/
RUSTEATER_MAIN.s
executable file
·675 lines (629 loc) · 15.9 KB
/
RUSTEATER_MAIN.s
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;*** CODE: KONEY ***
;*** MiniStartup by Photon ***
INCDIR "NAS:AMIGA/CODE/rusteater_amiga/"
SECTION "Code",CODE
INCLUDE "PhotonsMiniWrapper1.04!.s"
INCLUDE "custom-registers.i"
INCLUDE "med/med_feature_control.i" ; MED CFGs
INCLUDE "med/MED_PlayRoutine.i"
;********** Constants **********
wi EQU 320+32
he EQU 256 ; screen height
bpls EQU 4 ; 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)
;*******************************
FONT_SIZE EQU 6
SCROLL_SPEED EQU 2
PIXELSIDE_H EQU 32
PIXELSIDE_W EQU PIXELSIDE_H/SCROLL_SPEED
TXT_FRMSKIP EQU PIXELSIDE_W*FONT_SIZE-PIXELSIDE_W/2
COP_WAITS EQU 56
COP_FRAMES EQU 50
COP_COLS_REGS EQU 6
COP_BLIT_SIZE EQU COP_COLS_REGS*2+2
;*******************************
_PushColors:
;MACRO
;LEA \1,A0
;ADD.W \2,A0 ; FASTER THAN LEA \1+16
;LEA \3,A1
;MOVE.L (A0),D0
;MOVE.W D0,-16(A1)
;REPT 2
;MOVE.L D0,(A1)+
;ENDR
;ENDM
;********** Demo ********** ;Demo-specific non-startup code below.
Demo: ;a4=VBR, a6=Custom Registers Base addr
;*--- init ---*
MOVE.L #VBint,$6C(A4)
MOVE.W #%1110000000100000,INTENA
MOVE.W #%1000001111100000,DMACON
;BSET #10,BPLCON0
;*--- start copper ---*
LEA BGNOISE0,A0
;LEA 2(A0),A0
LEA COPPER\.BplPtrs,A1
BSR.W PokePtrs
LEA BGNOISE0,A0
LEA -2(A0),A0
MOVE.W #0,(A0)
LEA COPPER\.BplPtrs+8,A1
BSR.W PokePtrs
LEA TEXTUREPLANE,A0
LEA COPPER\.BplPtrs+16,A1
BSR.W PokePtrs
LEA BGMASK1,A0
LEA COPPER\.BplPtrs+24,A1
BSR.W PokePtrs
; #### CPU INTENSIVE TASKS BEFORE STARTING MUSIC
LEA TEXTUREPLANE,A4 ; FILLS A PLANE
MOVE.L #$500000F5,D0
MOVE.L #$AFFFFF0A,D1
BSR.W __SCANLINIZE_PLANE ; __TEXTURIZE_PLANE
BSR.W __SCANLINIZE_PLANE ; __TEXTURIZE_PLANE
BSR.W __SCANLINIZE_PLANE ; __TEXTURIZE_PLANE
MOVE.L #$5AAAAAF5,D0
MOVE.L #$A555550A,D1
BSR.W __SCANLINIZE_PLANE ; __TEXTURIZE_PLANE
BSR.W __SCANLINIZE_PLANE ; __TEXTURIZE_PLANE
MOVE.L #$500000F5,D0
MOVE.L #$AFFFFF0A,D1
BSR.W __SCANLINIZE_PLANE ; __TEXTURIZE_PLANE
BSR.W __SCANLINIZE_PLANE ; __TEXTURIZE_PLANE
BSR.W __SCANLINIZE_PLANE ; __TEXTURIZE_PLANE
LEA BGMASK1,A1
LEA BGMASK2,A2
LEA BGFILLED,A0
MOVE.W #bypl*he/4-1,D0
.loop:
