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festro.s
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festro.s
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**************************************************
* FESTRO
* @author Dagen Brock <dagenbrock@gmail.com>
* @date 2012-11-11
*
* Style Guide:
* ALLCAPS Apple II ROM "Constants"
* CamelCase function names
* ]loops loops (duh)
* GSomething Global application constants
* _myVar local variables
**************************************************
org $2000
typ #$ff
xc off ; 65c02
xc
lst off
**************************************************
* Global Addresses / Pointers
**************************************************
srcPtr equz $00
dstPtr equz $02
** alternate mapping for fire averaging routine
srcPtrL equz $02
srcPtrR equz $04
srcPtrD equz $06
**************************************************
* Demo Machine initialization
**************************************************
jsr DetectIIgs
jsr InitState ;@todo: IIc vblank code
**************************************************
* Main Demo Controller
**************************************************
DemoMain
:mainLoop jsr KeyHandler
lda GDemoState
asl
tax
jmp (DemoSubroutineTable,x)
bra :mainLoop
DemoSubroutineTable
dw HandleProdrop
dw HandleScan01
dw HandleTextClear
dw HandleShortWait
dw HandleStarScroll
dw HandleScan02
dw HandleTextClear
dw HandleMapScroll
dw HandleScan03
dw HandleLoResInit
dw SetFireRatio20
dw HandleFireState1
dw SetFireRatio90
dw HandleFireState1
dw HandleFireStateK
dw HandleFireState1
dw HandleFireStateF
dw HandleFireState1
dw HandleFireStateE
dw HandleFireState1
dw HandleFireStateS
dw HandleFireState1
dw HandleFireStateT
dw HandleFireState1
dw HandleFireState1
dw HandleFireStateYear
dw HandleFireState1
dw SetFireRatio20
dw HandleFireState1
dw HandleFireState1
dw SetFireRatio01
dw HandleFireState1
dw HandleKfestLogo
dw HandleShortWait
dw HandleSplitSlide
dw HandleAppleDraw
dw SetProdropGr
dw HandleProdrop
dw SetProdropText
dw HandleShortWait
dw HandleTextClear
dw HandleSwipeWrite
dw HandleShortWait
dw HandleGreetScroll
dw HandleShortWait
dw HandleProdrop
dw HandleTextClear
dw HandleFinalScreen
dw P8Quit
**************************************************
* Demo-Part Controllers
**************************************************
HandleGreetScroll
lda #_cwoz
sta srcPtr
lda #>_cwoz
sta srcPtr+1
ldx #23
ldy #21
lda #$30
jsr DrawStringXYWait ; draw woz slowly
lda #$30
jsr SimplerWait ; extra delay
:loop jsr VBlank
jsr ScrollRightUp ; scroll right side of screen
inc _creditScrollCounter
lda #26
jsr SimplerWait
lda _creditScrollTick
cmp #_creditSkipLines ; see if we've flipped line counter
beq :next
inc _creditScrollTick
lda #$13 ; we skip a line
jsr SimplerWait ; with a shorter wait tho
bra :loop
:next stz _creditScrollTick ; reset
lda _creditStringIdx
asl
tax
lda _creditStringsTable+1,x ; we know if the high byte is 0,
beq :noStrings ; then we hit the terminator
sta srcPtr+1
lda _creditStringsTable,x
sta srcPtr
inc _creditStringIdx ;++
ldx #23
ldy #23
lda #$10
jsr DrawStringXYWait
bra :skipWait
:noStrings
lda #$08
jsr SimplerWait
:skipWait lda _creditScrollCounter
cmp #80
