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prom0.z80
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prom0.z80
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;========================================================================
; PROM0
; -----------------------------------------------------------------------
; Test of double layer smooth horizontal scroll.
; MSX2+ or superior, as hardware horizontal scroll is used.
;========================================================================
.INCLUDE "bioswla.z80"
;========================================================================
; MSX memory layout
;========================================================================
.MEMORYMAP
DEFAULTSLOT 1
; ROM area
SLOTSIZE $4000
SLOT 0 $0000
SLOT 1 $4000
SLOT 2 $8000
; RAM area (MSX2 comes with 64K minimum)
SLOT 3 $c000
.ENDME
;========================================================================
; This rom memory layout
; One entire bank of 16 Kb
;========================================================================
.ROMBANKMAP
BANKSTOTAL 1
BANKSIZE $4000
BANKS 1
.ENDRO
;========================================================================
; Constants
;========================================================================
.EQU screen 0c800h
.EQU back_layer 0cb00h
;========================================================================
; RAM variables
;========================================================================
.RAMSECTION "Vars" SLOT 3
tick: DB
sec_elapsed: DB
min_elapsed: DB
hour_elapsed: DB
xscroll: DB ; pixel that goes to x=8 (first pixel if borders are masked)
xcol: DB
tilex: DB
.ENDS
;========================================================================
; Empty fill: free bytes are filled with this value
;========================================================================
.EMPTYFILL $FF
;========================================================================
; ROM Header
;========================================================================
.BANK 0
.ORG 0 ; with respect to .rom file
.SECTION "bankheader" FORCE
.DB "AB"
.DW start
.ENDS
;========================================================================
; Code
; -----------------------------------------------------------------------
; Slot: refers to memory
; Bank: refers to ROM (that is, the .rom output file)
; As the section is declared as FREE, this section's code
; will be placed immediately after the bankheader section,
; ignoring the .ORGA directive.
;========================================================================
.BANK 0 SLOT 1
.ORGA $4010
.SECTION "program" FREE
.BLOCK "Main"
start:
ld a,04h
call chgmod
xor a
call backdrop_color
xor a
ld de,0
ld hl,patterns
ld bc,800h
call Ram2Vram
xor a
ld de,$800
ld hl,patterns
ld bc,$800
call Ram2Vram
xor a
ld de,$1000
ld hl,patterns
ld bc,$800
call Ram2Vram
xor a
ld de,$2000
ld hl,colors
ld bc,$800
call Ram2Vram
xor a
ld de,$2800
ld hl,colors
ld bc,$800
call Ram2Vram
xor a
ld de,$3000
ld hl,colors
ld bc,$800
call Ram2Vram
ld hl,palette
call init_palette
; clear screen area
ld hl,$c800
ld (hl),$1
ld de,$c801
ld bc,$600
ldir
ld de,back_layer
ld hl,background_base
ld bc,300h
ldir
call compose_screen
call update_screen
call set_hscroll_mask
call rot_tileset
ld a,1
ld (tilex),a
mainloop:
call wait_vblank
call tictac
ld c,3
call scroll_left
jp mainloop
.ENDB
.ENDS
.SECTION "Sync" FREE
.BLOCK "Sync"
; ********************************************************************************
; update time elapsed and tick
; --------------------------------------------------------------------------------
; modify: A, HL
; ********************************************************************************
tictac:
ld hl,tick
ld a,(hl)
inc a
ld (hl),a
cp 60
; once every 1/60 sec?
; depends on the video freq.?
; openmsx on windows seem to be at 50hz
; while openmsx in linux seem to be at 60hz ?????
ret c
; 1 second elapsed
xor a
ld (hl),a
ld hl,sec_elapsed
ld a,(hl)
inc a
;add a,1
daa
ld (hl),a
cp $60
ret c
xor a
ld (hl),a
inc hl ; point to min_elapsed
ld a,(hl)
inc a
daa
ld (hl),a
cp $60 ; if min>60, update hour
ret c
xor a
ld (hl),a
inc hl ; points to hour_elapsed
ld a,(hl)
inc a
daa
ld (hl),a
ret
.ENDB
.ENDS
.SECTION "Graphics" FREE
.BLOCK "Graphics"
; ********************************************************************************
; scrolls the screen to the left
; note that the disp_bckgrnd function should be consistent with the scroll direction!
