Slight improvements to text
This commit is contained in:
parent
10047f6043
commit
cd9f89098f
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@ -11,14 +11,14 @@ IMAGES=font.png
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IMAGEDATA=$(addprefix out/, $(IMAGES:.png=.bin))
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VASM_EXTRA_ARGS=
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#SYMBOL_INFO=-M
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SYMBOL_INFO=-M
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LINK_COMMANDLINE=vlink -T link.script.x -brawbin1 $< $(OBJS) $(SYMBOL_INFO) -o out/main.bin
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include ../shared/base.mk
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out/%.bin: ../assets/%.png
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$(IMAGECON) --input $< $(IMAGECON_ARGS) --output-bitplanes --output-palette-asm --output-palette --output out/$* --colors=16 --use-palette palette.pal --full-color-palette-file --output-mask --transparent-color=0,0,0
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$(IMAGECON) --input $< $(IMAGECON_ARGS) --output-bitplanes --output-grey-palette-asm --output-palette-asm --output-palette --output out/$* --colors=16 --use-palette palette.pal --full-color-palette-file --output-mask --transparent-color=0,0,0
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out/main.o: $(IMAGEDATA) constants.i Makefile link.script.x palette.pal
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out/init.o: constants.i Makefile
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@ -3,30 +3,30 @@
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xdef BlitFillColor
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BLIT_LF_MINTERM equ $ff
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BLIT_DEST equ $100
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BLIT_SRCC equ $200
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BLIT_SRCB equ $400
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BLIT_SRCA equ $800
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BlitFillColor:
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;; a0 - bitplane
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;; d0 - color#
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;; d1 - height
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;; d2 - ypos
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movem.l d0-a6,-(sp)
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mulu.w #SCREEN_WIDTH_BYTES*SCREEN_BIT_DEPTH,d2
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add.l d2,a0
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move.b #0,d3 ; bitplane #
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.loop:
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move.w d1,d4
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btst d3,d0 ; is the color's bit set in this plane?
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beq .zero
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move.l #BLIT_DEST|$FF,d2 ; yes ? all ones
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move.w #BLIT_DEST|$FF,d5 ; yes ? all ones
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bra .doblit
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.zero
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move.l #BLIT_DEST|$0,d2 ; no ? all zeros
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move.w #BLIT_DEST|$0,d5 ; no ? all zeros
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.doblit
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jsr WaitBlitter
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move.w #0,BLTCON1(A6)
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move.w d2,BLTCON0(A6)
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move.w d5,BLTCON0(A6)
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move.w #SCREEN_WIDTH_BYTES*(SCREEN_BIT_DEPTH-1),BLTDMOD(a6)
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move.l a0,BLTDPTH(a6)
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@ -34,7 +34,7 @@ BlitFillColor:
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ori.w #SCREEN_WIDTH_WORDS,d4
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move.w d4,BLTSIZE(a6)
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add.b #1,d3
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add.l #SCREEN_WIDTH_BYTES,a0
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add.w #SCREEN_WIDTH_BYTES,a0
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cmp.b #SCREEN_BIT_DEPTH,d3 ; all planes for a single line done ?
