include "../include/bplconbits.i" ;; custom chip base globally in a6 init: movem.l d0-a6,-(sp) move #$7ff,DMACON(a6) ; disable all dma move #$7fff,INTENA(a6) ; disable all interrupts ;; set up default palette bsr installColorPalette ;; poke playfield 1 bitplane pointers lea pf1_bitplanepointers(pc),a0 lea pf1_bitplanes(pc),a1 bsr pokeBitplanePointers ;; poke playfield 2 bitplane pointers lea pf2_bitplanepointers(pc),a0 lea pf2_bitplanes(pc),a1 bsr pokeBitplanePointers ;; set up playfield move.w #(RASTER_Y_START<<8)|RASTER_X_START,DIWSTRT(a6) move.w #((RASTER_Y_STOP-256)<<8)|(RASTER_X_STOP-256),DIWSTOP(a6) move.w #(RASTER_X_START/2-SCREEN_RES),DDFSTRT(a6) move.w #(RASTER_X_START/2-SCREEN_RES)+(8*((SCREEN_WIDTH/16)-1)),DDFSTOP(a6) ;; enabled 2x the bitplanes as 2x playfields move.w #((SCREEN_BIT_DEPTH*2)<<12)|COLOR_ON|DBLPF,BPLCON0(a6) ;; set playfield2 to have priority move.w #PF2PRI,BPLCON2(a6) move.w #SCREEN_WIDTH_BYTES*SCREEN_BIT_DEPTH-SCREEN_WIDTH_BYTES,BPL1MOD(a6) move.w #SCREEN_WIDTH_BYTES*SCREEN_BIT_DEPTH-SCREEN_WIDTH_BYTES,BPL2MOD(a6) ;; install copper list, then enable dma and selected interrupts lea copper(pc),a0 move.l a0,COP1LC(a6) move.w COPJMP1(a6),d0 move.w #(DMAF_BLITTER|DMAF_SETCLR!DMAF_COPPER!DMAF_RASTER!DMAF_MASTER),DMACON(a6) ;; move.w #(INTF_SETCLR|INTF_VERTB|INTF_INTEN),INTENA(a6) movem.l (sp)+,d0-a6 rts