; --------------------------------------------------------------------------------
; C = skip frames: 1 -> skip 1 out of 2 frames
; 3 -> skip 3 out of 4 frames
; ... etc
; 0 -> skip 0 frames
; --------------------------------------------------------------------------------
; modify: A, BC, DE
; ********************************************************************************
scroll_left:
; if have to skip this frame, return
ld a,(tick)
and c
ret nz
; select the correct rotated tileset
; tileset is rotated to the right: if the screen is moved 2 pix to the left,
; and the tile is rotated 1pix to the right, the final apparent movement
; of the tile is 1pix to the left!
ld a,(tilex)
dec a ; backgrnd ->OK
and 7
ld (tilex),a
cp 7 ; backgrnd -> OK
call z,disp_bckgrnd
; calculate the hl init direction from the tilex vaule.
; (tilex,init_dir) : (0,$c100),(1,$c180),(2,$c200),...
; tilex is a number between 0 and 7 (inclusive).
; so we have hl=$80*tilex+$c100
ld h,a
srl h
ld l,0
rr l
ld de,$c100
add hl,de
call rotate_tile
; hardware scroll the whole screen to the left
ld a,(xscroll)
add a,2 ; scroll speed ; or inc a to scroll one pixel
ld (xscroll),a
call set_hscroll
ret
; ********************************************************************************
; same as above, but to the right
; note that the disp_bckgrnd function should be consistent with the scroll direction!
; ********************************************************************************
scroll_right:
; if have to skip this frame, return
ld a,(tick)
and c
ret nz
; select the correct rotated tileset
; this time tileset is rotated to the left.
ld a,(tilex)
inc a ; backgrnd <-OK
and 7
ld (tilex),a
cp 0 ; backgrnd <- OK
call z,disp_bckgrnd
; calculate the hl init direction from the tilex vaule.
; (tilex,init_dir) : (0,$c100),(1,$c180),(2,$c200),...
; tilex is a number between 0 and 7 (inclusive).
; so we have hl=$80*tilex+$c100
ld h,a
srl h
ld l,0
rr l
ld de,$c100
add hl,de
call rotate_tile
; hardware scroll the whole screen to the right
ld a,(xscroll)
sub 2 ; scroll speed
ld (xscroll),a
call set_hscroll
ret
; ********************************************************************************
; prepares the rotated tileset
; this is a preprocessing that is executed only once
; of course other ways to rotate the tilesets are possible!
; note that the color data is not rotated; it must be the same for within
; every horizontal line of the 4 tiles.
; each line can have its own colors.
