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Compendium Deluxe 2
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LSD and 17bit Compendium Deluxe - Volume II.iso
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1988-07-19
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11KB
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535 lines
; ****************************************
; ** INTRO NUMBER 5 (C) 1990 CRYPTIC UK **
; ** CODED BY: TANGO **
; ** MUSIC BY: COUNT **
; ****************************************
opt c-
section blitter,code_c Chip Ram please !!
include df1:definitions Give me some hardware reggies
include df1:macros Give me some macros
;LOCAL CONSTANTS
icra equ $bfed01
allocmem =-30-168
freemem =-30-180
fontmemory =4000
TAKEOVER:
LEA custom,a5
LEA GFXLIB(PC),a1 Point to 'graphics.library'
MOVEQ #0,D0 Doesn't matter which version
MOVE.L 4.w,a6 EXECBASE
jsr -132(a6) task switching off (forbid)
JSR -$228(a6) Openlibrary
MOVE.L D0,GFXBASE Store library address
;Now put the graphic addresses in the CopperList
move.l screenx,d1 Bitplane memory address
move.w d1,bp1lo+2 for scroll 1.
swap d1
move.w d1,bp1hi+2
move.l screenx,d1 Bitplane memory address
ADD.L #10000,D1
move.w d1,bp3lo+2 for scroll 1.
swap d1
move.w d1,bp3hi+2
move.l screenx,d1 Bitplane memory address
ADD.L #10000*2,D1
move.w d1,bp5lo+2 for scroll 1.
swap d1
move.w d1,bp5hi+2
move.l screeny,d1 Bitplane memory address
move.w d1,abp1lo+2 for scroll 2.
swap d1
move.w d1,abp1hi+2
move.l screeny,d1 Bitplane memory address
ADD.L #10000,D1
move.w d1,abp3lo+2 for scroll 2.
swap d1
move.w d1,abp3hi+2
move.l screeny,d1 Bitplane memory address
ADD.L #10000*2,D1
move.w d1,abp5lo+2 for scroll 2.
swap d1
move.w d1,abp5hi+2
; ** SET UP EVEN BITPLANES 2,4,6 **
MOVE.L #PLAY2,D1
MOVE.W D1,BP2LO+2
SWAP D1
MOVE.W D1,BP2HI+2
MOVE.L #PLAY2,D1
ADD.L #10240,D1
MOVE.W D1,BP4LO+2
SWAP D1
MOVE.W D1,BP4HI+2
MOVE.L #PLAY2,D1
ADD.L #10240*2,D1
MOVE.W D1,BP6LO+2
SWAP D1
MOVE.W D1,BP6HI+2
move.l GFXBASE,d0 Move gfxbase offset to d0
MOVE.L D0,A6
MOVE.W #$80,dmacon(a5) Turn off copper whilst changing it
MOVE.L $32(A6),WBCOPPER Store old (WBench) copper address
MOVE.L #OURCOPPER,$32(A6) Point to new copper list (our own)
MOVE.W #$8080,dmacon(a5) Re-enable copper
MOVE.W #$8010,intena(a5)
MOVE.L $6c,old Save work bench interrupt
MOVE.L #LEV3,$6c Point to were to set up interrupt
move.w intenar(a5),systemints
move.b #%01111111,icra Kill keyboard.
