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clock3_screen.s
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516 lines (426 loc) · 13.2 KB
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#-------------------------------------------------------------------------------
# MUSIC RELEASE 'timeCS' ('CLOCK SCREEN 3') 6-channel (2AY) music only!
# BY VLADIMIR 'KUVO' KUTYAKOV/CSI
#
# CONVERSION FOR Elektronika MS0511 (UKNC)
# BY ABERRANTHACKER
#
# SOUND DEVICE: Aberrant Sound Module
# PLATFORM: Elektronika MS0511
# COMPILER: GNU Assembler
#-------------------------------------------------------------------------------
DANGLING_WIDTH_ORIG = 24 >> 2
DANGLING_WIDTH = DANGLING_WIDTH_ORIG + 2
DANGLING_HEIGHT = 44
DANGLING_ONE_PHASE_SIZE = DANGLING_WIDTH * DANGLING_HEIGHT
DANGLING_GFX_BUFFER_SIZE = DANGLING_ONE_PHASE_SIZE * 8
DANGLING_GFX_ALL_BUFFERS_SIZE = DANGLING_GFX_BUFFER_SIZE * 2
DANGLING_GFX_BUFFER = DANGLING1_GFX
DANGLING_GFX_BUFFER1 = DANGLING_GFX_BUFFER
DANGLING_GFX_BUFFER2 = DANGLING_GFX_BUFFER1 + DANGLING_GFX_BUFFER_SIZE
SCREEN_BUFFER_SIZE = 256 >> 2 * 184
SCREEN_BUFFER = FB1 # DANGLING_GFX_BUFFER + DANGLING_GFX_ALL_BUFFERS_SIZE
LINE_CENTER_X = 96
LINE_CENTER_Y = 80
.nolist
.include "hwdefs.s"
.include "macros.s"
.include "defs.s"
.include "clock_defs.s"
.global start
.org ClockScreenStart
start:
START_CLOCK:
.equiv first_run_flag, .+2
TST $0
BNZ CLOCK_OPER
INC first_run_flag
.ppudo_ensure $PPU.SetPalette, $mainscr_palette
PREP_SCREEN_BUFFER_DISPLAY:
offset = (184*LINE_WIDTHB) - (LINE_WIDTHB - CLOCK_SCR_WIDTH_BYTES)
MOV $FB0 + offset, R0
MOV $SCREEN_BUFFER + offset, R4
MOV $CLOCK_GFX_END, R1
MOV $CLOCK_SCR_HEIGHT, R2
10$:
MOV $CLOCK_SCR_WIDTH_WORDS, R3
1$:
MOV -(R1), -(R0)
MOV (R0), -(R4)
SOB R3, 1$
SUB $LINE_WIDTHB - CLOCK_SCR_WIDTH_BYTES, R0
SUB $LINE_WIDTHB - CLOCK_SCR_WIDTH_BYTES, R4
SOB R2, 10$
PREP_DANGLING:
MOV $DANGLING2_GFX, R1
MOV $DANGLING_GFX_BUFFER2, R0
MOV $DANGLING_HEIGHT, R2
10$:
MOV $DANGLING_WIDTH_ORIG>>1, R3
1$:
MOV (R1)+, (R0)+
SOB R3, 1$
CLR (R0)+
SOB R2, 10$
MOV $DANGLING_GFX_BUFFER + DANGLING_ONE_PHASE_SIZE, R0
MOV $DANGLING1_GFX_END, R1
MOV $DANGLING_HEIGHT, R2
2$:
MOV $DANGLING_WIDTH_ORIG >> 1, R3
CLR -(R0)
3$:
MOV -(R1), -(R0)
SOB R3, 3$
SOB R2, 2$
MOV $DANGLING_GFX_BUFFER, R1
MOV $DANGLING_GFX_BUFFER + DANGLING_ONE_PHASE_SIZE, R3
CALL SHIFT_DANGLING_GFX_BUFFER
MOV $DANGLING_GFX_BUFFER2, R1
MOV $DANGLING_GFX_BUFFER2 + DANGLING_ONE_PHASE_SIZE, R3
CALL SHIFT_DANGLING_GFX_BUFFER
CLOCK_OPER:
WAIT
MOV $SCREEN_BUFFER + 12 + (14*64), R0
