INTRO
;all code & gfx by henrik stolpe ;load bitmap in $58000 (3 bpl) ;load textbitmap into $98000 (1 bpl) ;featuring ;8 color logo ;4 channel sampled loop ;2 speed,2 direction,3 color sinus spritescroll ;shaded copperhorizon ;blitter scroll text ******************** Euqates ******************** aud0lch = $dff0a0 aud0len = $dff0a4 aud0per = $dff0a6 aud0vol = $dff0a8 aud1lch = $dff0b0 aud1len = $dff0b4 aud1per = $dff0b6 aud1vol = $dff0b8 aud2lch = $dff0c0 aud2len = $dff0c4 aud2per = $dff0c6 aud2vol = $dff0c8 aud3lch = $dff0d0 aud3len = $dff0d4 aud3per = $dff0d6 aud3vol = $dff0d8 ;******************init main************************** s: lea copper,a3 lea copper,a0 move.l a0,$dff080 ;copper to cop1lch move $dff088,d0 ;copjmp1 to d0 move #$83e0,$dff096 ;enable DMA ; move.w #$0020,$dff096 ;disable sprite move.w #$1500,$dff104 ;set video prio move #$800f,$dff096 ;turn on 4 channel sound ;****************call routines************************ ; bsr sound bsr makebar bsr getcol bsr setspritecol bsr getsprites bsr initscroll bsr flashinit ;********************************************************** ;******************vertical blanking interupt************** ;********************************************************** interupt: cmp.b #$00,$dff006 ;test beamposition bne wait and #1,$dff004 ;set LOF beq interupt ;test again ;************mainloop********** jsr movesprites jsr flash jsr ready wait: btst #6,$bfe001 bne interupt jsr slut rts ;********************************************** ;********************routines****************** ;********************************************** ;**************COLOR FLASH INIT********************* flashinit: lea flashdata,a4 lea flashcol,a6 moveq #84,d1 move.w d1,fd1 rts ;**************COLOR FLASH************************** flash: move.l fd1,d1 lea flashcol,a6 move.w #$0fe2,(a6)+ move.w #$fffe,(a6)+ move.w #$0182,(a6)+ move.w (a4)+,(a6) ; subq #1,d1 ; cmp.w #0,d1 beq resetcol rts resetcol: add #40,d1 lea flashdata,a4 rts fd1: dc.w 0 ;**************BLITTER SCROLL******************* ready: btst #14,$dff002 ;testa om blitterbusy bne ready ; move.l #$47000,$dff050 ;blitterpointer to sA move.l #$46ffe,$dff054 ;blitterpointer to dest D clr.l $dff064 ;rensa blittermodulo for move.l #$ffffffff,$dff044 ;wordmask for sA move #$e9f0,$dff040 ;enable blittercontrol bits move #$0716,$dff058 ;blit start/size,win h,b add #1,speeden cmp #8,speeden bne wait clr speeden clr.l d1 tagen: lea texten,a3 ;text i a0 add pos,a3 cmp.b #$ff,(a3) bne inte_reset clr pos bra tagen inte_reset: move.b (a3),d1 sub.b #32,d1 ;Textbredd (32) move d1,d6 divu #20,d1 ;Texthojd (20) mulu #920,d1 mulu #2,d6 add d6,d1 add.l #$98000,d1 ;bitmap i d0 add #1,pos move.l d1,a3 ;bitmap i a0 ready2: btst #14,$dff002 ;testa om blitter busy bne ready2 move.l a3,$dff050 ;a0 i blitterpointer sA move.l #$47030,$dff054 ;pointer to dest D move #38,$dff064 ;modulo for source A move #46,$dff066 ;modulo for dest D move.l #$ffffffff,$dff044 ;word mask for sA move #$09f0,$dff040 ;blitter control reg0 clr $dff042 ;clear controlreg 1 move #$0601,$dff058 ;blit start and size rts texten: dc.b "STATIC IN MOTION WITH HIS FIRST INTRO " dc.b $ff even speeden: dc.w 0 pos: dc.w 0 ;**********move sprites*************** movesprites: add.b d4,d2 ;to tha right sub.b d3,d5 ;to tha left ;*********move sprite layer0********** move.b d5,$79001 add #55,d5 move.b d5,$89001 sub #55,d5 add #120,d5 move.b d5,$90001 sub #120,d5 ;********move sprite layer1*********** move.b d2,$78001 add #50,d2 move.b d2,$91001 sub #50,d2 sub #50,d2 move.b d2,$92001 add #50,d2 ;*******apply sinus******************* sin: moveq #0,d1 moveq #0,d6 move done,d1 move dsix,d6 add #1,d6 jsr testit5 move d1,done move d6,dsix rts done: dc.w 0 dsix: dc.w 0 ;************get picture colors**************** getcol: ;load colors move #8,d3 lea colors,a3 lea $5f802,a2 ;farg avstand icop=4 add #2,a3 colorloop: move (a2),(a3) add #2,a2 add #4,a3 subq #1,d3 cmp #1,d3 bne colorloop rts ;*****************set sprite colors************ setspritecol: ;sp0/1 move #$0006,$dff1a2 move #$000a,$dff1a4 move #$000c,$dff1a6 ;sp2/3 move #$00a0,$dff1ac move #$0070,$dff1ae move #$0040,$dff1b0 ;sp4/5 move #$0e00,$dff1b2 move #$0900,$dff1b4 move #$0600,$dff1b6 rts ;******************get sprite data************** getsprites: ;set dummy sprites move.l #$00000000,$30000 ;setup sprite0 move.l #$78000,a1 lea sprite0,a2 jsr sploop ;setup sprite1 move.l #$90000,a1 lea sprite1,a2 jsr sploop ;setup sprite2 move.l #$79000,a1 lea sprite2,a2 jsr sploop ;setup sprite3 move.l #$91000,a1 lea sprite3,a2 jsr sploop ;setup sprite4 move.l #$89000,a1 lea sprite4,a2 jsr sploop ;setup sprite5 move.l #$92000,a1 lea sprite5,a2 jsr sploop rts sploop: move.w (a2)+,(a1)+ move.w (a2),(a1)+ lea spritedata,a2 sploopit: move.l (a2)+,(a1) cmp.l #$00000000,(a1)+ bne sploopit rts ;****************init sprite scroll************ initscroll: ;set sprite scroll speed move.b #4,d4 ;scroll speed/step move.b #2,d3 ;scroll speed/step2 ;sinus setup moveq #1,d7 ;direction indicator move #0,dsix ;amplitude move #1,done ;sinus inc move.b #$6a,d0 ;startpos rts ;************sprite sinus*************** chdir5: sub #40,d6 cmp #0,d7 beq down5 sub #2,d1 sub #1,d7 rts down5: add #2,d1 add #1,d7 testit5: cmp #40,d6 beq chdir5 add d1,d0 move.b d0,$92000 sub.b #$6a,d0 add.b #$40,d0 move.b d0,$79000 sub.b #$40,d0 add.b #$80,d0 move.b d0,$91000 sub.b #$80,d0 add.b #$6a,d0 rts ***************sampled sound player********* sound: ;set length of sound in bytes len = 6000 chanl0: move.l #48000,aud0lch move.w #[len/2],aud0len move.w #0358,aud0per move.w #0064,aud0vol chanl1: move.l #$48000,aud1lch move.w #[len/2],aud1len move.w #0358,aud1per move.w #0064,aud1vol chanl2: move.l #$48000,aud2lch move.w #[len/2],aud2len move.w #0358,aud2per move.w #0064,aud2vol chanl3: move.l #$48000,aud3lch move.w #[len/2],aud3len move.w #0358,aud3per move.w #0064,aud3vol rts ;***********make copper bar********** makebar: move.b #$1,d3 move.b #$b8,d1 ;vertical cunt(start position) move.w #$000f,d2 ;color moveq #1,d4 lea bar,a3 barlp: ;color line move.b d1,(a3)+ move.b #$0f,(a3)+ move.w #$fffe,(a3)+ move.w #$0180,(a3)+ move.w d2,(a3)+ add.b d3,d1 ;black line move.b d1,(a3)+ move.b #$0f,(a3)+ move.w #$fffe,(a3)+ move.w #$0180,(a3)+ move.w #$0000,(a3)+ add.b d3,d1 makeline: ;color line move.b d1,(a3)+ move.b #$0f,(a3)+ move.w #$fffe,(a3)+ move.w #$0180,(a3)+ move.w d2,(a3)+ add.b d3,d1 ;black line move.b d1,(a3)+ move.b #$0f,(a3)+ move.w #$fffe,(a3)+ move.w #$0180,(a3)+ move.w #$0000,(a3)+ add d3,d1 add #1,d4 sub.b d3,d2 cmp #14,d4 bne barlp rts ;**********end nicely***************** slut: move.l #$000f,$dff096 ;kill sound move.l 4,a6 ;avsluta bildhantering lea gfxname,a1 jsr -408(a6) move.l d0,a1 move.l 38(a1),$dff080 jsr -414(a6) rts gfxname: dc.b 'graphics.library',0 even ;***************************************************** ;*************************data************************ ;***************************************************** copper: dc.w $008e,$2c81,$0090,$29c1 ;set display window (start,stop) dc.w $0092,$0038,$0094,$00d0 ;set bitplane datafetch horis pos dc.w $0180,$0000 ;set bitplan con0,bakgrund svart dc.w $0100,$3200 ;set bitplan con0 ;i 0090 lbyte=hor,ubyte=vert ;**************sprite pointers******** ;sp0 dc.w $0120,$0007 dc.w $0122,$8000 ;sp1 dc.w $0124,$0009 dc.w $0126,$0000 ;sp3 dc.w $012c,$0009 dc.w $012e,$1000 ;sp2 dc.w $0128,$0007 dc.w $012a,$9000 ;sp4 dc.w $0130,$0008 dc.w $0132,$9000 ;sp5 dc.w $0134,$0009 dc.w $0136,$2000 ;dummy sprites dc.w $0138,$0003 dc.w $013a,$0000 dc.w $013c,$0003 dc.w $013e,$0000 ;************bitplane pointers******** bitplan: dc.w $00e0,$0005,$00e2,$8000 ;bpl1 pa $58000 dc.w $00e4,$0005,$00e6,$a800 ;bpl2 pa $58000+2800 dc.w $00e8,$0005,$00ea,$d000 ;bpl3 pa $58000+(2800)x2 ;************picture colors*********** colors: dc.w $0182,$0000,$0184,$0000,$0186,$0000 dc.w $0188,$0000,$018a,$0000,$018c,$0000 dc.w $018e,$0000,$0190,$0000 ;************copper bar*************** bar: blk.w 208,0 reload: dc.w $0fe2,$fffe,$0092,$0020 dc.w $0fe2,$fffe,$0094,$00d8 dc.w $0fe2,$fffe,$00e0,$0004 dc.w $0fe2,$fffe,$00e2,$7000 flashcol: blk.w 4,0 ;***************sprite data************* spritedata: dc.w $0990,$07e0 dc.w $13c8,$0ff0 dc.w $23c4,$1ff8 dc.w $13c8,$0ff0 dc.w $0990,$07e0 dc.w $0000,$0000 ;***********sprite position data******* sprite0: dc.w $6d60,$7200 blk.w 12,0 sprite1: dc.w $ad60,$ff00 blk.w 12,0 sprite2: dc.w $40ae,$ff00 blk.w 12,0 sprite3: dc.w $a0fe,$ff00 blk.w 12,0 sprite4: dc.w $5a5e,$fd00 blk.w 12,0 sprite5: dc.w $6afe,$f300 blk.w 12,0 flashdata: dc.w $0f00,$0e00,$0d00,$0c00 dc.w $0b00,$0a00,$0900,$0800 dc.w $0700,$0600,$0500,$0400 dc.w $0300,$0200,$0100,$0200 dc.w $0300,$0400,$0500,$0600 dc.w $0700,$0800,$0900,$0a00 dc.w $0b00,$0c00,$0d00,$0e00 dc.w $0f00,$0e00,$0d00,$0c00 dc.w $0b00,$0a00,$0900,$0800 dc.w $0700,$0600,$0500,$0400 dc.w $0300,$0200,$0100,$0200 dc.w $0300,$0400,$0500,$0600 dc.w $0700,$0800,$0900,$0a00 dc.w $0b00,$0c00,$0d00,$0e00 dc.w $0f00,$0e00,$0d00,$0c00 dc.w $0b00,$0a00,$0900,$0800 dc.w $0700,$0600,$0500,$0400 dc.w $0300,$0200,$0100,$0200 dc.w $0300,$0400,$0500,$0600 dc.w $0700,$0800,$0900,$0a00 dc.w $0b00,$0c00,$0d00,$0e00 dc.w $ffff,$fffe