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base:text_scroll [2015-04-17 04:34] (current) – created - external edit 127.0.0.1
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 +====== Text scrolling with the VIC ======
  
 +By Monte Carlos
 +
 +====Introduction====
 +Text scrollers are done by moving one or more lines of the screen left or right and
 +adding new characters at the border. They are using the simplest mode the grafic chip of the c64 offers, namely the text mode.
 +See http://codebase64.org/doku.php?id=base:built_in_screen_modes for more information on the c64
 +grafics modes.\\
 +A memory area is associated with the textscreen, the grafic chip displays. (The memory area
 +for the textscreen lies at $0400(1024) after switching on the computer and has 1000 bytes)
 +A scroller can be done by simply peeking a value from the textscreen and poking this value
 +at the byte associated with the neighbour character and doing this consecutively for the whole textline.
 +
 +**Example:**
 +
 +{{:base:textscroll_peekpoke.jpg?400}}
 +
 +====== Scrolling ======
 +
 +==== Hardscroll in one direction ====
 +In the following example, the text is scrolled left and a new character is
 +inserted at the rightmost screenposition.
 +
 +<code asm>
 +screen = $0400
 +
 +  ldx #38
 +  ldy #0
 +scroll:
 +  lda screen+1,y
 +  sta screen,y
 +  iny
 +  dex
 +  bpl scroll
 +
 +  lda newchar 
 +  sta screen+39
 +
 +</code>
 +
 +Next example is the code for moving text left to right.
 +
 +<code asm>
 +screen = $0400
 +
 +  ldy #38
 +scroll:
 +  lda screen,y
 +  sta screen+1,y
 +  dey
 +  bpl scroll
 +
 +  lda newchar 
 +  sta screen
 +
 +</code>
 +
 +A common pitfall is to move the bytes in the wrong order.
 +Say you want to scroll the string **commodore**.
 +Then, after the transfer, it looks like **ommodore ** if you move 
 +first the o, then the first m, then the second m etc.
 +Contrary you get **eeeeeeeee** if you start moving the e, then
 +the now overwritten r, then the now overwritten o. 
 +
 +===Bigger scrollers===
 +See [[Bigger letters]] for information about how to assemble
 +characters to bigger letters in a way so that each character represents only a
 +part of the letter.
 +The only difference to 1x1 text scroller like described above is,
 +that you have to scrolll more than one line.\\
 +For example scrolling n lines looks like this:
 +
 +<code asm>
 +screen = $0400
 +
 +  ldx #38
 +  ldy #0
 +scroll:
 +  lda screen+1,y
 +  sta screen,y
 +  lda screen+41,y
 +  sta screen+40,y
 +  ...
 +  lda screen+((n-1)*40)+1,y
 +  sta screen+((n-1)*40),y
 +  lda screen+(n*40)+1,y
 +  sta screen+(n*40),y
 +  iny
 +  dex
 +  bpl scroll
 +
 +  lda newchar 
 +  sta screen+39
 +  lda newchar+1
 +  sta screen+40+39
 +  ...
 +  lda newchar+n-1
 +  sta screen+((n-1)*40)+39
 +  lda newchar+n
 +  sta screen+(n*40)+39
 +</code>
 +
 +The charset memory may not contain latin symbols. It can also hold parts of 
 +scenery for games. The characters then represent small 
 +parts of the background which is build up by these characters
 +like a puzzle. This way the scenery can be easily scrolled like text.
 +
 +==== Bidirectionall hardscroll ====
 +
 +Of course it is possible to write extra code to scroll left and to scroll right.
 +(See the examples above)
 +But this isn't necessary, if we use speedcode for the textscrolling and the y register
 +to temporarily save the characters at the destination positions (Speedcode basics: See article by Cruzer/CML:[[base:speedcode]]).
 +Look at the following example:
 +
 +<code>
 +lda screen,x
 +sty screen
 +ldy screen+1,x
 +sta screen+1
 +lda screen+2,x
 +sty screen+2
 +...
 +</code>
 +
 +If the routine is started with x=0, the text is scrolled right.
 +If the routine if started with x=2, the text is scrolled left.
 +Is is also possible to use exactly the same routine for 4 or 8 ways scrolling (See article and homepage by Malcolm Bamber: [[base:4_ways_scroll]],[[http://www.dark-well.pwp.blueyonder.co.uk/]]).
 +Care must be taken for the characters at the screen borders. Extra code has to be 
 +added for each direction to supply the new characters scrolling into the visible area.