MOV $0100 - 030, R1
MOV $-1, R4
MOV $150, R2
10$:
MOV $014, R3
1$:
MOV R4, (R0)+
SOB R3, 1$
ADD R1, R0
SOB R2, 10$
CALL NEXT_CLOCKHAND_OPER
MOV $SCREEN_BUFFER + 48>>2 + (14*64), R1
MOV $FB0 + 48>>2 + (14*LINE_WIDTHB), R0
MOV $64 - 96>>2, R4
MOV $LINE_WIDTHB - 96>>2, R5
MOV $150, R2
2$:
MOV $48>>2, R3
3$:
MOV (R1)+, (R0)+
SOB R3, 3$
ADD R4, R1
ADD R5, R0
SOB R2, 2$
RETURN
SHIFT_DANGLING_GFX_BUFFER:
MOV $7 * DANGLING_HEIGHT, R2
6$:
MOV R3, R0
MOV $DANGLING_WIDTH >> 1, R4
7$:
MOV (R1)+, (R0)+
SOB R4, 7$
8$:
MOV R3, R0
MOV $DANGLING_WIDTH >> 1 - 1, R4
ASLB (R0)+ # 0 -> 1 1 -> 2 0 -> 2
INC R0 # 1 -> 2 2 -> 3
9$:
ROLB (R0)+ # 2 -> 3 3 -> 4 2 -> 4
INC R0 # 3 -> 4 4 -> 5
SOB R4, 9$
INC R3
INC PC # INC PC + BR repeat two times
BR 8$
DEC R0
MOV R0, R3
SOB R2, 6$
RETURN
DISPLAY_DANGLING1:
MOV $DANGLING_GFX_BUFFER1, R3
BR DISPLAY_DANGLING
DISPLAY_DANGLING2:
MOV $DANGLING_GFX_BUFFER2, R3
DISPLAY_DANGLING:
CLR R1
MOV X_FOR_DANGLING, R2
BIC $0177770, R2
BEQ 1$
10$:
ADD $0540, R1
SOB R2, 10$
1$: ADD R3, R1
MOV SCREEN_ADDR_FOR_DANGLING, R0
SUB $2, R0
MOV $0100 - 010, R3
MOV $DANGLING_HEIGHT, R2
2$:
BIC (R1)+, (R0)+
BIC (R1)+, (R0)+
BIC (R1)+, (R0)+
BIC (R1)+, (R0)+
ADD R3, R0
SOB R2, 2$
RETURN
NEXT_CLOCKHAND_OPER:
MOV (PC)+, R5
MIN_CLOCKHAND_IDX: .word CLOCKHAND_DOTS-4
MOV (PC)+, R4
HOUR_CLOCKHAND_IDX: .word CLOCKHAND_DOTS
ADD $4, R5
CMP R5, $CLOCKHAND_DOTS_END
BLO 10$
MOV $CLOCKHAND_DOTS, R5
10$:DEC $013
BPL 1$
MOV $013, .-4
ADD $4, R4
CMP R4, $CLOCKHAND_DOTS_END
BLO 1$
MOV $CLOCKHAND_DOTS, R4
1$: MOV R4, HOUR_CLOCKHAND_IDX
MOV R5, MIN_CLOCKHAND_IDX
DISPLAY_CLOCKHANDS:
MOV R4, -(SP)
CLR LINE_LENGTH
CALL DISPLAY_CLOCKHAND
CALL DISPLAY_DANGLING1
MOV (SP)+, R5
INC LINE_LENGTH
CALL DISPLAY_CLOCKHAND
CALL DISPLAY_DANGLING2
RETURN
#BR NEXT_CLOCK_OPER
DISPLAY_CLOCKHAND:
MOV $LINE_CENTER_X, R0
MOV $LINE_CENTER_Y, R1
MOV (R5)+, R2
MOV (R5)+, R3
MOV (PC)+, R4 #'NOP' IN R4
NOP
SUB R0, R2
BEQ 1$
BMI 10$
MOV (PC)+, R4 #'INC R0' IN R4
INC R0
BR 1$
10$: NEG R2
MOV (PC)+, R4 #'DEC R0' IN R4
DEC R0
1$: MOV R4, CODE_MODIFY_INCR_X
MOV (PC)+, R4 #'NOP' IN R4
NOP
SUB R1, R3
BEQ 3$
BMI 2$
MOV (PC)+, R4 #'INC R1' IN R4
INC R1
BR 3$
2$: NEG R3
MOV (PC)+, R4 #'DEC R1' IN R4
DEC R1
3$: MOV R4, CODE_MODIFY_INCR_Y
CLR FACTOR_X
CLR FACTOR_Y
CLR FACTOR_X_ALIGN
CLR FACTOR_Y_ALIGN
MOV R2, DOTS_COUNT
CMP R2, R3
BNE 4$
CLR R2
CLR R3
BR LINE_DRAW
4$: BLO 5$
#MOV R2, R4
#MOV R3, R2
#MOV R4, R3
#CALL DIV_FUNC
#SWAB R4
MOV R2,R4
CLR R2
SWAB R3
DIV R4,R2
SWAB R2
MOV R2, FACTOR_Y_ALIGN
MOV R2, FACTOR_Y_FINE
MOV FACTOR_Y, R3
