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Blogs

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  • The Word Of Ogma
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  • nanobug's monument of geekiness
  • dogcorn's Blog
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  • ivop's Blog
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  • Cheat Blog
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  • the.golden.ax's "Oh my Blog"
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  • Verbal Compost
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  • Old School Gamer Review
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  • Rybags' Blog
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  • grafix's Bit Mouse Playhouse
  • S1500's Blog
  • hackerb9's blog
  • EricBall's Tech Projects (PRIVATE)
  • MagitekAngel's Blog
  • I created this second blog on accident and now I can't figure out how to delete it.
  • keilbaca's Blog
  • TestBot4's Blog
  • Old School Gamer Review
  • The Mario Blog
  • GideonsDad's Blog
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  • Horst's Blog
  • JIMPACK's Blog
  • Blogpocalypse
  • simonl's Blog
  • creeping insanity
  • Sonic R's Blog
  • CebusCapucinis' Blog
  • Syntax Terror Games
  • NCN's Blog
  • A Wandering Shadow's Travels
  • Arjak's Blog
  • 2600Lives' Blog
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  • Kiwi's Blog
  • Stephen's A8 Blog
  • Zero One
  • Troglodyte's Blog
  • Austin's Blog
  • Robert Hurst
  • This Is Reality Control
  • Animan's Blog Of Unusual Objectionalities
  • Devbinks' Blog
  • a1t3r3g0's Blog
  • The 7800 blog
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  • iratanam's Blog
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  • Lynxman's FlashCard Blog
  • JagMX's Blog
  • The Wreckening
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  • lost blog
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  • Guitarman's Blog
  • Robert @ AtariAge
  • otaku's Blog
  • otaku's Blog
  • revolutionika's Blog
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  • edweird13's Blog
  • edweird13's Blog
  • That's what she said.
  • Hitachi's Blog
  • The (hopefully) weekly rant
  • Goochman's Marketplace Blog
  • Marc Oberhäuser's Blog
  • Masquane's AtariAge Blog
  • satan165's Dusty Video Game Museum
  • lazyhoboguy's Blog
  • Retail hell (The EB years)
  • Vectrexer's Blog
  • Game Maker to Game Dev
  • Retro Gaming Corporation
  • Hulsie's Blog
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  • Dryfter's Blog
  • Why Are You Even Reading This?
  • Xuel's Blog
  • GamingMagz
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  • caver's Blog
  • Atari 2600 for sale with 7 games 2 controllers
  • A Ramblin' Man
  • toiletunes' Blog
  • Justin Payne's Blog
  • ebot
  • Markvergeer's Blog
  • GEOMETRY WARS ATARI 2600
  • LEW2600's Blog
  • Pac-Man Vs Puck-Man's Blog
  • Bri's House
  • Les Frères Baudrand's Blog
  • Secure Your E-Commerce Business With ClickSSL.com
  • raskar42
  • The P3 Studio
  • Bydo's Blog
  • defender666's Blog
  • TheSSLstore - SSL certificates Validity
  • Chuplayer's Blog
  • pacman100000's Blog
  • POKEY experiments
  • JPjuice23's Blog
  • Gary Mc's Blog
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  • SUB HUNTER in A8
  • ScumSoft's Blog
  • The Social Gamer
  • Ping. Pong. Ping. Pong.
  • kgenthe's Blog
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  • Dallas' Blog
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  • Esplonky's Blog
  • Fashion Jewellery's Blog
  • Gabriel's Blog
  • CJ's Ramblings
  • Dastari Creel's Blog
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  • dragging through the retro streets at dawn
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  • Nerdbloggers
  • Algus' Blog
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  • Appliciousblog.com
  • frederick's Blog
  • longleg's Blog
  • Brain droppings...
  • Sandra's blog
  • Bastelbutze
  • polo
  • VectorGamer's Blog
  • Maybe its a Terrible Tragedy
  • Guru Meditation
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  • The 12 Turn Program: Board Game Addiction and You
  • Tezz's projects blog
  • chonglily's Blog
  • masseo1's Blog
  • DCUltrapro's Blog
  • Disjaukifa's Blog
  • Vic George 2K3's Blog
  • Whoopdeedoo
  • ge.twik's Blog
  • DJT's High Score Blog [Test]
  • Disjaukifa's Assembly Blog
  • GonzoGamer's Blog
  • MartinP's Blog
  • marshaz's Blog
  • Pandora Jewelry's Blog
  • Blues76's Blog
  • Adam24's AtariAge Blog!