beq :rocket
bra :loop
:rocket stz _creditScrollCounter
stz _creditStringIdx
:rocketLoop inc _creditScrollCounter
jsr VBlank
jsr ScrollRightUp
lda _creditStringIdx
asl
tax
lda _rocketStringsTable+1,x ; we know if the high byte is 0,
beq :noStrings2 ; then we hit the terminator
sta srcPtr+1 ; otherwise set screen pointer
lda _rocketStringsTable,x
sta srcPtr
inc _creditStringIdx ; line++
ldx #23
ldy #23
jsr DrawStringXY : write line
:noStrings2 lda #20
jsr SimplerWait
lda _creditScrollCounter
cmp #40
beq :done
bra :rocketLoop
:done jmp DemoNext
_creditScrollTick db #$00
_creditScrollCounter db #$00
_creditStringIdx db #$00
_creditSkipLines equ #$01
HandleMapScroll
ldx #WorldMapWidth-40
jsr DrawMapOffset
lda #$25
jsr SimplerWait
ldx #WorldMapWidth-40
:scrollLoop phx
jsr VBlankSafe
jsr DrawMapOffset
lda #$20
jsr SimplerWait
plx
dex
bne :scrollLoop
ldx #9
:blinkenLoop phx
lda #10
ldx #$10
jsr SENoteAX
jsr VBlank
lda #" "
sta Lo07+16
lda #20
jsr SimplerWait
jsr VBlank
lda #"*"
sta Lo07+16
plx
dex
bne :blinkenLoop
lda #$03
:flashenLoop pha
lda #_scanStr09b ;Scanning BLANK
sta srcPtr
lda #>_scanStr09b
sta srcPtr+1
ldx #15
ldy #08
lda #$10
jsr DrawStringXYWait
lda #$10
jsr SimplerWait
lda #_scanStr09 ;Scanning
sta srcPtr
lda #>_scanStr09
sta srcPtr+1
ldx #15
ldy #08
lda #$18
jsr DrawStringXYWait
lda #$20
jsr SimplerWait
pla
dec
bne :flashenLoop
lda #$30
jsr SimplerWait
jmp DemoNext
_starSpeed db #$10
HandleStarScroll
_defaultStarSpeed equ #$10
lda #$1e
:speedUp ldx #5
pha
ldy #0 ; nosong
jsr StarScrollAuto
pla
dec
cmp #_defaultStarSpeed
bne :speedUp
* full speed
ldx #50
lda #_defaultStarSpeed
ldy #0 ; nosong
jsr StarScrollAuto
* --- diga
ldx #$0
:loop phx
lda #_defaultStarSpeed ; waitfirst
jsr SimplerWait
jsr VBlank
jsr ScrollLeft
jsr GenStarRight
plx
lda _digawriteString,x
beq :digawriteDone ; done (zero terminated string)
sta Lo12+39
inx
bra :loop
* slow down?
:digawriteDone
lda #_defaultStarSpeed
:slowDown ldx #1
pha
ldy #0 ; nosong
jsr StarScrollAuto
pla
inc
inc
inc
inc
cmp #8*4+#_defaultStarSpeed
bne :slowDown
lda #$30
jsr SimplerWait
* speed up again
lda #_defaultStarSpeed+5
:speedUpAgain ldx #2
pha
jsr StarScrollAuto
pla
dec
cmp #_defaultStarSpeed
bne :speedUpAgain ;)
ldx #200
lda #_defaultStarSpeed
ldy #1 ;SONG
jsr StarScrollAuto
* second loop inserts planet
ldx #EarthTextWidth
:loop2 phx
jsr VBlank
jsr ScrollLeft
jsr GenStarRight
lda _earthOffset
jsr DrawEarthLine
inc _earthOffset
lda #_defaultStarSpeed
pha
phx
phy
ldx #_defaultStarSpeed
jsr PlaySong01Note
ply
plx
pla
plx
dex
bne :loop2
* third loop scrolls onto screen more
lda #_defaultStarSpeed
:slowDownAgain ldx #1
pha
pha
jsr VBlank
jsr ScrollLeft
jsr GenStarRight
pla ; play slower notes
asl
tax
jsr PlaySong01Note
pla
inc
inc
cmp #$2c ; adjusting this shifts where song ends
bne :slowDownAgain ; i take my varibls srs
lda #$25
jsr SimplerWait
jmp DemoNext
_earthOffset db #$00
* A = wait , X = reps, y=snd
StarScrollAuto
sty _starScrollSound
sta _starScrollAutoWait
:loop phx
jsr ScrollLeft
jsr GenStarRight
ldy _starScrollSound
beq :noSong
lda KEY ; dynamically set wait speed for debugging best values
cmp #$80
bge :key
jmp :noKey
:key sta STROBE
cmp #"."