WAIT:
BTST #6,$BFE001 This waits for the left
BNE.S WAIT mouse button to be pressed
move.l 4.w,a6 EXECBASE
MOVE.L old,$6c Restore system interrupts
MOVE.L GFXBASE,A6
MOVE.W #$80,dmacon(a5) Disable DMA
MOVE.L WBCOPPER,$32(A6) Restore old copperlist
MOVE.W #$8080,dmacon(a5) Enable DMA
move.w systemints,d0 Systems interrupt
or.w #$c000,d0
move.w d0,intena(a5) Enable OS interrupts
move.b #%10011011,icra Enable keyboard
clr.w $dff0a8 Clear music
clr.w $dff0b8
clr.w $dff0c8
clr.w $dff0d8
move.w #$f,$dff096
rts
ERROR:
move.l 4.w,a6 Get EXECBASE
jsr -138(a6) Permit ( multi-tasking on )
moveq #0,d0 Clear d0
RTS Return to AmigaDOS
;This is the NEW level 3 interrupt
LEV3:
Save_all Save all registers to the stack
lea custom,a5
AND #$10,intreqr(a5) Check if interrupt is from Copper
BNE out
move.w #$8010,$9c Cause Copper interrupt
; ** Main Routines called every VBI **
bsr bounce2
bsr testscroll
bsr bounce
bsr testscroll2
out:
Return_all
DC.W $4ef9 hex value for JMP instruction
old:
DC.L 0 will jump to normal interrupt
; ** THE SCROLL ROUTINE **
testscroll:
tst.l stopper
beq.s scroll
sub.l #1,stopper
rts
scroll:
cmp.l #30,val Blitshifted all <<<
blo.s coarse_scroll_it No then get doing it !!
bsr blit_char Blit letter to screen
clr.l val Reset index
coarse_scroll_it:
bsr coarse Scroll all line
rts
testscroll2:
tst.l stopper2 Test for pause.
beq.s scroll2
sub.l #1,stopper2
rts
scroll2:
cmp.l #30,val2 Blitshifted all <<<
blo.s coarse_scroll_it2 No then get doing it blitter man !!
bsr blit_char2 Blit letter to screen
clr.l val2 Reset index
coarse_scroll_it2:
bsr coarse2 Scroll all line
rts
; ** BLIT LETTER ON THE SCREEN **
blit_char
jsr text
lea custom,a5 Get custom chip address
move.l screenx,a0 The screen on which scrolly is.
move.l #font,a1 Put font in blitter source
add.l d2,a1
MOVE.L #2,D1
blit_test:
btst #14,$dff002 Blitter busy !!!
bne blit_test Lets wait till she finishes !
move.w #$ffff,bltafwm(a5) Mask
move.w #$ffff,bltalwm(a5) Mask
move.l a0,bltdpth(a5) Blitter dest D (BOTTOM OF SCREEN)
move.l a1,bltapth(a5) Blitter source A (SCROLLING FONT)
move.w #36,bltamod(a5) Modulo (20-1)*2
move.w #36,bltdmod(a5) Modulo (20-1)*2
move.w #$9f0,bltcon0(a5) Minterms D=A
clr.w bltcon1(a5) Set Ascending mode
move.w #32*64+2,bltsize(a5) Blit size (SIZE OF FONT)
ADD.L #10000,A0
ADD.L #40*200,A1
DBF D1,BLIT_TEST
rts Return
; ** BLITSHIFT THE ENTIRE SCROLL LINE **
;
; FUNCTION: TO BARREL SHIFT THE ENTIRE SCROLLING MESSAGE.
coarse:
lea custom,a5
move.l screenx,a0
move.l a0,a1
add.l #2,a1
move.l #2,d1
move speed,d2
incl #4,val
ror #4,d2 ; Set to correct bits (12-15)
or.w #$09f0,d2
blit_wait:
btst #14,$dff002
bne blit_wait
move.l #-1,bltafwm(a5)
move.l a1,bltapth(a5)
move.l a0,bltdpth(a5)
move.w #0,bltamod(a5)
move.w #0,bltdmod(a5)
move.w d2,bltcon0(a5)
move.w #32*64+20,bltsize(a5)
add.l #10000,a0
add.l #10000,a1
dbf d1,blit_wait
rts
speed: dc.w 12
; ** SCROLL NUMBER TWO **
;
; DOCUMENTED IN SCROLL NUMBER ONE.