  • w1k's Blog
  • 8-bit-dreams' Blog
  • Computer Help
  • Chris++'s Blog
  • an atari story
  • JDRose
  • raz0red's Blog
  • The Forth Files
  • The Forth Files
  • A.L.L.'s Blog
  • Frankodragon's Blog Stuffs
  • Partyhaus
  • kankan313rd's Blog
  • n8littlefield's Blog
  • joshuawins99's Blog
  • ¡Viva Atari!
  • FujiSkunk's Blog
  • The hunt for the PAL Heavy Sixer
  • Liduario's Blog
  • kakpu's Blog
  • HSC Experience
  • people to fix atari Blog
  • Gronka's Blog
  • Joey Z's Atari Projects
  • cncfreak's Blog
  • Ariana585's Blog
  • 8BitBites.com
  • BrutallyHonestGamer's Blog
  • falcon_'s Blog
  • lushgirl_80's Blog
  • Lynx Links
  • bomberpunk's Blog
  • CorBlog
  • My Ideas/Rants
  • quetch's Blog
  • jamvans game hunting blog
  • CannibalCat's Blog
  • jakeLearns' Blog
  • DSC927's Blog
  • jetset's Blog
  • wibblebibble's Basic Blog
  • retrovideogamecollector's Blog
  • Sonny Rae's Blog
  • The Golden Age Arcade Historian
  • dianefox's Blog
  • DOMnation's Blog
  • segagamer99's Blog
  • RickR's Blog
  • craftsmanMIKE's Blog
  • gorf68's Blog
  • Gnuberubs Sojourn Dev Journal
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  • iesposta's Blog
  • Cool 'n' Crispy: The Blog of Iceberg_Lettuce
  • ahuffman's Blog
  • Bergum's Thoughts Blog
  • marminer's Blog
  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
  • AnimaInCorpore's Blog
  • Space Centurion's Blog
  • Coleco Pacman Simulator (CPMS)
  • ianoid's Blog
  • HLO projects
  • Retro Junky Garage
  • Sega Genesis/Mega Drive High Score Club
  • Prixel Derp
  • HuckleCat's Blog
  • AtariVCS101's Blog
  • Tales from the Game Room's Blog
  • VVHQ
  • Antichambre's Blog
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  • Synthpop Universe
  • Atari 5200 Joystick Controllers
  • Top 10 Atari 2600 Games
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  • Buying Atari on Ebay
  • matosimi's Blog
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  • The StarrLab
  • Scooter83 aka Atari 8 Bit Game Hunters' Blog
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  • Gamming
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  • Manoau2002 Game and Vinyl Blog
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  • MegaData Manifesto
  • Selling Atari on Ebay.
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  • TI-99/4A Stuff
  • eshu's blog
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  • Bio's Blog of Randomness
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  • Paul Lay's Blog
  • Make Atari 2600 games w/o programming!
  • Rudy's Blog
  • kenjennings' Blog
  • The Game Pit
  • PShunny's Blog
  • Ezeray's Blog
  • Atari 2600 game maps
  • Crazy Climber Metal
  • Keith Makes Games
  • A virtual waste of virtual space
  • TheHoboInYourRoom's Blog
  • Msp Cheats Tips And Techniques To Create You A Better Gamer
  • Tursi's Blog
  • F#READY's Blog
  • bow830
  • Gernots A500 game reviews
  • Byte's Blog
  • The Atari Strikes Back
  • no code, only games now
  • wongojack's Blog
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  • Musings of the White Lion
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  • --- Ω ---'s Blog
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  • Zsuttle's gaming adventures
  • Doctor Clu's Space Shows
  • TWO PRINTERS ONE ADAM
  • Atari Jaguar Game Mascots
  • Learning fbForth 2.0
  • splendidnut's Blog
  • The Atari Jaguar Game by Game Podcast
  • Syzygy's Story Blog
  • Atarian Video Game Reviews
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  • XDK.development present Microsoft Xbox One Development
  • Song I Wake Up To
  • Jeffrey.Shamblin's Blog
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  • My blog of stuff and things
  • David Vella's Blog
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  • CyranoJ's ST Ports
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  • Alp's Art Blog
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  • Coleco Mini
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  • Atari 2600JS
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  • Arcade Attack - Retro Gaming Blog
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Found 2 results

  1. This is more of a feeler listing as I would like to find out if it's possible to get a G5 1.6GHZ compatible AGP video card with at least 128MB VRAM(256 preferred, but dependent on cost) for a more reasonable amount of money than the +$100 listings i've seen on eBay. All things being equal, I would rather not dump a log of money into a machine that has somewhat of a checkered history as far as it's reliability is concerned. I don't have any hardware that I could use to flash an AGP video card myself, so I can't just buy a PC ROM card and flash it. As long as it works with my system and preferably has a VGA port in addition to DVI, I wouldn't mind a flashed GPU if it meant it was a bit cheaper. I was hoping to stay under $30 shipped if at all possible. Thanks for reading.