; ********************************************************************************
rot_tileset:
; copy data from vram
xor a
ld de,300h ; first bg tileset
ld hl,0c100h
call vr32
xor a
ld de,320h
call vr32
xor a
ld de,340h
call vr32
xor a
ld de,360h
call vr32
; 1 pix rotated
; prepare a ram copy
; ram locations 256 byte aligned
ld hl,0c100h
ld de,0c180h
ld bc,80h
ldir
; rotate this vram copy
ld b,8
ld hl,0c180h
- call rotate_line
inc l
djnz -
ld b,8
ld hl,0c1a0h
- call rotate_line
inc l
djnz -
ld b,8
ld hl,0c1c0h
- call rotate_line
inc l
djnz -
ld b,8
ld hl,0c1e0h
- call rotate_line
inc l
djnz -
; 2 pix rotated
ld hl,0c180h
ld de,0c200h
ld bc,80h
ldir
; rotate this vram copy
ld b,8
ld hl,0c200h
- call rotate_line
inc l
djnz -
ld b,8
ld hl,0c220h
- call rotate_line
inc l
djnz -
ld b,8
ld hl,0c240h
- call rotate_line
inc l
djnz -
ld b,8
ld hl,0c260h
- call rotate_line
inc l
djnz -
; 3 pix rotated
ld hl,0c200h
ld de,0c280h
ld bc,80h
ldir
; rotate this vram copy
ld b,8
ld hl,0c280h
- call rotate_line
inc l
djnz -
ld b,8
ld hl,0c2a0h
- call rotate_line
inc l
djnz -
ld b,8
ld hl,0c2c0h
- call rotate_line
inc l
djnz -
ld b,8
ld hl,0c2e0h
- call rotate_line
inc l
djnz -
; 4 pix rotated
ld hl,0c280h
ld de,0c300h
ld bc,80h
ldir
; rotate this vram copy
ld b,8
ld hl,0c300h
- call rotate_line
inc l
djnz -
ld b,8
ld hl,0c320h
- call rotate_line
inc l
djnz -
ld b,8
ld hl,0c340h
- call rotate_line
inc l
djnz -
ld b,8
ld hl,0c360h
- call rotate_line
inc l
djnz -
; 5 pix rotated
ld hl,0c300h
ld de,0c380h
ld bc,80h
ldir
; rotate this vram copy
ld b,8
ld hl,0c380h
- call rotate_line
inc l
djnz -
ld b,8
ld hl,0c3a0h
- call rotate_line
inc l
djnz -
ld b,8
ld hl,0c3c0h
- call rotate_line
inc l
djnz -
ld b,8
ld hl,0c3e0h
- call rotate_line
inc l
djnz -
; 6 pix rotated
ld hl,0c380h
ld de,0c400h
ld bc,80h
ldir
; rotate this vram copy
ld b,8
ld hl,0c400h
- call rotate_line
inc l
djnz -
ld b,8
ld hl,0c420h
- call rotate_line
inc l
djnz -
ld b,8
ld hl,0c440h
- call rotate_line
inc l
djnz -
ld b,8
ld hl,0c460h
- call rotate_line
inc l
djnz -
; 7 pix rotated
ld hl,0c400h
ld de,0c480h
ld bc,80h
ldir
; rotate this vram copy
ld b,8
ld hl,0c480h
- call rotate_line
inc l
djnz -
ld b,8
ld hl,0c4a0h
- call rotate_line
inc l
djnz -
ld b,8
ld hl,0c4c0h
- call rotate_line
inc l
djnz -
ld b,8
ld hl,0c4e0h
- call rotate_line
inc l
djnz -
ret
; ********************************************************************************
; this function is called only on the preprocessing stage.
; it rotates one line of four tiles to the left.
; this is because i use a 4x4 tile background graphic that is repeated all over the place.
; each line has, in this case, 32 pixels to be rotated. for instance, this line
; x00x0xxx00x0x0x0x0000x0x0x0x0x00
; will become
; 00x0xxx00x0x0x0x0000x0x0x0x0x00x
; ********************************************************************************
rotate_line:
push hl
pop ix
ld a,(hl)
rla ; to get carry right
ld a,(ix+18h)
rla
ld (ix+18h),a
ld a,(ix+10h)
rla
ld (ix+10h),a
ld a,(ix+8h)
rla
ld (ix+8h),a
ld a,(hl)
rla
ld (hl),a
ret
; ********************************************************************************
; called every time the screen is scrolled
; copy the previously calculated rotated tileset, stored at $c100-$c4ff,
; to the pattern generator table.
; which tileset to copy is decided from the tilex variable.
; in this case, the patterns that "rotate" are from $60 to $6f.
; note that $60*8=$300, and $300+$800=$b00, and $b00+$800=$1300.
; here, $800 is the length of the pattern table.
; there are 3 pattern generator tables, one for each third of the screen.