blit_char2:
jsr text2
lea custom,a5
move.l screeny,a0
move.l #font,a1
add.l d2,a1
MOVE.L #2,D6
blit_test2:
btst #14,$dff002
bne blit_test2
move.w #$ffff,bltafwm(a5)
move.w #$ffff,bltalwm(a5)
move.l a0,bltdpth(a5)
move.l a1,bltapth(a5)
move.w #36,bltamod(a5)
move.w #36,bltdmod(a5)
move.w #$9f0,bltcon0(a5)
clr.w bltcon1(a5)
move.w #32*64+2,bltsize(a5)
ADD.L #10000,A0
ADD.L #40*200,A1
DBF D6,BLIT_TEST2
rts
coarse2:
lea custom,a5
move.l screeny,a0
move.l a0,a1
add.l #2,a1
move.l #2,d4
incl #4,val2
move speed2,d7
ror #4,d7
or #%100111110000,d7
blit_wait2:
btst #14,$dff002
bne blit_wait2
move.l #-1,bltafwm(a5)
move.l a1,bltapth(a5)
move.l a0,bltdpth(a5)
move.w #0,bltamod(a5)
move.w #0,bltdmod(a5)
move.w d7,bltcon0(a5)
move.w #32*64+20,bltsize(a5)
add.l #10000,a0
add.l #10000,a1
dbf d4,blit_wait2
rts
speed2: dc.w 12
; ** THIS CRAPPY CODE BOUNCES THE SCROLLY MESSAGE NUMBER TWO **
;
; ENTRYS : YCORD-HOW FAR UP AND DOWN SCREEN TO GO.
; : DELTAY-WAIT COMMAND IN COPPERLIST.
; FUNCTION: BOUNCE THE SCROLLY MESSAGE.
bounce:
cmp.l #66,ycord
beq.s up
add.l #1,ycord
sub.b #1,deltay
rts
up: cmp.l #66,ycordminus
beq.s rst_cord
add.l #1,ycordminus
add.b #1,deltay
rts
rst_cord:
clr.l ycord
clr.l ycordminus
rts
ycord: dc.l 0
ycordminus: dc.l 0
even
; ** THIS CRAPPY CODE BOUNCES SCROLLY MESSAGE NUMBER ONE (ONE AT THE TOP) **
;
; ENTRYS : YCORD2-HOW FAR UP AND DOWN SCREEN TO GO.
; : DELTAY2-WAIT COMMAND IN COPPERLIST.
; FUNCTION: BOUNCE THE SCROLLY MESSAGE.
bounce2:
cmp.l #66,ycord2
beq.s up2
add.l #1,ycord2
add.b #1,deltay2
rts
up2:cmp.l #66,ycordminus2
beq.s rst_cord2
add.l #1,ycordminus2
sub.b #1,deltay2
rts
rst_cord2:
clr.l ycord2
clr.l ycordminus2
rts
ycord2: dc.l 0
ycordminus2:dc.l 0
even
; ** CHARACTER DECODER ROUTINE **
; CHARACTER BASE ADDRESS RETURNED IN D2
; JUST ADD THIS TO YOUR FONT ADDREES.
text:
Clr.l d1
move.l acurent,a2
move.b (A2),d1
cmp.b #254,d1
beq.s stop_scroll
Cmp.b #255,d1
bne over
Move.l #Texter,a2
MOVE.L #TEXTER,ACURENT
Move.b (a2),d1
Over
Add.l #1,Acurent
Lea Char,a1
Sub.l #32,d1
Add.l d1,d1
Move.w (a1,d1),d2 ; CHAR BASE ADDRESS IN D2.
