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base:sprites_in_bottom_sideborder

Sprites in bottom sideborder

By Groepaz.

        *=$0810

        sei

        ; init ghostbyte with some pattern to make border more visible
        ; and so we can see character boundaries in the border
        lda #%10000000
        sta $3fff

        ; setup textscreen Y position
        lda #$18
        sta $d011
        ; init X scroll
        lda #$c8
        sta $d016

        ; now setup the 8 sprites

        lda #$ff
        sta $d015 ;enable

        lda #%11111111
        sta $d01d ;xpand-x

        lda #$0
        sta $d017 ;xpand-y
        sta $d01c ;muco
        sta $d01b ;prio

        ldx #0
        ldy #0
ll
        txa
        sta $d027,x        ; sprite colors
        lda #spritedata/64
        sta $07f8,x        ; sprite pointers
        lda #$ff           ; $ff for the first variation of the main loop, $fa for the second variation
        sta $d001,y        ; y-pos
        iny
        iny
        inx
        cpx #8
        bne ll

        ; sprite data
        ldx #0
        lda #$ff
l2
        sta spritedata,x
        inx
        cpx #63
        bne l2

        ; to display a sprite further left than regular position 0, set MSB in $d010
        ; and substract 8 extra pixels
	lda #$f8-8
	sta $d000

        ; set x pos for the other 7 sprites
	lda #$f8
	ldx #7
	ldy #2
spr1			
	clc
	adc #(2*24)
	sta $d000,y
	iny
	iny
	dex
	bpl spr1

        ; x-pos MSB
        lda #%11000001
        sta $d010

        jmp main_loop

first variation, first opens the bottom border, then the sideborder

        *=$0900 ; align to some page so branches do not cross a page boundary and fuck up the timing        

        ;-------------------mainloop---------
main_loop

        ; since we need cycle exact non jittering timing we must stabilize the raster

        ldx #$d1
        jsr rastersync

        ldy #$c8        ; value for 40 columns mode

        lda #$f8
rl1     cmp $d012
        bne rl1

        ; open the lower border
        lda #$18&$f7
        sta $d011

        lda #$ff
rl2     cmp $d012
        bne rl2

        ; delay so the first write to $d016 happens exactly at the
        ; beginning of the last character before the border

        ; 0: 4 cycles 1: 9 cycles 2: 14 cycles 3: 19 cycles etc
        ldx #6             ; 2
wl1     dex                ; 2
        bpl wl1            ; 3 (2)

        nop                ; 2

        ; the actual loop to open the sideborders

        ldx #21
ol1
        dec $d016       ; 6
        sty $d016       ; 4
        nop             ; 2
        nop             ; 2
        nop             ; 2
        nop             ; 2
        nop             ; 2
        nop             ; 2
        nop             ; 2
        nop             ; 2
        nop             ; 2
        nop             ; 2
        nop             ; 2
        nop             ; 2
        nop             ; 2
        clc             ; 2
        bcc sk1         ; 3
sk1
        dex             ; 2
        bpl ol1         ; 3
                        ; -> 46 ( 63-((8*2)+1) )

        ; reset $d011 for next round of upper/lower border opening
        lda #$18
        sta $d011

        jmp main_loop

second variation, places sprites at rasterline $fa and starts opening the sideborder in the last rasterline of the normal visible textwindow, and so avoids having to open the bottom border before.

        *=$0900 ; align to some page so branches do not cross a page boundary and fuck up the timing        

        ;-------------------mainloop---------
main_loop

        ; since we need cycle exact non jittering timing we must stabilize the raster

;        ldx #$d1
 ;       jsr rastersync

        ldy #$c8        ; value for 40 columns mode

        lda #$fa
rl2     cmp $d012
        bne rl2

        ; delay so the first write to $d016 happens exactly at the
        ; beginning of the last character before the border

        ; 0: 4 cycles 1: 9 cycles 2: 14 cycles 3: 19 cycles etc
        ldx #5             ; 2
wl1     dex                ; 2
        bpl wl1            ; 3 (2)

        nop                ; 2
        nop                ; 2
        nop                ; 2
        nop                ; 2

        ; the actual loop to open the sideborders

        ldx #21
ol1
        dec $d016       ; 6
        sty $d016       ; 4
        nop             ; 2
        nop             ; 2
        nop             ; 2
        nop             ; 2
        nop             ; 2
        nop             ; 2
        nop             ; 2
        nop             ; 2
        nop             ; 2
        nop             ; 2
        nop             ; 2
        nop             ; 2
        nop             ; 2
        clc             ; 2
        bcc sk1         ; 3
sk1
        dex             ; 2
        bpl ol1         ; 3
                        ; -> 46 ( 63-((8*2)+1) )

        jmp main_loop
;--------------------------------------------------
; simple polling rastersync routine

        *=$0d00 ; align to some page so branches do not cross a page boundary and fuck up the timing

rastersync:

lp1:
          cpx $d012
          bne lp1
          jsr cycles
          bit $ea
          nop
          cpx $d012
          beq skip1
          nop
          nop
skip1:    jsr cycles
          bit $ea
          nop
          cpx $d012
          beq skip2
          bit $ea
skip2:    jsr cycles
          nop
          nop
          nop
          cpx $d012
          bne onecycle
onecycle: rts

cycles:
         ldy #$06
lp2:     dey
         bne lp2
         inx
         nop
         nop
         rts

spritedata=$0fc0
base/sprites_in_bottom_sideborder.txt · Last modified: 2015-04-17 04:34 by 127.0.0.1