mirror of
https://github.com/Pecusx/scorch_src.git
synced 2026-05-20 22:33:43 +02:00
multiple texts improved, tabs elliminated
This commit is contained in:
+175
-175
@@ -41,7 +41,7 @@ MakeUnPlot
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;---
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tay
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ldx WhichUnPlot
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tya
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tya
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sta oldply,x
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ldx ydraw
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@@ -194,43 +194,43 @@ ClearPlot
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;--------------------------------------------------
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mwa #0 xdraw
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mwa #mountaintable modify
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mva #1 color
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mva #1 color
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drawmountainsloop
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ldy #0
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lda (modify),y
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cmp #screenheight
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beq NoMountain
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cmp #screenheight
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beq NoMountain
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sta ydraw
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sty ydraw+1
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sty ydraw+1
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.IF FASTER_GRAF_PROCS = 1
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; there was Drawline proc
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; there was Drawline proc
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lda #screenheight
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sec
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sbc ydraw
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sta tempbyte01
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jsr plot.MakePlot
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; after plot we have: (xbyte),y - addres of screen byte; X - index in bittable (number of bit)
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; after plot we have: (xbyte),y - addres of screen byte; X - index in bittable (number of bit)
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; jmp IntoDraw ; jumps inside Draw routine
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; because one pixel is already plotted (and who cares? :) )
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@
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lda (xbyte),y
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and bittable2,x
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sta (xbyte),y
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lda (xbyte),y
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and bittable2,x
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sta (xbyte),y
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;IntoDraw
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adw xbyte #screenBytes
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dec tempbyte01
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bne @-
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; end of Drawline proc
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adw xbyte #screenBytes
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dec tempbyte01
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bne @-
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; end of Drawline proc
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.ELSE
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; there was Drawline proc
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; there was Drawline proc
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drawline
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jsr plot.MakePlot
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inc ydraw
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lda ydraw
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cmp #screenheight
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bne drawline
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; end of Drawline proc
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inc ydraw
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lda ydraw
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cmp #screenheight
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bne drawline
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; end of Drawline proc
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.ENDIF
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NoMountain
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inw modify
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@@ -261,7 +261,7 @@ NoMountain
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ldy #7
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CopyChar
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lda (fontind),y
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eor #$ff
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eor #$ff
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sta char1,y
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lda #$ff
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sta char2,y
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@@ -272,7 +272,7 @@ CopyChar
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ldy #7
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CopyMask
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lda (fontind),y
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eor #$ff
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eor #$ff
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sta mask1,y
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lda #$00
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sta mask2,y
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@@ -312,7 +312,7 @@ MakeMask00
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.endr
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sec
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.rept 8
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ror char1+# ; in second (and next) lines we have C=1 - one SEC enough
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ror char1+# ; in second (and next) lines we have C=1 - one SEC enough
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ror char2+#
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.endr
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dex
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@@ -331,12 +331,12 @@ EmptyChar
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ldx #0
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CharLoopi
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lda (xbyte),y
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ora mask1,x
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ora mask1,x
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and char1,x
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sta (xbyte),y
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iny
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lda (xbyte),y
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ora mask2,x
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ora mask2,x
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and char2,x
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sta (xbyte),y
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dey
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@@ -345,42 +345,42 @@ CharLoopi
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cpx #8
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bne CharLoopi
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.ELSE
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mvx #7 temp ; line counter (Y)
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mvx #7 temp ; line counter (Y)
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CharLoop1
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mva #7 temp+1 ; pixel counter (X)
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mva #7 temp+1 ; pixel counter (X)
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CharLoop2
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mva #0 color
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rol mask1,x
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bcc NoMaskNoPlot
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rol char1,x
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bcs NoPlot
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mva #0 color
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rol mask1,x
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bcc NoMaskNoPlot
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rol char1,x
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bcs NoPlot
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MakeCharPlot
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lda Erase
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bne ErasingChar
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inc color
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lda Erase
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bne ErasingChar
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inc color
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ErasingChar
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NoPlot
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jsr plot.MakePlot
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jsr plot.MakePlot
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AfterCharPlot
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inw xdraw
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ldx temp
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dec temp+1
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bpl CharLoop2
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sec
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sbw xdraw #8
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dec ydraw
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ldx temp
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dex
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stx temp
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bpl CharLoop1
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clc
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lda ydraw
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adc #8
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sta ydraw
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bne EndPutChar
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inw xdraw
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ldx temp
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dec temp+1
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bpl CharLoop2
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sec
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sbw xdraw #8
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dec ydraw
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ldx temp
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dex
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stx temp
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bpl CharLoop1
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clc
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lda ydraw
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adc #8
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sta ydraw
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bne EndPutChar
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NoMaskNoPlot
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rol char1,x
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jmp AfterCharPlot
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rol char1,x
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jmp AfterCharPlot
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.ENDIF
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EndPutChar
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rts
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@@ -397,16 +397,16 @@ EndPutChar
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;--------------------------------------------------
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cpw dy #(screenheight-1)
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jcs TypeChar.EndPutChar ;nearest RTS
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cpw dy #(4)
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jcc TypeChar.EndPutChar ;nearest RTS
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cpw dy #(4)
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jcc TypeChar.EndPutChar ;nearest RTS
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cpw dx #(screenwidth-4)
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jcs TypeChar.EndPutChar ;nearest RTS
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; checks ommited.
