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joystick button to continue
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@@ -66,7 +66,7 @@ DrawChar8:
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lsr.w #5,d5 ; char / 32 = fontmap line
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lsr.w #5,d5 ; char / 32 = fontmap line
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andi.w #$1f,d2 ; char index in line (char index - start of line index)
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andi.w #$1f,d2 ; char index in line (char index - start of line index)
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add.l #1,d5 ; while we have a weird font image, '!' starts on second line
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add.l #1,d5 ; while we have a weird font image, ' ' starts on second line
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move.l a5,a1 ; #font
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move.l a5,a1 ; #font
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if 1
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if 1
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+5
-2
@@ -77,8 +77,11 @@ SetupBoardLoop:
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.gotoGameLoop:
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.gotoGameLoop:
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add.l #1,d6
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add.l #1,d6
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jsr WaitVerticalBlank
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jsr WaitVerticalBlank
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cmp.l #FOREGROUND_PLAYAREA_WIDTH_WORDS+50,d6
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jsr ProcessJoystick
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bne .gotoGameLoop
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;; cmp.l #FOREGROUND_PLAYAREA_WIDTH_WORDS+50,d6
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;; bne .gotoGameLoop
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btst.b #0,joystick
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beq .gotoGameLoop
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move.w #0,moving
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move.w #0,moving
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move.l #FOREGROUND_SCROLL_PIXELS,foregroundScrollPixels
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move.l #FOREGROUND_SCROLL_PIXELS,foregroundScrollPixels
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move.w #$ffff,mpanelWaitLinePtr
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move.w #$ffff,mpanelWaitLinePtr
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+8
-11
@@ -7,32 +7,31 @@ SwitchBuffers:
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;; offscreen - bitplane address
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;; offscreen - bitplane address
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move.l foregroundScrollX,d0
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move.l foregroundScrollX,d0
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lsr.l #FOREGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
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lsr.w #FOREGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
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lsr.l #3,d0 ; bytes to scroll
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lsr.w #3,d0 ; bytes to scroll
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move.l foregroundOffscreen,a0
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move.l foregroundOffscreen,a0
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move.l foregroundOnscreen,foregroundOffscreen
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move.l foregroundOnscreen,foregroundOffscreen
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move.l a0,foregroundOnscreen
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move.l a0,foregroundOnscreen
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move.l a0,a1
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move.l a0,a1
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lea copperListBpl1Ptr,a0
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lea copperListBpl1Ptr,a0
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jsr PokeBitplanePointers
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bsr.s PokeBitplanePointers
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add.l #BITPLANE_WIDTH_BYTES*SCREEN_BIT_DEPTH*(96-1),d0
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add.l #BITPLANE_WIDTH_BYTES*SCREEN_BIT_DEPTH*(96-1),d0
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lea copperListBpl1Ptr2,a0
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lea copperListBpl1Ptr2,a0
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jsr PokeBitplanePointers
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bsr.s PokeBitplanePointers
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;; background is not double buffered
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;; background is not double buffered
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move.l backgroundScrollX,d0
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move.l backgroundScrollX,d0
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lsr.l #BACKGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
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lsr.w #BACKGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
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lsr.l #3,d0 ; bytes to scroll
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lsr.w #3,d0 ; bytes to scroll
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move.l backgroundOnscreen,a1
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move.l backgroundOnscreen,a1
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lea copperListBpl2Ptr,a0
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lea copperListBpl2Ptr,a0
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jsr PokeBitplanePointers
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bsr.s PokeBitplanePointers
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add.l #BITPLANE_WIDTH_BYTES*SCREEN_BIT_DEPTH*(96-48+16),d0
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add.l #BITPLANE_WIDTH_BYTES*SCREEN_BIT_DEPTH*(96-48+16),d0
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move.l backgroundOnscreen,a1
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lea copperListBpl2Ptr2,a0
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lea copperListBpl2Ptr2,a0
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jsr PokeBitplanePointers
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bsr.s PokeBitplanePointers
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rts
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rts
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@@ -40,7 +39,6 @@ PokeBitplanePointers:
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; d0 = frame offset in bytes
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; d0 = frame offset in bytes
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; a0 = BPLP copper list address
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; a0 = BPLP copper list address
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; a1 = bitplanes pointer
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; a1 = bitplanes pointer
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;; movem.l d0-a6,-(sp)
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movem.l d0/a1,-(sp)
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movem.l d0/a1,-(sp)
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add.l d0,a1 ; bitplane offset
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add.l d0,a1 ; bitplane offset
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moveq #SCREEN_BIT_DEPTH-1,d0
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moveq #SCREEN_BIT_DEPTH-1,d0
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@@ -53,7 +51,6 @@ PokeBitplanePointers:
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addq #8,a0
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addq #8,a0
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dbra d0,.bitplaneloop
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dbra d0,.bitplaneloop
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movem.l (sp)+,d0/a1
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movem.l (sp)+,d0/a1
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;; movem.l (sp)+,d0-a6
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rts
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rts
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