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bne .loop ; no ? do the next plane
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jsr WaitBlitter
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@ -1,53 +1,89 @@
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include "includes.i"
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xdef DrawText
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xdef DrawText8
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;; BLTCON? configuration
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;; http://amigadev.elowar.com/read/ADCD_2.1/Hardware_Manual_guide/node011C.html
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;; blitter logic function minterm truth table
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;; fill in D column for desired function
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;; A(mask) B(bob) C(bg) D(dest)
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;; - - - -
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;; 0 0 0 0
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;; 0 0 1 1
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;; 0 1 0 0
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;; 0 1 1 1
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;; 1 0 0 0
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;; 1 0 1 0
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;; 1 1 0 1
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;; 1 1 1 1
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;; read D column from bottom up = 11001010 = $ca
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;; this is used in the LF? bits
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BLIT_LF_MINTERM equ $ca
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BLIT_DEST equ $100
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BLIT_SRCC equ $200
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BLIT_SRCB equ $400
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BLIT_SRCA equ $800
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BLIT_ASHIFTSHIFT equ 12 ;Bit index of ASH? bits
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BLIT_BOB_WIDTH equ 32 ; Must blit extra word to allow shifting
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BLIT_BOB_HEIGHT equ 10
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BLIT_BOB_WIDTH_BYTES equ BLIT_BOB_WIDTH/8
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BLIT_BOB_WIDTH_WORDS equ BLIT_BOB_WIDTH/16
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;; This will only work for 8 pixel wide fonts
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BLIT_LF_MINTERM equ $ca ; cookie cut
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BLIT_WIDTH_WORDS equ 2 ; blit 2 words to allow shifting
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BLIT_WIDTH_BYTES equ 4
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;; BlitText
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DrawText8:
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;; a0 - bitplane
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;; a1 - text
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;; d0 - xpos
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;; d1 - ypos
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movem.l d0/d2/a1,-(sp)
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;; blitter config that is shared for every character
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move.w #SCREEN_WIDTH_BYTES-BLIT_WIDTH_BYTES,BLTAMOD(a6) ;A modulo
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move.w #SCREEN_WIDTH_BYTES-BLIT_WIDTH_BYTES,BLTBMOD(a6) ;B modulo
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move.w #SCREEN_WIDTH_BYTES-BLIT_WIDTH_BYTES,BLTCMOD(a6) ;C modulo
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move.w #SCREEN_WIDTH_BYTES-BLIT_WIDTH_BYTES,BLTDMOD(a6) ;D modulo
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.loop:
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move.b (a1)+,d2 ; get next character
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cmp.b #0,d2 ; 0 terminates the string
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beq .done
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jsr DrawChar8 ; draw it
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add.w #FONT_WIDTH,d0 ; increment the x position
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bra .loop
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.done:
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movem.l (sp)+,d0/d2/a1
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rts
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DrawChar8:
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;; d0 - xpos
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;; d1 - ypos
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;; d3 - odd character
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;; d2 - char
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;; a0 - bitplane
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movem.l d0-d5/a0-a2,-(sp)
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move.w #'!',d4 ; fontmap offset
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sub.w d4,d2 ; index = char - '!'
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move.w d2,d5
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lsr.w #5,d5 ; fontmap y offset
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move.w d5,d4
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lsl.w #5,d4 ; start of line
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sub.w d4,d2 ;
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add.w #1,d5 ; while we have a weird font image, '!' starts on second line
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lea font,a1
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lea fontMask,a2
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mulu.w #SCREEN_WIDTH_BYTES*SCREEN_BIT_DEPTH*FONT_HEIGHT,d5
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add.w d5,a2
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add.w d5,a1
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btst #0,d2 ; blitter does words only, so we need to know if its an odd or even character
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beq .even ; then shift it into position with the blitter shift
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.odd:
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move.b #1,d3
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bra .c1
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.even:
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move.b #0,d3
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.c1
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add.w d2,a1
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add.w d2,a2
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jsr BlitChar8
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movem.l (sp)+,d0-d5/a0-a2
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rts
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BlitChar8:
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;; kills a0,d0,d3
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;; d0 - xpos
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;; d1 - ypos
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;; d3 - odd character = 1, even character = 0
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;; a0 - display
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;; a1 - object
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;; a2 - mask
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BlitText:
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movem.l d0-a6,-(sp)
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;; a2 - mask
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jsr WaitBlitter
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;; d0 = XPOS
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;; d1 = YPOS
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;; d3 = odd character
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;; d4 = XPOS_BYTES
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move.w d0,d4 ; d4 = XPOS
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move.l d0,d4 ; d4 = XPOS
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lsr.w #3,d4 ; d4 = XPOS_BYTES
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cmp.b #1,d3
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@ -56,7 +92,7 @@ BlitText:
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sub.w #8,d0
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move.w #$00FF,BLTAFWM(a6) ; no mask for first word
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move.w #$0000,BLTALWM(a6) ; mask out last word
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sub.l #1,a0
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subq #1,a0
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bra .continue
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.evenChar:
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move.w #$ff00,BLTAFWM(a6) ; no mask for first word
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@ -71,13 +107,6 @@ BlitText:
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ori.w #BLIT_SRCA|BLIT_SRCB|BLIT_SRCC|BLIT_DEST|BLIT_LF_MINTERM,d0
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move.w d0,BLTCON0(A6)
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move.w #SCREEN_WIDTH_BYTES-BLIT_BOB_WIDTH_BYTES,BLTAMOD(a6) ;A modulo
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move.w #SCREEN_WIDTH_BYTES-BLIT_BOB_WIDTH_BYTES,BLTBMOD(a6) ;B modulo
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move.w #SCREEN_WIDTH_BYTES-BLIT_BOB_WIDTH_BYTES,BLTCMOD(a6) ;C modulo
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move.w #SCREEN_WIDTH_BYTES-BLIT_BOB_WIDTH_BYTES,BLTDMOD(a6) ;D modulo
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move.l a2,BLTAPTH(a6) ; mask bitplane
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move.l a1,BLTBPTH(a6) ; bob bitplane
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@ -85,69 +114,13 @@ BlitText:
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mulu.w d1,d3 ; d3 = YPOS*SCREEN_WIDTH_BYTES*SCREEN_BIT_DEPTH
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move.l a0,d0 ; d0 = #bitplanes
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add.w d4,d0 ; d0 = #bitplanes+XPOS_BYTES
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add.w d3,d0 ; d0 = #bitplanes+XPOS_BYTES+(YPOS*SCREEN_WIDTH_BYTES*SCREEN_BIT_DEPTH)
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add.l d4,d0 ; d0 = #bitplanes+XPOS_BYTES
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add.l d3,d0 ; d0 = #bitplanes+XPOS_BYTES+(YPOS*SCREEN_WIDTH_BYTES*SCREEN_BIT_DEPTH)
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move.l d0,BLTCPTH(a6) ;background top left corner
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move.l d0,BLTDPTH(a6) ;destination top left corner
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move.w #(BLIT_BOB_HEIGHT*SCREEN_BIT_DEPTH)<<6|(BLIT_BOB_WIDTH_WORDS),BLTSIZE(a6) ;rectangle size, starts blit
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movem.l (sp)+,d0-a6
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rts
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DrawText:
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;; a0 - bitplane
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;; a1 - text
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;; d0 - xpos
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;; d1 - ypos
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.loop:
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clr.l d2
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move.b (a1)+,d2
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cmp.b #0,d2
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beq .done
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jsr DrawChar
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add.l #FONT_WIDTH,d0
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bra .loop
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.done:
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rts
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DrawChar:
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;; d0 - xpos
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;; d1 - ypos
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;; d2 - char
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;; a0 - bitplane
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movem.l d0-a6,-(sp)
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move.l #'!',d4 ; fontmap offset
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sub.l d4,d2 ; index = char - '!'
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move.l d2,d5
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lsr.l #5,d5 ; fontmap y offset
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move.l d5,d4
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lsl.l #5,d4 ; start of line
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sub.l d4,d2 ;
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add.l #1,d5 ; temp marker first line xx
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lea font,a1
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lea fontMask,a2
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mulu.w #SCREEN_WIDTH_BYTES*SCREEN_BIT_DEPTH*BLIT_BOB_HEIGHT,d5
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add.l d5,a2
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add.l d5,a1
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btst.l #0,d2
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beq .even
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.odd:
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move.b #1,d3
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bra .c1
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.even:
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move.b #0,d3
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.c1
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add.l d2,a1
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add.l d2,a2
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jsr BlitText
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movem.l (sp)+,d0-a6
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move.w #(FONT_HEIGHT*SCREEN_BIT_DEPTH)<<6|(BLIT_WIDTH_WORDS),BLTSIZE(a6) ;rectangle size, starts blit
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rts
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font:
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@ -1,4 +1,5 @@
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FONT_WIDTH equ 8
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FONT_HEIGHT equ 10
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SCREEN_WIDTH equ 320
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SCREEN_HEIGHT equ 256
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SCREEN_WIDTH_BYTES equ (SCREEN_WIDTH/8)
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@ -2,6 +2,7 @@
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include "../include/vector.i"
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include "../include/beambits.i"
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include "../include/bplconbits.i"
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include "../include/blitter.i"
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include "hardware/dmabits.i"
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include "hardware/intbits.i"
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include "constants.i"
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@ -5,6 +5,7 @@
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xdef onscreen
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xdef offscreen
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xdef copperListBplPtr
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xdef Test
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byteMap:
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dc.l Entry
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@ -28,39 +29,51 @@ Entry:
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move.w #(DMAF_BLITTER|DMAF_SETCLR!DMAF_MASTER),DMACON(a6)