; ********************************************************************************
rotate_tile:
push hl
xor a
ld de,$300
call rv32
xor a
ld de,$320
call rv32
xor a
ld de,$340
call rv32
xor a
ld de,$360
call rv32
xor a
ld de,$b00
pop hl
push hl
call rv32
xor a
ld de,$b20
call rv32
xor a
ld de,$b40
call rv32
xor a
ld de,$b60
call rv32
xor a
ld de,$1300
pop hl
call rv32
xor a
ld de,$1320
call rv32
xor a
ld de,$1340
call rv32
xor a
ld de,$1360
call rv32
ret
; ********************************************************************************
; superimposes front + background layers
; should be called once in every 8pix scroll
; this function generates the correct composition of tiles: the tiles different
; of 0 are taken from the front, while the tiles equal to 0 on the front layer
; are replaced by the tiles of the background layer.
; ********************************************************************************
compose_screen:
ld de,screen+$80
ld hl,back_layer+32*4
ld bc,$280 ; 300h -> fullscreen, or $300 - $20*numblanklines
ldir
ld de,screen+$80
ld hl,front_layer+32*4
ld bc,$280
@put:
ld a,(hl)
or a
jr z,@nx
ldi
jr @end
@nx:
inc hl
inc de
dec bc
@end:
ld a,b
or c
ret z
jr @put
; ********************************************************************************
; move background tiles
; when a background tile has gone trhough 8 tile rotations, the background should
; be displaced entirely one block (8pix) to the same direction where the screen
; is flowing.
; the best is to comment the call to this function to see what i mean.
; the background scroll jumps each 8 pixels and is moving on average at the same
; speed as the foreground!
; note that this code works because the background tiles are arranged in a way
; that only the 2 least significant bits of the tile pattern have to be changed.
; for instance, consider the group $60,$61,$62,$63: to scroll to the left,
; this function just needs to produce the result $61,$62,$63,$60; this is easily
; accomplished by incrementing the last 2 bits (inc a, and 3).
; to scroll to the right, just dec a, and 3.
; ********************************************************************************
disp_bckgrnd:
push af
;ld a,0 ; backgrnd <-
;ld a,8 ; backgrnd ->
;ld (tilex),a
ld hl,back_layer+$80
ld bc,$280 ; 300h -> ok
@cont:
ld a,(hl)
ld e,a
and 0fch
ld d,a
ld a,e
;inc a ; consistent with scroll_right
dec a ; consistent with scroll_left
and 3
or d
ld (hl),a
dec bc
ld a,b
or c
inc hl
jr nz,@cont
call compose_screen
call update_screen
pop af
ret
; ********************************************************************************
; dumps the tiles from ram (screen) to vdp
; ********************************************************************************
update_screen:
ld a,0
ld de,$1800 ; 1800h -> fullscreen
ld bc,$300 ; 300h -> fullscreen
ld hl,screen
call Ram2Vram
ret
.ENDB
.ENDS
.ORGA $6000
.SECTION "GraphicData" SEMIFREE
.BLOCK "GraphicData"
patterns:
.INCBIN "tiles_def2.sc4" SKIP $7 READ $800 ; tile pattern
colors:
.INCBIN "tiles_def2.sc4" SKIP $2007 READ $800 ; tile colors
palette:
.INCBIN "tiles_def.pal" READ $20 ; palette
front_layer:
.DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01
.DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01
.DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01
.DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01
;start here
.DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$4c,$75,$76,$4a,$00,$00,$00
.DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$43,$45,$00,$00,$00,$00
.DB $00,$00,$40,$41,$40,$41,$40,$41,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$42,$45,$00,$00,$00,$00
.DB $00,$00,$4c,$70,$71,$72,$73,$4b,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$43,$44,$00,$00,$00,$00
.DB $00,$00,$00,$4c,$75,$76,$77,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$43,$45,$00,$00,$00,$00
.DB $00,$00,$00,$00,$4c,$7a,$4b,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$42,$44,$00,$00,$00,$00
.DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$56,$57,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$43,$45,$00,$00,$00,$00
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background_base:
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;start here
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;
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.ENDB
.ENDS