smashtv/UTIL.ASM

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.FILE 'UTIL.ASM'
; SHELL PROGRAM - DO NOT MODIFY!
; MARK TURMELL - MAY 24, 1989
;
.TITLE " UTILITY - GENERAL PURPOSE SUBROUTINES"
**************************************************************************
* *
* COPYRIGHT (C) 1988 WILLIAMS ELECTRONICS GAMES, INC. *
* ALL RIGHTS RESERVED. *
* *
**************************************************************************
.WIDTH 132
.OPTION B,D,L
.MNOLIST
* GET THE SYSTEM STUFF
.INCLUDE "MPROC.EQU" ;MPROC EQUATES
.INCLUDE "DISP.EQU" ;DISPLAY PROCESSOR EQUATES
.INCLUDE "\VIDEO\SYS\GSP.INC" ;GSP ASSEMBLER EQUATES
.INCLUDE "\VIDEO\SYS\SYS.INC" ;ZUNIT SYSTEM EQUATES
.INCLUDE "\VIDEO\SYS\MACROS.HDR" ;MACROS, YEAH!
.INCLUDE ROBO.EQU ;FOR TEXTOID!
*UTILITY SUBROUTINE EQUATES
.GLOBAL SCRCLR,MYOINIT,SETPPROC,GPALOBJ,GBPALOBJ
.GLOBAL SHVELCPY,SHVELFLP,FLP,OBJOFF,OBJON,CLRPDATA
.GLOBAL ADDSUPP,DELSUPP,STRLNRM,STRCNRM,STRCNRMO,STRLNRMO
.GLOBAL RANDU,RANDOM,SRAND,RANGRAND,RANDPER,BLNKAREA,DTIME
.GLOBAL FRANIM,AUTOEOFF,AUTOEON,DMAQWAIT,SYNCHALF
.GLOBAL STRNGLEN,DMAN,CLRWORLD,CLR_SCRN
.GLOBAL STRRNRM,FILLAREA,SYNCFULL,SCRFIL,GETCPNT
*PAL EQUATES
.GLOBL DELPAL,GETFPAL,INITBPAL,FINDPAL,INITPAL,PALSET
*RAM EQUATES
.GLOBL INTSYNC0,INTSYNC1,NOAUTOE,SYSCOPY
.GLOBL GAMERASE
; .REF GOUP ;ROBOATT
.REF MYID ;WAVES
.DEF STRNGRAM,HEXTOASC,GETANIX,DMAHALT,WRLD,PSTOP
.BSS STRNGRAM,20*16
.BSS WRLD,16
.EVEN
.TEXT
**************************************************************************
* *
* HEXTOASC - CONVERTS A 32 BIT HEX # TO AN ASCII STRING TERMINATED *
* BY 0 *
* A8 = HEX # *
* RETURNS: *
* A8 PTR TO THE STRING *
* *
**************************************************************************
HEXTOASC
MMTM SP,A1,A2,A9
CLR A1
CLR A2 ;COMMA COUNT
MOVE A1,-*SP,W ;HERE'S THE NULL TERMINATOR
MOVK 10,A1 ;DIVISOR FOR DECIMAL
MOVE A8,A9
HEXTASC2
CLR A8
DIVU A1,A8
ADDI '0',A9 ;MAKE THE REMAINDER ASCII
MOVE A9,-*SP,W ;SAVE HERE
MOVE A8,A9
JRZ HEXTASC3 ;BR = DONE!
INC A2
CMPI 3,A2 ;COMMA CHECK
JRLO HEXTASC2 ;BR = NO COMMA
MOVI ',',A2
MOVE A2,-*SP,W ;STUFF A COMMA
CLR A2
JRUC HEXTASC2
HEXTASC3
MOVI STRNGRAM,A1 ;STORE HERE FOR BLOW OUT
MOVE A1,A8
HEXTASC4
MOVE *SP+,A9,W
MOVB A9,*A1
ADDK 8,A1
MOVE A9,A9
JRNZ HEXTASC4
MMFM SP,A1,A2,A9
RETS
**************************************************************************
* *
* STRINGER - OUTPUT A TEXT STRING, THIS IS A PROCESS! *
* A0 = SLEEP TIME BETWEEN CHARACTERS *
* A4 = DMA CONTROL *
* A6 = COLOR (16 BITS) *
* A8 = PTR TO STRING *
* A9 = [Y,X] SCREEN ADDRESS OF STRING *
* A10 = [Y,X] SPACING *
* A11 = POINTER TO FONT TABLE *
* A14 = FLAGS - INSERT:JUSTIFY *
* WRLD = ADJUST FOR WORLD COORDINATES
* BIT 16 = 1 INSERT ON OBJECT LIST, 0 JUST QUEUE THE DMA *
* JUSTIFY = 0 LEFT JUSTIFY *
* 1 CENTER JUSTIFY *
* 2 RIGHT JUSTIFY *
* RETURNS: *
* A8 = POINTS TO NEXT BYTE AFTER STRING TERMINATOR *
* A9 = NEXT CURSOR POSITION AFTER THE STRING *
* NOTE: CALL WITH JSRP *
* *
**************************************************************************
*
*STRING ENTRYPOINT, LEFT JUSTIFY, NORMAL, NOT PUT ON THE OBJECT LIST
STRLNRM
MMTM A12,A1,A4,A6,A14
MOVI DMACNZ,A4
CLR A14
JRUC STRINGR1
*
*STRING ENTRYPOINT, CENTER JUSTIFY, NORMAL, NOT ON THE OBJECT LIST
STRCNRM
MMTM A12,A1,A4,A6,A14
MOVI DMACNZ,A4
MOVK 1,A14
JRUC STRINGR1
*
*STRING ENTRYPOINT, RIGHT JUSTIFY, NORMAL, NOT PUT ON THE OBJECT LIST
STRRNRM
MMTM A12,A1,A4,A6,A14
MOVI DMACNZ,A4
MOVK 2,A14
JRUC STRINGR1
*
*STRING ENTRYPOINT, LEFT JUSTIFY, INVERTED, NOT ON THE OBJECT LIST
STRLINV
MMTM A12,A1,A4,A6,A14
MOVI DMACZ,A4
CLR A14
JRUC STRINGR1
*
*STRING ENTRYPOINT, CENTER JUSTIFY, INVERTED, NOT ON THE OBJECT LIST
STRCINV
MMTM A12,A1,A4,A6,A14
MOVI DMACZ,A4
MOVK 1,A14
JRUC STRINGR1
*
*STRING ENTRYPOINT, LEFT JUSTIFY, NORMAL, OBJECT LIST
STRLNRMO
MMTM A12,A1,A4,A6,A14
MOVI DMACNZ+M_NOCOLL,A4
MOVI 10000H,A14
JRUC STRINGR1
*
*STRING ENTRYPOINT, CENTER JUSTIFY, NORMAL, OBJECT LIST
STRCNRMO
MMTM A12,A1,A4,A6,A14
MOVI DMACNZ+M_NOCOLL,A4
MOVI 10001H,A14
JRUC STRINGR1
STRINGER
MMTM A12,A1,A4,A6,A14
STRINGR1
MOVE A6,A5
SLL 16,A5 ;SETUP CONSTANT COLOR IN FIXED PALETTE
CLR A7
MOVX A14,A7
DEC A7
JRN STRINGR2 ;NORMAL LEFT JUSTIFY
JREQ STRINGRC
*RIGHT JUSTIFY
CALLR STRNGLEN ;GET THE STRING LENGTH
JRUC STRINGRA
*CENTER JUSTIFY
STRINGRC
CALLR STRNGLEN
SRL 1,A7 ;STRNGLEN/2
STRINGRA
SUBXY A7,A9 ;ADJUST STRING STARTING POSITION
STRINGR2
MOVB *A8,A7 ;GET A CHARACTER
SLL 24,A7
SRL 24,A7 ;MAKE SURE WE'RE POSITIVE
JREQ STRINGRX ;BR = STRING BE GONE BROTHA
ADDK 8,A8 ;NEXT BYTE
PUSH A0
CMPI 20H,A7
JRNE STRNCHAR ;BR = IT'S KOSH BABY
MOVK 5,A7 ;HARD CODE A SPACE
ADDXY A7,A9 ;AND ADD IT IN
ADDXY A10,A9 ;ADD SPACING
PULL A0
JRUC STRINGR2 ;DON'T SLEEP ON A SPACE, IT LOOKS STUPID!!!
