include ../include/registers.i include hardware/dmabits.i include hardware/intbits.i LVL3_INT_VECTOR equ $6c entry: lea level3InterruptHandler(pc),a3 move.l a3,LVL3_INT_VECTOR ;; ;; sprite_display.asm ;; ;; This example displays the spaceship sprite at location V = 65, ;; H = 128. Remember to include the file hw_examples.i. ;; ;; First, we set up a single bitplane. ;; LEA CUSTOM,a0 ;Point a0 at custom chips MOVE.W #$1200,BPLCON0(a0) ;1 bitplane color is on MOVE.W #$0000,BPL1MOD(a0) ;Modulo = 0 MOVE.W #$0000,BPLCON1(a0) ;Horizontal scroll value = 0 MOVE.W #$0024,BPLCON2(a0) ;Sprites have priority over playfields MOVE.W #$0038,DDFSTRT(a0) ;Set data-fetch start MOVE.W #$00D0,DDFSTOP(a0) ;Set data-fetch stop ;; Display window definitions. MOVE.W #$2C81,DIWSTRT(a0) ;Set display window start ;; Vertical start in high byte. ;; Horizontal start * 2 in low byte. MOVE.W #$F4C1,DIWSTOP(a0) ;Set display window stop ;; Vertical stop in high byte. ;; Horizontal stop * 2 in low byte. ;; ;; Set up color registers. ;; MOVE.W #$0008,COLOR00(a0) ;Background color = dark blue MOVE.W #$0000,COLOR01(a0) ;Foreground color = black MOVE.W #$0FF0,COLOR17(a0) ;Color 17 = yellow MOVE.W #$00FF,COLOR18(a0) ;Color 18 = cyan MOVE.W #$0F0F,COLOR19(a0) ;Color 19 = magenta ;; ;; Move Copper list to $20000. ;; MOVE.L #$20000,a1 ;Point A1 at Copper list destination LEA COPPERL(pc),a2 ;Point A2 at Copper list source CLOOP: MOVE.L (a2),(a1)+ ;Move a long word CMP.L #$FFFFFFFE,(a2)+ ;Check for end of list BNE CLOOP ;Loop until entire list is moved ;; ;; Move sprite to $25000. ;; MOVE.L #$25000,a1 ;Point A1 at sprite destination LEA SPRITE(pc),a2 ;Point A2 at sprite source SPRLOOP: MOVE.L (a2),(a1)+ ;Move a long word CMP.L #$00000000,(a2)+ ;Check for end of sprite BNE SPRLOOP ;Loop until entire sprite is moved ;; ;; Now we write a dummy sprite to $30000, since all eight sprites are activated ;; at the same time and we're only going to use one. The remaining sprites ;; will point to this dummy sprite data. ;; MOVE.L #$00000000,$30000 ;Write it ;; ;; Point Copper at Copper list. ;; MOVE.L #$20000,COP1LC(a0) ;; ;; Fill bitplane with $FFFFFFFF. ;; MOVE.L #$21000,a1 ;Point A1 at bitplane MOVE.W #1999,d0 ;2000-1(for dbf) long words = 8000 bytes FLOOP MOVE.L #$FFFFFFFF,(a1)+ ;Move a long word of $FFFFFFFF DBF d0,FLOOP ;Decrement, repeat until false. ;; ;; Start DMA. ;; MOVE.W d0,COPJMP1(a0) ;Force load into Copper ;; program counter MOVE.W #$83A0,DMACON(a0) ;Bitplane, Copper, and sprite DMA .mainLoop: bra.s .mainLoop level3InterruptHandler: movem.l d0-a6,-(sp) .checkVerticalBlank: lea CUSTOM,a5 move.w INTREQR(a5),d0 and.w #INTF_VERTB,d0 beq.s .checkCopper .verticalBlank: move.w #INTF_VERTB,INTREQ(a5) ; Clear interrupt bit .checkCopper: lea CUSTOM,a5 move.w INTREQR(a5),d0 and.w #INTF_COPER,d0 beq.s .interruptComplete .copperInterrupt: move.w #INTF_COPER,INTREQ(a5) ; Clear interrupt bit .interruptComplete: movem.l (sp)+,d0-a6 rte ;; ;; This is a Copper list for one bitplane, and 8 sprites. ;; The bitplane lives at $21000. ;; Sprite 0 lives at $25000; all others live at $30000 (the dummy sprite). ;; COPPERL: DC.W BPL1PTH,$0002 ;Bitplane 1 pointer = $21000 DC.W BPL1PTL,$1000 DC.W SPR0PTH,$0002 ;Sprite 0 pointer = $25000 DC.W SPR0PTL,$5000 DC.W SPR1PTH,$0003 ;Sprite 1 pointer = $30000 DC.W SPR1PTL,$0000 DC.W SPR2PTH,$0003 ;Sprite 2 pointer = $30000 DC.W SPR2PTL,$0000 DC.W SPR3PTH,$0003 ;Sprite 3 pointer = $30000 DC.W SPR3PTL,$0000 DC.W SPR4PTH,$0003 ;Sprite 4 pointer = $30000 DC.W SPR4PTL,$0000 DC.W SPR5PTH,$0003 ;Sprite 5 pointer = $30000 DC.W SPR5PTL,$0000 DC.W SPR6PTH,$0003 ;Sprite 6 pointer = $30000 DC.W SPR6PTL,$0000 DC.W SPR7PTH,$0003 ;Sprite 7 pointer = $30000 DC.W SPR7PTL,$0000 DC.W $FFFF,$FFFE ;End of Copper list ;; ;; Sprite data for spaceship sprite. It appears on the screen at V=65 and H=128. ;; SPRITE: DC.W $6D60,$7200 ;VSTART, HSTART, VSTOP DC.W $0990,$07E0 ;First pair of descriptor words DC.W $13C8,$0FF0 DC.W $23C4,$1FF8 DC.W $13C8,$0FF0 DC.W $0990,$07E0 DC.W $0000,$0000 ;End of sprite data