bne :notDot
inc _starSpeed
bra :noKey
:notDot cmp #","
bne :noKey
dec _starSpeed
:noKey
ldx _starSpeed
jsr PlaySong01Note
bra :skipWait
:noSong
lda _starScrollAutoWait
jsr SimplerWait
:skipWait plx
dex
bne :loop
rts
_starScrollAutoWait db 0
_starScrollSound db 0
HandleLoResInit
jsr VBlank
sta LORES
jsr ClearLoRes
jmp DemoNext
HandleTextClear
jsr VBlank
jsr ClearText
sta TXTSET
jmp DemoNext
HandleFireState1
ldx #20
:loop jsr FirePass
dex
bne :loop
jmp DemoNext
HandleFireStateK
lda #$20
:loop ldx #_sprData_K
ldy #>_sprData_K
jsr FirePassSprite ; preserves A,X,Y
dec
bne :loop
jmp DemoNext
HandleFireStateF
lda #$20
:loop ldx #_sprData_F
ldy #>_sprData_F
jsr FirePassSprite ; preserves A,X,Y
dec
bne :loop
jmp DemoNext
HandleFireStateE
lda #$20
:loop ldx #_sprData_E
ldy #>_sprData_E
jsr FirePassSprite ; preserves A,X,Y
dec
bne :loop
jmp DemoNext
HandleFireStateS
lda #$20
:loop ldx #_sprData_S
ldy #>_sprData_S
jsr FirePassSprite ; preserves A,X,Y
dec
bne :loop
jmp DemoNext
HandleFireStateT
lda #$20
:loop ldx #_sprData_T
ldy #>_sprData_T
jsr FirePassSprite ; preserves A,X,Y
dec
bne :loop
jmp DemoNext
FirePass pha
phx
jsr MakeHeat
jsr Scroll8
jsr Average8
jsr VBlank
jsr DrawBufFullScreen
jsr RandPop
plx
pla
rts
HandleFireStateYear
lda #$20
:loop ldx #_sprData_YEAR
ldy #>_sprData_YEAR
jsr FirePassSpriteBig ; preserves A,X,Y
dec
bne :loop
jmp DemoNext
RandPop jsr GetRandHot
bne :noPop
sta SPEAKER
:noPop rts
* A = count X=lowbyte Y=hibyte
FirePassSprite
pha
phx
phy
ldy #4
jsr SErandStaticBit
jsr MakeHeat
jsr Scroll8
jsr RandPop
ply
plx
jsr DrawSpriteMask
jsr Average8
jsr VBlank
jsr DrawBufFullScreen
pla
rts
* A = count X=lowbyte Y=hibyte
FirePassSpriteBig
pha
phx
phy
ldy #8 ; different static for big sprit
jsr SErandStaticBit2
jsr MakeHeat
jsr Scroll8
jsr RandPop
ply
plx
jsr DrawSpriteMaskBig
jsr Average8
jsr DrawBufFullScreen
pla
rts
FBufWidth equ #40
FBufHeight equ #24
ds \
FBUF ds #FBufWidth*#FBufHeight+#FBufWidth ;extra line gets coals
FBufLen equ #FBufWidth*#FBufHeight
FBufLastLine equ #FBufWidth*#FBufHeight-#FBufWidth+FBUF
HandleKfestLogo
ldx #0
:loop lda KfestLogo,x
sta Lo01,x
lda KfestLogoWidth*1+KfestLogo,x
sta Lo02,x
lda KfestLogoWidth*2+KfestLogo,x
sta Lo03,x
lda KfestLogoWidth*3+KfestLogo,x
sta Lo04,x
lda KfestLogoWidth*4+KfestLogo,x
sta Lo05,x
lda KfestLogoWidth*5+KfestLogo,x
sta Lo06,x
lda KfestLogoWidth*6+KfestLogo,x
sta Lo07,x
lda KfestLogoWidth*7+KfestLogo,x
sta Lo08,x
lda KfestLogoWidth*8+KfestLogo,x
sta Lo09,x
lda KfestLogoWidth*9+KfestLogo,x
sta Lo10,x
lda KfestLogoWidth*10+KfestLogo,x
sta Lo11,x
lda KfestLogoWidth*11+KfestLogo,x
sta Lo12,x
lda KfestLogoWidth*12+KfestLogo,x
sta Lo13,x
