2 sec ; BOOL UDFLAG lda #1 sbc temp13 sta temp13 clc ; hidden screen address lda temp1 adc #40 sta temp1 lda temp2 adc #0 sta temp2 clc ; hidden screen colour address lda temp3 adc #40 sta temp3 lda temp4 adc #0 sta temp4 inc temp11 ; next line down count lda temp11 ; get tile down count cmp #25 ; have we done 12 tiles down beq _quit ; quit out jmp _drawtile ; no then contine _quit rts ;**************************************** ;* COPY SCREEN LEFT & UP * ;* temp0 to temp9 * ;* x = 0 copy left , 1 copy up * ;* temp 0 & 1 = screen address * ;* temp 2 & 3 = hidden screen address * ;* temp 4 & 5 = colour address * ;* temp 6 & 7 = hidden colour address * ;* temp8 = how many items across * ;* temp9 = how many line * ;**************************************** copyscreenlu ;inc $d020 lda Ptrscreen ; current screen address sta temp0 lda Ptrscreen+1 sta temp1 lda Ptrhiddenscreen ; hidden screen address sta temp2 lda Ptrhiddenscreen+1 sta temp3 lda Ptrcolour ; screen colour sta temp4 lda Ptrcolour+1 sta temp5 lda PtrSparecolour ; spare colour sta temp6 lda PtrSparecolour+1 sta temp7 lda #39 ; 40 39set how many across to maximum sta temp8 lda #25 ; set how many row down to maximum sta temp9 ; which way are we scrolling it cpx #0 ; are we scrolling left bne _up ; no sec ; yes lda temp8 ; how many char across to copy sbc #1 ; minus offset sta temp8 ; store it clc lda temp0 ; position screen pointer to copy from adc #1 sta temp0 lda temp1 adc #0 sta temp1 clc lda temp4 ; position screen colour to copy from adc #1 sta temp4 lda temp5 adc #0 sta temp5 jmp _continue0 _up sec ; yes lda temp9 ; how many char across to copy sbc #1 ; minus offset sta temp9 ; store it clc lda temp0 ; position screen pointer to copy from adc #40 sta temp0 lda temp1 adc #0 sta temp1 clc lda temp4 ; position screen colour to copy from adc #40 sta temp4 lda temp5 adc #0 sta temp5 _continue0 ldy #0 ; how many char across thew line have we copyed ldx #0 ; how many lines down have we done _continue lda (temp0),y ; load byte from screen you can see sta (temp2),y ; copy it to the screen you can not see lda (temp4),y ; load byte from colour screen you can see sta (temp6),y ; copy it to the colour screen you can not see iny cpy temp8 ; have we done 40 char across bne _continue ; no inx ; yes then inc row counter ldy #0 ; set y to first char on line clc ; current screen address lda temp0 adc #40 ; add 40 to address to get to next line sta temp0 lda temp1 adc #0 sta temp1 clc ; hidden screen address lda temp2 adc #40 ; add 40 to address to get to next line sta temp2 lda temp3 adc #0 sta temp3 clc ; screen colour lda temp4 adc #40 ; add 40 to address to get to next line sta temp4 lda temp5 adc #0 sta temp5 clc ; spare colour lda temp6 adc #40 ; add 40 to address to get to next line sta temp6 lda temp7 adc #0 sta temp7 cpx temp9 ; have we done 24 rows yes bne _continue ; no _quit ;dec $d020 rts ; yes then quit ;**************************************** ;* COPY SCREEN RIGHT ONE OR DOWN ONE * ;* temp0 - temp9 * ;* x = 0 copy right , 1 copy down * ;* temp 0 & 1 = hidden screen address * ;* temp 2 & 3 = screen address * ;* temp 4 & 5 = colour address * ;* temp 6 & 7 = hidden colour address * ;* temp8 = how many items across * ;* temp9 = how many line * ;**************************************** copyscreenrd ;inc $d020 lda Ptrhiddenscreen ; hidden screen address sta temp0 lda Ptrhiddenscreen+1 sta temp1 lda Ptrscreen ; current screen address sta temp2 lda Ptrscreen+1 sta temp3 lda Ptrcolour ; screen colour sta temp4 lda Ptrcolour+1 sta temp5 lda PtrSparecolour ; spare colour sta temp6 lda PtrSparecolour+1 sta temp7 lda #39 ; set how many across to maximum sta temp8 lda #25 ; set how many row up to maximum sta temp9 txa ; which way are we scrolling it cmp #0 ; are we scrolling right bne _down ; no lda #38 ; set how many