 +This extra code is much smaller than the core routine and so we save approximately 7/8
 +of the memory compared to 8 scroll routines for each direction. 
 +If we do not use speedcode for the scrolling, things get a little more complicated
 +and the stack has to be used to temporaly save characters which may become overwritten.
 +
 +<code>
 +         LDX #39
 +         LDY #39; for left scrolling
 +         
 +         LDX #39
 +         LDY #37; for right scrolling
 +
 +         LDA SCRLADR,Y
 +         STA TMP1
 +         LDA SCRLADR-1,Y
 +         PHA
 +S
 +         LDA TMP1
 +         STA SCRLADR-1,X
 +         PLA
 +         STA TMP1
 +         LDA SCRLADR-2,Y
 +         PHA
 +         DEY
 +         DEX
 +         BNE S
 +         PLA
 +</code>
 +
 +
 +====== Softscroll ======
 +
 +==== Role of $d016 ====
 +
 +The code above enables you to scroll a text in 8 pixel steps.
 +If you want to do a smooth scroll two pixel steps or 1 pixel steps 
 +are desirable.
 +This is done using the soft-scroll register $d016 (for a detailed description look: https://sh.scs-trc.net/vic/).
 +If you want to scroll left you start with $x7 in $d016 and decrease that value 
 +every frame. After 8 times you reset this register to its start value and 
 +move all characters one byte backwards using the according one of above scroll routines.
 +
 +==== Example code ====
 +
 +What follows is the perhaps shortest routine 
 +for bidirectional soft scrolling (only $6d bytes long), 
 +from which above code is taken from:
 +
 +<code asm>
 +         *= $1000
 +
 +Q        = 2
 +XPIXSHIFT = 4
 +TMP1     = 5
 +TEXTADR  = 6
 +
 +SCRLADR  = $0400
 +
 +         JSR $E544
 +
 +         SEI
 +TEXTRESTART
 +         LDA #<TEXT
 +         STA TEXTADR
 +         LDA #>TEXT
 +         STA TEXTADR+1
 +
 +LOOP     INC $d012
 +         BNE LOOP
 +
 +DESTSTART = *+1
 +         LDX #39;39
 +SRCSTART = *+1
 +         LDY #39;37
 +
 +XPIXSHIFTADD
 +         DEC XPIXSHIFT
 +
 +         LDA XPIXSHIFT
 +         AND #7
 +         STA $D016
 +
 +         CMP XPIXSHIFT
 +         STA XPIXSHIFT
 +         BEQ LOOP
 +
 +         LDA SCRLADR,Y
 +         STA TMP1
 +         LDA SCRLADR-1,Y
 +         PHA
 +S
 +         LDA TMP1
 +         STA SCRLADR-1,X
 +         PLA
 +         STA TMP1
 +         LDA SCRLADR-2,Y
 +         PHA
 +         DEY
 +         DEX
 +         BNE S
 +         PLA
 +GETNEWCHAR
 +;TEXTADR  = *+1
 +         LDA (TEXTADR,X)
 +         BEQ TEXTRESTART
 +
 +         INY
 +         BMI *+4
 +         LDX #$27
 +
 +NOBEGIN  INC TEXTADR
 +         BNE *+4
 +         INC TEXTADR+1
 +
 +         TAY
 +         BMI DIRCHANGE
 +
 +         STA SCRLADR,X
 +         BPL LOOP
 +;---------------------------------------
 +DIRCHANGE LDA XPIXSHIFTADD
 +         EOR #$20
 +         STA XPIXSHIFTADD
 +
 +         LDX DESTSTART
 +         LDY SRCSTART
 +         DEX
 +         INY
 +         STX SRCSTART
 +         STY DESTSTART
 +         BNE LOOP
 +;---------------------------------------
 +TEXT     .TEXT " THIS SCROLLER CAN"
 +         .TEXT " SCROLL IN FORWARD"
 +         .TEXT " AND BACKWARD DIREC"
 +         .TEXT "TION!               "
 +         .TEXT "                    "
 +         .TEXT "         "
 +         .BYTE $FF
 +         .TEXT "WON GNILLORCS MORF "
 +         .TEXT "TFEL OT THGIR ... . "
 +         .TEXT "                    "
 +         .TEXT "                    "
 +         .BYTE $FF,0
 +</code>
base/text_scroll.txt · Last modified: 2015-04-17 04:34 by 127.0.0.1