STRNCHAR
MMTM SP,A2,A3,A4,A10,A14
MOVE A11,A1 ;ESCAPE TO THE OTHER SIDE
SUBI 21H,A7 ;GET A BASE
SLL 5,A7
ADD A7,A1
MOVE *A1,A1,L ;LOAD THE ADDRESS OF THE IMAGE HEADER
CALLA GSAGOF
CALLA GANIOF
BTST 16,A14
JREQ STRNQDMA ;BR = DO NORMAL DMA OF STRING
*CREATE THE CHARACTER AS AN OBJECT, HERE
CALLA GETOBJ
JREQ STRNGDUN ;BR = NO OBJECT
MOVE A1,*A0(OIMG),L
MOVE A5,*A0(OPAL),L
; MOVE A4,*A0(OFLAGS),W
; MOVB @GOUP,A14
; JRZ NOUP
; MOVI -08000H,A14
; JRUC UP
;NOUP
CLR A14
;UP
MOVE A14,*A0(OYVEL),L
CLR A14
MOVE A14,*A0(OXVEL),L
MOVE A0,A14
ADDI OSIZE+20H,A14
MMTM A14,A2,A3,A4 ;STUFF VITAL SHIT!!!!
; CLR A14
; ADDI OZVEL+20H,A0
; ADDI OZPOS+20H,A0
; MOVK 6,A4
;STRNGOL
; MOVE A14,-*A0,L
; DSJS A4,STRNGOL ;ZERO OUT THE VELS & POSITIONS
; SUBI 64,A0 ;BACK TO NORMAL
MOVB @MYID,A14
; JRZ REG
; MOVI CLSNEUT|TYPTEXT|SUBSCOR,A14
JRNZ REG2
;REG
MOVI CLSNEUT|TYPTEXT|SUBTXT,A14
REG2
MOVE A14,*A0(OID),W ;STUF A FINDABLE I.D.
MOVE A9,A14
MOVE A14,*A0(OXPOS),W
SRL 16,A14
MOVE A14,*A0(OYPOS),W ;STUFF POSITIONS
MOVI 07FD1H,A14
; MOVI 07FFEH,A14
MOVE A14,*A0(OZPOS),W
MOVE @WRLD,A2,W
JRNZ NOADJST
CALLA ADJSTWTL ;PUT US IN THE WORLD
NOADJST:
CALLA INSOBJ ;STUFF THIS SHEEEEEEET
MMTM SP,A0,A2,A3,A4
MOVE *A0(OYVAL),A2,L
MOVE *A0(OXVAL),A3,L
MOVE *A0(OFLAGS),A4
CALLA GANISAG
MOVE A2,*A0(OYVAL),L
MOVE A3,*A0(OXVAL),L
;
;ADJUST ANI POINT
* GANISAG - ADJUST CURRENT OBJECT IMAGE WITH RESPECT TO IT'S *
* ANIMATION PNT. AND FLIP FLAGS *
* NOTE: CALL ONLY AFTER INITIALIZING WITH STFOBJ, OR SOMETHING. *
* A0 = PTR TO OBJECT BLOCK *
* A2 = NEW OYVAL *
* A3 = NEW OXVAL *
* A4 = NEW FLAGS *
* RETURNS *
* A2 = ADJUSTED OYVAL *
* A3 = ADJUSTED OXVAL *
MMFM SP,A0,A2,A3,A4
JRUC STRNGDUN
*SIMPLY DMA THE SUCKER, HERE
STRNQDMA
MOVE A1,A10
MOVE A5,A1 ;CONSTANT:PALETTE
MOVE A4,A5 ;OFFSET:CONTROL
MOVE A3,A4 ;SAG
CLR A14
MOVY A9,A14
CLR A3
MOVX A9,A3
SRL 16,A6
SUBXY A6,A3
SUBXY A7,A14 ;MOVE TO CORRECT POSITION
MOVY A14,A3 ;A3 = DAG
CALLA DMAN
MOVE A1,A5
MOVE A10,A1
STRNGDUN
MOVE *A1(ISIZE),A6,W ;GET THE VISIBLE HORIZONTAL SIZE
MMFM SP,A2,A3,A4,A10,A14
ADDXY A6,A9 ;GET TO THE OTHER SIDE
ADDXY A10,A9
MOVE *SP+,A0,L
JREQ STRINGR2 ;BR = NO SLEEP
MMTM A12,A0,A4,A5,A14
CALLA PRCSLP
MMFM A12,A0,A4,A5,A14
JRUC STRINGR2
STRINGRX
ADDK 8,A8 ;GET TO THE NEXT BYTE
MMFM A12,A1,A4,A6,A14
RETP
**************************************************************************
* *
* STRNGLEN - RETURNS THE LENGTH, IN PIXELS, OF A GIVEN STRING *
* A8 = PTR TO STRING *
* A10 = [Y,X] SPACING OF STRING *
* A11 = PTR TO FONT TABLE *
* RETURNS: *
* A7 = LENGTH OF STRING *
* Z BIT SET IF LENGTH IS ZERO *
* *
**************************************************************************
STRNGLEN
MMTM SP,A8,A14
CLR A14
MOVB *A8,A7
SLL 24,A7
SRL 24,A7 ;MAKE SURE WE'RE POSITIVE
JREQ STRNLENX
STRNLEN
ADDK 8,A8 ;POINT TO NEXT
CMPI 20H,A7
JRNE STRNLEN1 ;BR = IT'S NOT A SPACE
MOVK 5,A7 ;HARD CODE A SPACE
JRUC STRNLEN2
STRNLEN1
SUBI 21H,A7 ;GET A BASE
SLL 5,A7
ADD A11,A7 ;A7 = PTR TO CORRECT CHARACTER HEADER
MOVE *A7,A7,L
MOVE *A7(ISIZE),A7,W ;GET THE ACTUAL X LENGTH
STRNLEN2
ADDXY A7,A14 ;ADD DIGIT LENGTH
MOVX A10,A7
ADDXY A7,A14 ;ADD SPACE LENGTH
MOVB *A8,A7
SLL 24,A7
SRL 24,A7 ;MAKE SURE WE'RE POSITIVE
JRNE STRNLEN ;NEXT CHARACTER
STRNLENX
MOVE A14,A7 ;PASS RETURN VALUE IN A7
MMFM SP,A8,A14
RETS
**************************************************************************
* *
* OBJECT BLOCK INITIALIZATION ROUTINES *
* *
**************************************************************************
**************************************************************************
* *
* GPALOBJ - GET A PALETTE AND AN OBJECT BLOCK *
* A14 = PTR TO PLAYER INITIALIZATION TABLE. *
* RETURNS: *
* A0 = PTR TO OBJECT *
* Z BIT SET = FAILURE,A0 = 0 *
* *
**************************************************************************
GPALOBJ
CALLA GETOBJ
JRZ GPALOBJX ;OBJECT BLOCK FAILURE
CALLA INITPAL ;GET THE PALETTE
; JRNZ GPALOBJX
; CLR A0
; MOVE A0,@CURPAL,W
; CALLA FREEOBJ
; CLR A0
GPALOBJX
RETS
**************************************************************************
* *
* GBPALOBJ - GET A BACKGROUND PALETTE AND AN OBJECT BLOCK *
* A14 = PTR TO PLAYER INITIALIZATION TABLE. *
* RETURNS: *
* A0 = PTR TO OBJECT *
* Z BIT SET = FAILURE,A0 = 0 *
* *
**************************************************************************
GBPALOBJ
CALLA GETOBJ
JRZ GBPALOX ;OBJECT BLOCK FAILURE
CALLA INITBPAL ;GET THE BACKGROUND PALETTE
JRNZ GBPALOX
CALLA FREEOBJ
CLR A0
GBPALOX
RETS
*
*SHVELCPY - COPY VELOCITIES TO SHADOW (IF ANY)
*A8=OBJECT
*
;SHVELCPY:
; MMTM SP,A0,A1
; MOVE *A8(OSHAD),A0,L
; JREQ SHVLCPX
; MOVE *A8(OXVEL),*A0(OXVEL),L
;** MOVE *A8(OZVEL),A1,L
; MOVE *A8(OYVEL),A1,L
;** MOVE A1,*A0(OZVEL),L
