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Vertical scroll example
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19
018.vert_scroll/Makefile
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19
018.vert_scroll/Makefile
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MODULE=vert_scroll.s
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FLOPPY=bin/vert_scroll.adf
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IMAGEDATA=out/image-palette.s out/image-ham.bin
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IMAGEFILE=../assets/gigi_full.png
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SIZED_IMAGEFILE=out/image.png
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EXTRA=$(IMAGEDATA) init.s utils.s constants.i Makefile
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BASE_ADDRESS=10000
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DITHER=--dither
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include ../shared/base.mk
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$(SIZED_IMAGEFILE): $(IMAGEFILE) $(RESIZE) Makefile
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$(RESIZE) --width=320 --height=512 --blur=0.75 --input=$(IMAGEFILE) --output=$(SIZED_IMAGEFILE)
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$(IMAGEDATA): $(IMAGECON) $(SIZED_IMAGEFILE) Makefile
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$(IMAGECON) --input $(SIZED_IMAGEFILE) --output out/image --colors 32 --output-bitplanes --output-palette-asm $(USE_PALETTE) --output-palette $(DITHER) --quantize
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14
018.vert_scroll/README.md
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14
018.vert_scroll/README.md
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vertically scrolling the playfield
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==================================
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Vertically scrolling the playfield is the easiest thing to do on the amiga ;-)
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Just offset the bitplane pointer addresses by the number of lines you want to scroll, and make sure you have enough bitplane data.
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Set the scroll speed by changing ```SCROLL_SPEED``` in [constants.i](constants.i)
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try it
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------
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* [Download disk image](bin/vert_scroll.adf?raw=true)
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* <a href="http://alpine9000.github.io/ScriptedAmigaEmulator/#amiga_examples/vert_scroll.adf" target="_blank">Run in SAE</a>
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BIN
018.vert_scroll/bin/vert_scroll.adf
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BIN
018.vert_scroll/bin/vert_scroll.adf
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Binary file not shown.
12
018.vert_scroll/constants.i
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12
018.vert_scroll/constants.i
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SCROLL_SPEED equ 5
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VPOSRLOFBIT equ 15
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LVL3_INT_VECTOR equ $6c
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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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SCREEN_BIT_DEPTH equ 5
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SCREEN_RES equ 8 ; 8=lo resolution, 4=hi resolution
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RASTER_X_START equ $81 ; hard coded coordinates from hardware manual
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RASTER_Y_START equ $2c
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RASTER_X_STOP equ RASTER_X_START+SCREEN_WIDTH
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RASTER_Y_STOP equ RASTER_Y_START+256
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33
018.vert_scroll/init.s
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33
018.vert_scroll/init.s
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include "../include/bplconbits.i"
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;; custom chip base globally in a6
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init:
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movem.l d0-a6,-(sp)
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move #$7ff,DMACON(a6) ; disable all dma
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move #$7fff,INTENA(a6) ; disable all interrupts
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;; set up default palette
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bsr.s installColorPalette
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moveq.l #0,d0
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lea copper(pc),a0
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bsr.s pokeBitplanePointers
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;; set up playfield
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move.w #(RASTER_Y_START<<8)|RASTER_X_START,DIWSTRT(a6)
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move.w #((RASTER_Y_STOP-256)<<8)|(RASTER_X_STOP-256),DIWSTOP(a6)
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move.w #(RASTER_X_START/2-SCREEN_RES),DDFSTRT(a6)
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move.w #(RASTER_X_START/2-SCREEN_RES)+(8*((SCREEN_WIDTH/16)-1)),DDFSTOP(a6)
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move.w #(SCREEN_BIT_DEPTH<<12)|COLOR_ON,BPLCON0(a6)
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move.w #SCREEN_WIDTH_BYTES*SCREEN_BIT_DEPTH-SCREEN_WIDTH_BYTES,BPL1MOD(a6)
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move.w #SCREEN_WIDTH_BYTES*SCREEN_BIT_DEPTH-SCREEN_WIDTH_BYTES,BPL2MOD(a6)
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;; install copper list, then enable dma and selected interrupts
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lea copper(pc),a0
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move.l a0,COP1LC(a6)
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move.w COPJMP1(a6),d0
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move.w #(DMAF_BLITTER|DMAF_SETCLR!DMAF_COPPER!DMAF_RASTER!DMAF_MASTER),DMACON(a6)
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;; move.w #(INTF_SETCLR|INTF_VERTB|INTF_INTEN),INTENA(a6)
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movem.l (sp)+,d0-a6
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rts
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23
018.vert_scroll/utils.s
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018.vert_scroll/utils.s
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waitVerticalBlank:
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movem.l d0-a6,-(sp)
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.loop move.l $dff004,d0
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and.l #$1ff00,d0
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cmp.l #303<<8,d0
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bne.b .loop
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movem.l (sp)+,d0-a6
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rts
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waitRaster: ;wait for rasterline d0.w. Modifies d0-d2/a0.
