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widescreen.s
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1996-07-16
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4KB
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142 lines
;Horizontal Scroll 640
;---------------------
;This opens an extra wide screen of 256x640 pixels, and hardware scrolls
;left and right. This is *totally* inadequate for platformers, shoot'em-ups
;etc because the picture size takes up huge amounts of memory. However for
;games like Skidmarks, Lemmings, Monkey Island, etc, such large screens can
;be a necessity.
opt o+
INCLUDE "exec/exec_lib.i"
INCLUDE "games/games_lib.i"
INCLUDE "games/games.i"
CALL MACRO
jsr _LVO\1(a6)
ENDM
LOCAL = 1
SECTION "ExtraLarge640",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 ;Tell GMS that we want to add a
CALL SetUserPri
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 LOOP
;===========================================================================;
Loop: CALL Wait_OSVBL
tst.w Direction
beq.s .Right
.Left cmp.w #-16,SS_ScrollXCount(a0)
ble.s .Right
move.w #1,Direction
moveq #-1,d0
bra.s .scroll
.Right cmp.w #320-16,SS_ScrollXCount(a0)
bge.s .Left
clr.w Direction
moveq #1,d0
.scroll CALL HWScroll_Horizontal ;Reposition_Screen
.done moveq #JPORT1,d0 ;Port 1 (Mouse)
moveq #JT_SWITCH,d1
CALL Read_JoyPort
btst #JS_FIRE1,d0
beq.s Loop
;===========================================================================;
; 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
;===========================================================================;
Direction:
dc.w 0
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 ;Child_Screen1
dc.l ScreenPalette ;Adr_Palette
dc.l 0 ;Adr_Colour_List
dc.l 16 ;Amt_Colours (dependent on planes)
dc.w 256,320,320/8 ;Screen Height/Width/ByteWidth
dc.w 256,640,640/8 ;Picture Height/Width/ByteWidth
dc.w AMT_PLANES ;Amt_Planes
dc.w 0,0 ;Top Of Screen, X/Y
dc.w 16/8 ;Scroll buffer in pixels/8.
dc.w 0 ;X offset (for hor. scrolling).
dc.w 0 ;Y offset (for ver. 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
PackedPicFile:
IFNE LOCAL
dc.b "GAMESLIB:"
ENDC
dc.b "data/Pic640x256.pak",0
even