; MOVE A1,*A0(OYVEL),L
;SHVLCPX:
; MMFM SP,A0,A1
; RETS
*
*SHVELFLP - COPY SHADOW VELOCITY AND FLIP HIM
*A8=OBJECT
*A3=OXVEL
;SHVELFLP:
; CALLR SHVELCPY
; MOVE *A8(OXVEL+>10),A14,W ;TEST X VELOCITY
*FLIPDUDE
*A8=OBJECT, N=SIGN OF XVEL
FLP:
JAN YFLP
JAUC NOYFLP
**************************************************************************
* *
* OBJOFF - TURN AN OBJECT "OFF" I.E. SET DMA OUTPUT TO 0 *
* A0 = PTR TO OBJECT BLOCK *
* *
**************************************************************************
OBJOFF
PUSH A4
MOVE *A0(OFLAGS),A4,W
SRL 4,A4
SLL 4,A4
MOVE A4,*A0(OFLAGS),W
PULL A4
RETS
**************************************************************************
* *
* OBJON - TURN AN OBJECT "ON" I.E. SET DMA OUTPUT TO WRITE <> 0 *
* A0 = PTR TO OBJECT BLOCK *
* *
**************************************************************************
OBJON
PUSH A4
MOVE *A0(OFLAGS),A4,W
SRL 4,A4
SLL 4,A4
ADDK 2,A4
MOVE A4,*A0(OFLAGS),W
PULL A4
RETS
**************************************************************************
* *
* Z POSITIONING ROUTINES *
* *
**************************************************************************
*
*XZCHK
*CALLING PARAMETERS:
*A8=OBJECT SEEKING
*A0=OBJECT SEEKED
*A5=X RANGE
*A6=Z RANGE
*RETURNS:
*CARRY SET IF HE IS CLOSE ENOUGH
*A1=DELTA X
*A2=DELTA Z
*A3=ABS DELTA X
*A4=ABS DELTA Z
;XZCHK:
; MOVE A0,A4
; CALLR GETANIX ;GET X ANIMATION POINT
; MOVE A0,A3
; SWAP A4,A8
; CALLR GETANIX
; MOVE A0,A1
; MOVE A8,A0
; MOVE A4,A8
; MOVE *A8(OZPOS),A4,W
; MOVE *A0(OZPOS),A2,W
; SUB A4,A2
; SUB A3,A1
; MOVE A1,A3
; MOVE A2,A4
; ABS A3
; ABS A4
; CMP A5,A3
; JRNC XZCHKX
; CMP A6,A4
;XZCHKX:
; RETS
**************************************************************************
* *
* CLRPDATA - CLEAR THE PDATA AREA OF A PROCESS BLOCK *
* A13 = PTR TO PROCESS BLOCK *
* *
**************************************************************************
;CLRPDATA
; MMTM SP,A1,A6,A14
; MOVE A13,A14
; CLR A1
; ADDI PDATA,A14
; MOVI (PSDATA-PDATA)/16,A6
;CLRSHL
; SRL 1,A6
; JRNC CLRPDL
; MOVE A1,*A14+,W ;STUFF THE ODD WORD
;CLRPDL
; MOVE A1,*A14+,L
; DSJS A6,CLRPDL
; MMFM SP,A1,A6,A14
; RETS
**************************************************************************
* *
* DFRMGRND - RETURNS THE DISTANCE FROM THE BOTTOM OF *
* AN OBJECT TO THE "GROUND." *
* A8 = OBJECT BLOCK *
* RETURN(S) *
* A1 = DISTANCE FROM GROUND (16 BITS) *
* STATUS BITS SET ACCORDING TO THE SIGN OF A1 *
* NOTE: MAX ACCEPTABLE Y = +32K, MIN ACCEPTABLE Y = -32K *
* *
**************************************************************************
;ZORIGIN EQU 200 ;Y COORDINATE OF THE Z ORIGIN
;DFRMGRND
; PUSH A2
; MOVE *A8(OYPOS),A1,W
; MOVE *A8(OSIZEY),A2,W
; ADD A1,A2 ;A2 = BOTTOM Y
; MOVE *A8(OZPOS),A1,W
; SUB A2,A1
; ADDI ZORIGIN,A1
; MMFM SP,A2
; RETS
**************************************************************************
* *
* GET BOTTOM Y OF AN OBJECT *
* A8 = OBJECT BLOCK PTR *
* RETURN(S) *
* A1 = 16 BIT BOTTOM Y IN LSW *
* STATUS SET ACCORDING TO THE BOTTOM Y *
*NOTE: MAKE SURE OBLOCK IS INIT'D WITH GSAGOF BEFORE CALLING *
* *
**************************************************************************
;GETBOTY
; PUSH A2
; MOVE *A8(OYPOS),A1,W ;GET Y POSITION
; MOVE *A8(OSIZEY),A2,W ;GET THE CURRENT SIZE
; ADD A2,A1 ;A1 = BOTTOM Y
; MMFM SP,A2
; RETS
**************************************************************************
* *
* GETCPNT - RETURNS THE CENTER XY POSITION OF A GIVEN IMAGE *
* A8 = IMAGE OBLOCK *
* RETURN(S) *
* A1 = CENTER Y:CENTER X *
* *
**************************************************************************
GETCPNT MOVE A0,-*SP,L
MOVE *A8(OYPOS),A0,W
SLL 16,A0
MOVE *A8(OXPOS),A1,W
MOVX A1,A0
MOVE *A8(OSIZE),A1,L
CALLR GETCENT
SLL 16,A0
MOVY A0,A1
MOVE *SP+,A0,L
RETS
**************************************************************************
* *
* GETCENT - RETURNS THE CENTER POINT OF A BOX *
* A0 = UPPER LEFT Y:UPPER LEFT X *
* A1 = Y_SIZE:X_SIZE *
* RETURN(S) *
* A0 = CENTER Y(LSW) *
* A1 = CENTER X(LSW) *
* *
**************************************************************************
GETCENT MOVE A2,-*SP,L
MOVY A1,A2
SRL 17,A2 ;YSIZE/2
SLL 16,A2 ;BACK TO Y HALF
SLL 16,A1 ;CLEAR Y
SRL 17,A1 ;XSIZE/2
MOVY A2,A1
ADDXY A1,A0 ;OFFSET TO CENTER
CLR A1
MOVX A0,A1 ;RETURN THESE IN USEFUL POSITIONS
SRL 16,A0
MOVE *SP+,A2,L
RETS
**************************************************************************
* *
* GETSCRRX - THE THE WORLD X COORDINATE OF THE SCREEN RIGHT END *
* RETURNS *
* A0 = SCREEN RIGHT X, 32 BITS *
* *
**************************************************************************
;GETSCRRX
; PUSH A2
; MOVE @SCRNLR,A0,W
; MOVE @WORLDTL,A2,W
; ADD A2,A0 ;GET SCREEN LOWER RT.
