Let char_draw write with x and y pos
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4f585183ce
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1 changed files with 39 additions and 7 deletions
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@ -5,6 +5,8 @@
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;; And prints it ON X_pos, Y_pos
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;; And prints it ON X_pos, Y_pos
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;; Note that this is the real positions divided by 8
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;; Note that this is the real positions divided by 8
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.proc char_draw
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.proc char_draw
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Y_pos_offset = $F9F8 ;Reuses from Y_pos
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X_pos_offset = $FAF7
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X_pos = $FA
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X_pos = $FA
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Y_pos = $F9
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Y_pos = $F9
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charset = $FB
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charset = $FB
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@ -15,26 +17,58 @@
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;#### TEMP INIT DATA ####
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;#### TEMP INIT DATA ####
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LDA #$10
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LDA #$10
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STA code
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STA code
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LDA #$10
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LDA #04
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STA X_pos
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STA X_pos
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LDA #02
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STA Y_pos
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STA Y_pos
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;;Do arithimatic to know where to read and write bytes.
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initial:
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;We first need to clear some memory
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;We first need to clear some memory
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LDA #$00
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LDA #$00
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STA <petski_position
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STA <petski_position
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STA <Y_pos_offset
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STA <X_pos_offset
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;;We need the relative offset for bytes to read and write.
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;;We need the relative offset for bytes to read and write.
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;; This is code *10 because 8byte is one character
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;; This is code *8 because 8byte is one character
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;; *10 = 2*2*2 + 2
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;; *8 = 2*2*2
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ASL code ;Will never owerflow, therefore 8byte
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ASL code ;Will never owerflow, therefore 8byte
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Mult_16 >petski_position, <petski_position, !
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Mult_16 >petski_position, <petski_position
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Mult_16 >petski_position, <petski_position, !
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Mult_16 >petski_position, <petski_position
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;; Add starting position
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;; Add starting position
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Add_16 >petski_position, <petski_position, #<Character_generator_ROM , #>Character_generator_ROM, !
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Add_16 >petski_position, <petski_position, #<Character_generator_ROM , #>Character_generator_ROM, !
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;;Calculate screen_position to use
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;;Calculate screen_position to use
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Mov_16 >screen_position, <screen_position, #<VIC_bank, #>VIC_bank
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Mov_16 >screen_position, <screen_position, #<VIC_bank, #>VIC_bank
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;; Add the X_pos has a offset multiplier of *8 because 1 chunk = 8 addresses
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;; *8
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Mult_16 >X_pos_offset, <X_pos_offset
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Mult_16 >X_pos_offset, <X_pos_offset
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Mult_16 >X_pos_offset, <X_pos_offset
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;; Add
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Add_16 >screen_position, <screen_position, X_pos, #$00, !
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;; And Y_pos has a offset multiplier of "screen length" = 320 = (2*2 +1)*2^6
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;;Y_pos*2*2 +1 |Lets reuse X_pos for storage
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LDA Y_pos
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STA X_pos
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Mult_16 >Y_pos_offset, <Y_pos_offset
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Mult_16 >Y_pos_offset, <Y_pos_offset
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Add_16 >Y_pos_offset, <Y_pos_offset, X_pos, #$00, !
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;; *2^6
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Mult_16 >Y_pos_offset, <Y_pos_offset
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Mult_16 >Y_pos_offset, <Y_pos_offset
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Mult_16 >Y_pos_offset, <Y_pos_offset
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Mult_16 >Y_pos_offset, <Y_pos_offset
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Mult_16 >Y_pos_offset, <Y_pos_offset
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Mult_16 >Y_pos_offset, <Y_pos_offset
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;; Add
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Add_16 >screen_position, <screen_position, >Y_pos_offset, <Y_pos_offset, !
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initial_end:
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;; One character is 8 byte, move these bytes to screen
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;; One character is 8 byte, move these bytes to screen
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LDY #$07
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LDY #$07
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@loop:
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@loop:
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@ -42,9 +76,7 @@
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STA (>screen_position), Y
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STA (>screen_position), Y
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DEY
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DEY
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BNE @loop
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BNE @loop
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hihi:
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LDA (>petski_position), Y
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LDA (>petski_position), Y
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STA (>screen_position), Y
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STA (>screen_position), Y
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jmp hihi
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RTS
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RTS
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.endproc
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.endproc
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