  2. As detailed in a previous post, I've been able to get vasm and vlink to work by doing some makefile loving. But, for the all the tea in China, I can't get it to work when I've got to integrate the Jaguar's GPU into the project by using two different vasm builds. Since vasm, when compiled with m68k support, doesn't understand Jaguar's GPU opcodes, one has to compile a second vasm which supports that architecture. I've moved the GPU code out of the main file into gpu/gpu.s and assembled it with the vasm which supports the Jaguar's GPU architecture. The rest I compile with the m68k vasm. When I load the program on Virtual Jaguar, I get a black screen. Please see my files and help me if you see any problems I've been stuck on this one for a while. I suspect there's some sort of problem where the program is jumping to the wrong address when it comes to the GPU due to flaky linking, but I am just not experienced enough to figure this out gpu/gpu.s .include "jaguar.inc" .long .gpu .globl gSetOLP .globl olp2set gSetOLP: .extern G_CTRL .extern OLP movei #olp2set,r0 ; Read value to write load (r0),r1 movei #OLP,r0 ; Store it store r1,(r0) moveq #0,r0 ; Stop GPU movei #G_CTRL,r1 store r0,(r1) nop ; Two "feet" on the brake pedal nop olp2set: .ds.l 1 ; GPU Code Parameter .text Makefile ASFLAGS = -m68000 -Felf ASGPUFLAGS = -Felf LDFLAGS = -bjagsrv -minalign 4 AS = ~/Development/Jaguar/vasm/vasmm68k_madmac ASGPU = ~/Development/Jaguar/vasm/vasmjagrisc_madmac LD = ~/Development/Jaguar/vlink/vlink OBJ = obj/gpu.o obj/startup.o obj/testrgb.o obj/test.o all: $(OBJ) $(LD) $(LDFLAGS) -o testrgb.j64 $(OBJ) obj/gpu.o: jaguar.inc $(ASGPU) $(ASGPUFLAGS) gpu/gpu.s -o obj/gpu.o obj/startup.o: startup.s sample.rgb $(AS) $(ASFLAGS) -o obj/$(subst .s,.o,$<) $< obj/testrgb.o: jaguar.inc vidstuff.inc $(AS) $(ASFLAGS) -o obj/testrgb.o testrgb.s obj/test.o: jaguar.inc vidstuff.inc $(AS) $(ASFLAGS) -o obj/test.o test.s clean: rm obj/*.o startup.s ;----------------------------------------------------------------------------- ; Warning!!! Warning!!! Warning!!! Warning!!! Warning!!! Warning!!! Warning!!! ; Warning!!! Warning!!! Warning!!! Warning!!! Warning!!! Warning!!! Warning!!! ;----------------------------------------------------------------------------- ; Do not change any of the code in this file except where explicitly noted. ; Making other changes can cause your program's startup code to be incorrect. ;----------------------------------------------------------------------------- ;---------------------------------------------------------------------------- ; Jaguar Development System Source Code ; Copyright (c)1995 Atari Corp. ; ALL RIGHTS RESERVED ; ; Module: startup.s - Hardware initialization/License screen display ; ; Revision History: ; 1/12/95 - SDS: Modified from MOU.COF sources. ; 2/28/95 - SDS: Optimized some code from MOU.COF. ; 3/14/95 - SDS: Old code preserved old value from INT1 and OR'ed the ; video interrupt enable bit. Trouble is that could cause ; pending interrupts to persist. Now it just stuffs the value. ; 4/17/95 - MF: Moved definitions relating to startup picture's size and ; filename to top of file, separate from everything else (so ; it's easier to swap in different pictures). ;---------------------------------------------------------------------------- ; Program Description: ; Jaguar Startup Code ; ; Steps are as follows: ; 1. Set GPU/DSP to Big-Endian mode ; 2. Set VI to $FFFF to disable video-refresh. ; 3. Initialize a stack pointer to high ram. ; 4. Initialize video