; SLL 16,A0
; PULL A2
; RETS
*
*GETANIX - GET ANIMATION POINT X COORD
*CALLING PARMS: A8=OBJECT
*RETURNS A0=16 BIT WORLD COORD OF UPPER LEFT
*
GETANIX:
MMTM SP,A1,A2
MOVE *A8(OIMG),A1,L
MOVE *A1(IANIOFF),A2,W
MOVE *A8(OFLAGS),A0,W
BTST B_FLIPH,A0
JRZ GETAX1
MOVE *A1(ISIZE),A0,W
SUB A2,A0
DEC A0
MOVE A0,A2
GETAX1:
MOVE *A8(OXPOS),A0,W
ADD A2,A0
MMFM SP,A1,A2
RETS
**************************************************************************
* *
* CLRWORLD - CLEAR ALL WORLD COORDINATES AND SCROLL VELOCITIES. *
* *
**************************************************************************
CLRWORLD
PUSH A0
CLR A0
MOVE A0,@SCROLLX,L ;X SCROLL VALUE
MOVE A0,@SCROLLY,L ;Y SCROLL VALUE
MOVE A0,@WORLDTLX,L ;TOP LEFT X SCREEN COORD (WORLD)
MOVE A0,@WORLDTLY,L ;TOP LEFT Y SCREEN COORD (WORLD)
MOVE A0,@WORLDTL,L
; MOVE A0,@BAK2TLY,L ;TOP LFT Y SLOW SCROLL BACKGROUND
; MOVE A0,@BAK2TLX,L ;TOP LFT X SLOW SCROLL BACKGROUND
MOVI SCRNST,A0
MOVE A0,@SCRNTL,L
MOVI SCRNEND,A0
MOVE A0,@SCRNLR,L
PULL A0
RETS
**************************************************************************
* *
* GETSCRBY - THE THE WORLD Y COORDINATE OF THE SCREEN BOTTOM *
* RETURNS *
* A0 = SCREEN BOTTOM Y *
* *
**************************************************************************
;GETSCRBY
; PUSH A2
; MOVE @SCRNLR+16,A0,W
; MOVE @WORLDTL+16,A2,W
; ADD A2,A0 ;GET SCREEN BOTTOM Y
; SLL 16,A0 ;MAKE IT A 32 BIT VALUE
; PULL A2
; RETS
**************************************************************************
* *
* MYOINIT - INITIALIZE SUPPLEMENTAL OBJECT LIST HEADERS *
* *
**************************************************************************
MYOINIT
MMTM SP,A0,A1,A2,A3,A4,A5
PUSHST
DINT
MOVE @INTENB,A0,W
ANDNI X1E,A0 ;NO MORE DMA INTERRUPTS
MOVE A0,@INTENB,W
POPST
CLR A0
MOVE A0,@GAMERASE
CALLA AUTOEOFF ;DISABLE AUTOERASE
CALLR DMAWAIT ;WAIT ON DMA
MOVI ERASECOL,A1
SLL 16,A1 ;CONSTANT:PALETTE
MOVI [2,511],A2 ;HEIGHT:WIDTH
MOVI [510,0],A3 ;DAG
MOVI 2000000H,A4 ;SAG
MOVI DMAREGS,A0
MMTM A0,A1,A2,A3,A4 ;STORE TO LAST 2 LINES OF BITMAP
CLR A5 ;STUFF OFFSET
MOVE A5,-*A0,W
MOVI DMACAL,A5 ;CONTROL &
MOVE A5,-*A0,W ;GO!