lda KfestLogoWidth*13+KfestLogo,x
sta Lo14,x
lda KfestLogoWidth*14+KfestLogo,x
sta Lo15,x
lda KfestLogoWidth*15+KfestLogo,x
sta Lo16,x
lda KfestLogoWidth*16+KfestLogo,x
sta Lo17,x
lda KfestLogoWidth*17+KfestLogo,x
sta Lo18,x
lda KfestLogoWidth*18+KfestLogo,x
sta Lo19,x
lda KfestLogoWidth*19+KfestLogo,x
sta Lo20,x
lda KfestLogoWidth*20+KfestLogo,x
sta Lo21,x
lda KfestLogoWidth*21+KfestLogo,x
sta Lo22,x
lda KfestLogoWidth*22+KfestLogo,x
sta Lo23,x
lda KfestLogoWidth*23+KfestLogo,x
sta Lo24,x
inx
cpx #KfestLogoWidth
beq :done
jmp :loop
:done jsr PlaySong02
jmp DemoNext
HandleSplitSlide
ldy #$12
:passStart ldx #0
:loop lda Lo02,x
sta Lo01,x
lda Lo03,x
sta Lo02,x
lda Lo04,x
sta Lo03,x
lda Lo05,x
sta Lo04,x
lda Lo06,x
sta Lo05,x
lda Lo07,x
sta Lo06,x
lda Lo08,x
sta Lo07,x
lda Lo09,x
sta Lo08,x
lda Lo10,x
sta Lo09,x
lda Lo11,x
sta Lo10,x
lda Lo12,x
sta Lo11,x
lda Lo13,x
sta Lo12,x
lda Lo23,x
sta Lo24,x
lda Lo22,x
sta Lo23,x
lda Lo21,x
sta Lo22,x
lda Lo20,x
sta Lo21,x
lda Lo19,x
sta Lo20,x
lda Lo18,x
sta Lo19,x
lda Lo17,x
sta Lo18,x
lda Lo16,x
sta Lo17,x
lda Lo15,x
sta Lo16,x
lda Lo14,x
sta Lo15,x
lda Lo13,x
sta Lo14,x
stz Lo13,x
inx
cpx #40
beq :passComplete
jmp :loop
:passComplete dey
beq :done
phy
lda #$16
jsr SimplerWait
ply
jmp :passStart
:done jmp DemoNext
DFace
jsr VBlank
sta LORES
jsr ClearLoRes
jsr VBlank
ldx #0
ldy #1 ; offset by 1
:loop lda DLogo,x
sta Lo01,y
lda DLogoWidth*1+DLogo,x
sta Lo02,y
lda DLogoWidth*2+DLogo,x
sta Lo03,y
lda DLogoWidth*3+DLogo,x
sta Lo04,y
lda DLogoWidth*4+DLogo,x
sta Lo05,y
lda DLogoWidth*5+DLogo,x
sta Lo06,y
lda DLogoWidth*6+DLogo,x
sta Lo07,y
lda DLogoWidth*7+DLogo,x
sta Lo08,y
lda DLogoWidth*8+DLogo,x
sta Lo09,y
lda DLogoWidth*9+DLogo,x
sta Lo10,y
lda DLogoWidth*10+DLogo,x
sta Lo11,y
lda DLogoWidth*11+DLogo,x
sta Lo12,y
lda DLogoWidth*12+DLogo,x
sta Lo13,y
lda DLogoWidth*13+DLogo,x
sta Lo14,y
lda DLogoWidth*14+DLogo,x
sta Lo15,y
lda DLogoWidth*15+DLogo,x
sta Lo16,y
lda DLogoWidth*16+DLogo,x
sta Lo17,y
lda DLogoWidth*17+DLogo,x
sta Lo18,y
lda DLogoWidth*18+DLogo,x
sta Lo19,y
lda DLogoWidth*19+DLogo,x
sta Lo20,y
lda DLogoWidth*20+DLogo,x
sta Lo21,y
lda DLogoWidth*21+DLogo,x
sta Lo22,y
lda DLogoWidth*22+DLogo,x
sta Lo23,y
iny
inx
cpx #DLogoWidth+1
beq :done
jmp :loop
:done
:noKey inc Lo01
inc Lo02
inc Lo03
inc Lo04
inc Lo05
inc Lo06
inc Lo07
inc Lo08
inc Lo09
inc Lo10
inc Lo11
inc Lo12
inc Lo13
inc Lo14
inc Lo15
inc Lo16
inc Lo17
inc Lo18
inc Lo19
inc Lo20
inc Lo21
inc Lo22
inc Lo23
inc Lo24
inc Lo01+39
inc Lo02+39
inc Lo03+39
inc Lo04+39
inc Lo05+39
inc Lo06+39
inc Lo07+39
inc Lo08+39
inc Lo09+39
inc Lo10+39
inc Lo11+39
inc Lo12+39
inc Lo13+39
inc Lo14+39
inc Lo15+39
inc Lo16+39