MOVE.L #-1,(A0)+ ; FILL THE PIXEL
MOVE.L #-1,(A1)+ ; FILL THE PIXEL
MOVE.L #-1,(A2)+ ; FILL THE PIXEL
DBRA D0,.loop
;BSR.W __RND
;LSR.L #2,D5
;MOVE.W D5,NOISE_SEED
; #### EXTRACT COPPERLISTS ######
LEA GRADIENT_VALS,A0
LEA COPPER_BUFFER,A1 ; COPPER_BUFFER
LEA GRADIENT_REGISTERS,A3
LEA GRADIENT_PTRS,A4
LEA (A4),A5
ADD.L #COP_FRAMES*2*4-4,A5 ; A4 PTR START - A5 PTR STOP
MOVE.W #COP_FRAMES-1,D5
.loop2:
MOVE.L A1,(A4)+
MOVE.L A1,-(A5)
BSR.W __DECRUNCH_COPPERLIST
DBRA D5,.loop2
;LEA GRADIENT_VALS,A0 ; INITIAL COPPER
;LEA COPPER\.Waits,A1
;BSR.W __DECRUNCH_COPPERLIST
; #### EXTRACT COPPERLISTS ######
LEA COPPER_BUFFER,A4
LEA COPPER\.Waits,A5
BSR.W __BLIT_GRADIENT_IN_COPPER
; #### CPU INTENSIVE TASKS BEFORE STARTING MUSIC
; in photon's wrapper comment:;move.w d2,$9a(a6) ;INTENA
;MOVE.W #27,MED_START_POS ; skip to pos# after first block
JSR _startmusic
MOVE.L #COPPER,COP1LC
;******************** main loop ********************
MainLoop:
;*--- swap buffers ---*
MOVEM.L DrawBuffer(PC),A0-A1
EXG A1,A0
MOVEM.L A0-A1,DrawBuffer ;draw into a2, show a3
;*--- show one... ---*
LEA COPPER\.BplPtrs+24,A1
;*--- ...draw into the other(a2) ---*
BSR.W PokePtrs
; ## SCROLLING SECTION ##
BSR.W __SCROLL_X
; ## SCROLLING SECTION ##
;* FOR TIMED EVENTS ON BLOCKS ****
;BSR.W __SET_MED_VALUES
MOVE.W MED_SONG_POS,D5
LSL.W #$2,D5 ; CALCULATES OFFSET (OPTIMIZED)
LEA TIMELINE,A3
MOVE.L (A3,D5.W),A4 ; THANKS HEDGEHOG!!
JSR (A4) ; EXECUTE SUBROUTINE BLOCK#
;MOVE.B $dff007,$DFF186 ; flash test
;MOVE.B $dff006,$DFF18E ; test
; ## TEXT SECTION ##
BSR.W __FETCH_TXT
; ## TEXT SECTION ##
; ## MASKING SECTION ##
LEA __BLIT_PIXEL,A2
MOVE.W DUMMYINDEXPLOT,D0
ADD.W #$1,D0
AND.W #$7,D0
MOVE.W D0,DUMMYINDEXPLOT
TST.W D0
BNE.S .dontPlot
LEA BGMASK1+48*bypl+bypl-PIXELSIDE_W/16*2,A5
LEA CHAR_BUFFER,A0
ADD.W LINEINDEX,A0
MOVE.W #5-1,D0
.loop:
BTST D0,(A0)
BNE.S .off
LEA BGEMPTY,A4
JSR (A2) ; __BLIT_PIXEL
BRA.S .on
.off:
LEA BGFILLED,A4
JSR (A2) ; __BLIT_PIXEL
.on:
ADD.L #bypl*PIXELSIDE_H,A5
DBRA D0,.loop
.dontPlot:
TST.W DUMMYINDEX
BNE.S .sameLine
MOVE.W #PIXELSIDE_W+1,DUMMYINDEX
ADDI.W #1,LINEINDEX
.sameLine:
SUBI.W #1,DUMMYINDEX
; ## MASKING SECTION ##
;BTST #6,$BFE001 ; POTINP - LMB pressed?