CLR R2
BR LINE_DRAW
5$: MOV R3, DOTS_COUNT
#CALL DIV_FUNC
#SWAB R4
MOV R2,R5
CLR R4
SWAB R5
DIV R3,R4
SWAB R4
MOV R4, FACTOR_X_ALIGN
MOV R4, FACTOR_X_FINE
MOV FACTOR_X, R2
CLR R3
LINE_DRAW:
MOV $030, COMP_DOTS_COUNT
TST (PC)+
LINE_LENGTH: .word 0
BEQ OFFSET_X
MOV DOTS_COUNT, R4
ASR R4
ASR R4
SUB R4, DOTS_COUNT
MOV DOTS_COUNT, R4
ASR R4
MOV R4, COMP_DOTS_COUNT
OFFSET_X:
DEC R2
BPL OFFSET_Y
MOV (PC)+, R4
FACTOR_X_ALIGN: .word 0
BEQ FACTOR_X_INIT
ADD R4, (PC)+
FACTOR_X_FINE: .word 0
BCC OFFSET_Y
FACTOR_X_INIT:
MOV (PC)+, R2
FACTOR_X: .word 0
CODE_MODIFY_INCR_X:
.word 0 #'NOP' or 'INC R0' or 'DEC R0'
OFFSET_Y:
DEC R3
BPL CALC_SCREEN_ADDR
MOV (PC)+, R4
FACTOR_Y_ALIGN: .word 0
BEQ FACTOR_Y_INIT
ADD R4, (PC)+
FACTOR_Y_FINE: .word 0
BCC CALC_SCREEN_ADDR
FACTOR_Y_INIT:
MOV (PC)+, R3
FACTOR_Y: .word 0
CODE_MODIFY_INCR_Y:
.word 0 #'NOP' or 'INC R1' or 'DEC R1'
CALC_SCREEN_ADDR:
#COM $0
#BEQ DOTS_COUNT - 2
MOV R1, R4
SWAB R4 #X400
BIS R0, R4
CLC
ROR R4 #X200
ASR R4 #X100
ADD $SCREEN_BUFFER, R4
CALC_DOT_ADDR:
MOV R0, R5
BIC $0177770, R5
ASL R5
DISPLAY_DOT:
MOV DOTS(R5), R5
BIC R5, (R4)
BIC R5, -0100(R4)
BIC R5, 0100(R4)
DEC (PC)+
DOTS_COUNT: .word 0
BEQ LINE_END
CMP @(PC)+, (PC)+
.word DOTS_COUNT
COMP_DOTS_COUNT: .word 0
BNE OFFSET_X
MOV R0, (PC)+
X_FOR_DANGLING: .word 0
MOV R4, (PC)+
SCREEN_ADDR_FOR_DANGLING: .word 0
BR OFFSET_X
LINE_END:
RETURN
DOTS: # 7654321076543210
.word 0b0000001100000011 # 0b00_00_00_00_00_00_11_11
.word 0b0000011000000110 # 0b00_00_00_00_00_11_11_00
.word 0b0000110000001100 # 0b00_00_00_00_11_11_00_00
.word 0b0001100000011000 # 0b00_00_00_11_11_00_00_00
.word 0b0011000000110000 # 0b00_00_11_11_00_00_00_00
.word 0b0110000001100000 # 0b00_11_11_00_00_00_00_00
.word 0b1100000011000000 # 0b11_11_00_00_00_00_00_00
.word 0b1000000010000000 # 0b11_00_00_00_00_00_00_00
# DIV_FUNC:
# #R4 = R2/R3
#
# CLR R5
# CLR R4
# TST R3
# BEQ 2$
# INC R4
# 10$: ASLB R2
# ROL R5
# CMP R5, R3
# BLO 1$
# SUB R3, R5
# SEC
# ROL R4
# BCC 10$
# RETURN
# 1$: ASL R4
# BCC 10$
# 2$: RETURN
CLOCKHAND_DOTS:
.word 96, 14
.word 103, 15
.word 109, 16
.word 114, 19
.word 120, 23
.word 125, 28
.word 129, 33
.word 133, 39
.word 136, 44
.word 138, 50
.word 139, 55
.word 141, 60
.word 142, 65
.word 143, 70
.word 143, 75
.word 143, 80
.word 143, LINE_CENTER_Y + (LINE_CENTER_Y - 75)
.word 143, LINE_CENTER_Y + (LINE_CENTER_Y - 70)
.word 142, LINE_CENTER_Y + (LINE_CENTER_Y - 65)
.word 141, LINE_CENTER_Y + (LINE_CENTER_Y - 60)
.word 139, LINE_CENTER_Y + (LINE_CENTER_Y - 55)
.word 138, LINE_CENTER_Y + (LINE_CENTER_Y - 50)
