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agafloodfill.s
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1996-07-16
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5KB
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181 lines
;AGA FloodFill Demo
;------------------
;A demo of how you should use the FLOOD raster command.
;
;To exit the demo, press the left mouse button.
opt o+
INCLUDE "exec/exec_lib.i"
INCLUDE "games/games_lib.i"
INCLUDE "games/games.i"
CALL MACRO
jsr _LVO\1(a6)
ENDM
LOCAL = 0
SECTION "FadingDemo",CODE
;===========================================================================;
; INITIALISE DEMO
;===========================================================================;
Start: MOVEM.L A0-A6/D1-D7,-(SP)
move.l ($4).w,a6
lea GMS_Name(pc),a1
moveq #$00,d0
CALL OpenLibrary
move.l d0,GMS_Base
beq.s Quit
move.l GMS_Base(pc),a6
CALL SetUserPri
move.l GMS_Base(pc),a6 ;Initialise our screen.
lea ScreenStruct(pc),a0
CALL Add_Screen
tst.l d0
bne.s Error
move.l SS_MemPtr1(a0),a1 ;Destination = SS_MemPtr1.
lea PackedPicFile(pc),a0 ;File Name.
CALL QuickLoad
tst.l d0
beq.s Error
lea ScreenStruct(pc),a0 ;Unpack the data on top of itself.
move.l SS_MemPtr1(a0),a1
move.l a1,a0
moveq #$00,d0
CALL SmartUnpack
lea ScreenStruct(pc),a0 ;Now show the screen/pic.
CALL Show_Screen
;===========================================================================;
; MAIN CODE
;===========================================================================;
.Flood CALL Wait_OSVBL
bsr.s FloodFill
tst.w d0
beq.s .Flood
CALL Wait_LMB
.FadeOut
CALL Wait_OSVBL
moveq #2,d0 ;d0 = Speed of fade.
CALL B24_FadeToBlack ;Do the fade routine.
tst.w d0 ;Has the fade finished yet?
bne.s .FadeOut ;If not, keep doing it.
;===========================================================================;
; RETURN TO DOS
;===========================================================================;
CALL Delete_Screen ;Give back screen memory etc.
Error move.l GMS_Base(pc),a1
move.l ($4).w,a6
CALL CloseLibrary
Quit MOVEM.L (SP)+,A0-A6/D1-D7
moveq #$00,d0
rts
;===========================================================================;
; FLOOD FILL
;===========================================================================;
FloodFill:
lea RasterList(pc),a2
cmp.w #256,2(a2)
bge.s .done
addq.w #1,2(a2)
CALL Update_RasterList
moveq #$00,d0
rts
.done moveq #-1,d0
rts
;===========================================================================;
; DATA
;===========================================================================;
GMS_Name:
dc.b "games.library",0
even
GMS_Base:
dc.l 0
AMT_PLANES = 7
ScreenStruct:
dc.l "GSV1"
dc.l 0,0,0 ;Screen_Mem1/2/3
dc.l 0 ;Screen link.
dc.l ScreenPalette ;Address of screen palette.
dc.l RasterList ;Address of rasterlist.
dc.l 256 ;Amt of colours in palette.
dc.w 256,320,320/8 ;Screen Height, Width, Width/8
dc.w 256,320,320/8 ;Pic Height, Width, Width/8
dc.w AMT_PLANES ;Amt_Planes
dc.w 0,0 ;Top Of Screen, X/Y
dc.w 0 ;Scroll buffer in pixels/8.
dc.w 0,0 ;X/Y counters (for scrolling).
dc.l NOBURST ;Special attributes.
dc.w LORES|_24BITCOL ;Screen mode.
dc.b INTERLEAVED ;Screen type
dc.b 0 ;Screen Is Being Displayed?
dc.l 0,0 ;Reserved area.
even
RasterList:
WAITLINE 000
FLOOD
RASTEND
ScreenPalette:
dc.l $000000,$FFFFFF,$FAF5F2,$FAE8E7
dc.l $EEDED5,$E8D4C8,$DDC0AF,$D7B5A2
dc.l $D1AC96,$DCA491,$CBA38B,$C5997E
dc.l $BD8E74,$B5846A,$AD7A5F,$A57056
dc.l $9D674D,$955D44,$8C533B,$844B34
dc.l $7C432D,$743B26,$6C3320,$642D1B
dc.l $5C2616,$532010,$4A1D0C,$411A09
dc.l $381606,$2F1204,$260F02,$1D0C00
dc.l $AC783A,$A67139,$A06C39,$986638
dc.l $995F36,$906037,$8C5C36,$945733
dc.l $865735,$905030,$7E5133,$8D4B2E
dc.l $764B31,$6E4630,$8A462D,$64412B
dc.l $5D3D27,$593A24,$543822,$50351F
dc.l $4B341D,$47301A,$592218,$402D17
dc.l $382813,$3B2007,$302310,$2B200D
dc.l $331100,$430907,$3C0504,$2E0202
dc.l $B48038,$B7743D,$AE6350,$A85D4A
dc.l $A35644,$9E503E,$994A39,$944534
dc.l $9F4336,$8E3F30,$87412B,$87382A
dc.l $823628,$803226,$792C21,$72251C
dc.l $E1AB98,$DBA28C,$D79C89,$D29582
dc.l $CD8D7A,$C88672,$C27E6B,$BD7764
dc.l $B8705D,$B36A57,$BB5244,$AD4A3D
dc.l $C8594A,$7F7444,$847D49,$67271E
dc.l $6C2219,$651D15,$5E1711,$57130E
dc.l $500F0B,$4A0C09,$350303,$270000
dc.l $89874E,$8C8E53,$8C9358,$8E9D62
dc.l $C6904A,$9AA467,$CD9E51,$AFAE6F
dc.l $E3D765,$D5AE58,$BCAD78,$C1AC7C
dc.l $CBAA82,$D5A588,$EAA09B,$ECA7A2
dc.l $EDADA9,$EFB5B1,$F0BBB8,$F2C2BF
dc.l $F4CBC8,$F5D1CF,$F7D9D7,$FDF7F7
PackedPicFile:
IFNE LOCAL
dc.b "GAMESLIB:Demos/"
ENDC
dc.b "data/Yattering128.pak",0
even