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; checks ommited.
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; char to the table
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lda CharCode4x4
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and #%00000001
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beq Upper4bits
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lda #$ff ; better option to check (nibbler4x4 = $00 or $ff)
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beq Upper4bits
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lda #$ff ; better option to check (nibbler4x4 = $00 or $ff)
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Upper4bits
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sta nibbler4x4
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lda CharCode4x4
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@@ -414,28 +414,28 @@ Upper4bits
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sta fontind
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lda #$00
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sta fontind+1
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adw fontind #font4x4
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; and 4 bytes to the table
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ldy #0
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ldy #0
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ldx #3
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CopyChar
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lda (fontind),y ; Y must be 0 !!!!
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bit nibbler4x4
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bpl GetUpper4bits
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:4 rol
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lda (fontind),y ; Y must be 0 !!!!
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bit nibbler4x4
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bpl GetUpper4bits
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:4 rol
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GetUpper4bits
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ora #$0f
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ora #$0f
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sta char1,x
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lda #$ff
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sta char2,x
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; and 4 bytes as a mask
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lda #$f0
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lda #$f0
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sta mask1,x
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lda #$00
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sta mask2,x
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adw fontind #32 ; next byte of 4x4 font
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adw fontind #32 ; next byte of 4x4 font
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dex
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bpl CopyChar
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@@ -451,7 +451,7 @@ GetUpper4bits
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; rorw xbyte
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; rorw xbyte
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;---
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ldy xbyte ; horizontal byte offet stored in Y
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ldy xbyte ; horizontal byte offet stored in Y
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lda dy ; y = y - 3 because left lower.
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sec
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sbc #3
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@@ -471,75 +471,75 @@ MakeMask01
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.endr
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sec
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.rept 4
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ror char1+# ; in second (and next) lines we have C=1 - one SEC enough
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ror char1+# ; in second (and next) lines we have C=1 - one SEC enough
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ror char2+#
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.endr
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dex
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bne MakeMask01
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MaskOK01
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ldx #0
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ldx #0
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CharLoopi4x4
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lda (xbyte),y
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ora mask1,x
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bit plot4x4color
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bpl PutInColor0_1 ; only mask - no char
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ora mask1,x
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bit plot4x4color
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bpl PutInColor0_1 ; only mask - no char
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and char1,x
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PutInColor0_1
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sta (xbyte),y
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iny
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lda (xbyte),y
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ora mask2,x
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bit plot4x4color
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bpl PutInColor0_2 ; only mask - no char
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ora mask2,x
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bit plot4x4color
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bpl PutInColor0_2 ; only mask - no char
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and char2,x
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PutInColor0_2
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sta (xbyte),y
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dey
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adw xbyte #screenBytes
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inx
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cpx #4
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cpx #4
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bne CharLoopi4x4
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.ELSE
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mwa xdraw char2
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mwa ydraw mask2
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mva color mask2+2
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mwa dx xdraw
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mwa dy ydraw
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mvx #3 temp ; line counter (Y)
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mwa xdraw char2
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mwa ydraw mask2
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mva color mask2+2
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mwa dx xdraw
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mwa dy ydraw
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mvx #3 temp ; line counter (Y)
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CharLoop1
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mva #3 temp+1 ; pixel counter (X)
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mva #3 temp+1 ; pixel counter (X)
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CharLoop2
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mva #0 color
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rol mask1,x
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bcc NoMaskNoPlot
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rol char1,x
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bcs NoPlot
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mva #0 color
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rol mask1,x
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bcc NoMaskNoPlot
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rol char1,x
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bcs NoPlot
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MakeCharPlot
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lda plot4x4color
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beq ErasingChar
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inc color
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lda plot4x4color
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beq ErasingChar
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inc color
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ErasingChar
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NoPlot
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jsr plot.MakePlot
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jsr plot.MakePlot
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AfterCharPlot
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inw xdraw
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ldx temp
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dec temp+1
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bpl CharLoop2
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sec
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sbw xdraw #4
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dec ydraw
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ldx temp
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dex
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stx temp
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bpl CharLoop1
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mwa char2 xdraw
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mwa mask2 ydraw
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mva mask2+2 color
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bpl EndPut4x4
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inw xdraw
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ldx temp
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dec temp+1
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bpl CharLoop2
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sec
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sbw xdraw #4
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dec ydraw
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ldx temp
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dex
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stx temp
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bpl CharLoop1
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mwa char2 xdraw
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mwa mask2 ydraw
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mva mask2+2 color
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bpl EndPut4x4
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NoMaskNoPlot
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rol char1,x
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jmp AfterCharPlot