MMFM SP,A0,A1,A2,A3,A4,A5
JAUC OINIT
*************************************************************************
* *
* ADDSUPP - ADD OBJECT TO A SUPPLEMENTAL LIST *
* A0 = PTR TO OBJECT *
* A1 = MEMORY LOCATION OF SUPPLEMENTAL LIST HEADER *
* *
**************************************************************************
;ADDSUPP
; MOVE *A1(0),*A0(OSLINK),L ;LINK SLIST TO THIS BLOCK
; MOVE A0,*A1,L ;NEW HEAD OF THE SLIST
; RETS
**************************************************************************
* *
* DELSBOBJ - DELETE OBJECT FROM SUPPLEMENTAL BACKGROUND LIST *
* A0 = PTR TO OBJECT *
* *
**************************************************************************
;DELSBOBJ
; PUSH A1
; MOVI BACKSLST,A1
; CALLR DELSUPP
; PULL A1
; RETS
**************************************************************************
* *
* DELSUPP - DELETE OBJECT FROM THE SUPPLEMENTAL LIST *
* A0 = PTR TO OBJECT *
* A1 = MEMORY LOCATION OF SUPPLEMENTAL LIST HEADER *
* *
**************************************************************************
;DELSUPP
; MMTM SP,A1,A2
; MOVE A1,A2
; MOVE *A1,A1,L ;SPECIAL CASE THE HEADER
; JRNZ DELSCHK1
; LOCKUP
; JRUC DELSX
;DELSCHK1
; CMP A1,A0
; JRNE DELSLUP
; MOVE *A1(OSLINK),*A2(0),L ;LINK AROUND THIS GUY
;DELSX
; MMFM SP,A1,A2
; RETS
;
;DELSLUP ;
; MOVE A1,A2 ;SAVE PREVIOUS
; MOVE *A1(OSLINK),A1,L ;SEARCHING FOR THE ELEMENT IN THE LIST
; JRNZ DELSCHK2
; LOCKUP
; JRUC DELSX
;DELSCHK2
; CMP A1,A0
; JRNE DELSLUP ;NOT FOUND KEEP LOOKING
;
; MOVE *A1(OSLINK),*A2(OSLINK),L ;LINK AROUND THIS GUY
;
; MMFM SP,A1,A2
; RETS
**************************************************************************
* *
* ISSUPP - IS AN OBJECT ON A SUPPLEMENTAL LIST *
* A0 = PTR TO OBJECT *
* A1 = MEMORY LOCATION OF SUPPLEMENTAL LIST HEADER *
* RETURNS: *
* Z BIT SET = NOT ON *
* Z BIT CLR = IS ON *
* *
**************************************************************************
;ISSUPP
; PUSH A1
; MOVE *A1,A1,L ;SPECIAL CASE THE HEADER
; JREQ ISEND
; CMP A1,A0
; JRNE ISSEARCH
;ISFOUND
; MOVE A1,A1 ;SET Z BIT
;ISEND
; PULL A1
; RETS
;ISSEARCH
; MOVE *A1(OSLINK),A1,L ;SEARCHING FOR THE ELEMENT IN THE LIST
; JREQ ISEND ;ELEMENT DOES NOT EXIST
; CMP A1,A0
; JRNE ISSEARCH ;NOT FOUND KEEP LOOKING
; JRUC ISFOUND ;FOUND RETURN
;
**************************************************************************
* *
* ISSUPPID - IS AN OBJECT ON A SUPPLEMENTAL LIST(SEARCH BY OBJECT I.D.) *
* A0 = OBJECT I.D. *
* A1 = MEMORY LOCATION OF SUPPLEMENTAL LIST HEADER *
* RETURNS: *
* Z BIT SET = NOT ON *
* A1 = ZERO *
* Z BIT CLR = IS ON *
* A1 = PTR TO OBJECT *
* *
**************************************************************************
;ISSUPPID
; PUSH A2
; MOVE *A1,A1,L ;SPECIAL CASE THE HEADER
; JREQ ISENDID
; MOVE *A1(OID),A2,W
; CMP A2,A0
; JRNE ISSRCHID
;ISFNDID
; MOVE A1,A1 ;SET Z BIT
;ISENDID
; PULL A2
; RETS
;ISSRCHID
; MOVE *A1(OSLINK),A1,L ;SEARCHING FOR THE ELEMENT IN THE LIST
; JREQ ISENDID ;ELEMENT DOES NOT EXIST
; MOVE *A1(OID),A2,W
; CMP A2,A0
; JRNE ISSRCHID ;NOT FOUND KEEP LOOKING
; JRUC ISFNDID ;FOUND RETURN
**************************************************************************
* *
* CNTSUPP - COUNT THE NUMBER OF OBJECTS ON GIVEN SUPPLEMENTAL LIST. *
* A1 = SUPPLEMENTAL LIST *
* RETURNS: *
* A0 = OBJECT CNT *
* *
**************************************************************************
;CNTSUPP
; PUSH A1
; CLR A0
; MOVE *A1,A1,L
; JRZ CNTSUPPX
;CNTSUPPL
; INC A0
; CMPI NOBJ,A0
; JRHS CNTSUPPX ;WE'VE MAXED, SOMETHING IS WRONG
; MOVE *A1(OSLINK),A1,L
; JRNZ CNTSUPPL
;CNTSUPPX
; PULL A1
; RETS
**************************************************************************
* *
* RANDOM - GENERATE A RANDOM NUMBER *
* RETURNS: *
* A0 = 32 BIT RANDOM # *
* *
**************************************************************************
RANDOM: PUSH A1
MOVE @RAND,A0,L
SLA 1,A0
JRV RND2
ORI 2,A0
RND2: MOVE A0,@RAND,L
CLR A1
ADDC A1,A0 ;GET LAST BIT BACK TO MAKE 32
MOVE @HCOUNT,A1
RL A1,A0 ;RANDOM ROTATION
MOVE A0,A0 ;SET STATUS BITS
MMFM SP,A1
RETS
**************************************************************************
* *
* RANDU - GENERATE A UNIFORMLY DISTRIBUTED RANDOM # BETWEEN 1 AND [A0] *
* A0 = RANGE INPUT *
* RETURNS: *
* A0 = RANDOM # *
* *
**************************************************************************
RANDU: PUSH A1
MOVE A0,A1
CALLR RANDOM
MPYU A1,A0
INC A0
MMFM SP,A1
RETS
*
*GET SIGNED RANDOM # IN RANGE +/- A0
*CALLING PARAMETERS: A0
*RETURNS A0
*
SRAND:
MMTM SP,A1
MOVE A0,A1
SLL 1,A0
CALLA RANDU
SUB A1,A0
MMFM SP,A1
RETS
**************************************************************************
* *
* RANGRAND - GENERATE A RANDOM NUMBER IN A GIVEN RANGE. *
* B0 = LOWER BOUND *
* B1 = UPPER BOUND *
* RETURNS *
* A0 = RANDOM # *
* *
**************************************************************************
RANGRAND
PUSH A1
PUSH B1
SUB B0,B1 ;NORMALIZE THE RANGE
MOVE B1,A0 ;SET RANGE FOR RANDU
CALLR RANDU
MOVE B0,A1
ADD A1,A0
PULL B1
PULL A1
RETS
*
*RANDPER - RANDOM % ROUTINE
*CALLING PARAMETERS:
*A0=PROBABILITY OF EVENT (0-1000) P(A0=1000) = 1; P(A0=1) = 1/1000.