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movem.l d0-a6,-(sp)
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move.l #$1ff00,d2
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lsl.l #8,d0
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and.l d2,d0
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lea $dff004,a0
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.wr: move.l (a0),d1
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and.l d2,d1
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cmp.l d1,d0
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bne.s .wr
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movem.l (sp)+,d0-a6
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rts
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92
018.vert_scroll/vert_scroll.s
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018.vert_scroll/vert_scroll.s
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include "../include/registers.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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entry:
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lea CUSTOM,a6
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bsr init
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.mainLoop:
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bsr waitVerticalBlank
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bsr scrollPlayfield
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bra .mainLoop
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scrollPlayfield:
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movem.l d0-a6,-(sp)
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move.l vpos,d0
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lea copper(pc),a0
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bsr pokeBitplanePointers
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cmp.l #1,directionUp
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beq .up
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add.l #SCROLL_SPEED*SCREEN_WIDTH_BYTES*SCREEN_BIT_DEPTH,vpos
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cmp.l #SCREEN_WIDTH_BYTES*SCREEN_BIT_DEPTH*256,vpos
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bge .switchToUp
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bra .done
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.switchToUp:
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move.l #1,directionUp
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move.l #SCREEN_WIDTH_BYTES*SCREEN_BIT_DEPTH*256,vpos
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bra .done
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.up:
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sub.l #SCROLL_SPEED*SCREEN_WIDTH_BYTES*SCREEN_BIT_DEPTH,vpos
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cmp.l #0,vpos
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ble .switchToDown
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bra .done
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.switchToDown:
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move.l #0,directionUp
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move.l #0,vpos
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bra .done
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.done:
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movem.l (sp)+,d0-a6
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rts
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include "init.s"
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include "utils.s"
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pokeBitplanePointers:
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;; d0 = scroll offset
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;; a0 = BPLP copper list address
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movem.l d0-a6,-(sp)
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lea bitplanes(pc),a1
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add.l d0, a1
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moveq #SCREEN_BIT_DEPTH-1,d0
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.bitplaneloop:
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move.l a1,d1
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move.w d1,2(a0)
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swap d1
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move.w d1,6(a0)
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lea SCREEN_WIDTH_BYTES(a1),a1
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addq #8,a0
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dbra d0,.bitplaneloop
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movem.l (sp)+,d0-a6
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rts
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installColorPalette:
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include "out/image-palette.s"
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rts
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vpos:
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dc.l 0
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directionUp:
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dc.l 0
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copper:
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;; bitplane pointers must be first else poking addresses will be incorrect
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dc.w BPL1PTL,0
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dc.w BPL1PTH,0
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dc.w BPL2PTL,0
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dc.w BPL2PTH,0
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dc.w BPL3PTL,0
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dc.w BPL3PTH,0
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dc.w BPL4PTL,0
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dc.w BPL4PTH,0
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dc.w BPL5PTL,0
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dc.w BPL5PTH,0
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dc.l $fffffffe
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bitplanes:
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incbin "out/image.bin"
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