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rol char1,x
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jmp AfterCharPlot
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.ENDIF
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EndPut4x4
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rts
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@@ -573,7 +573,7 @@ EndPut4x4
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iny
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cpy #screenheight+1
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bne @-
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rts
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rts
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.endp
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;--------------------------------------------------
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.proc SetMainScreen
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@@ -584,7 +584,7 @@ EndPut4x4
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; and #$fc
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; ora #$02 ; 2=normal, 3 = wide screen width
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sta dmactls
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mva WallsType COLBAKS ; set color of background
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mva WallsType COLBAKS ; set color of background
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jsr WaitOneFrame
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rts
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.endp
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@@ -601,79 +601,79 @@ EndPut4x4
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; -------------------------------------------------
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mva #sfx_sandhog sfx_effect
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.IF FASTER_GRAF_PROCS = 1
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ldy #0 ; byte counter (from 0 to 39)
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ldy #0 ; byte counter (from 0 to 39)
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NextColumn
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; big loop - we repat internal loops for each column of bytes
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sty magic
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ldx #120 ; line counter (from 0 to 60 )
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; first loop - inverse column of bytes for a while
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ldy magic
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; big loop - we repat internal loops for each column of bytes
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sty magic
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ldx #120 ; line counter (from 0 to 60 )
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; first loop - inverse column of bytes for a while
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ldy magic
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NextLine1
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jsr InverseScreenByte
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dex
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dex
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bpl NextLine1
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;
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jsr WaitOneFrame ; wait uses A only
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; second loop - inverse again and put random "snow" to column of bytes
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ldx #120
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ldy magic
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mva #$55 magic+1
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jsr InverseScreenByte
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dex
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dex
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bpl NextLine1
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;
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jsr WaitOneFrame ; wait uses A only
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; second loop - inverse again and put random "snow" to column of bytes
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ldx #120
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ldy magic
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mva #$55 magic+1
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NextLine2
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jsr InverseScreenByte
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lda random
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ora magic+1
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and (temp),y
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sta (temp),y
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lda magic+1
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eor #$ff
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sta magic+1
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dex
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dex
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bpl NextLine2
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; and go to next column
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iny
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cpy #40
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bne NextColumn
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jsr InverseScreenByte
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lda random
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ora magic+1
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and (temp),y
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sta (temp),y
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lda magic+1
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eor #$ff
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sta magic+1
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dex
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dex
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bpl NextLine2
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; and go to next column
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iny
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cpy #40
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bne NextColumn
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.ELSE
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mva #1 color
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mwa #120 ydraw
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mva #1 color
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mwa #120 ydraw
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NextLineSlow
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lda #0
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sta xdraw
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sta xdraw+1
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lda #0
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sta xdraw
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sta xdraw+1
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NextPixelSlow
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bit random
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bpl NoPlot
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bvc NoPlot
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jsr plot.MakePlot
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bit random
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bpl NoPlot
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bvc NoPlot
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jsr plot.MakePlot
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NoPlot
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inw xdraw
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cpw xdraw #screenwidth
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bne NextPixelSlow
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dec ydraw
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dec ydraw
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bpl NextLineSlow
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inw xdraw
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cpw xdraw #screenwidth
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bne NextPixelSlow
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dec ydraw
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dec ydraw
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bpl NextLineSlow
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.ENDIF
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; and we have "snow" :)
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lda #0
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ldx TankNr
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sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter
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jsr SetFullScreenSoilRange
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; and we have "snow" :)
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lda #0
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ldx TankNr
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sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter
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jsr SetFullScreenSoilRange
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jsr SoilDown2.NoClearTanks
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rts
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rts
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; in order to optimize the fragment repeated in both internal loops
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; we save 15 bytes :)
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; in order to optimize the fragment repeated in both internal loops
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; we save 15 bytes :)
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InverseScreenByte
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lda LineTableL,x
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sta temp
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lda LineTableH,x
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sta temp+1
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lda (temp),y
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eor #$ff
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sta (temp),y
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rts
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lda LineTableL,x
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sta temp
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lda LineTableH,x
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sta temp+1
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lda (temp),y
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eor #$ff
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sta (temp),y
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rts
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.endp
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.ENDIF
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Block a user