;BNE.S .skip
;.skip:
.WaitRasterCopper:
;MOVE.W #$0A0F,$DFF180 ; show rastertime left down to $12c
BTST #$4,INTENAR+1
BNE.S .WaitRasterCopper
;MOVE.W #$0000,$DFF180 ; show rastertime left down to $12c
MOVE.W #$8010,INTENA
;*--- main loop end ---*
BTST #6,$BFE001 ; POTINP - LMB pressed?
BEQ.W .exit
BTST #2,$DFF016 ; POTINP - RMB pressed?
BNE.W MainLoop ; then loop
;*--- exit ---*
.exit:
; --- quit MED code ---
MOVEM.L D0-A6,-(SP)
JSR _endmusic
MOVEM.L (SP)+,D0-A6
RTS
;********** Demo Routines **********
PokePtrs: ; SUPER SHRUNK REFACTOR
MOVE.L A0,-4(A0) ; Needs EMPTY plane to write addr
MOVE.W -4(A0),2(A1) ; high word of address
MOVE.W -2(A0),6(A1) ; low word of address
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
;*--- do stuff here ---*
moveq #$20,d0 ; poll irq bit
move.w d0,$9c(a6)
move.w d0,$9c(a6)
.notvb:
movem.l (sp)+,d0/a6 ; restore
rte
__DECRUNCH_COPPERLIST:
MOVE.W #COP_WAITS,D7
.loop:
TST.W (A0) ; ZEROED WORD = allow VPOS>$ff
BNE.S .notFF
MOVE.L #$FFDFFFFE,(A1)+ ; allow VPOS>$ff
LEA 2(A0),A0 ; NEXT
BRA.S .skip
.notFF:
MOVE.B (A0)+,D0 ; FIRST WAIT
LSL.W #8,D0
MOVE.B #$07,D0 ; CMD RESTORED $1C07
MOVE.W D0,(A1)+ ; WAIT
MOVE.W #$FFFE,(A1)+ ; WAIT
CLR.L D1
MOVE.B (A0),D1 ; BYTE FOR COLOR
LSL.W #4,D1 ; EXTEND FIRST NIBBLE
MOVE.B (A0)+,D1 ; FOR RED VALUE
MOVE.W #COP_COLS_REGS-1,D6
.innerLoop:
LSL.W D6 ; ONLY EVEN VALUES
MOVE.W (A3,D6.W),(A1)+ ; COLOR REGISTER
MOVE.W D1,(A1)+ ; COLOR VALUE
LSR.W D6 ; GO BACK TO COUNTER
DBRA D6,.innerLoop
.skip:
DBRA D7,.loop
RTS
__BLIT_GRADIENT_IN_COPPER:
MOVE.W GRADIENT_INDEX,D0
LEA GRADIENT_PTRS,A3
MOVE.L (A3,D0.W),A4
ADD.W #$4,D0
CMP.W #COP_FRAMES*2*4-4,D0
BLO.S .dontReset
MOVE.W #$0,D0
.dontReset:
MOVE.W D0,GRADIENT_INDEX
LEA COPPER\.Waits,A5
MOVE.L (A4)+,(A5)+ ; Trick for alignment ;)
_WaitBlitterNasty
MOVE.L #$FFFFFFFF,BLTAFWM
MOVE.L #(%0000100111110000<<16),BLTCON0
MOVE.W #0,BLTAMOD
MOVE.W #0,BLTDMOD
MOVE.L A4,BLTAPTH
MOVE.L A5,BLTDPTH
MOVE.W #(COP_WAITS<<6)+COP_BLIT_SIZE,BLTSIZE
RTS
__BLIT_TEXTURE_IN_PLACE:
;BSR.W WaitBlitter
;MOVE.L #$FFFFFFFF,BLTAFWM ; BLTAFWM
;MOVE.W #%0001100111110000,BLTCON0 ; BLTCON0
;MOVE.W #%0000000000000000,BLTCON1 ; BLTCON1
;MOVE.W #0,BLTAMOD ; BLTAMOD
;MOVE.W #0,BLTDMOD ; Init modulo Dest D
