Files
AmigaExamples/028.bs/splash.s
T

70 lines
1.6 KiB
ArmAsm

include "includes.i"
xdef ShowSplash
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)
;; set up default palette
include "out/splash-palette.s"
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 ReadJoystick
btst.b #0,joystick
beq .wait
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"