across to maximum sta temp8 clc ; yes lda temp0 ; position screen pointer to copy from adc #1 sta temp0 lda temp1 adc #0 sta temp1 clc lda temp6 ; position colour pointer to copy from adc #1 sta temp6 lda temp7 adc #0 sta temp7 jmp _continue0 _down lda #24 ; set how many row up to maximum sta temp9 clc ; yes lda temp0 ; position screen pointer to copy from adc #40 sta temp0 lda temp1 adc #0 sta temp1 clc lda temp6 ; position colour pointer to copy from adc #40 sta temp6 lda temp7 adc #0 sta temp7 _continue0 ldy #0 ; how many char across thew line have we copyed ldx #0 ; how many lines down have we done _continue lda (temp2),y ; load byte from screen you can see sta (temp0),y ; copy it to the screen you can not see lda (temp4),y ; load byte from colour screen you can see sta (temp6),y ; copy it to the colour screen you can not see iny ; next char on line cpy temp8 ; are we at the left side of the screen bne _continue ; no inx ; yes then dec row counter ldy #0 ; set y to first char on line clc ; add 40 to address to get to next line lda temp0 adc #40 ; add 40 to address to get to next line sta temp0 lda temp1 adc #0 sta temp1 clc ; add 40 to address to get to next line lda temp2 adc #40 ; add 40 to address to get to next line sta temp2 lda temp3 adc #0 sta temp3 clc ; add 40 to address to get to next line lda temp4 adc #40 ; add 40 to address to get to next line sta temp4 lda temp5 adc #0 sta temp5 clc ; add 40 to address to get to next line lda temp6 adc #40 ; add 40 to address to get to next line sta temp6 lda temp7 adc #0 sta temp7 cpx temp9 ; have we done 24 rows yes bne _continue ; no ;dec $d020 rts ; yes then quit ;**************************************** HAS THE MAP IS 19 TILES ACROSS PLUS HALF A TILE ;* DRAW MAP ON SCREEN WITH COLOUR * AND 12 TILES DOWN PLUS HALF A TILE ;* temp 0 & 1 = screen address * I DID NOT WANT TO MESS A ROUND WITH DRAWING HALF A TILE ;* temp 2 & 3 = colour address * WHEN I COULD CALL A SOME CODE I HAVE ALREADY ;* temp 4 & 5 = map address * WROTE TO DRAW ONE SIDE OF A TILE ;* temp 6 & 7 = map colour address * ;* temp 8 = tiles y screen * ;* temp 9 = tiles down screen * ;* temp10 = tile value * ;* temp11 = tile colour * ;* temp12 = ymap * ;**************************************** drawscreen lda mapy ; GET CURRENT MAPY VALUE asl a tay clc lda Ptrmap ; MAP ADDRESS adc mapyaddress,y sta temp4 lda Ptrmap+1 adc mapyaddress+1,y sta temp5 clc lda Ptrmapcolour ; COLOUR MAP ADDRESS adc mapyaddress,y sta temp6 lda Ptrmapcolour+1 adc mapyaddress+1,y sta temp7 lda #0 sta temp8 ; TILES DRAWN ACROSS sta temp9 ; TILES DRAWN DOWN sta temp10 ; TILE VALUE sta temp11 ; COLOUR VALUE sta temp12 ; Y FOR MAP tay ; CLEAR Y getdata ldy temp12 lda (temp4),y ; GET FIRST CHAR ON TILE FROM MAP sta temp10 ; STORE IT lda (temp6),y ; GET COLOUR FROM COLOUR MAP sta temp11 ; STORE IT drawstart ldy temp8 ; POSITION ON LINE lda temp10 ; USE VALUE STORED TEMP sta (temp0),y ; WRITE OUT CHAR TO SCREEN lda temp11 ; USE VALUE STORED TEMP sta (temp2),y ; WRITE OUT COLOUR TO SCREEN iny ; MOVE RIGHT inc temp10 ; NEXT ASCII VALUE lda temp10 ; USE VALUE STORED TEMP sta (temp0),y ; WRITE OUT CHAR TO SCREEN lda temp11 ; USE VALUE STORED TEMP sta (temp2),y ; WRITE OUT COLOUR TO SCREEN tya ; SET Y TO NEXT LINE POSITION clc adc #39 tay inc temp10 ; NEXT ASCII VALUE lda temp10 ; USE VALUE STORED TEMP sta (temp0),y ; WRITE OUT CHAR TO SCREEN lda temp11 ; USE VALUE STORED TEMP sta (temp2),y ; WRITE OUT COLOUR TO SCREEN iny ; MOVE RIGHT inc temp10 ; NEXT ASCII VALUE lda temp10 ; USE VALUE STORED TEMP sta (temp0),y ; WRITE OUT CHAR TO SCREEN lda temp11 ; USE VALUE STORED TEMP sta (temp2),y ; WRITE OUT COLOUR TO SCREEN tya ; SET Y BACK TO LAST LINE clc sbc #39 tay inc temp12 inc temp8 ; MOVE TO NEXT TILE inc temp8 ; MOVE TO NEXT TILE lda temp8 ; CHECK WHAT Y IS cmp #38 ; IT Y SET TO