;MOVE.W #he/8*64+wi/16,BLTSIZE ; Start Blitter (Blitsize)
;;ADD.L #(bypl*he/8),A4
;;ADD.L #(bypl*he/8),A5
;RTS
__SET_MED_VALUES:
IFNE INSTR_TRACKING
MOVE.W MED_STEPSEQ_POS,D0 ; UPDATE STEPSEQUENCER
ANDI.W #$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 #$3,D1
.loop:
MOVEQ #$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
LEA 2(A3),A3
DBF D1,.loop
ADD.L #$10001,MED_TRK_0_COUNT ; inc elapsed #calls since last
ADD.L #$10001,MED_TRK_2_COUNT ; use LONG to save 8 cycles
RTS
ENDC
__RANDOMIZE_PLANE:
;SWAP D5
;MOVE.B D7,D5
MOVE.L D5,D1
MOVE.W #8-1,D2
.outerLoop:
MOVE.W #(bypl/2)*5-1,D4
.innerLoop:
ROR.L D1
MOVE.L D1,D5
NOT.L D5
EOR.B D3,D5 ; D3 contains semi-random value from RND
ASR.W D5
ROL.L D5
EOR.W D2,D5
NOT.L D5
MOVE.L D5,(A4)
;MOVE.L #-1,(A4)
BTST D4,D5
BNE.S .skip
ROL.L D1
SWAP D1
.skip:
LEA 2(A4),A4
DBRA D4,.innerLoop
;LEA -2(A4),A4
MOVE.L D5,(A4)+
ROR.L D1
SWAP D1
DBRA D2,.outerLoop
;MOVE.L D5,(A4)
RTS
__RND:
BSR ._word
SWAP D5
._word:
BSR ._byte2
ROL.W #$8,D5
._byte:
MOVE.B $DFF007,D5 ;$dff00a $dff00b for mouse pos
MOVE.B $BFD800,D3
EOR.B D3,D5
BRA.S .noByte2
._byte2:
MOVE.B $DFF007,D3 ;$dff00a $dff00b for mouse pos
MOVE.B $BFD800,D5
OR.B D3,D5
.noByte2:
RTS
__BLIT_PIXEL:
_WaitBlitterNasty
MOVE.L #(%0000100111110000<<16),BLTCON0
MOVE.L #$FFFFFFFF,BLTAFWM
MOVE.W #$0,BLTAMOD
MOVE.W #bypl-(PIXELSIDE_W/16*2),BLTDMOD
MOVE.L A4,BLTAPTH
MOVE.L A5,BLTDPTH
MOVE.W #PIXELSIDE_H*64+(PIXELSIDE_W/16),BLTSIZE
RTS
__SCROLL_X:
MOVE.L ViewBuffer,A4 ; DOUBLE
MOVE.L DrawBuffer,A5 ; BUFFERING ;)
ADD.L #bypl*48+bypl*(PIXELSIDE_H*5)-1,A4
ADD.L #bypl*48+bypl*(PIXELSIDE_H*5)-1,A5
;ADD.W #bypl*(PIXELSIDE_H*5)-1,A5
;BSR WaitBlitter
_WaitBlitterNasty
MOVE.L #(((SCROLL_SPEED<<12)+%100111110000)<<16)+%10,BLTCON0
MOVE.L #$FFFFFFFF,BLTAFWM
MOVE.L #$0,BLTAMOD
MOVE.L A4,BLTAPTH
MOVE.L A5,BLTDPTH
MOVE.W #(PIXELSIDE_H*5)*64+wi/16,BLTSIZE
RTS
__FETCH_TXT:
MOVE.W FRAMESINDEX,D1
SUBI.W #$1,FRAMESINDEX
CMPI.W #TXT_FRMSKIP,D1 ; TXT_FRMSKIP
BNE.W .skip
MOVE.W #$0,LINEINDEX
LEA CHAR_BUFFER+5,A4
LEA FONT+3,A5
LEA TEXT,A3
ADD.W TEXTINDEX,A3
CLR.L D2
MOVE.B (A3),D2
CMP.B #$AA,D2 ; 010101 for eof
BNE.S .proceed
MOVE.W #$0,TEXTINDEX ; RESTART FROM FIRST
LEA TEXT,A3 ; FIX FOR GLITCH (I KNOW IT'S FUN... :)
.proceed:
CMP.B #$20,D2 ; IS SPACE?
