home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Amiga Tools 5
/
Amiga Tools 5.iso
/
tools
/
developer-tools
/
andere sprachen
/
gamesmaster
/
demosrc
/
fadingdemo.s
< prev
next >
Wrap
Text File
|
1996-07-16
|
5KB
|
156 lines
;Fade Demo
;---------
;There are three examples of fading in this program: Fade_To_White,
;Fade_To_Palette, and Fade_To_Black.
;
;Press fire to see the end of the fade sequence.
opt o+
INCLUDE "exec/exec_lib.i"
INCLUDE "games/games_lib.i"
INCLUDE "games/games.i
INCLUDE "games/gamesbase.i"
CALL MACRO
jsr _LVO\1(a6)
ENDM
LOCAL = 1
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 Quit
move.l GMS_Base(pc),a6
CALL SetUserPri
move.l GMS_Base(pc),a6 ;Tell GMS that we want to add a
lea ScreenStruct(pc),a0 ;screen for use.
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
;===========================================================================;
moveq #30,d0
CALL Wait_Time
.Fade CALL Wait_VBL
CALL Wait_OSVBL
moveq #00,d0 ;d0 = Start at colour zero.
moveq #16,d1 ;d1 = Amount of colours (32)
lea ScreenPalette(pc),a1
CALL B12_FadeToPalette
tst.w d0
bne.s .Fade
CALL Wait_LMB
Fade_Here: ;This is the fade routine. It will
.Fade1 CALL Wait_OSVBL ;keep on looping until the fade is
moveq #00,d0 ;completely finished (ie all
moveq #16,d1 ;colours are white). Notice the
CALL B12_FadeToWhite ;start colour is 00 and the amt of
tst.w d0 ;colours is 32, so that all the cols
bne.s .Fade1 ;are included in the range.
moveq #30,d0
CALL Wait_Time
;Now we fade down to black. Note
.Fade2 CALL Wait_OSVBL ;that we have calld Initialise_Fader
CALL B12_FadeToBlack ;every time - otherwise each fade
tst.w d0 ;would not even attempt to start!
bne.s .Fade2 ;Also of interest is that Fading
;to Black covers ALL colours.
moveq #50,d0
CALL Wait_Time
;===========================================================================;
; 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
;===========================================================================;
; DATA
;===========================================================================;
GMS_Name:
dc.b "games.library",0
even
GMS_Base:
dc.l 0
AMT_PLANES = 4
ScreenStruct:
dc.l "GSV1"
dc.l 0,0,0 ;Screen_Mem1/2/3
dc.l 0 ;Screen link.
dc.l 0 ;ScreenPalette ;Address of screen palette.
dc.l 0 ;Address of rasterlist.
dc.l 16 ;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 ;Screen mode.
dc.b INTERLEAVED ;Screen type
dc.b 0 ;Screen Is Being Displayed?
dc.l 0,0 ;Reserved area.
even
ScreenPalette:
dc.w $0000,$0400,$0501,$0501,$0601,$0701,$0701,$0801
dc.w $0901,$0A01,$0B02,$0432,$0CC0,$0F00,$0211,$0880
;===========================================================================;
; PACKED DATA (OKAY FOR FASTRAM)
;===========================================================================;
PackedPicFile:
IFNE LOCAL
dc.b "GAMESLIB:"
ENDC
dc.b "data/Background16.pak",0
even