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move.l onscreen,a0
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move.l #4,d0 ; color#
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move.l #4,d0 ; color#
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move.w #SCREEN_HEIGHT,d1 ; height
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move.w #0,d2 ; ypos
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jsr BlitFillColor
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move.l offscreen,a0
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move.l #4,d0 ; color#
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move.l #4,d0 ; color#
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move.w #SCREEN_HEIGHT,d1 ; height
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move.w #0,d2 ; ypos
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jsr BlitFillColor
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jsr Init ; enable the playfield
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jsr Init ; enable the playfield
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MainLoop:
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jsr WaitVerticalBlank
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jsr InstallPalette
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.mainLoop:
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move.l offscreen,a0
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move.l #4,d0 ; color#
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move.w #25,d1
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move.l #4,d0 ; color#
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move.w #FONT_HEIGHT,d1 ; height
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move.l ypos,d2 ; ypos
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jsr BlitFillColor
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move.l ypos2,d2
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jsr BlitFillColor
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move.l direction,d0
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add.l d0,xpos
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move.l xpos,d0
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move.l #15,d1
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move.l ypos,d1 ; ypos
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move.l offscreen,a0
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lea text,a1
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jsr DrawText
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jsr DrawText8
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move.l ypos2,d1
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jsr DrawText8
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jsr WaitVerticalBlank
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jsr SwitchBuffers
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cmp.l #SCREEN_WIDTH-((endText-text)*FONT_WIDTH),xpos
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ble .notRightEdge
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move.l direction,d0
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muls.w #-1,d0
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move.l d0,direction
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bra .mainLoop
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bra .notLeftEdge
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.notRightEdge:
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cmp.l #0,xpos
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bne .notLeftEdge
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@ -68,7 +81,9 @@ Entry:
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muls.w #-1,d0
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move.l d0,direction
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.notLeftEdge:
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bra .mainLoop
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jsr GreyPalette
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bra MainLoop
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text:
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dc.b "My first text on an Amiga!"
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@ -77,9 +92,13 @@ endText:
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align 4
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xpos:
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dc.l 0
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ypos:
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dc.l 1
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ypos2:
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dc.l SCREEN_HEIGHT-FONT_HEIGHT-1
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direction:
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dc.l 2
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Level3InterruptHandler:
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movem.l d0-a6,-(sp)
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lea CUSTOM,a6
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@ -90,7 +109,6 @@ Level3InterruptHandler:
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.verticalBlank:
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move.w #INTF_VERTB,INTREQ(a6) ; clear interrupt bit
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.checkCopper:
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move.w INTREQR(a6),d0
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and.w #INTF_COPER,d0
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@ -117,18 +135,20 @@ copperListBplPtr:
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dc.w BPL5PTH,0
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dc.w BPL6PTL,0
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dc.w BPL6PTH,0
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dc.w $106,$c00 ;AGA sprites, palette and dual playfield reset
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dc.w $1FC,0 ;AGA sprites and burst reset
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dc.l $fffffffe
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dc.l $fffffffe
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InstallPalette:
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include "out/font-palette.s"
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rts
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GreyPalette:
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include "out/font-grey.s"
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rts
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onscreen:
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dc.l bitplanes1
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offscreen:
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dc.l bitplanes2
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section .bss
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bitplanes1:
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ds.b IMAGESIZE+(512)
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@ -21,7 +21,7 @@ WaitVerticalBlank:
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bne.b .loop
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.loop2 move.l $dff004,d0
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and.l #$1ff00,d0
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cmp.l #303<<8,d0 ; wait for the scal line to pass (A4000 is fast!)
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cmp.l #303<<8,d0 ; wait for the scan line to pass (A4000 is fast!)
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beq.b .loop2
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movem.l (sp)+,d0
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rts
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@ -0,0 +1,5 @@
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BLIT_DEST equ $100
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BLIT_SRCC equ $200
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BLIT_SRCB equ $400
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BLIT_SRCA equ $800
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BLIT_ASHIFTSHIFT equ 12 ;Bit index of ASH? bits
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