.word 136, LINE_CENTER_Y + (LINE_CENTER_Y - 44)
.word 133, LINE_CENTER_Y + (LINE_CENTER_Y - 39)
.word 129, LINE_CENTER_Y + (LINE_CENTER_Y - 33)
.word 125, LINE_CENTER_Y + (LINE_CENTER_Y - 28)
.word 120, LINE_CENTER_Y + (LINE_CENTER_Y - 23)
.word 114, LINE_CENTER_Y + (LINE_CENTER_Y - 19)
.word 109, LINE_CENTER_Y + (LINE_CENTER_Y - 16)
.word 103, LINE_CENTER_Y + (LINE_CENTER_Y - 15)
.word 96, LINE_CENTER_Y + (LINE_CENTER_Y - 14)
.word LINE_CENTER_X - (103 - LINE_CENTER_X), LINE_CENTER_Y + (LINE_CENTER_Y - 15)
.word LINE_CENTER_X - (109 - LINE_CENTER_X), LINE_CENTER_Y + (LINE_CENTER_Y - 16)
.word LINE_CENTER_X - (114 - LINE_CENTER_X), LINE_CENTER_Y + (LINE_CENTER_Y - 19)
.word LINE_CENTER_X - (120 - LINE_CENTER_X), LINE_CENTER_Y + (LINE_CENTER_Y - 23)
.word LINE_CENTER_X - (125 - LINE_CENTER_X), LINE_CENTER_Y + (LINE_CENTER_Y - 28)
.word LINE_CENTER_X - (129 - LINE_CENTER_X), LINE_CENTER_Y + (LINE_CENTER_Y - 33)
.word LINE_CENTER_X - (133 - LINE_CENTER_X), LINE_CENTER_Y + (LINE_CENTER_Y - 39)
.word LINE_CENTER_X - (136 - LINE_CENTER_X), LINE_CENTER_Y + (LINE_CENTER_Y - 44)
.word LINE_CENTER_X - (138 - LINE_CENTER_X), LINE_CENTER_Y + (LINE_CENTER_Y - 50)
.word LINE_CENTER_X - (139 - LINE_CENTER_X), LINE_CENTER_Y + (LINE_CENTER_Y - 55)
.word LINE_CENTER_X - (141 - LINE_CENTER_X), LINE_CENTER_Y + (LINE_CENTER_Y - 60)
.word LINE_CENTER_X - (142 - LINE_CENTER_X), LINE_CENTER_Y + (LINE_CENTER_Y - 65)
.word LINE_CENTER_X - (143 - LINE_CENTER_X), LINE_CENTER_Y + (LINE_CENTER_Y - 70)
.word LINE_CENTER_X - (143 - LINE_CENTER_X), LINE_CENTER_Y + (LINE_CENTER_Y - 75)
.word LINE_CENTER_X - (143 - LINE_CENTER_X), 80
.word LINE_CENTER_X - (143 - LINE_CENTER_X), 75
.word LINE_CENTER_X - (143 - LINE_CENTER_X), 70
.word LINE_CENTER_X - (142 - LINE_CENTER_X), 65
.word LINE_CENTER_X - (141 - LINE_CENTER_X), 60
.word LINE_CENTER_X - (139 - LINE_CENTER_X), 55
.word LINE_CENTER_X - (138 - LINE_CENTER_X), 50
.word LINE_CENTER_X - (136 - LINE_CENTER_X), 44
.word LINE_CENTER_X - (133 - LINE_CENTER_X), 39
.word LINE_CENTER_X - (129 - LINE_CENTER_X), 33
.word LINE_CENTER_X - (125 - LINE_CENTER_X), 28
.word LINE_CENTER_X - (120 - LINE_CENTER_X), 23
.word LINE_CENTER_X - (114 - LINE_CENTER_X), 19
.word LINE_CENTER_X - (109 - LINE_CENTER_X), 16
.word LINE_CENTER_X - (103 - LINE_CENTER_X), 15
CLOCKHAND_DOTS_END:
DANGLING1_GFX:
.incbin "build/clock3/dangling1.raw"
DANGLING1_GFX_END:
DANGLING2_GFX:
.incbin "build/clock3/dangling2.raw"
CLOCK_GFX:
.incbin "build/clock3/clock3.raw"
CLOCK_GFX_END: