-
Notifications
You must be signed in to change notification settings - Fork 0
/
KETAMUSKOLAR_MAIN.s
executable file
·3576 lines (3113 loc) · 75.5 KB
/
KETAMUSKOLAR_MAIN.s
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
;*** MiniStartup by Photon ***
INCDIR "NAS:AMIGA/CODE/ketamuskolar_amiga/"
SECTION "Code",CODE
INCLUDE "custom-registers.i"
INCLUDE "PhotonsMiniWrapper1.04.s"
INCLUDE "med/med_feature_control.i" ; MED CFGs
;********** Constants **********
wi EQU 320 ; screen width
he EQU 234 ; screen height
bpls EQU 5 ; depth
bypl EQU wi/16*2 ; byte-width of 1 bitplane line (40bytes)
bwid EQU bpls*bypl ; byte-width of 1 pixel line (all bpls)
hband EQU 10 ; lines reserved for textscroller
hblit EQU he/2 ; -hband ; size of blitter op without textscroller
wblit EQU wi/2/16*2
vbarwbpl EQU wi/10/16
X_SPLIT2X_SLICE EQU 13
TXT_FRMSKIP EQU 4
MARGINX EQU wi/2
MARGINY EQU he/2
TrigShift EQU 7
PXLSIDE EQU 16
Z_Shift EQU PXLSIDE*5/2 ; 5x5 obj
;*************
VarTimesTrig MACRO ; 3 = 1 * 2, where 2 is cos(Angle)^(TrigShift*2) or sin(Angle)^(TrigShift*2)
move.l \1,\3
muls \2,\3
asr.l #TrigShift,\3 ; left >>= TrigShift
asr.l #TrigShift,\3
ENDM
;********** Demo ********** ; Demo-specific non-startup code below.
Demo: ;MOVE.W #58,MED_START_POS ; skip to pos# after first block
Code: ; a4=VBR, a6=Custom Registers Base addr
;*--- init ---*
MOVE.L #VBint,$6C(A4)
MOVE.W #%1110000000100000,INTENA
MOVE.W #%1000001111000000,DMACON ; BIT10=BLIT NASTY
BSR WaitBlitter
BSR.W __POINT_SPRITES ; #### Point sprites
;########################
LEA COPPER\.BplPtrs,A1
LEA HEADER,A0
BSR.W PokePtrs
BSR.W PokePtrs
BSR.W PokePtrs
BSR.W PokePtrs
BSR.W PokePtrs
;########################
LEA COPPER\.BplPtrs2,A1
LEA GRADIENTPLANENEG,A0
BSR.W PokePtrs
MOVE.L #PLANE1,A0
BSR.W PokePtrs
MOVE.L #PLANE0,A0
BSR.W PokePtrs
LEA PLANE3,A0
SUB.L #bypl+2,A0
BSR.W PokePtrs
LEA PLANE3,A0
;LEA 40(A0),A0 ; OPT
BSR.W PokePtrs
;########################
LEA COPPER\.BplPtrs3,A1
LEA FOOTER,A0
BSR.W PokePtrs
BSR.W PokePtrs
BSR.W PokePtrs
BSR.W PokePtrs
BSR.W PokePtrs
;*--- start copper ---*
MOVE.L #COPPER,COP1LC
; #### CPU INTENSIVE TASKS BEFORE STARTING MUSIC
BSR.W __POINT_SPRITES ; # Point sprites AGAIN
MOVE.L #$00000000,BLTCON0
MOVE.W BLIT_Y_MASK,BLTAFWM ; THEY'LL NEVER
MOVE.W BLIT_X_MASK,BLTALWM ; CHANGE
MOVE.L #HEADER,A4
BSR.W __DBLBMP
BSR.W WaitEOF ; TO SLOW DOWN :)
;## SUPER FAST LINES DRAWING ##
LEA FOOTER,A0
SUB.L #bypl,A0 ; =END OF HEADER :)
MOVE.W #20-1,D0
.drawLine:
MOVE.L #$FFFFFFFF,(A0)+
MOVEM.L D0-D1,-(SP)
BSR.W WaitEOF ; TO SLOW DOWN :)
MOVEM.L (SP)+,D0-D1
DBRA D0,.drawLine
;## SUPER FAST LINES DRAWING ##
MOVE.L #BG_DITHER,A3 ; FILLS A PLANE
MOVE.L #GRADIENTPLANE,A4 ; FILLS A PLANE
;MOVEQ #0,D3 ; CONTROLS NEGATIVE
BSR.W __GRADIENT_PLANE ; WITH DITHERING
MOVE.L #BG_DITHER,A3 ; FILLS A PLANE
MOVE.L #GRADIENTPLANENEG,A4 ; FILLS A PLANE
MOVEQ #0,D3 ; CONTROLS NEGATIVE
BSR.W __GRADIENT_PLANE ; WITH DITHERING
BSR.W WaitEOF ; TO SLOW DOWN :)
MOVE.L #DITHERPLANE,A4 ; FILLS A PLANE
MOVE.W #0,D0
BSR.W __DITHER_PLANE ; WITH DITHERING
BSR.W WaitEOF ; TO SLOW DOWN :)
MOVE.L GLITCHRESET,A3
MOVE.L #PLANE1,A4