*RETURNS CS IF PROBABILITY IS TRUE, CC FOR FALSE
*RETURNS A0 = ACTUAL RANDOM # 0-999
RANDPER:
MMTM SP,A1,A2
MOVE A0,A2
CALLA RANDOM
MOVI 1000,A1
MPYU A1,A0
CMP A2,A0
MMFM SP,A1,A2
RETS
**************************************************************************
* *
* FILLAREA - FILL A GIVEN SQUARE AREA ON THE SCREEN WITH A COLOR *
* A1 = [COLOR,PALETTE] *
* A3 = DAG OF AREA [YPOS,XPOS] *
* A4 = [Y,X] SIZE OF AREA *
* *
**************************************************************************
FILLAREA
MMTM SP,A1,A2,A4,A5
JRUC AREACON
**************************************************************************
* *
* BLNKAREA - BLANK A GIVEN SQUARE AREA ON THE SCREEN *
* A3 = DAG OF AREA [YPOS,XPOS] *
* A4 = [Y,X] SIZE OF AREA *
* *
**************************************************************************
BLNKAREA
MMTM SP,A1,A2,A4,A5
CLR A1 ;CONSTANT 0:PALETTE 0
AREACON
MOVE A4,A2
MOVI 2000000H,A4 ;SOMEWHERE IN IMAGE ROM
MOVI DMACAL,A5
CALLR DMAN
MMFM SP,A1,A2,A4,A5
RETS
**************************************************************************
* *
* PFRAME - GET NEXT FRAME FROM ANIMATION LIST *
* A8 = POINTER TO OBJECT BLOCK *
* A11 = POINTER TO NEXT FRAME IN THE ANIMATION LIST *
* RETURN(S) *
* A5 = TICKS FOR THIS FRAME *
* C BIT SET(JXC) = END OF LIST WAS HIT *
* N BIT SET(JXN) = SPECIAL FRAME ENCOUNTERED *
* *
**************************************************************************
;PFRAME MMTM SP,A1,A4
; MOVE *A11+,A1,L ;LOAD NEXT FRAME
; JRNE PFRAME1 ;NOT THE END OF THE LIST
;
; SETC ;SET CARRY FLAG
; JRUC PFRAMEX
;
;PFRAME1
; MOVE *A8(OFLAGS),A4,W
; CALLA ANI ;SETUP NEW FRAME
;PFRAME2
; MOVE *A11+,A5,W ;LOAD SLEEP TICKS PER FRAME
; CLRC
;
;PFRAMEX MMFM SP,A1,A4
; RETS
**************************************************************************
* *
* OBJECT VELOCITY STOP ROUTINES *
* *
**************************************************************************
*
*PSTOP - STOP AN OBJECT, A8:OBJECT BLOCK PTR
PSTOP CALLR PSTOPX
JRUC PSTOPY
*
*PSTOPX - CLEAR AN OBJECTS X VELOCITY, A8:OBJECT BLOCK PTR
PSTOPX MMTM SP,A0,A1
CLR A1
MOVE A1,*A8(OXVEL),L
; MOVE *A8(OSHAD),A0,L
; JREQ PSTOPXX
; MOVE A1,*A0(OXVEL),L ;STOP THE SHADOW
;PSTOPXX
MMFM SP,A0,A1
RETS
*
*PSTOPY - CLEAR AN OBJECTS Y VELOCITY, A8:OBJECT BLOCK PTR
PSTOPY MMTM SP,A0,A1
CLR A1
MOVE A1,*A8(OYVEL),L
; MOVE *A8(OSHAD),A0,L
; JREQ PSTOPYX
; MOVE A1,*A0(OYVEL),L ;STOP THE SHADOW
;PSTOPYX
MMFM SP,A0,A1
RETS
*
*YFLP - SET OBJECT Y-FLIP, A8:OBJECT BLOCK PTR
YFLP MMTM SP,A1,A4
MOVE *A8(OFLAGS),A4
ORI M_FLIPH,A4
JRUC STUFLAGS
*
*NOYFLP - CLEAR OBJECT Y-FLIP, A8:OBJECT BLOCK PTR
NOYFLP MMTM SP,A1,A4
MOVE *A8(OFLAGS),A4
ANDNI M_FLIPH,A4
STUFLAGS
MOVE *A8(OIMG),A1,L ;GET THE CURRENT IMAGE POINTER
CALLA ANI ;SETUP THE "NEW" IMAGE
UNFLPD MMFM SP,A1,A4
RETS
**************************************************************************
* *
* SYNCUP - SYNCHRONIZE WITH THE NEXT DISPLAY INTERRUPT, I.E. *
* WAIT UNTIL THE NEXT INTERRUPT IS FINISHED BEFORE RETURNING *
* *
**************************************************************************
SYNCUP MOVE A0,-*SP,L
CLR A0
MOVE A0,@INTSYNC0,L ;CLEAR HALF SCREEN SYNC
SYNCUP1 MOVE @INTSYNC0,A0,L
JREQ SYNCUP1 ;END HASN'T HIT YET
MOVE *SP+,A0,L
RETS
**************************************************************************
* *
* SYNCHALF - SYNCHRONIZE WITH THE HALF SCREEN INTERRUPT *
* *
**************************************************************************
SYNCHALF
MMTM SP,A0,A1
MOVI INTSYNC0,A1
JRUC SYNCSD
**************************************************************************
* *
* SYNCFULL - SYNCHRONIZE WITH THE FULL SCREEN INTERRUPT *
* *
**************************************************************************
SYNCFULL
MMTM SP,A0,A1
MOVI INTSYNC1,A1
SYNCSD CLR A0
MOVE A0,*A1,W ;CLEAR HALF SCREEN SYNC
SYNCSD1 MOVE *A1,A0,W
JREQ SYNCSD1 ;END HASN'T HIT YET
MMFM SP,A0,A1
RETS
**************************************************************************
* *
* DTIME - USED TO DMA AN IMAGE *
* A1 = [CONSTANT COLOR,PALETTE(STUFFED IN DTIME)] *
* A3 = DAG [Y,X] *
* A5 = [OFFSET,CONTROL] *
* A14 = ADDRESS OF IMAGE HEADER *
* *
**************************************************************************
DTIME:
MMTM SP,A0,A1
MOVE *A14(ICMAP),A0,L ;GET THE PALETTE
CALLA FINDPAL ;GET THE CORRECT COLOR MAP #
JRNZ DTIME1 ;BR = PALETTE WAS FOUND
CLR A0 ;DEFAULT TO FIXED PALETTE
DTIME1
MOVX A0,A1
CALLA QDMA ;QUEUE THIS SUCKAH
MMFM SP,A0,A1
RETS
**************************************************************************
* *
* DMAN - MANUAL DMA, ALL REGS MUST BE SETUP UPON CALLING *
* *
**************************************************************************
DMAN JAUC QDMAN
**************************************************************************
* *
* DMAWAIT - WAIT ON THE DMA BUSY BIT TO CLEAR *
* *
**************************************************************************
DMAWAIT
PUSH A0
DMAWAITL
MOVE @DMACTRL,A0,W ;DMA BUSY?