BNE.S .notSpace
SUBI.W #PIXELSIDE_W*4,FRAMESINDEX ; REDUCE SPACE WIDTH
.notSpace:
SUBI.B #$20,D2 ; ASCII
LSL.W #$3,D2 ; CALCULATIONS
ADD.W D2,A5
MOVE.W #$7-1,D6
.loop:
MOVE.B (A5)+,-(A4)
DBRA D6,.loop
BSR.W __ROTATE_MATRIX
.skip:
TST.W FRAMESINDEX
BNE.S .jump
ADDI.W #$1,TEXTINDEX
MOVE.W #TXT_FRMSKIP,FRAMESINDEX ; OTTIMIZZABILE
MOVE.W #PIXELSIDE_W+1,DUMMYINDEX
.jump:
RTS
__ROTATE_MATRIX:
CLR.L D0 ; RESET D6
LEA CHAR_BUFFER,A4
LEA CHAR_ROTATION,A5
LEA (A4),A1 ; BUFFER
MOVE.L (A4),(A5) ; COPY
MOVE.L 4(A4),4(A5) ; TEMP
MOVE.L #0,(A4) ; CLEAR
MOVE.W #0,4(A4) ; CLEAR
MOVE.W #0,D6
MOVE.W #6-1,D1
.iterate:
MOVE.B (A5)+,D0
LEA (A1),A4 ; BUFFER
MOVE.W #6-1,D2
.loop:
BTST D2,D0
BNE.S .skip0
BSET.B D6,(A4)
.skip0:
MOVE.B (A4),(A4)+
DBRA D2,.loop
ADD.W #1,D6
DBRA D1,.iterate
RTS
__SCANLINIZE_PLANE:
MOVE.W #(bypl/4*he/16)-1,D7
.outerLoop:
MOVEM.L D0-D1,(A4)
LEA 8(A4),A4
DBRA D7,.outerLoop
RTS
__BLIT_NOISE_FILLED:
ADD.L #(bypl*40)-2,A4
ADD.L #(bypl*80)-2,A5
_WaitBlitterNasty
MOVE.L #$FFFFFFFF,BLTAFWM
MOVE.L #(%0011100111110000<<16)+%10,BLTCON0
MOVE.W #0,BLTAMOD
MOVE.W #0,BLTDMOD
MOVE.L A4,BLTAPTH
MOVE.L A5,BLTDPTH
MOVE.W #40*64+wi/16,BLTSIZE
RTS
__NOISE_SECTION:
MOVEM.L RNDBYTE0,A1
MOVE.W MED_SONG_POS,D5
TST.B FRAME_STROBE
BNE.W .oddFrame
MOVE.B #1,FRAME_STROBE
LSR.L D5
LEA BGNOISE1,A4
JSR (A1) ; BSR.W __RND\._byte
MOVE.L D5,NOISE_SEED
BSR.W __RANDOMIZE_PLANE
LEA BGNOISE1,A4
LEA BGNOISE2,A5
BSR.W __BLIT_NOISE_FILLED
BRA.W .evenFrame
.oddFrame:
MOVE.B #0,FRAME_STROBE
LEA BGNOISE2,A4
MOVE.L NOISE_SEED,D5
LEA.L RNDBYTE0,A3
MOVEM.L RNDBYTE1,A0
MOVEM.L A0-A1,(A3)
BSR.W __RANDOMIZE_PLANE
LEA BGNOISE2,A4
LEA BGNOISE1,A5
BSR.W __BLIT_NOISE_FILLED
.evenFrame:
RTS
__BLK_MAIN:
BSR.W __BLIT_GRADIENT_IN_COPPER
.noGradient:
; ## NOISE SECTION ##
BSR.W __NOISE_SECTION
; ## NOISE SECTION ##
RTS
__BLK_HALF:
TST.B FRAME_STROBE
BNE.S .oddFrame
BSR.W __BLIT_GRADIENT_IN_COPPER
.oddFrame:
; ## NOISE SECTION ##
BSR.W __NOISE_SECTION
; ## NOISE SECTION ##
RTS
;********** Fastmem Data **********
TIMELINE: ;DC.L __BLK_MAIN,__BLK_MAIN,__BLK_MAIN,__BLK_MAIN
;DC.L __BLK_MAIN\.noGradient,__BLK_MAIN\.noGradient,__BLK_HALF,__BLK_HALF
DC.L __BLK_HALF,__BLK_HALF,__BLK_HALF,__BLK_MAIN
