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2018_data.asm
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*=$d00
;=============================================================================
;Standard sine table - I had to limit the peak of this due to screen size
;=============================================================================
sintab
.byte $01, $01, $01, $01, $02, $02, $03, $04, $05, $05, $06, $07, $07, $08, $08, $08
.byte $08, $08, $08, $08, $07, $07, $06, $05, $04, $04, $03, $02, $02, $01, $01, $01
;=============================================================================
;FLD Data
; fld size fields are the current height of the given FLD
; fld tick fields are standard tickers (dec to 0, do thing, reset)
; fld idx fields are the indices into the sine tab for each fld
;=============================================================================
fld_1_size
.byte $04
fld_2_size
.byte $04
fld_3_size
.byte $04
fldtick_1
.byte $04
fldtick_2
.byte $04
fldtick_3
.byte $04
fldidx_1
.byte $00
fldidx_2
.byte $04
fldidx_3
.byte $08
;=============================================================================
;Bling sprite registers
; My stock bling engine supports 4 sprites, so there's some extra data here
; blinganimtick is the ticker for each bling sprite
; blinganimframe is a pointer to the current animation frame (in table) index
; for each sprite
; shadow regs are used so we can add based on the FLD bounce
; posidx table is so each sprite can be in a different index into the bling data
; delay is how long after a given bling to wait to do another
;=============================================================================
blinganimtick
.byte $04,$ff,$ff,$ff
;each sprite's own frame
blinganimframe
.byte $00,$00,$00,$00
blinganimframes
.byte $39,$3c,$3d,$3f,$3e,$3f,$3d,$3c,$39
;sprite shadow regs
shadow_x .byte $00,$ff,$ff,$ff
shadow_y .byte $00,$ff,$ff,$ff
shadow_msb .byte $00,$ff,$ff,$ff
blingposidx ;where each sprite is in the pos table
.byte $00,$ff,$ff,$ff
;the x/y pos of each bling animation - base is 50y,20x
blingposx
.byte 144, 33, 60, 106, (276+20)-255, 214, 78, 186, $ff
blingmsbx
.byte 0, 1, 0, 0, 1, 0, 0, 0, $ff
blingposy
.byte 64, 78, 67, 140, 26, 62, 112, 132, $ff
;the delay after each bling
blingdelay
.byte $14, $2a, $20, $19, $40,$2f,$0e, $33, $ff
;=============================================================================
;Setmsb and clrmsb tables are the msb and/or values for each sprite
;=============================================================================
setmsbtab
.byte $04,$08,$10,$20
clrmsbtab
.byte $fc,$f7,$ef,$cf
;=============================================================================
;These regs control the fader/wipe bar
; ticker is a ticker
; clridx is which column on screen we're clearing
; charstep is used to step the clearing to the back of the sprite's data
; fader_ptr is used to keep track of what we're displaying after the wipe
;=============================================================================
activewipe_tick
.byte $ff
activewipe_clridx
.byte $27
activewipe_charstep
.byte $fd
fader_ptr
.byte <FADERBAR, >FADERBAR
;=============================================================================
;music ticker when in NTSC mode
;=============================================================================
musictick
.byte $05
;=============================================================================
;Color pulse data for pulse bar
;=============================================================================
colortable
.byte $0b,$0b,$06,$04,$0e,$03,$0d,$07,$01
.byte $01,$01,$07,$0d,$03,$0e,$04,$06,$0b
colortick .byte $04
coloridx .byte $00
scrolltick .byte $04
scrollflip .byte $00
*=$e40 ;blank sprite
.repeat $40,0
*=$e80 ;wipe/fader-bar sprite and scroller endsprites
.binary "masksprites.bin"
*=$f00 ;bling animation
.binary "blingsprites.bin"
*=$1000 ;the music
.binary "feedsixchickens.bin"
LOGOSCN ;screen data for logo ($0400-)
.binary "logo_scndata.bin"
LOGOCOL ;color data for logo ($d800-)
.binary "logo_colors.bin"
*=$2000 ;bitplane data for logo
.binary "2018.map"
*=$32c0
SCROLLTEXT
.screen " well here it is 2019, and i'm just wrapping up this entry for "
.screen "the csdb intro competition 2018... guess this is as good a time "
.screen "as any to get some basic information out of the way. dloc has "
.screen "become somewhat of a one-man show over the past few years, time "
.screen "has a way of moving on and people get into new things. "
.screen "fortunately, there are great tools "
.screen "available to lighten the workload. the logo above, for instance, was "
.screen "created with multipaint 2018. the music "
.screen "you're hearing is a cover of hellrazor's 'feed your chicken'"
.screen ", produced with goattracker. the 2x2 font "
.screen "was created with cuneiform, which fortunately runs under wine on linux. "
.screen "if you're interested in the history of the ntsc side of the scene and would "
.screen "like to watch some video caps of demos from there, check out "
.screen "http://commodoresixtyfour.com. to contact dloc, email me at sixofdloc@gmail.com "
.screen " greets to "
.screen "all of our friends in the pal and ntsc scenes. thank you all for 33 years of "
.screen "good times and friendship, it's been a blast! "
.screen " six/dloc out "
.byte $ff
*=$3800 ; the 2x2 font for the scroller and faderbar
.binary "2x2font.bin"
*=$1e31
FADERBAR ;01234567890123456789
.screen "dark lords of chaos "
.screen " presents our entry "
.screen " for the 2018 "
.screen " csdb intro compo "
.screen "code/music/graphics "
.screen " by six/dloc "
.screen " "
.screen " greets to: "
.screen "macbeth, dw, dokken "
.screen " burning horizon "
.screen " the diskmaster "
.screen " magervalp, k3ys "
.screen " elwix, wrong way "
.screen "the phantom, jbevren"
.screen "moloch, mermaid, jp "
.screen "pro-hack, hellraiser"
.screen " the ranger, freeze "
.screen "merlyn, dragos, v12 "
.screen " hellion, demonger "
.screen "nafcom and swo crew "
.screen " "
.byte $ff,$ff,$ff,$ff