Posted Wed Jun 25, 2003 6:51 AM
Posted Wed Jun 25, 2003 7:33 AM
ldx #192 Picture stx COLUPF sleep 5 lda #%00000000 sta PF0 sleep 10 lda #%11110111 sta PF1 sleep 10 lda #%00011111 sta PF2 sleep 5 lda #%00010000 sta PF0 lda #%11001100 sta PF1 sta PF2 dex sta WSYNC bne Picture
Posted Wed Jun 25, 2003 8:48 AM
Happy_Dude said:
Posted Wed Jun 25, 2003 9:56 AM
Posted Wed Jun 25, 2003 12:14 PM
Happy_Dude said:
nop; 2 nop; 2 nop; 2
SLEEP 6
nop 0; 3 nop; 2 nop; 2
SLEEP 7
Posted Wed Jun 25, 2003 12:39 PM
DrawField nop ldx #0 ldy #0 INNER lda PFLeftData,Y sta PF0 lda PFLeftData,Y sta PF1 lda PFLeftData,Y sta PF2 lda PFRightData,Y sta PF0 SLEEP 10 lda PFRightData,Y sta PF1 lda PFRightData,Y sta PF2 inx iny cpy #8 ;Eight bytes of data in each table bne Cont ldy #0 ;Reset y data counter Cont sta WSYNC cpx #192 bne INNER
Posted Sun Jun 29, 2003 3:38 PM
StartOfFrame ; Start of new frame ; Start of vertical blank processing lda #%00000000 sta CTRLPF ; copy playfield lda #$AE sta COLUBK ; set the background color (sky) lda #0 sta VBLANK lda #2 sta VSYNC sta WSYNC sta WSYNC sta WSYNC ; 3 scanlines of VSYNC signal lda #0 sta VSYNC ;------------------------------------------------------------------ ; 37 scanlines of vertical blank... ldx #0 VerticalBlank sta WSYNC inx cpx #37 bne VerticalBlank ;------------------------------------------------------------------ ; Do 192 scanlines of color-changing (our picture) ldx #0 ; this counts our scanline number ;-------------------------------------------------------------------------- TopSkyLines sta WSYNC lda #$0A sta COLUPF ; set playfield color (cloud) lda #%11100000 sta PF0 ; write graphics for PF0(a) - cloud lda #%11000000 sta PF1 ; write graphics for PF1(a) - cloud lda #0 sta PF2 ; zero out graphics for PF2(a) SLEEP 12 lda #0 sta PF0 SLEEP 8 lda #0 sta PF1 lda #$1E sta COLUPF ; set playfield color (sun) nop lda #%01100000 sta PF2 inx cpx #4 ; are we at line 4? bne TopSkyLines ; No, so do another ;-------------------------------------------------------------------------- MidSkyLines sta WSYNC lda #$0A sta COLUPF ; set playfield color (cloud) lda #%11110000 sta PF0 lda #%11100000 sta PF1 lda #0 sta PF2 SLEEP 12 lda #0 sta PF0 SLEEP 8 lda #0 sta PF1 lda #$1E sta COLUPF ; set playfield color (sun) nop lda #%11110000 sta PF2 inx cpx #14 ; are we at line 14? bne MidSkyLines ; No, so do another ;-------------------------------------------------------------------------- LastSkyLines sta WSYNC lda #$0A sta COLUPF ; set playfield color (cloud) lda #%01100000 sta PF0 lda #%11000000 sta PF1 lda #0 sta PF2 SLEEP 12 lda #0 sta PF0 SLEEP 8 lda #0 sta PF1 lda #$1E sta COLUPF ; set playfield color (sun) nop lda #%01100000 sta PF2 inx cpx #18 ; are we at line 18? bne LastSkyLines ; No, so do another ;-------------------------------------------------------------------------- lda #0 ; PF0 is mirrored <--- direction, low ; 4 bits ignored sta PF0 sta PF1 sta PF2 MiddleLines sta WSYNC inx cpx #140 bne MiddleLines sta WSYNC lda #$C6 sta COLUPF ; set playfield color (tree leaves) SLEEP 50 lda #%00010000 sta PF2 ; set graphics for right side leaves inx ;-------------------------------------------------------------------------- Leaf1stLines sta WSYNC lda #0 sta PF2 ; clear left side SLEEP 50 lda #%00010000 sta PF2 ; write graphics for PF2(b) - right side leaves inx cpx #149 ; are we at line 149? bne Leaf1stLines ; No, so do another ;-------------------------------------------------------------------------- Leaf2ndLines sta WSYNC lda #%10000000 sta PF0 ; write graphics for PF0(a) - left side tree leaves lda #0 sta PF1 ; zero out graphics for PF1(a and b) sta PF2 ; zero out graphics for PF2(a) SLEEP 18 lda #0 sta PF0 ; zero out graphics for PF0(b) SLEEP 18 lda #%00111000 sta PF2 ; write graphics for PF2(b) - right side tree leaves inx cpx #152 ; are we at line 152? bne Leaf2ndLines ; No, so do another ;-------------------------------------------------------------------------- Leaf3rdLines sta WSYNC lda #%11000000 sta PF0 ; write graphics for PF0(a) - left side tree leaves lda #%10000000 sta PF1 ; write graphics for PF1(a) - left side tree