THE LAST TILE ACROSS SCREEN bne getdata ; NO lda #0 ; YES sta temp8 ; CLEAR VALUES sta temp12 inc temp9 ; SET TO NEXT LINE lda temp9 ; GET LINES DOWN NUMNBER asl a ; TIMES IT BY 2 tay ; COPY IT TO Y clc lda Ptrmap ; MAP ADDRESS adc mapyaddress,y ; PLUS NEXT LINE WIDTH sta temp4 lda Ptrmap+1 adc mapyaddress+1,y ; PLUS NEXT LINE WIDTH sta temp5 clc lda Ptrmapcolour ; MAP COLOUR ADDRESS adc mapyaddress,y ; PLUS NEXT LINE WIDTH sta temp6 lda Ptrmapcolour+1 adc mapyaddress+1,y ; PLUS NEXT LINE WIDTH sta temp7 clc lda temp0 ; SCREEN ADDRESS adc #80 sta temp0 lda temp1 adc #0 sta temp1 clc lda temp2 ; COLOUR ADDRESS adc #80 sta temp2 lda temp3 adc #0 sta temp3 lda temp9 ; GET HOW MANY LINES DOWN WE HAVE DONE cmp #12 ; HAVE WE DONE ALL THE LINE DOWN WE CAN beq _quit ; YES jmp getdata ; NO _quit rts ;**************************************** ;* FILL SCREEN WITH COLOUR * ;* temp0 - temp5 * ;* x = what colour to use * ;* y = what char to use * ;* temp 0 & 1 = Screen Address * ;* temp 2 & 3 = Colour Address * ;* temp 4 = Colour To Use * ;* temp 5 = Ascii To Use * ;**************************************** fillscreen stx temp4 ; what colour to use sty temp5 ; what char to fill screen with ldx #0 ; clear how many times to change high byte pointer ldy #0 ; clear how many bytes we have written _conloop lda temp5 ; do char sta (temp0),y ; poke char value to screen memory lda temp4 ; do colour sta (temp2),y ; poke colour value to colour memory iny ; increase byte counter cpx #3 ; are we on the last block of byte to write beq _less ; yes then only 231 bytes are needed to be written cpy #0 ; if zero then y counter has rap around from 255 ; so we have done 256 bytes bne _conloop ; no jmp _contine _less cpy #232 ; have we done 231 bytes bne _conloop ; no rts _contine inx ; yes so increase highe byte counter inc temp1 ; increase high byte of memeory address inc temp3 ; increase high byte of memeory address cpx #4 ; if x = 4 then we have done 4 blocks of bytes ; 3*(0 to 255=256) and 1 (0 to 231=232) bne _conloop ; no rts ; yes then we are done ;*********************************** ;* copy colour to on screen bitmap * ;*********************************** copycolour ldy #0 _loop lda sparecolour+(13*40),y ; copy memory sta 55296+(13*40),y lda sparecolour+(14*40),y ; copy memory sta 55296+(14*40),y lda sparecolour+(15*40),y ; copy memory sta 55296+(15*40),y lda sparecolour+(16*40),y ; copy memory sta 55296+(16*40),y lda sparecolour+(17*40),y ; copy memory sta 55296+(17*40),y lda sparecolour+(18*40),y ; copy memory sta 55296+(18*40),y lda sparecolour+(19*40),y ; copy memory sta 55296+(19*40),y lda sparecolour+(20*40),y ; copy memory sta 55296+(20*40),y lda sparecolour+(21*40),y ; copy memory sta 55296+(21*40),y lda sparecolour+(22*40),y ; copy memory sta 55296+(22*40),y lda sparecolour+(23*40),y ; copy memory sta 55296+(23*40),y lda sparecolour+(24*40),y ; copy memory sta 55296+(24*40),y lda sparecolour+(0*40),y ; copy memory sta 55296+(0*40),y lda sparecolour+(1*40),y ; copy memory sta 55296+(1*40),y lda sparecolour+(2*40),y ; copy memory sta 55296+(2*40),y lda sparecolour+(3*40),y ; copy memory sta 55296+(3*40),y lda sparecolour+(4*40),y ; copy memory sta 55296+(4*40),y lda sparecolour+(5*40),y ; copy memory sta 55296+(5*40),y lda sparecolour+(6*40),y ; copy memory sta 55296+(6*40),y lda sparecolour+(7*40),y ; copy memory sta 55296+(7*40),y lda sparecolour+(8*40),y ; copy memory sta 55296+(8*40),y lda sparecolour+(9*40),y ; copy memory sta 55296+(9*40),y lda sparecolour+(10*40),y ; copy memory sta 55296+(10*40),y lda sparecolour+(11*40),y ; copy memory sta 55296+(11*40),y lda sparecolour+(12*40),y ; copy memory sta 55296+(12*40),y iny ; move to next line cpy #39 ; 40 across count beq _quit jmp _loop _quit rts
base/4_ways_scroll_part_1.txt · Last modified: 2015-04-17 04:30 by 127.0.0.1