MOVE.W #1,D0
BSR.W __DITHER_PLANE ; WITH DITHERING
.skip:
; ** POINTS TO COORDS **
MOVE.W #255,D1
LEA VECT_COORDS,A2
.calcuCoords:
MOVE.W (A2),D0
MULU.W #PXLSIDE,D0
MULU.W #Z_Shift,D0 ; PRECALCULATED ZSHIFT
MOVE.W D0,(A2)+
DBRA D1,.calcuCoords
; ** POINTS TO COORDS **
; ## PRECALCULATE BPL OFFSETS ##
MOVE.L #0,D0
LEA BPL_PRECALC,A2
.loop:
MOVE.W D0,(A2)
ADD.W #bypl,D0
CMP.W #bypl*he,(A2)+
BLO.S .loop
; ## PRECALCULATE BPL OFFSETS ##
; ## BENCHMARCK ##
BSR.W WaitEOF
CLR.L D0
.wait:
ADD.L #1,D0
MOVE.L VPOSR,D1
LSR.L #1,D1
LSR.W #7,D1
CMP.W #he/2,D1
BNE.S .wait
; #### CPU INTENSIVE TASKS BEFORE STARTING MUSIC
BSR.W WaitEOF ; TO SLOW DOWN :)
JSR _startmusic
;******************** main loop ********************
MainLoop:
BSR.W __SET_MED_VALUES
BSR.W __FILLANDSCROLLTXT
SONG_BLOCKS_EVENTS:
;* FOR TIMED EVENTS ON BLOCK ****
MOVE.W MED_SONG_POS,D5
LSL.W #2,D5 ; CALCULATES OFFSET (OPTIMIZED)
LEA TIMELINE,A3
MOVE.L (A3,D5),A4 ; THANKS HEDGEHOG!!
JSR (A4) ; EXECUTE SUBROUTINE BLOCK#
;*--- main loop end ---*
BSR.S WaitRasterCopper ; is below the Display Window.
IFEQ START_POS
BTST #6,$BFE001
BEQ.S .quit ; then loop
ENDC
BTST #2,$DFF016 ; POTINP - RMB pressed?
BNE.W MainLoop ; then loop
.quit:
;*--- exit ---*
MOVEM.L D0-A6,-(SP)
JSR _endmusic
MOVEM.L (SP)+,D0-A6
RTS
;********** CORE Routines **********
WaitRasterCopper:
;MOVE.W #$0FF0,$DFF180 ; show rastertime left down to $12c
BTST #4,INTENAR+1
BNE.S WaitRasterCopper
;MOVE.W #$0F00,$DFF180 ; show rastertime left down to $12c
MOVE.W #$8010,INTENA
RTS
PokePtrs: ; Generic, poke ptrs into copper list
MOVE.L A0,D2
SWAP D2
MOVE.W D2,2(A1) ; high word of address
MOVE.W A0,6(A1) ; low word of address
LEA 8(A1),A1 ; OPTIMIZED
RTS
VBint: ; Blank template VERTB interrupt
movem.l d0/a6,-(sp) ; Save used registers
lea $dff000,a6
btst #5,$1f(a6) ; check if it's our vertb int.
beq.s .notvb
moveq #$20,d0 ; poll irq bit
move.w d0,$9c(a6)
move.w d0,$9c(a6)
.notvb:
movem.l (sp)+,d0/a6 ; restore
rte
__WIPE_PLANE: ; a1=screen destination address to clear
LEA $910(A1),A1 ; OPT of ADD.L #he/4*bypl,A1
;LEA ((he/4*bypl),A1),A1 ; INLINE SYNTAX!
BSR WaitBlitter
MOVE.W #$0,BLTDMOD ; Init modulo Sou. A
MOVE.L #$01000000,BLTCON0 ; set operation type in BLTCON0/1
MOVE.L A1,BLTDPTH ; destination address
;MOVE.W #$8400,DMACON ; BLIT NASTY ENABLE
MOVE.W #he/2*64+wi/16,BLTSIZE ; blitter operation size
;BSR WaitBlitter ; A1200 NEEDS THIS...
;MOVE.W #$400,DMACON ; BLIT NASTY DISABLE
RTS
__BLIT_VECTORS:
; **** ROTATION VALUES ****
;ADDI.L #2,VECT_PTR ; MESSES COORDZ
;MOVE.W V_ANGLE,D2
; **** ZOOM VALUES ****
MOVE.W Z_POS,D4
MOVE.W #Z_Shift,D7 ; CENTER
ADD.W D7,D4
MOVE.W D4,Z_FACT
MOVE.W D7,D2 ; OPTIMIZING mulu.w #40,d1
LSL.W #5,D7
LSL.W #3,D2
ADD.W D2,D7
;MULU.W D7,D7
DIVU.W D4,D7
MOVE.W D7,CENTER
; **** END VALUES ****
MOVE.W V_MAX_VECTORS,D7 ; VALUE FROM INITIAL BENCHMARK
MOVE.W #$0,XY_INIT
MOVE.L VECT_PTR,A2
BSR WaitBlitter
MOVE.L #$FFFFFFFF,BLTAFWM ; BLTAFWM/BLTALWM = $FFFF
MOVE.W #$8000,BLTADAT ; BLTADAT = $8000
MOVE.W #bypl,BLTCMOD ; BLTCMOD = 40
MOVE.W #bypl,BLTDMOD ; BLTDMOD = 40
MOVE.W BLIT_PATT,BLTBDAT ; BLTBDAT = pattern della linea!
.fetchCoordz:
;MOVEM.L D7,-(SP)
MOVE.L D7,A3
MOVEQ.L #$0,D0 ; QUICKEST RESET
MOVE.L D0,D1 ; QUICKEST RESET
MOVE.W (A2)+,D0 ; X1
MOVE.W (A2)+,D1 ; Y1
; NO NEED TO OPT BECAUSE FIRST AND LAST = 0,0!!
; **** OPTIMIZATION!! ****
MOVEM.W XY_INIT,D7
TST.W D7
BNE.S .notFirstLoop
MOVE.W #1,XY_INIT
; **** Z-POSITION ****
DIVU.W D4,D0
DIVU.W D4,D1
SUB.W CENTER,D0
SUB.W CENTER,D1
MOVE.W D0,X_TEMP
MOVE.W D1,Y_TEMP
.notFirstLoop:
; **** OPTIMIZATION!! ****
MOVE.W X_TEMP,D0
MOVE.W Y_TEMP,D1
; **** ROTATING??? ****
MOVE.W V_ANGLE,D7
LEA.L SinTbl(PC),A6
MOVE.W (A6,D7),D3
LEA.L CosTbl(PC),A6
MOVE.W (A6,D7),D2
BSR.W __ROTATE
;MOVEM.L D0-D1,-(SP)
MOVE.L D0,A0
MOVE.L D1,A1
MOVEQ.L #0,D0 ; QUICKEST RESET
MOVE.L D0,D1 ; QUICKEST RESET
MOVE.W (A2)+,D0 ; X2
MOVE.W (A2)+,D1 ; Y2
; **** Z-POSITION ****
;MULU.W #Z_Shift,D0 ; PRECALCULATED
;MULU.W #Z_Shift,D1 ; PRECALCULATED
DIVU.W D4,D0
DIVU.W D4,D1
SUB.W CENTER,D0
SUB.W CENTER,D1
MOVE.W D0,X_TEMP
MOVE.W D1,Y_TEMP
BSR.W __ROTATE
MOVE.W D0,D2 ; X2
MOVE.W D1,D3 ; Y2
;MOVEM.L (SP)+,D0-D1
MOVE.L A0,D0
MOVE.L A1,D1
; ## GLITCH ##
ROL.B #1,D3
EXG.L D0,D3
ROL.B #1,D1
LSL.L #2,D2
; ## GLITCH ##
MOVE.L A4,A6
ADDI.W #MARGINX,D0
ADDI.W #MARGINY,D1
ADDI.W #MARGINX,D2
ADDI.W #MARGINY,D3
BSR.S Drawline
;MOVEM.L (SP)+,D7
MOVE.L A3,D7
DBRA D7,.fetchCoordz
;*--- main loop end ---*
RTS
Drawline: ; * scelta ottante
sub.w d0,d2 ; D2=X2-X1
bmi.s .DRAW4 ; se negativo salta, altrimenti D2=DiffX
sub.w d1,d3 ; D3=Y2-Y1
bmi.s .DRAW2 ; se negativo salta, altrimenti D3=DiffY
cmp.w d3,d2 ; confronta DiffX e DiffY
bmi.s .DRAW1 ; se D2<D3 salta..
; .. altrimenti D3=DY e D2=DX
moveq #$10,d5 ; codice ottante
bra.s .DRAWL
.DRAW1:
exg.l d2,d3 ; scambia D2 e D3, in modo che D3=DY e D2=DX
moveq #0,d5 ; codice ottante
bra.s .DRAWL
.DRAW2:
neg.w d3 ; rende D3 positivo
cmp.w d3,d2 ; confronta DiffX e DiffY
bmi.s .DRAW3 ; se D2<D3 salta..
; .. altrimenti D3=DY e D2=DX
moveq #$18,d5 ; codice ottante
bra.s .DRAWL
.DRAW3:
exg.l d2,d3 ; scambia D2 e D3, in modo che D3=DY e D2=DX
moveq #$04,d5 ; codice ottante
bra.s .DRAWL
.DRAW4:
neg.w d2 ; rende D2 positivo
sub.w d1,d3 ; D3=Y2-Y1
bmi.s .DRAW6 ; se negativo salta, altrimenti D3=DiffY
cmp.w d3,d2 ; confronta DiffX e DiffY
bmi.s .DRAW5 ; se D2<D3 salta..
; .. altrimenti D3=DY e D2=DX
moveq #$14,d5 ; codice ottante
bra.s .DRAWL
.DRAW5:
exg.l d2,d3 ; scambia D2 e D3, in modo che D3=DY e D2=DX
moveq #$08,d5 ; codice ottante
bra.s .DRAWL
.DRAW6:
neg.w d3 ; rende D3 positivo
cmp.w d3,d2 ; confronta DiffX e DiffY
bmi.s .DRAW7 ; se D2<D3 salta..
; .. altrimenti D3=DY e D2=DX
moveq #$1c,d5 ; codice ottante
bra.s .DRAWL
.DRAW7:
exg.l d2,d3 ; scambia D2 e D3, in modo che D3=DY e D2=DX
moveq #$0c,d5 ; codice ottante
.DRAWL:
;mulu.w #bypl,d1 ; offset Y
LEA BPL_PRECALC,A5 ; TABLE OPTIMIZING
ADD.W D1,D1
MOVE.W (A5,D1.W),D1
add.w d1,A6 ; aggiunge l'offset Y all'indirizzo
move.w d0,d1 ; copia la coordinata X
andi.w #$000F,d0 ; seleziona i 4 bit piu` bassi della X..
ror.w #4,d0 ; .. e li sposta nei bit da 12 a 15
.DrawMode:
ori.w #$0BCA,d0 ; con un OR ottengo il valore da scrivere
;ori.w #$0B05,d0 ; con un OR ottengo il valore da scrivere
; in BLTCON0. Con questo valore di LF ($4A)
; si disegnano linee in EOR con lo sfondo.
; #$0BCA
; $77 $F5 $F3 $C0 $05
lsr.w #4,d1 ; cancella i 4 bit bassi della X
add.w d1,d1 ; ottiene l'offset X in bytes
add.w d1,A6 ; aggiunge l'offset X all'indirizzo
move.w d2,d1 ; copia DX in D1
addq.w #1,d1 ; D1=DX+1
lsl.w #$06,d1 ; calcola in D1 il valore da mettere in BLTSIZE
addq.w #$0002,d1 ; aggiunge la larghezza, pari a 2 words
lsl.w #$02,d3 ; D3=4*DY
add.w d2,d2 ; D2=2*DX
BSR WaitBlitter
move.w d3,BLTBMOD ; BLTBMOD=4*DY
sub.w d2,d3 ; D3=4*DY-2*DX
move.w d3,BLTAPTL ; BLTAPTL=4*DY-2*DX prep val for BLTCON1
ori.w #$0001,d5 ; setta bit 0 (attiva line-mode)
tst.w d3
bpl.s .OK1 ; se 4*DY-2*DX>0 salta..
ori.w #$0040,d5 ; altrimenti setta il bit SIGN
.OK1:
move.w d0,BLTCON0 ; BLTCON0
move.w d5,BLTCON1 ; BLTCON1
sub.w d2,d3 ; D3=4*DY-4*DX
move.w d3,BLTAMOD ; BLTAMOD=4*DY-4*DX
move.l A6,BLTCPTH ; BLTCPT - indirizzo schermo
move.l A6,BLTDPTH ; BLTDPT - indirizzo schermo
move.w d1,BLTSIZE ; BLTSIZE
rts
__ROTATE: ; D0-D1 Rotate around Z Axis:
VarTimesTrig d0,D2,d5 ; left = rotatedX * cos
VarTimesTrig d1,d3,d6 ; right = rotatedY * sin
move.l d5,d7 ; tmp = left - right
sub.l d6,d7
;EXG.L D3,D2 ; MORE GLITCH
VarTimesTrig d0,d3,d5 ; left = rotatedX * sin
VarTimesTrig d1,D2,d6 ; right = rotatedY * cos
move.l d5,d1 ; rotatedY = left + right
add.l d6,d1
move.l d7,d0 ; rotatedX = tmp
RTS
__UPDATE_ANGLE:
; **** ROTATION VALUES ****
MOVE.W V_ANGLE,D2
MOVE.W V_SHIFT,D1 ; NEEDS SIGN
MOVE.W V_DIR,D3 ; -1/1
ASR.W #1,D3 ; EXTENDS SIGN FROM DIR
EOR.W D3,D1 ; FROM
SUB.W D3,D1 ; STACKOVERFLOW
ADD.W D1,D2 ; SPIN!
TST.W D2
BGE.S .dontResetL
MOVE.W #358,D2
.dontResetL:
CMPI.W #360,D2
BLO.S .dontResetR
MOVEQ.L #$0,D2
.dontResetR:
MOVE.W D2,V_ANGLE
RTS
__DBLBMP:
LEA KONEY,A1
MOVE.L A4,A5
MOVE.W #$9,D6
.DBLBMP: ; LOGICA PER RADDOPPIARE LA BITMAP
MOVE.W (A1)+,D0
;****************
CLR.L D1
MOVE.W #$F,D7
.LOOP:
BTST D7,D0
BEQ.S .NEXT
MOVE.W D7,D2
ADD.W D2,D2
BSET D2,D1
ADDQ.W #1,D2
BSET D2,D1
.NEXT:
MOVEM.L D0-D1,-(SP)
BSR.W WaitEOF ; TO SLOW DOWN :)
MOVEM.L (SP)+,D0-D1
DBRA D7,.LOOP
;*****************
ADD.W #bypl,A5
MOVE.L D1,(A5)
SUB.W #bypl,A5
MOVE.L D1,(A5)+
BTST #0,D6
BNE.S .skip
ADD.W #bypl,A5
ADD.W #bypl-8,A5
.skip:
DBRA D6,.DBLBMP
RTS
__DITHER_PLANE:
MOVE.L A4,A4
MOVE.W #he-1,D4 ; QUANTE LINEE
MOVE.L #$AAAAAAAA,D5
.outerloop: ; NUOVA RIGA
MOVE.W #(bypl/4)-1,D6 ; RESET D6
NOT.L D5
.innerloop: ; LOOP KE CICLA LA BITMAP
MOVE.L D5,(A4)+
DBRA D6,.innerloop
TST.W D0
BEQ.S .noWait
BSR.W WaitEOF ; TO SLOW DOWN :)
.noWait:
DBRA D4,.outerloop
RTS
__GRADIENT_PLANE:
MOVE.L A4,A5
ADD.L #bypl*(he-1),A5
MOVE.L A4,A6
ADD.L #bypl*(he-2),A6
MOVE.L A4,A2
ADD.L #bypl,A2
MOVE.W #(he/2)-1,D4 ; QUANTE LINEE
.outerloop: ; NUOVA RIGA
MOVE.W #(bypl/2)-1,D6
.innerloop:
MOVE.B (A3)+,D5
TST.W D3
BNE.S .dontNegate
NOT.L D5 ; MAKE BITMAP NEGATIVE
.dontNegate:
MOVE.B D5,(A4)+ ; TOP LEFT
MOVE.B D5,(A6)+ ; BOTTOM LEFT
MOVE.B D5,D0
REPT 8
ROXR.B #1,D0 ; FLIP BITS
ROXL.B #1,D2 ; FLIP BITS
ENDR
MOVE.B D2,-(A5) ; BOTTOM RIGHT
MOVE.B D2,-(A2) ; TOP RIGHT
DBRA D6,.innerloop
ADD.L #(bypl/2),A4
SUB.L #(bypl/2),A5
SUB.L #(bypl/2)+bypl,A6
ADD.L #(bypl/2)+bypl,A2
DBRA D4,.outerloop
; ## BLIT FIX ####
MOVE.L #%1001111100001000,D1
MOVE.L A4,A3
MOVE.W #1,D0
MOVE.B D0,D1
ROR.W #4,D1
bsr WaitBlitter
MOVE.W D1,BLTCON0 ; BLTCON0
MOVE.L #$FFFF7FFF,BLTAFWM ; THEY'LL NEVER
MOVE.W #(bypl/2),BLTAMOD ; BLTAMOD
MOVE.W #(bypl/2),BLTDMOD ; BLTDMOD
ADD.L #bypl*he-1,A3
ADD.L #bypl*he-1,A4
MOVE.W #%0000000000000010,BLTCON1 ; BLTCON1 BIT 12 DESC MODE
;.goBlitter:
MOVE.L A3,BLTAPTH ; BLTAPT
MOVE.L A4,BLTDPTH
MOVE.W #he*64+wi/2/16,BLTSIZE ; BLTSIZE
bsr WaitBlitter
MOVE.W #%0000000000000000,BLTCON1 ; BLTCON1 BIT 12 DESC MODE
MOVE.L #$FFFFFFFF,BLTAFWM ; THEY'LL NEVER
MOVE.L A4,A3
MOVE.W #0,BLTAMOD ; BLTAMOD
MOVE.W #0,BLTDMOD ; BLTDMOD
MOVE.L A3,BLTAPTH ; BLTAPT
MOVE.L A4,BLTDPTH
;MOVE.W #he*64+wi/16,BLTSIZE ; BLTSIZE
.skip:
; ## BLIT FIX ####
RTS
__RANDOMIZE_PLANE:
MOVE.W #bypl/2*he-1,D4 ; QUANTE LINEE
.innerloop: ; LOOP KE CICLA LA BITMAP
BSR.S _RandomWord
ROL.W D4,D5
MOVE.W D5,(A4)+
DBRA D4,.innerloop
RTS
_RandomWord:
bsr _RandomByte
rol.w #8,d5
_RandomByte:
move.b $dff007,d5 ;$dff00a $dff00b for mouse pos
move.b $bfd800,d3
eor.b d3,d5
rts
__SET_MED_VALUES:
MOVE.W MED_STEPSEQ_POS,D0 ; UPDATE STEPSEQUENCER
ANDI.W #$F,D0 ; POSITION (0-15 = 16 LEDS)
MOVE.W D0,MED_STEPSEQ_POS
LEA MED_TRK_0_COUNT(PC),A0
LEA AUDIOCHLEV_0(PC),A2
LEA MED_TRK_0_INST(PC),A3
MOVEQ #3,D7
.loop:
MOVEQ #$F,D0 ; maxvalue
SUB.W (A0)+,D0 ; -#frames/irqs since instrument trigger
BPL.S .ok ; below minvalue?
MOVEQ #$0,D0 ; then set to minvalue
MOVE.W D0,(A3) ; RESET TWO BYTES (INST+NOTE)
.ok:
MOVE.W D0,(A2)+ ; LEVEL VALUE TO USE IN CODE
;ROL.L #$4,D0 ; expand bits to green
;ROL.L #$4,D0 ; expand bits to green
;MOVE.W D0,(A1) ; poke color
;LEA 16(A1),A1
LEA 2(A3),A3
DBF D7,.loop
ADD.L #$10001,MED_TRK_0_COUNT ; inc elapsed #calls since last
;;ADDQ.W #$1,MED_TRK_1_COUNT
ADD.L #$10001,MED_TRK_2_COUNT ; use LONG to save 8 cycles
;;ADDQ.W #$1,MED_TRK_3_COUNT
RTS
__FILLANDSCROLLTXT:
MOVEQ #$0,D2 ; RESET
MOVE.L D2,D6
MOVE.W FRAMESINDEX,D7
CMPI.W #TXT_FRMSKIP,D7 ; TXT_FRMSKIP
BNE.W .skip
LEA FOOTER,A4
LEA FONT,A5
LEA TEXT,A3
ADD.W #bypl*3+1,A4
MOVE.W #bypl*2-2,D0 ; OPTIMIZE FOR LOOP
ADD.W TEXTINDEX,A3
CMP.L #_TEXT-1,A3 ; Siamo arrivati all'ultima word della TAB?
BNE.S .proceed
MOVE.W D6,TEXTINDEX ; Riparti a puntare dalla prima word
LEA TEXT,A3 ; FIX FOR GLITCH (I KNOW IT'S FUN... :)
.proceed:
MOVE.B (A3),D2 ; Prossimo carattere in d2
SUBI.B #$20,D2 ; TOGLI 32 AL VALORE ASCII DEL CARATTERE, IN
;MULU.W #$7,D2 ; MOLTIPLICA PER 8 IL NUMERO PRECEDENTE,
MOVE.W D2,D1 ; OPTIMIZING
LSL.W #$3,D2 ; OPTIMIZING
SUB.W D1,D2 ; OPTIMIZING
ADD.W #$1,D2
ADD.W D2,A5
MOVE.B #$5,D6
.loop:
MOVE.B (A5)+,(A4)+
MOVE.B #$0,(A4)+ ; WRAPS MORE NICELY?
ADD.W D0,A4 ; POSITIONING (OPT)
DBRA D6,.loop
.skip:
SUBI.W #$1,D7
TST.W D7
BEQ.W .RESET
MOVE.W D7,FRAMESINDEX
BRA.S .shifttext
.reset:
ADDI.W #$1,TEXTINDEX
;MOVE.W #TXT_FRMSKIP,D7
;MOVE.W D7,FRAMESINDEX ; OTTIMIZZABILE
MOVE.W #TXT_FRMSKIP,FRAMESINDEX
.shifttext:
LEA FOOTER_END,A2
SUB.W #bypl*7,A2
MOVE.L A2,A4
BSR.W WaitBlitter
MOVE.L #%00101001111100000000000000000010,BLTCON0
MOVE.L #$FFFFFFFF,BLTAFWM
MOVE.L #$0,BLTAMOD
MOVE.L A2,BLTAPTH
MOVE.L A4,BLTDPTH
MOVE.W #6*64+(wi*2+16)/16,BLTSIZE
RTS
__POINT_SPRITES:
BSR.W WaitEOF ; TO SLOW DOWN :)
LEA COPPER\.SpritePointers,A1
MOVE.L #0,D0 ; sprite 0
MOVE.W D0,6(A1)
SWAP D0
MOVE.W D0,2(A1)
ADDQ.W #8,A1
MOVE.L #0,D0 ; sprite 1
MOVE.W D0,6(A1)
SWAP D0
MOVE.W D0,2(A1)
ADDQ.W #8,A1
MOVE.L #0,D0 ; sprite 2
MOVE.W D0,6(A1)
SWAP D0
MOVE.W D0,2(A1)
ADDQ.W #8,A1
MOVE.L #0,D0 ; sprite 3
MOVE.W D0,6(A1)
SWAP D0
MOVE.W D0,2(A1)
ADDQ.W #8,A1
MOVE.L #0,D0 ; sprite 4
MOVE.W D0,6(A1)
SWAP D0
MOVE.W D0,2(A1)
ADDQ.W #8,A1
MOVE.L #0,D0 ; sprite 5
MOVE.W D0,6(A1)
SWAP D0
MOVE.W D0,2(A1)
ADDQ.W #8,A1
MOVE.L #0,D0 ; sprite 6
MOVE.W D0,6(A1)
SWAP D0
MOVE.W D0,2(A1)
ADDQ.W #8,A1
MOVE.L #0,D0 ; sprite 7
MOVE.W D0,6(A1)
SWAP D0
MOVE.W D0,2(A1)
RTS
__BLIT_GLITCH_SLICE:
MOVE.L GLITCHGOOD,A3
.waitData:
;ADD.L #bypl,A3 ; GO TO NEXT
LEA 40(A3),A3 ; OPTIMIZED
TST.L (A3) ; IF LINE EMPTY
BEQ.S .waitData
.dataOk:
CMP.L #_MED_MODULE-2,A3 ; LAST WORD OF DATA?
BLS.S .notEnd
MOVE.L GLITCHRESET,A3 ; RELOAD
.notEnd:
bsr WaitBlitter
MOVE.L A3,GLITCHGOOD ; REMEMBER POSITION
MOVE.W #%0100100111110000,BLTCON0 ; BLTCON0
MOVE.W #%0000000000000000,BLTCON1 ; BLTCON1 BIT 12 DESC MODE
MOVE.L #$FFFFFFFF,BLTAFWM ; THEY'LL NEVER
MOVE.W #bypl-(32/16*2),D1
MOVE.W D1,D2
SUB.W BLIT_A_MOD,D1
MOVE.W D1,BLTAMOD ; BLTAMOD
SUB.W BLIT_D_MOD,D2
MOVE.W D2,BLTDMOD ; BLTDMOD
MOVE.L A3,BLTAPTH ; BLTAPT
MOVE.L A4,BLTDPTH
MOVE.W #he*64+32/16,BLTSIZE ; BLTSIZE
; ## MAIN BLIT ####
RTS
__BLIT_GLITCH_BAND:
MOVE.L GLITCHGOOD,A3
.waitData:
;ADD.L #bypl,A3 ; GO TO NEXT
LEA 40(A3),A3 ; OPTIMIZED
TST.L (A3) ; IF LINE EMPTY
BEQ.S .waitData
.dataOk:
CMP.L #_MED_MODULE,A3 ; LAST WORD OF DATA?
BLS.S .notEnd
MOVE.L GLITCHRESET,A3 ; RELOAD
.notEnd:
MOVE.L A3,GLITCHGOOD ; REMEMBER POSITION
bsr WaitBlitter
MOVE.W #%0000100111110000,BLTCON0 ; BLTCON0
MOVE.W #%0000000000000000,BLTCON1 ; BLTCON1 BIT 12 DESC MODE
MOVE.L #$FFFFFFFF,BLTAFWM ; THEY'LL NEVER
MOVE.W BLIT_A_MOD,BLTAMOD ; BLTAMOD
MOVE.W BLIT_D_MOD,BLTDMOD ; BLTDMOD
MOVE.L A3,BLTAPTH ; BLTAPT
MOVE.L A4,BLTDPTH
MOVE.W BLIT_SIZE,BLTSIZE ; BLTSIZE
; ## MAIN BLIT ####
RTS
__BLIT_GLITCH_TILE:
;MOVE.W #%00001111111001010,D1 ; for texture?
MOVE.L GLITCHGOOD,A3
; ## MAIN BLIT ####
.waitData:
;ADD.L #bypl*2,A3 ; GO TO NEXT
LEA 80(A3),A3 ; OPTIMIZED
TST.L (A3) ; IF LINE EMPTY
BEQ.S .waitData
.dataOk:
CMP.L #_MED_MODULE-bypl,A3 ; LAST WORD OF DATA?
BLS.S .notEnd
MOVE.L GLITCHRESET,A3 ; RELOAD
.notEnd:
ADD.L #bypl*(he/2-32)+(bypl/2-4),A4 ; CENTER!
MOVE.L A3,GLITCHGOOD ; REMEMBER POSITION
BSR WaitBlitter
MOVE.W #%00001111111001010,BLTCON0 ; BLTCON0
MOVE.W #%0000000000000000,BLTCON1 ; BLTCON1
MOVE.W #bypl-(64/16*2),BLTBMOD ; BLTAMOD
MOVE.W #0,BLTAMOD ; BLTBMOD =0 for texture
MOVE.W #bypl-(64/16*2),BLTCMOD ; BLTCMOD
MOVE.W #bypl-(64/16*2),BLTDMOD ; BLTDMOD 40-4=36
MOVE.L #PAT_CHAOS,BLTAPTH ; TEXTURE
MOVE.L A3,BLTBPTH ; BLTAPT
MOVE.L A4,BLTCPTH
MOVE.L A4,BLTDPTH
MOVE.W #64*64+64/16,BLTSIZE ; BLTSIZE
; ## MAIN BLIT ####
RTS
__BLIT_DITHER_TILE:
;MOVE.W #%00001111111001010,D1 ; for texture?
; ## MAIN BLIT ####
ADD.L #bypl*(he/2-32)+(bypl/2-4),A4 ; CENTER!
;ADD.L #bypl/2-4,A4 ; CENTER!