leaves lda #0 sta PF2 ; zero out graphics for PF2(a) SLEEP 16 lda #0 sta PF0 ; zero out graphics for PF0(b) SLEEP 8 lda #0 sta PF1 ; zero out graphics for PF1(b) SLEEP 6 lda #%00111000 sta PF2 ; write graphics for PF2(b) - right side tree leaves inx cpx #156 ; are we at line 156? bne Leaf3rdLines ; No, so do another ;-------------------------------------------------------------------------- Leaf4thLines sta WSYNC lda #%11100000 sta PF0 ; write graphics for PF0(a) - left side tree leaves lda #%11000000 sta PF1 ; write graphics for PF1(a) - left side tree leaves lda #0 sta PF2 ; zero out graphics for PF2(a) SLEEP 16 lda #0 sta PF0 ; zero out graphics for PF0(b) SLEEP 8 lda #0 sta PF1 ; zero out graphics for PF1(b) SLEEP 6 lda #%00111000 sta PF2 ; write graphics for PF2(b) - right side tree leaves inx cpx #158 ; are we at line 158? bne Leaf4thLines ; No, so do another ;-------------------------------------------------------------------------- LastLeafLines sta WSYNC lda #%11100000 sta PF0 ; write graphics for PF0(a) - left side tree leaves lda #%11000000 sta PF1 ; write graphics for PF1(a) - left side tree leaves lda #0 sta PF2 ; zero out graphics for PF2(a) SLEEP 16 lda #0 sta PF0 ; zero out graphics for PF0(b) SLEEP 8 lda #0 sta PF1 ; zero out graphics for PF1(b) SLEEP 6 lda #%01111100 sta PF2 ; write graphics for PF2(b) - right side tree leaves inx cpx #164 ; are we at line 164? bne LastLeafLines ; No, so do another ;-------------------------------------------------------------------------- lda #%00000001 sta CTRLPF ; reflect playfield lda #0 sta PF2 ; zero out graphics for PF2(a and b) lda #$20 sta COLUPF ; set playfield color (tree trunk) lda #%10000000 sta PF0 ;-------------------------------------------------------------------------- TreeTrunkLines sta WSYNC inx cpx #182 ; are we at line 182? bne TreeTrunkLines ; No, so do another ;-------------------------------------------------------------------------- lda #$DA sta COLUPF ; set playfield color (grass) lda #$98 sta COLUBK ; set background color (water) lda #%11111111 sta PF0 ; fill in graphics for PF0 (a and b) sta PF1 ; fill in graphics for PF1 (a and b) lda #%00000111 sta PF2 ; set graphics for first line of pond ;-------------------------------------------------------------------------- ; Pond Lines Follow: sta WSYNC inx lda #%00001111 sta PF2 ; set graphics for second line of pond sta WSYNC inx lda #%00011111 sta PF2 ; set graphics for third line of pond sta WSYNC inx lda #%11111111 sta PF2 ; fill in graphics for PF2 (a and b) - grass ;-------------------------------------------------------------------------- Bottom6Lines sta WSYNC inx cpx #192 bne Bottom6Lines ;-------------------------------------------------------------------------- lda #%01000010 sta VBLANK ; end of screen - enter blanking ; 30 scanlines of overscan... ldx #0 Overscan sta WSYNC inx cpx #30 bne Overscan jmp StartOfFrame
Posted Sun Jun 29, 2003 6:05 PM
Bottom6Lines sta WSYNC inx cpx #192 bne Bottom6Lines ; CLEAR THE PLAYFIELD REGISTERS LDA #0 STA PF0 STA PF1 STA PF2 ;-------------------------------------------------------------------------- lda #%01000010 sta VBLANK; end of screen - enter blanking ; 30 scanlines of overscan... ldx #0 Overscan sta WSYNC inx cpx #30 bne Overscan jmp StartOfFrame
Posted Sun Jun 29, 2003 6:30 PM
Posted Sun Jun 29, 2003 6:37 PM
Posted Sun Jun 29, 2003 8:29 PM
Posted Sun Jun 29, 2003 9:11 PM
EricBall said:
Posted Mon Jun 30, 2003 12:43 AM
EricBall said:
Posted Mon Jun 30, 2003 12:59 AM
Thomas Jentzsch said:
EricBall said:
Posted Mon Jun 30, 2003 8:57 AM
Posted Mon Jun 30, 2003 9:06 AM
SmileyDude said:
Quote
Posted Mon Jun 30, 2003 9:08 AM
Andrew Davie said:
Posted Mon Jun 30, 2003 10:24 AM
SmileyDude said:
Posted Mon Jun 30, 2003 11:33 AM
EricBall said:
Quote
Quote
Quote
Posted Mon Jun 30, 2003 5:56 PM
Pitfall Harry said:
Pitfall Harry said:
Posted Mon Jun 30, 2003 6:28 PM
EricBall said:
Posted Tue Jul 1, 2003 12:46 AM
EricBall said:
Posted Tue Jul 1, 2003 3:26 AM
Thomas Jentzsch said:
EricBall said:
Posted Tue Jul 1, 2003 4:34 AM
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