DC.L __BLK_MAIN,__BLK_HALF,__BLK_HALF,__BLK_MAIN
DC.L __BLK_MAIN,__BLK_MAIN,__BLK_MAIN,__BLK_MAIN
DC.L __BLK_HALF,__BLK_HALF,__BLK_HALF,__BLK_HALF
DC.L __BLK_HALF,__BLK_HALF,__BLK_MAIN,__BLK_MAIN
DC.L __BLK_MAIN,__BLK_HALF,__BLK_MAIN,__BLK_MAIN
DC.L __BLK_MAIN,__BLK_MAIN,__BLK_MAIN,__BLK_MAIN
DC.L __BLK_MAIN,__BLK_MAIN,__BLK_MAIN,__BLK_HALF
DC.L __BLK_HALF,__BLK_MAIN,__BLK_MAIN,__BLK_MAIN
DC.L __BLK_MAIN,__BLK_HALF
FRAME_STROBE: DC.B 0,0
TEXTINDEX: DC.W 0
LINEINDEX: DC.W 0
DUMMYINDEX: DC.W PIXELSIDE_W+1
DUMMYINDEXPLOT: DC.W 0
FRAMESINDEX: DC.W TXT_FRMSKIP
MED_SONG_POS: DC.W 0 ; Well the position...
;MED_BLOCK_LINE: DC.W 0 ; Line of block
;AUDIOCHLEV_0: DC.W 0
;AUDIOCHLEV_1: DC.W 0
;AUDIOCHLEV_2: DC.W 0
;AUDIOCHLEV_3: DC.W 0
NOISE_SEED: DC.L 0
RNDBYTE0: DC.L __RND\._byte2
RNDBYTE1: DC.L __RND\._byte
DrawBuffer: DC.L BGMASK1 ; pointers to buffers
ViewBuffer: DC.L BGMASK2 ; to be swapped
FONT: DC.L 0,0 ; SPACE CHAR
INCBIN "c_font_leftpadding2.raw",0
EVEN
TEXT: INCLUDE "textscroller.i"
BG_COLS_TBL: ;DC.W $0000,$0000
;DC.W $0110,$0110
;DC.W $0111,$0111
;DC.W $0111,$0111
;DC.W $0221,$0221
;DC.W $0222,$0222
;DC.W $0222,$0222
;DC.W $0332,$0332
;DC.W $0333,$0333
;DC.W $0443,$0443
;DC.W $0444,$0444
;DC.W $0555,$0555
;DC.W $0444,$0444
;DC.W $0222,$0222
;DC.W $0111,$0111
;DC.W $0110,$0110
;DC.W $0000,$0000
FG_COLS_TBL: ;DC.W $0665,$0665
;DC.W $0555,$0555
;DC.W $0554,$0554
;DC.W $0444,$0444
;DC.W $0443,$0443
;DC.W $0333,$0333
;DC.W $0332,$0332
;DC.W $0222,$0222
;DC.W $0221,$0221
;DC.W $0111,$0111
;DC.W $0110,$0110
;DC.W $0000,$0000
;DC.W $0111,$0111
;DC.W $0222,$0222
;DC.W $0333,$0333
;DC.W $0444,$0444
;DC.W $0555,$0555
GRADIENT_REGISTERS: DC.W $0182,$0188,$0198,$019A,$019C,$019E
GRADIENT_INDEX: DC.W 0
GRADIENT_VALS: INCLUDE "CopGradients.i"
;*******************************************************************************
SECTION ChipData,DATA_C ;declared data that must be in chipmem
;*******************************************************************************
MED_MODULE: INCBIN "med/RustEater_2022_FIX4.med"
_chipzero: DC.L 0
_MED_MODULE:
COPPER: ; #### COPPERLIST ####################################################
DC.W $1FC,0 ; Slow fetch mode, remove if AGA demo.