registers. ; 5. Create an object list as follows: ; BRANCH Object (Branches to stop object if past display area) ; BRANCH Object (Branches to stop object if prior to display area) ; BITMAP Object (Jaguar License Acknowledgement - see below) ; STOP Object ; 6. Install interrupt handler, configure VI, enable video interrupts, ; lower 68k IPL to allow interrupts. ; 7. Use GPU routine to stuff OLP with pointer to object list. ; 8. Turn on video. ; 9. Jump to _start. ; ; Notes: ; All video variables are exposed for program use. 'ticks' is exposed to allow ; a flicker-free transition from license screen to next. gSetOLP and olp2set ; are exposed so they don't need to be included by exterior code again. ;----------------------------------------------------------------------------- .include "jaguar.inc" ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Begin STARTUP PICTURE CONFIGURATION -- Edit this to change startup picture ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; PPP .equ 4 ; Pixels per Phrase (1-bit) BMP_WIDTH .equ 192 ; Width in Pixels BMP_HEIGHT .equ 48 ; Height in Pixels ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Change this macro as necessary. Games published by Atari but created by a ; third-party should use "LICENSED TO" screen. Games published and ; created by a third-party company should use "LICENSED BY" screen. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; .macro license_logo .incbin "./sample.rgb" ; "Jaguar Developer Kit Sample" ; .incbin "/jaguar/startup/lt_box.rgb" ; "Licensed To Atari Corp." ; .incbin "/jaguar/startup/lb_box.rgb" ; "Licensed By Atari Corp." .endm ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; End of STARTUP PICTURE CONFIGURATION ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Globals .globl ticks .globl a_vdb .globl a_vde .globl a_hdb .globl a_hde .globl width .globl height ; Externals .extern _start .extern gSetOLP .extern olp2set BMP_PHRASES .equ (BMP_WIDTH/PPP) ; Width in Phrases BMP_LINES .equ (BMP_HEIGHT*2) ; Height in Half Scanlines BITMAP_OFF .equ (2* ; Two Phrases LISTSIZE .equ 5 ; List length (in phrases) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Program Entry Point Follows... .text move.l #$70007,G_END ; big-endian mode move.l #$70007,D_END move.w #$FFFF,VI ; disable video interrupts move.l #INITSTACK,a7 ; Setup a stack jsr InitVideo ; Setup our video registers. jsr InitLister ; Initialize Object Display List jsr InitVBint ; Initialize our VBLANK routine ;;; Sneaky trick to cause display to popup at first VB move.l #$0,listbuf+BITMAP_OFF move.l #$C,listbuf+BITMAP_OFF+4 move.l d0,olp2set ; D0 is swapped OLP from InitLister move.l #gSetOLP,G_PC ; Set GPU PC move.l #RISCGO,G_CTRL ; Go! waitforset: move.l G_CTRL,d0 ; Wait for write. andi.l #$1,d0 bne waitforset move.w #$6C7,VMODE ; Configure Video jmp _start ; Jump to main code ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Procedure: InitVBint ; Install our vertical blank handler and enable interrupts ; InitVBint: move.l d0,-(sp) move.l #UpdateList,LEVEL0 ; Install 68K LEVEL0 handler move.w a_vde,d0 ; Must be ODD ori.w #1,d0 move.w d0,VI move.w #C_VIDENA,INT1 ; Enable video interrupts move.w sr,d0 and.w #$F8FF,d0 ; Lower 68k IPL to allow move.w d0,sr ; interrupts move.l (sp)+,d0 rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Procedure: InitVideo (same as in vidinit.s) ; Build values for hdb, hde, vdb, and vde and store them. ; InitVideo: movem.l d0-d6,-(sp) move.w CONFIG,d0 ; Also is joystick register andi.w #VIDTYPE,d0 ; 0 = PAL, 1 = NTSC beq palvals move.w #NTSC_HMID,d2 move.w #NTSC_WIDTH,d0 move.w #NTSC_VMID,d6 move.w #NTSC_HEIGHT,d4 bra calc_vals palvals: move.w #PAL_HMID,d2 move.w #PAL_WIDTH,d0 move.w #PAL_VMID,d6 move.w #PAL_HEIGHT,d4 calc_vals: move.w d0,width move.w d4,height move.w d0,d1 asr #1,d1 ; Width/2 sub.w d1,d2 ; Mid - Width/2 add.w #4,d2 ; (Mid - Width/2)+4 sub.w #1,d1 ; Width/2 - 1 ori.w #$400,d1 ; (Width/2 - 1)|$400 move.w d1,a_hde move.w d1,HDE move.w d2,a_hdb move.w d2,HDB1 move.w d2,HDB2 move.w d6,d5 sub.w d4,d5 move.w d5,a_vdb add.w d4,d6 move.w d6,a_vde move.w a_vdb,VDB move.w #$FFFF,VDE move.l #0,BORD1 ; Black border move.w #0,BG ; Init line buffer to black movem.l (sp)+,d0-d6 rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; InitLister: Initialize Object List Processor List ; ; Returns: Pre-word-swapped address of current object list in d0.l ; ; Registers: d0.l/d1.l - Phrase being built ; d2.l/d3.l - Link address overlays ; d4.l - Work register ; a0.l - Roving object list pointer InitLister: movem.l d1-d4/a0,-(sp) ; Save registers lea listbuf,a0 move.l a0,d2 ; Copy add.l #(LISTSIZE-1)*8,d2 ; Address of STOP object move.l d2,d3 ; Copy for low half lsr.l #8,d2 ; Shift high half into place lsr.l #3,d2 swap d3 ; Place low half correctly clr.w d3 lsl.l #5,d3 ; Write first BRANCH object (branch if YPOS > a_vde ) clr.l d0 move.l #(BRANCHOBJ|O_BRLT),d1 ; $4000 = VC < YPOS or.l d2,d0 ; Do LINK overlay or.l d3,d1 move.w a_vde,d4 ; for YPOS lsl.w #3,d4 ; Make it bits 13-3 or.w d4,d1 move.l d0,(a0)+ move.l d1,(a0)+ ; Write second branch object (branch if YPOS < a_vdb) ; Note: LINK address is the same so preserve it andi.l #$FF000007,d1 ; Mask off CC and YPOS ori.l #O_BRGT,d1 ; $8000 = VC > YPOS move.w a_vdb,d4 ; for YPOS lsl.w #3,d4 ; Make it bits 13-3 or.w d4,d1 move.l d0,(a0)+ move.l d1,(a0)+ ; Write a standard BITMAP object move.l d2,d0 move.l d3,d1 ori.l #BMP_HEIGHT<<14,d1 ; Height of image move.w height,d4 ; Center bitmap vertically sub.w #BMP_HEIGHT,d4 add.w a_vdb,d4 andi.w #$FFFE,d4 ; Must be even lsl.w #3,d4 or.w d4,d1 ; Stuff YPOS in low phrase move.l #license,d4 lsl.l #8,d4 or.l d4,d0 move.l d0,(a0)+ move.l d1,(a0)+ movem.l d0-d1,bmpupdate ; Second Phrase of Bitmap move.l #BMP_PHRASES>>4,d0 ; Only part of top LONG is IWIDTH move.l #O_DEPTH16|O_NOGAP,d1 ; Bit Depth = 16-bit, Contiguous data move.w width,d4 ; Get width in clocks lsr.w #2,d4 ; /4 Pixel Divisor sub.w #BMP_WIDTH,d4 lsr.w #1,d4 or.w d4,d1 ori.l #(BMP_PHRASES<<18)|(BMP_PHRASES<<28),d1 ; DWIDTH|IWIDTH move.l d0,(a0)+ move.l d1,(a0)+ ; Write a STOP object at end of list clr.l (a0)+ move.l #(STOPOBJ|O_STOPINTS),(a0)+ ; Now return swapped list pointer in D0 move.l #listbuf,d0 swap d0 movem.l (sp)+,d1-d4/a0 rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Procedure: UpdateList ; Handle Video Interrupt and update object list fields ; destroyed by the object processor. UpdateList: move.l a0,-(sp) move.l #listbuf+BITMAP_OFF,a0 move.l bmpupdate,(a0) ; Phrase = d1.l/d0.l move.l bmpupdate+4,4(a0) add.l #1,ticks ; Increment ticks semaphore move.w #$101,INT1 ; Signal we're done move.w #$0,INT2 move.l (sp)+,a0 rte ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; .data .phrase license: license_logo .bss .dphrase listbuf: .ds.l LISTSIZE*2 ; Object List bmpupdate: .ds.l 2 ; One Phrase of Bitmap for Refresh ticks: .ds.l 1 ; Incrementing # of ticks a_hdb: .ds.w 1 a_hde: .ds.w 1 a_vdb: .ds.w 1 a_vde: .ds.w 1 width: .ds.w 1 height: .ds.w 1 .end
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