BSR WaitBlitter
MOVE.W #%00001111111001010,BLTCON0 ; BLTCON0
MOVE.W #%0000000000000000,BLTCON1 ; BLTCON1
MOVE.W #0,BLTAMOD ; BLTAMOD =0 for texture
MOVE.W #bypl-(64/16*2),BLTBMOD ; BLTBMOD
MOVE.W #bypl-(64/16*2),BLTCMOD ; BLTCMOD
MOVE.W #bypl-(64/16*2),BLTDMOD ; BLTDMOD 40-4=36
MOVE.L #PAT_CHAOS,BLTAPTH ; TEXTURE
MOVE.L #DITHERPLANE,BLTBPTH ; BLTAPT
MOVE.L A4,BLTCPTH
MOVE.L A4,BLTDPTH
MOVE.W #64*64+64/16,BLTSIZE ; BLTSIZE
; ## MAIN BLIT ####
RTS
__SCROLL_X:
MOVE.B X_DIR,D5
MOVE.L #%1001111100001000,D1 ; %1000100111110000 +ROL.W #4,D1
; ## MAIN BLIT ####
MOVE.W X_SHIFT,D0
MOVE.B D0,D1
ROR.W #4,D1
bsr WaitBlitter
MOVE.W D1,BLTCON0 ; BLTCON0
MOVE.W #%0000000000000000,BLTCON1 ; BLTCON1 BIT 12 DESC MODE
MOVE.L #$FFFFFFFF,BLTAFWM ; THEY'LL NEVER
MOVE.W BLIT_A_MOD,BLTAMOD ; BLTAMOD
MOVE.W BLIT_D_MOD,BLTDMOD ; BLTDMOD
CMP.B #1,D5
BEQ.B .goBlitter ; FOR LEFT
MOVE.W #bypl*he-1,D6 ; OPT
ADD.W D6,A3
ADD.W D6,A4
MOVE.W #%0000000000000010,BLTCON1 ; BLTCON1 BIT 12 DESC MODE
.goBlitter:
MOVE.L A3,BLTAPTH ; BLTAPT
MOVE.L A4,BLTDPTH
MOVE.W #he*64+wi/2/16,BLTSIZE ; BLTSIZE
; ## MAIN BLIT ####
RTS
__SCROLL_Y:
bsr WaitBlitter
MOVE.W #%0000100111110000,BLTCON0
MOVE.L #0,D1
MOVE.W Y_SHIFT,D1
;MULU.W #bypl,D1
LEA BPL_PRECALC,A0
ADD.W D1,D1
MOVE.W (A0,D1.W),D1
; ## MAIN BLIT ####
MOVE.B Y_DIR,D5
TST.B D5
BEQ.S .goUp
MOVE.W #%0000000000000010,BLTCON1 ; BLTCON1 DESC MODE
ADD.L D1,A4 ; POSITION Y
MOVE.W #bypl*(he-1)-2,D6 ; OPTIMIZING
ADD.W D6,A3
ADD.W D6,A4
BRA.S .goBlit
.goUp:
MOVE.W #%0000000000000000,BLTCON1 ; BLTCON1
ADD.L D1,A3 ; POSITION Y
.goBlit:
MOVE.W #bypl-wblit,BLTAMOD ; BLTAMOD
MOVE.W #bypl-wblit,BLTDMOD ; BLTDMOD
MOVE.L A3,BLTAPTH ; BLTAPT SRC
MOVE.L A4,BLTDPTH ; DESC
MOVE.W #(he-3)*64+(wi/2)/16,BLTSIZE ; BLTSIZE
; ## MAIN BLIT ####
RTS
__SCROLL_Y_HALF:
MOVEQ #0,D1
MOVE.W Y_HALF_SHIFT,D1
;MULU.W #bypl,D1
LEA BPL_PRECALC,A0
ADD.W D1,D1
MOVE.W (A0,D1.W),D1
; ## MAIN BLIT ####
MOVE.B Y_HALF_DIR,D5
NEG.B D5
MOVE.B D5,Y_HALF_DIR
BSR WaitBlitter
MOVE.W #%000100111110000,BLTCON0
CMP.B #1,D5
BEQ.S .goUp
MOVE.W #%0000000000000010,BLTCON1 ; BLTCON1 DESC MODE
SUB.L D1,A3 ; POSITION Y
MOVE.W #bypl*he-1,D6
ADD.W D6,A3
ADD.W D6,A4
BRA.S .goBlit
.goUp:
MOVE.W #%0000000000000000,BLTCON1 ; BLTCON1
ADD.L D1,A3 ; POSITION Y
.goBlit:
MOVE.L #$FFFFFFFF,BLTAFWM ; THEY'LL NEVER
MOVE.W BLIT_A_MOD,BLTAMOD ; BLTAMOD
MOVE.W BLIT_D_MOD,BLTDMOD ; BLTDMOD
MOVE.L A3,BLTAPTH ; BLTAPT SRC
MOVE.L A4,BLTDPTH ; DESC
MOVE.W #he*64+wi/16,BLTSIZE ; BLTSIZE
; ## MAIN BLIT ####
RTS
__SCROLL_Y_HALF_H:
MOVEQ #0,D1
MOVE.L D1,D4 ; CLR
MOVE.W Y_HALF_SHIFT,D1
MOVE.W #he,D4
;ADD.B #1,D1 ; FIX FOR -1 VALUES
SUB.W D1,D4
;SUB.W #1,D4 ; FIX FOR -1 VALUES
;MULU.W #64,D4
LSL.W #6,D4 ; X64 OPTIMIZED
ADD.W #bypl/2,D4
;MULU.W #bypl,D1
LEA BPL_PRECALC,A0
ADD.W D1,D1
MOVE.W (A0,D1.W),D1
; ## MAIN BLIT ####
MOVE.B Y_HALF_DIR,D5
NEG.B D5
MOVE.B D5,Y_HALF_DIR
bsr WaitBlitter
MOVE.W #%000100111110000,BLTCON0
CMP.B #1,D5
BEQ.S .goUp
MOVE.W #%0000000000000010,BLTCON1 ; BLTCON1 DESC MODE
SUB.L D1,A3 ; POSITION Y
MOVE.W #bypl*he-1,D6
ADD.W D6,A3
ADD.W D6,A4
BRA.S .goBlit
.goUp:
MOVE.W #%0000000000000000,BLTCON1 ; BLTCON1
;SUB.B #bypl,D1
ADD.L D1,A3 ; POSITION Y
.goBlit:
MOVE.L #$FFFFFFFF,BLTAFWM ; THEY'LL NEVER