DC.W $8E,$2C81 ; 238h display window top, left | DIWSTRT - 11.393
DC.W $90,$2CC1 ; and bottom, right. | DIWSTOP - 11.457
DC.W $92,$38 ; Standard bitplane dma fetch start
DC.W $94,$D0 ; and stop for standard screen.
DC.W $106,$0C00 ; (AGA compat. if any Dual Playf. mode)
.OddMod:
DC.W $108,4 ; BPL1MOD Bitplane modulo (odd planes)
.EvenMod:
DC.W $10A,4 ; BPL2MOD Bitplane modulo (even planes)
;.OddScroll:
;DC.W $102,$00 ; SCROLL REGISTER (AND PLAYFIELD PRI)
.Palette:
DC.W $0180,$0000,$0182,$0443,$0184,$0776,$0186,$0FFF
DC.W $0188,$0443,$018A,$0AAA,$018C,$0888,$018E,$0DDD
DC.W $0190,$0000,$0192,$0000,$0194,$0000,$0196,$0000
DC.W $0198,$0443,$019A,$0443,$019C,$0443,$019E,$0443
DC.W $01A0,$0445,$01A2,$0FFF,$01A4,$0999,$01A6,$0665
DC.W $01A8,$0555,$01AA,$0666,$01AC,$0775,$01AE,$0889
DC.W $01B0,$0110,$01B2,$0223,$01B4,$0221,$01B6,$0122
DC.W $01B8,$0332,$01BA,$0222,$01BC,$0444,$01BE,$0221
.SpritePointers:
DC.W $0120,0,$122,0 ; 0
DC.W $0124,0,$126,0 ; 1
DC.W $0128,0,$12A,0 ; 2
DC.W $012C,0,$12E,0 ; 3
DC.W $0130,0,$132,0 ; 4
DC.W $0134,0,$136,0 ; 5
DC.W $0138,0,$13A,0 ; 6
DC.W $013C,0,$13E,0 ; 7
.BplPtrs:
DC.W $E0,0,$E2,0
DC.W $E4,0,$E6,0
DC.W $E8,0,$EA,0
DC.W $EC,0,$EE,0
DC.W $F0,0,$F2,0
DC.W $F4,0,$F6,0 ;full 6 ptrs, in case you increase bpls
DC.W $100,bpls*$1000+$200 ;enable bitplanes
;DC.W $100,bpls*$1000+%011000000000
.Waits:
DS.W COP_BLIT_SIZE*COP_WAITS+2 ; +2 vpos >$FF
;DC.W $FFDF,$FFFE ; allow VPOS>$ff
DC.W $3507,$FF00 ; ## RASTER END ## #$12C?
DC.W $009A,$0010 ; CLEAR RASTER BUSY FLAG
DC.W $FFFF,$FFFE ; magic value to end copperlist
;*******************************************************************************
SECTION ChipBuffers,BSS_C ;BSS doesn't count toward exe size
;*******************************************************************************
GRADIENT_PTRS: DS.L COP_FRAMES*2
COPPER_BUFFER: DS.W COP_FRAMES*(COP_BLIT_SIZE*COP_WAITS+2) ; +2 vpos >$FF
CHAR_BUFFER: DS.B 8
CHAR_ROTATION: DS.B 8
BGNOISE0 DS.B 48*bypl
BGNOISE1: DS.B 80*bypl
BGNOISE2: DS.B 80*bypl
TEXTUREPLANE: DS.B he*bypl
BGEMPTY: DS.B he*bypl
BGMASK1: DS.B he*bypl
BGMASK2: DS.B he*bypl
BGFILLED: DS.B he*bypl
END