JRN DMAWAITL ;BR = YES
PULL A0
RETS
**************************************************************************
* *
* DMAQWAIT - WAIT FOR DMA QUEUES TO EMPTY, THEN WAIT FOR DMA TO FINISH *
* THE LAST ONE. TURN DISPLAYON OFF. *
* *
**************************************************************************
DMAQWAIT
MMTM SP,A0,A1
MOVE @DISPLAYON,A1
CLR A0
MOVE A0,@DISPLAYON,W ;MAKE SURE DISPLAY IS OFF
DMAQWT1
MOVE @TOPQ0CNT,A0,W
JRNE DMAQWT1
MOVE @TOPQ1CNT,A0,W
JRNE DMAQWT1
MOVE @BOTQ0CNT,A0,W
JRNE DMAQWT1
MOVE @BOTQ1CNT,A0,W
JRNE DMAQWT1
DMAQWT2
MOVE B13,B13
JRNZ DMAQWT2
CALLR DMAWAIT
MOVE A1,@DISPLAYON
MMFM SP,A0,A1
RETS
**************************************************************************
;* DMAQWAIT - WAIT FOR DMA QUEUES TO EMPTY, THEN WAIT FOR DMA TO FINISH *
;* THE LAST ONE. *
;DMAQWAIT
; mmtm SP,A0,A1
; movi 25000,A1
;DMAQWT1
; dsjs A1,QWTX
; MOVE @TOPQ0CNT,A0,W
; JRNE DMAQWT1
; MOVE @TOPQ1CNT,A0,W
; JRNE DMAQWT1
; MOVE @BOTQ0CNT,A0,W
; JRNE DMAQWT1
; MOVE @BOTQ1CNT,A0,W
; JRNE DMAQWT1
; mmfm SP,A0,A1
;DMAQWT2
; MOVE B13,B13
; JRZ DMAWAIT
; JRUC DMAQWT2
;QWTX:
; mmfm SP,A0,A1
; clr B13
; rets
**************************************************************************
**************************************************************************
* DMAHALT - HALT THE DMA *
DMAHALT
PUSH A0
CLR A0
MOVE A0,@DMACTRL,W ;HALT THE DMA
PULL A0
RETS
**************************************************************************
*
*CMAPRS - RESET THE COLOR MAP SELECT
CMAPRS CLR A0
*CMAPSL - SELECT THE COLOR MAP(0-15 IN A0)
CMAPSL MOVE A1,-*SP,L
CALLA DMAWAIT
MOVE A0,@CMAPSEL
MOVE *SP+,A1,L
RETS
**************************************************************************
* *
* CRINIT - COLOR RAM INITIALIZATION, FIRST CLEAR ALL COLOR RAM, THEN *
* FILL WITH PALETTES. *
* *
**************************************************************************
CRINIT
MMTM SP,A0,A1,A2,A6
MOVI COLRAM,A1
CLR A0
MOVI 10000H,A6,L
*CLEAR ALL COLOR PALETTES
CRINIT1
MOVE A0,*A1+,L ;STUFF TWO WORDS AT A TIME
DSJS A6,CRINIT1
MMFM SP,A0,A1,A2,A6 ;<----
RETS ;<----
**************************************************************************
* *
* CRLOAD - LOAD COLOR RAM FROM A ROM TABLE *
* A1 = START OF ROM TABLE *
* A2 = COLOR RAM START ADDRESS *
* A6 = PALETTE COUNT *
* *
**************************************************************************
CRLOAD
MMTM SP,A0,A1,A2
CRLOAD1
MOVE *A1+,A0,W ;GRAB FIRST COLOR FROM THIS TABLE
JRN CRLOAD4 ;BR = NULL PALETTE
CRLOAD3
MOVE A0,*A2,W ;STUFF COLOR
MOVE *A1+,A0,W ;GRAB NEXT COLOR FROM THIS TABLE
JRN CRLOAD4 ;BR = NEXT PALETTE
ADDK 16,A2 ;INC THIS WAY SO WE DON'T OVERRUN PALETTES
JRUC CRLOAD3
CRLOAD4
ADDI 1000H,A2 ;NEXT PALETTE
SRL 12,A2
SLL 12,A2 ;MASK OFF LOW BULLSHIT
DSJ A6,CRLOAD1
MMFM SP,A0,A1,A2
RETS
*
*SCRCLR - CLEAR THE SCREEN WITH EUGENE
*ONLY CALL WITH INTERRUPTS DISABLED AND THE DMA SHUT DOWN, OTHERWISE
* USE CLR_SCRN
SCRCLR CLR A0
*SCRFIL - FILL SCREEN WITH A0
SCRFIL:
MMTM SP,A1,A2
CLR A1
MOVE A1,@CMAPSEL,W ;SELECT COLOR MAP 0
MOVI SCREEN,A1,L
MOVI (SCRNE-SCREEN)/32,A2,L
SCRLP MOVE A0,*A1+,L
DSJS A2,SCRLP
MMFM SP,A1,A2
RETS
*
*LAST2CLR - CLEAR LAST TWO LINES OF BIT MAP(I.E. SET AUTO ERASE COLOR)
LAST2CLR
CLR A0
*
*LAST2FIL - FILL LAST TWO LINES OF BIT MAP
*A0 = FILL COLOR
LAST2FIL
MOVE A0,@ERASELOC,W ;STUFF DA COLOR
RETS
**************************************************************************
* *
* SETPPROC - SETUP TI'S PIXEL PROCESSING REGISTER'S (BFILE), TO MATCH *
* THE ZUNIT SYSTEM. *
* NOTE: IF YOU WANT TO DO ANY SPECIAL TRICKS, DON'T USE THIS. *
* *
**************************************************************************
SETPPROC
PUSH A0
MOVI OFFSETVAL,B4 ;SET UP OFFSET REGISTER
MOVI 0,B8 ;SET BACKGROUND COLOR
MOVI SCRN_PTCH,A0 ;GET SCREEN PITCH
MOVE A0,B1
MOVE A0,B3
LMO A0,A0 ;CONVERT IN TEMPORARY REGISTER
MOVE A0,@CONVSP ;MOVE TO CONVSP IO REGISTER
MOVE A0,@CONVDP ;MOVE TO CONVDP IO REGISTER
PULL A0
RETS
************ CLEAR SCREEN ROUTINE *********************
CLR_SCRN:
CLR A0
MMTM SP,A1,A2,A3
MOVE @DISPLAYON,A3,W
; CLR A1
; MOVE A1,@DISPLAYON,W
CALLR DMAQWAIT ;WAIT ON DMA
CLR A1
MOVE A1,@CMAPSEL,W ;SELECT COLOR MAP 0
MOVI SCREEN,A1,L
MOVI ((SCRNE-2000H)-SCREEN)/32,A2,L
CLRLP MOVE A0,*A1+,L
DSJS A2,CLRLP
MOVE A3,@DISPLAYON,W
MMFM SP,A1,A2,A3
RETS
;*COLLISION VECTOR LISTS
;DUMCOLL .WORD 0
; .LONG DUMRTSG
;DUMRTSG
; CLR A0 ;DON'T STOP SCAN
; CLRC ;AND DON'T DELETE
; RETS
**************************************************************************
* *
* FRANIM - ANIMATION SCRIPT PROCESSOR *
* A1 = COMMAND: 00 = PROCESS CURRENT FRAME. *
* 01 = PROCESS TO END OF LIST. *
* 04 = PROCESS CURRENT FRAME, NO SLEEP(TIME RETRN'D IN A0) *
* A8 = PTR TO OBJECT BLOCK *
* A9 = PTR TO CURRENT FRAME *
* RETURN(S) *
* CARRY SET IF END OF ANIMATION LIST WAS HIT *
* A9 = POINTING TO NEXT FRAME, IF NOT AT END OF LIST *
* NOTE: CALL WITH JSRP, IT SLEEPS *
* *
* ANIMATION SCRIPT FORMAT *
* .LONG IMAGE_HEADER<-- IF = 0 END OF SCRIPT *
* .WORD SLEEP_TIME <-- BITS 0 - 7 ARE THE SLEEP TIME. *
* <-- BITS 8 -15 ARE THE FLAGS: *
* BIT # FLAG *
* ----- ---- *
* 8 UNUSED *
* 9 UNUSED *
* 10 UNUSED *
*BNEWPAL EQU 13 13 NEW PALETTE ADDRESS IS SPECIFIED *
*BFLIPBIT EQU 14 14 NEW FLIP BITS ARE SPECIFIED *
* FLAG HIERARCHY: 15 --> 8 *
* OPTIONS SHOULD FOLLOW IN THIS ORDER. *
* *
**************************************************************************
FRANIM
MMTM A12,A3,A4
*CHECK FOR BOGUS SCRIPT POINTER
.IF DEBUG
CMPI 0FFC00000H,A9 ;FFC
.ELSE
CMPI 0FFE00000H,A9 ;FFE
.ENDIF
JRHS FRAN1
.IF DEBUG
LOCKUP
EINT
.ELSE
CALLERR 8,3 ;BOGUS IMAGE LOG
.ENDIF
JRUC FRANND
FRAN1
MOVE A1,A3 ;SAVE A1
FRANL
MOVE *A9+,A1,L ;GET THE FRAME
JREQ FRANND ;BR = END WAS HIT
MOVE *A8(OFLAGS),A4,W ;NORMAL FLAGS TO BE USED
MOVE *A9+,A0,W ;GET SLEEP TIME
CMPI >100,A0 ;SPECIAL FUNCTION?
