include "includes.i" xdef ShowSplash xdef splash SPLASH_COLOR_DEPTH equ 5 SPLASH_SCREEN_WIDTH_BYTES equ 40 ShowSplash: lea CUSTOM,a6 ;; 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) move.w #(SPLASH_COLOR_DEPTH<<12)|$200,BPLCON0(a6) move.w #SPLASH_SCREEN_WIDTH_BYTES*SPLASH_COLOR_DEPTH-SPLASH_SCREEN_WIDTH_BYTES,BPL1MOD(a6) move.w #SPLASH_SCREEN_WIDTH_BYTES*SPLASH_COLOR_DEPTH-SPLASH_SCREEN_WIDTH_BYTES,BPL2MOD(a6) ;; poke bitplane pointers lea splash(pc),a1 lea splashCopperListBplPtr(pc),a2 moveq #SPLASH_COLOR_DEPTH-1,d0 .bitplaneloop: move.l a1,d1 move.w d1,2(a2) swap d1 move.w d1,6(a2) lea SPLASH_SCREEN_WIDTH_BYTES(a1),a1 ; bit plane data is interleaved addq #8,a2 dbra d0,.bitplaneloop ;; install copper list, then enable dma lea splashCopperList(pc),a0 move.l a0,COP1LC(a6) jsr WaitVerticalBlank ;; set up default palette include "out/splash-palette.s" lea COLOR31(a6),a0 move.w #$f00,(a0) jsr WaitVerticalBlank move.w #(DMAF_BLITTER|DMAF_SETCLR!DMAF_COPPER!DMAF_RASTER!DMAF_MASTER),DMACON(a6) move.w #(INTF_SETCLR|INTF_VERTB|INTF_INTEN),INTENA(a6) .wait: jsr WaitVerticalBlank jsr WaitForJoystick rts splashCopperList: splashCopperListBplPtr: dc.w BPL1PTL,0 dc.w BPL1PTH,0 dc.w BPL2PTL,0 dc.w BPL2PTH,0 dc.w BPL3PTL,0 dc.w BPL3PTH,0 dc.w BPL4PTL,0 dc.w BPL4PTH,0 dc.w BPL5PTL,0 dc.w BPL5PTH,0 dc.w BPL6PTL,0 dc.w BPL6PTH,0 dc.l $fffffffe splash: incbin "out/splash.bin"