inc Lo17+39
inc Lo18+39
inc Lo19+39
inc Lo20+39
inc Lo21+39
inc Lo22+39
inc Lo23+39
inc Lo24+39
lda KEY
cmp #$80
bge :key
jmp :noKey
:key sta STROBE
sta TXTSET
jsr ClearText
jmp DemoMain
* set zero page ptr 00 to source of null terminated string
* x = x
* y = y
DrawStringXY
pha
phx
phy
tya
asl ; get pointer to line
tay
lda LoLineTable,y
sta dstPtr
lda LoLineTable+1,y
sta dstPtr+1
txa
clc
adc dstPtr
sta dstPtr
bcc :noCarry
inc dstPtr+1
:noCarry ldy #0
:loop lda (srcPtr),y
beq :done
sta (dstPtr),y
iny
bra :loop
:done ply
plx
pla
rts
* set zero page ptr 00 to source of null terminated string
* A = wait
* x = x
* y = y
DrawStringXYWait
pha
phx
phy
sta _drawWait
tya
asl ; get pointer to line
tay
lda LoLineTable,y
sta dstPtr
lda LoLineTable+1,y
sta dstPtr+1
txa
clc
adc dstPtr
sta dstPtr
bcc :noCarry
inc dstPtr+1
:noCarry ldy #0
:loop lda (srcPtr),y
beq :done
sta (dstPtr),y
iny
pha
phx
phy
lda #NoteD1
ldx #5
jsr SENoteAX
ply
plx
pla
lda _drawWait
jsr SimplerWait
jsr VBlank
bra :loop
:done ply
plx
pla
rts
_drawWait db 0
HandleScan01
lda #40
jsr SimplerWait
* first draw box
jsr DrawBoxAnim
lda #$30
jsr SimplerWait
lda #_scanStr01 ;STATUS
sta srcPtr
lda #>_scanStr01
sta srcPtr+1
ldx #_boxX+2
ldy #_boxY+2
jsr DrawStringXY
lda #$30
jsr SimplerWait
lda #$03
:flashenLoop pha
lda #_scanStr08 ;Scanning
sta srcPtr
lda #>_scanStr08
sta srcPtr+1
ldx #_boxX+10
ldy #_boxY+2
lda #$10
jsr DrawStringXYWait
lda #$20
jsr SimplerWait
lda #_scanStr08b ;Scanning BLANK
sta srcPtr
lda #>_scanStr08b
sta srcPtr+1
ldx #_boxX+10
ldy #_boxY+2
lda #$10
jsr DrawStringXYWait
lda #$15
jsr SimplerWait
pla
dec
bne :flashenLoop
jmp DemoNext
HandleScan02
lda #40
jsr SimplerWait
* first draw box
jsr DrawBoxAnim
lda #$30
jsr SimplerWait
lda #_scanStr01 ;STATUS
sta srcPtr
lda #>_scanStr01
sta srcPtr+1
ldx #_boxX+2
ldy #_boxY+2
jsr DrawStringXY
lda #$30
jsr SimplerWait
lda #_scanStr02 ;Located
sta srcPtr
lda #>_scanStr02
sta srcPtr+1
ldx #_boxX+10
ldy #_boxY+2
lda #$10
jsr DrawStringXYWait
lda #_scanStr03 ; virgo
sta srcPtr
lda #>_scanStr03
sta srcPtr+1
ldx #_boxX+5
ldy #_boxY+3
lda #$10
jsr DrawStringXYWait
lda #$30
jsr SimplerWait
lda #_scanStr04 ; Local
sta srcPtr
lda #>_scanStr04
sta srcPtr+1
ldx #_boxX+5
ldy #_boxY+4
lda #$10
jsr DrawStringXYWait
lda #$30
jsr SimplerWait
lda #_scanStr05 ; Milky
sta srcPtr
lda #>_scanStr05
sta srcPtr+1
ldx #_boxX+5
ldy #_boxY+5
lda #$10
jsr DrawStringXYWait
lda #$30
jsr SimplerWait
lda #_scanStr06 ; Earth
sta srcPtr
lda #>_scanStr06
sta srcPtr+1
ldx #_boxX+5
ldy #_boxY+6
lda #$10
jsr DrawStringXYWait
lda #$30
jsr SimplerWait
jmp DemoNext
HandleScan03
lda #40
jsr SimplerWait
* first draw box
jsr DrawBoxAnim