JRLO FRAN2 ;NO, BLOW OUT OF HERE
MMTM SP,A2,A7
*CHECK FOR NEW FLIP
BTST BFLIPBIT,A0 ;NEW FLIP?
JREQ FRANNOBI ;NO DICE
*ACTIVATE NEW FLIP
MOVE *A9+,A2,W ;GET THE NEW FLIP FLAGS
MOVE *A8(OFLAGS),A4,W ;GET THE OLD FLIP FLAGS
ANDNI (M_FLIPV+M_FLIPH),A4 ;CLEAR THE CURRENT FLIP STATUS
OR A2,A4 ;SET DESIRED BITS
*CHECK FOR NEW PALETTE
FRANNOBI
BTST BNEWPAL,A0 ;NEW PALETTE ?
JREQ FRANNOPA ;NO WAY...
*ACTIVATE A NEW PALETTE
MOVE A0,-*SP,W
MOVE *A9+,A0,L ;GET THE PALETTE ADDRESS
CALLA GETFPAL ;GET A COLOR MAP ASSIGNMENT
JRZ FRANNOB0 ;NO PALETTE AVAILABLE
MOVE A0,A7 ;SAVE HERE
MOVE A8,A0
CALLA DELPAL
MOVE A7,*A8(OPAL),W ;STORE THE NEW PALETTE
FRANNOB0
MOVE *SP+,A0,W
FRANNOPA
MMFM SP,A2,A7
SLL 24,A0
SRL 24,A0 ;WIPE OFF THE SPECIAL FUNCTION BITS
FRAN2
CALLA ANI ;SETUP NEW ANIMATION
CMPI 4,A3 ;ONE FRAME, NO SLEEP?
JREQ FRAN3 ;YES
MOVE A3,-*A12,W
CALLA PRCSLP ;SLEEP THE PROPER TIME
MOVE *A12+,A3,W
JRNE FRANL ;BR = LOOP 'TIL END OF LIST
FRAN3
MOVE A3,A1 ;RESTORE A1
CLRC ;CLEAR END FLAG
MMFM A12,A3,A4
RETP
FRANND
MOVE A3,A1 ;RESTORE A1
SETC ;OTHERWISE, RETURN WITH END FLAG SET
MMFM A12,A3,A4
RETP
**************************************************************************
* *
* FRAMSKIP - SKIP TO THE NEXT FRAME OF AN ANIMATION SCRIPT *
* A9 = SCRIPT PTR *
* RETURNS: *
* C CLR = A9 IS POINTING TO NEXT FRAME *
* C SET = SCRIPT END WAS HIT, A9 POINTS TO NEXT WORD *
* *
**************************************************************************
;FRAMSKIP
; MMTM SP,A1
; MOVE *A9+,A1,L ;GET THE FRAME
; JREQ FRAMSSC ;BR = END WAS HIT
; MOVE *A9+,A1,W
; SLL 16,A1 ;MOVE FLAGGIES UP HERE
; SLL 1,A1
; JRNC FRAMSNSP
; ADDI 32+16+32,A9 ;PROCESS SPAWN
;FRAMSNSP
; SLL 1,A1
; JRNC FRAMSNF
; ADDK 16,A9 ;NEW FLAGS
;FRAMSNF
; SLL 1,A1
; JRNC FRAMSNP
; ADDK 32,A9 ;NEW PALETTE
;FRAMSNP
; SLL 1,A1
; JRNC FRAMSNXZ
; ADDK 16,A9 ;DELTA X & DELTA Z
;FRAMSNXZ
; SLL 1,A1
; JRNC FRAMSNY
; ADDK 16,A9 ;DELTA Y
;FRAMSNY
; CLRC
; JRUC FRAMSND
;FRAMSSC
; SETC
;FRAMSND
; MMFM SP,A1
; RETS
**************************************************************************
* *
* AUTOEOFF - TURN OFF AUTO ERASE *
* NOTE: BE SURE THE DIRQ IS OFF BEFORE CALLING *
* *
**************************************************************************
AUTOEOFF
PUSH A0
PUSHST
DINT
MOVE @SYSCOPY,A0,W
ORI AUTOERAS,A0 ;DISABLE AUTO ERASE
MOVE A0,@SYSCOPY,W ;STORE EVERYWHERE I DID GO
POPST
MOVE A0,@SYSCTRL,W
PULL A0
RETS
**************************************************************************
* *
* AUTOEON - TURN ON AUTO ERASE *
* NOTE: BE SURE THE DIRQ IS OFF BEFORE CALLING *
* *
**************************************************************************
AUTOEON
PUSH A0
MOVE @NOAUTOE,A0,W
JRNE AUTOEON1 ;BR = DEBUGGER MAN SAYS NO AUTOERASE
PUSHST
DINT
MOVE @SYSCOPY,A0,W
ANDNI AUTOERAS,A0 ;AUTO ERASE IS ENABLED LOW
MOVE A0,@SYSCOPY,W ;STORE EVERYWHERE I DID GO
POPST
MOVE A0,@SYSCTRL,W
AUTOEON1
PULL A0
RETS
**************************************************************************
* *
* COPYOBJ - COPIES THE CONTENTS OF ONE OBJECT BLOCK TO THE OTHER. *
* A0 = PTR TO DESTINATION BLOCK *
* A8 = PTR TO SOURCE BLOCK *
* *
**************************************************************************
;COPYOBJ
; MMTM SP,A0,A6,A8
; MOVI OBSIZ,A6,W ;GET THE SIZE OF THE BLOCK IN WORDS
; ADDI 64,A0
; ADDI 64,A8 ;DON'T COPY THE LINKS
; SRL 4,A6 ;DIVIDE BY 16
; SUBK 4,A6 ;SUBTRACT TO ACCOUNT FOR THE 1ST TWO LINKS
;COPYOBJL
; MOVE *A8+,*A0+,W ;MOVE A WORD
; DSJS A6,COPYOBJL
; MMFM SP,A0,A6,A8
; PUSH A6 ;KLUDGE TO ZERO MISPLACED LINKS
; CLR A6
; MOVE A6,*A0(OSHAD),L
; PULL A6
; RETS
.END