Rts
stop_scroll:
move.l #5136,d2 ; Blank letter.
add.l #1,acurent
move.l #150,stopper
rts
; ** CHARACTER OFFSETS TO FONT **
Char:
dc.w 5136,3864,0,0,0,0,0,5132,3868,3872,0,0
dc.w 5128,3876,5124,0,3860,2584,2588,2592,2596,3840
dc.w 3844,3848,3852,3856,0,0,0,0,0,5120,0
dc.w 0,4,8,12,16,20,24,28,32,36,1280,1284,1288,1292,1296
dc.w 1300,1304,1308,1312,1316,2560,2564,2568,2572,2576,2580
dc.w 0,0,0
; ** MESSAGE NUMBER ONE **
Acurent:
DC.L Texter
Texter:
DC.B " CRYPTIC UK STRIKE BACK !!! "
DC.B " TANGO ",254
DC.B " YES WELL I'M OFF FOR NOW TO SEE IF THIS ROUTINE WORKS. "
DC.B 255
even
text2:
Clr.l d1
move.l acurent2,a2
move.b (A2),d1
cmp.b #254,d1
beq pause_scroll
Cmp.b #255,d1
bne over2
Move.l #Texter2,a2
MOVE.L #TEXTER2,ACURENT2 ; RESET TO BEGINING OF MESSAGE.
Move.b (a2),d1
Over2:
Add.l #1,Acurent2
Lea Char,a1
Sub.l #32,d1
Add.l d1,d1
Move.w (a1,d1),d2 ; CHAR BASE ADDRESS IN D2.
rts
pause_scroll:
move.l #5136,d2
add.l #1,acurent2
move.l #150,stopper2
rts
; ** MESSAGE NUMBER TWO **
Acurent2
Dc.l Texter2
Texter2:
Dc.b "WOW !!! THIZ IS SCROLLER NUMBER 2 ",254," AND ITS COOOOOL... ",255
even
; ** THE COPPERLIST **
OURCOPPER:
dc.w $120,0
dc.w $122,0
dc.w bpl1mod,-2,bpl2mod,-2
dc.w diwstrt,$2c81+16,diwstop,$2cc1-16
dc.w bplcon0,$6600,bplcon1,$0000
dc.w ddfstrt,$30,ddfstop,$d0
dc.w color01,$000
dc.w color08,$000,color09,$f00,color10,$0f0,color11,$fff
dc.w color12,$eaf,color13,$145,color14,$a00,color15,$eee
bp2lo: dc.w bpl2ptl,$0000
bp2hi: dc.w bpl2pth,$0000
bp4lo: dc.w bpl4ptl,$0000
bp4hi: dc.w bpl4pth,$0000
bp6lo: dc.w bpl6ptl,$0000
bp6hi: dc.w bpl6pth,$0000
deltay2:wait $3909,$fffe
dc.w color01,$eee
bp1lo: dc.w bpl1ptl,$0000
bp1hi: dc.w bpl1pth,$0000
bp3lo: dc.w bpl3ptl,$0000
bp3hi: dc.w bpl3pth,$0000
bp5lo: dc.w bpl5ptl,$0000
bp5hi: dc.w bpl5pth,$0000
deltay: wait $da09,$fffe
abp1lo: dc.w bpl1ptl,$0000
abp1hi: dc.w bpl1pth,$0000
abp3lo: dc.w bpl3ptl,$0000
abp3hi: dc.w bpl3pth,$0000
abp5lo: dc.w bpl5ptl,$0000
abp5hi: dc.w bpl5pth,$0000
DC.W color01,$eee,color02,$dde
DC.W color03,$bbd
DC.W color04,$aac
DC.W color05,$88c
DC.W color06,$77b
DC.W color07,$65a
end_copper
;LOCAL CONSTANTS
WBCOPPER: DC.L 0
GFXLIB: DC.B "graphics.library",0
GFXBASE: DC.L 0
systemints: dc.l 0
scroll_offset: dc.l 0
screenx: dc.l picture
screeny: dc.l picture2
letter: dc.b 0
letter2: dc.b 0
val: dc.l 0
val2: dc.l 0
stopper: dc.l 0
stopper2: dc.l 0
;BINARY FILES TO BE INCLUDED
EVEN
picture2
dcb.b 10000*3,0
picture:
dcb.b 10000*3,0
font
incbin df0:METALCHARS
PLAY2:
INCBIN DF1:PIC.IFF