17 September 2017, 10:57 | #81 |
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That's awesome cheers for that!
Weren't they going to put the translation project on Kickstarter? I was more than happy to put money towards it. |
17 September 2017, 22:14 | #82 |
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Implementing a tilemap to blit tiles onto the screen.I've included the sprite from that italian tutorial but didn't show the source for it in the code below,will add that in next code example.You guys understand how to setup the copper lists and so forth I hope,or some of this will never work for you. Code:
;---------------------------------------------------------- Do_BlitTilesToScreen: movea.l #BitPlane1,a2 movea.l #BitPlane2,a3 movea.l #BitPlane3,a4 movea.l #BitPlane4,a5 move.l #0,d2 ;Clear d2 move.l #Map,a0 move.l #14,d1 ;Number Of Rows To Draw BlitTilesToScreenCont: moveq #19,d0 ;Number Of Columns To Draw BlitTilesToScreenLoop: move.b (a0)+,d2 ;Get tile byte from map pointer lsl.l #7,d2 ;Shift map tile value by 128 move.l #TileData,BlitSource ;Move TileData Label"address" into BlitSource add.l d2,BlitSource ;Add tile byte shifted by 128"for correct tile address" to Blitsource move.l a2,BlitDestination bsr Do_Blit ;------------------------------------------------------------------------------------ ;Add offset to blitsource so it points to next correct 16*16 tile ;Move bitplane pointer to BlitDestination Pointer ;Blit 16*16 tile to screen ;------------------------------------------------------------------------------------ add.l #32,BlitSource ;Each Tile is '16*16' and word size is two bytes so 16*2 = 32 move.l a3,BlitDestination ;Move bitplane pointer to BlitDestination Pointer bsr Do_Blit ;Blit 16*16 tile to screen add.l #32,BlitSource move.l a4,BlitDestination bsr Do_Blit add.l #32,BlitSource move.l a5,BlitDestination bsr Do_Blit ;------------------------------------------------------------------------------------ ;Add two'2' to bitplane pointers for next column in row ;------------------------------------------------------------------------------------ add.l #2,a2 add.l #2,a3 add.l #2,a4 add.l #2,a5 dbra d0,BlitTilesToScreenLoop ;------------------------------------------------------------------------------------ ;Add sixhundred'600' to bitplane pointers for next row ;Since are screenwidth is 320/8 = 40 pixels,and our tiles are 16*16 pixels and we draw ;20 tiles per row.We added two'2' to our bitplane offsets above to draw across the screen ;that's 20 tiles * 2 = 40,we add 600 to bitplane pointers for next screen row. ;Since the tiles are 16 pixels/width and 16 pixel Height each and we draw 20 per column ;we need to skip screenwidth*2 for correct row offset."320*2 = 640',we already added ;40 to the bitplane pointers above so we add 600 to them below. ;------------------------------------------------------------------------------------ add.l #600,a2 add.l #600,a3 add.l #600,a4 add.l #600,a5 dbra d1,BlitTilesToScreenCont rts ;---------------------------------------------------------- Do_Blit: move.l BlitSource,$dff050 ;BlitAPointer (source) move.l BlitDestination,$dff054 ;BlitDPointer (destination) move.w #0,$dff064 ;BlitAMod move.w #38,$dff066 ;BlitDMod move.w #$ffff,$dff044 ;BltAfwm move.w #$ffff,$dff046 ;BltAlwm move.w #$09f0,$dff040 ;BlitControl0 move.w #$0000,$dff042 ;BlitControl1 move.w #16*64+1,$dff058 ;BlitSize bsr Do_BlitterWait rts ;---------------------------------------------------------- Do_BlitterWait: btst #6,$dff002 bne Do_BlitterWait rts ;---------------------------------------------------------------------------------- ;I feel I need to explain shy we shift the map tile value by 128,0*128 = 0 that starts, ;out tilemap pointer at tile 1.If maptile value is 1 that's 1*128 = 128, ;the amount to skip for map tile 2 as each word is two bytes. ;---------------------------------------------------------------------------------- TileData: ;Tile1: ;Bitplane1 dc.w %1111111111111111 ;2 bytes dc.w %1000000000000001 ;2 bytes dc.w %1011111111111101 ;2 bytes dc.w %1010000000000101 ;2 bytes dc.w %1010000000000101 ;2 bytes dc.w %1010000000000101 ;2 bytes dc.w %1010000110000101 ;2 bytes dc.w %1010000110000101 ;2 bytes dc.w %1010001111000101 ;2 bytes dc.w %1010001111000101 ;2 bytes dc.w %1010000000000101 ;2 bytes dc.w %1010000000000101 ;2 bytes dc.w %1010000000000101 ;2 bytes dc.w %1011111111111101 ;2 bytes dc.w %1000000000000001 ;2 bytes dc.w %1111111111111111 ;2 bytes ;BitPlane2 ;----------------------------------------------- dc.w %0000000000000000 ;2 bytes dc.w %0000000000000000 ;2 bytes dc.w %0011111111111100 ;2 bytes dc.w %0010000000000100 ;2 bytes dc.w %0010000000000100 ;2 bytes dc.w %0010000000000100 ;2 bytes dc.w %0010000000000100 ;2 bytes dc.w %0010000000000100 ;2 bytes dc.w %0010000000000100 ;2 bytes dc.w %0010000000000100 ;2 bytes dc.w %0010000000000100 ;2 bytes dc.w %0010000000000100 ;2 bytes dc.w %0010000000000100 ;2 bytes dc.w %0011111111111100 ;2 bytes dc.w %0000000000000000 ;2 bytes dc.w %0000000000000000 ;2 bytes ;BitPlane3 ;----------------------------------------------- dc.w %0000000000000000 ;2 bytes dc.w %0000000000000000 ;2 bytes dc.w %0000000000000000 ;2 bytes dc.w %0000000000000000 ;2 bytes dc.w %0000111111110000 ;2 bytes dc.w %0000100000010000 ;2 bytes dc.w %0000100000010000 ;2 bytes dc.w %0000100000010000 ;2 bytes dc.w %0000100000010000 ;2 bytes dc.w %0000100000010000 ;2 bytes dc.w %0000100000010000 ;2 bytes dc.w %0000111111110000 ;2 bytes dc.w %0000000000000000 ;2 bytes dc.w %0000000000000000 ;2 bytes dc.w %0000000000000000 ;2 bytes dc.w %0000000000000000 ;2 bytes ;BitPlane4 ;----------------------------------------------- dc.w %0000000000000000 ;2 bytes dc.w %0000000000000000 ;2 bytes dc.w %0000000000000000 ;2 bytes dc.w %0000000000000000 ;2 bytes dc.w %0000000000000000 ;2 bytes dc.w %0000000000000000 ;2 bytes dc.w %0000001111000000 ;2 bytes dc.w %0000001111000000 ;2 bytes dc.w %0000000000000000 ;2 bytes dc.w %0000000000000000 ;2 bytes dc.w %0000000000000000 ;2 bytes dc.w %0000000000000000 ;2 bytes dc.w %0000000000000000 ;2 bytes dc.w %0000000000000000 ;2 bytes dc.w %0000000000000000 ;2 bytes dc.w %0000000000000000 ;2 bytes ;32 bytes per bitplane tile,since we use 4 bitplanes that's 32*4 = 128 ;Tile2: ;BitPlane1 dc.w %1111111111111111 dc.w %1111111111111111 dc.w %1111111111111111 dc.w %1111111111111111 dc.w %1111111111111111 dc.w %1111111111111111 dc.w %1111111111111111 dc.w %1111111111111111 dc.w %1111111111111111 dc.w %1111111111111111 dc.w %1111111111111111 dc.w %1111111111111111 dc.w %1111111111111111 dc.w %1111111111111111 dc.w %1111111111111111 dc.w %1111111111111111 ;BitPlane2 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %1111111100000000 dc.w %1111111100000000 dc.w %1111111100000000 dc.w %1111111100000000 dc.w %1111111100000000 dc.w %1111111100000000 dc.w %1111111100000000 dc.w %1111111100000000 ;BitPlane3 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 ;BitPlane4 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0000000000000000 ;----------------------------------------------- ;Tile MapData ;----------------------------------------------- Map: dc.b 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 dc.b 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 dc.b 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 dc.b 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 dc.b 1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1 dc.b 1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,1 dc.b 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 dc.b 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 dc.b 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 dc.b 1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,1 dc.b 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1 dc.b 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1 dc.b 1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,1,1,1 dc.b 1,0,0,0,0,0,0,0,1,1,0,0,0,1,0,0,1,1,1,1 dc.b 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 Last edited by OmegaMax; 17 September 2017 at 22:57. 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30 September 2017, 22:23 | #83 |
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I also wrote a message to info@ramjam.it about a week ago. No answer yet. I guess I will continue with the translation.
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07 October 2017, 18:56 | #84 | |
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Quote:
i'm originally from Scotland, but i've been living in italy for about 12 years, so while i speak italian with a slightly funny accent, i could say i'm totaly fluent. if you have some random questions about how to translate odd phrases into english, feel free to contact me. i don't have the patience to actually translate huge hunks of text though.... |
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08 October 2017, 20:46 | #85 |
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Last edited by OmegaMax; 09 October 2017 at 04:38. |
16 November 2017, 04:50 | #86 |
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Almost 1900 pages... commendable. So you guys would rather read a book in Italian than the Hardware Reference Manual . It's nice to have a learning course complete with examples, so I understand. "Two birds with one stone" learn 68k assembly while learning Italian, molto bene .
I should enjoy reading & translating this book too when I get the chance, so I might just take up that offer MotoSega and thanks for offering to help with the parts that are trickier to translate. |
16 November 2017, 13:44 | #87 |
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This book appears to be the most comprehensive amiga hardware programming book for beginners and the experienced alike. The hardware reference manual is great but it doesn't have large examples and it doesn't guide you on how to create an entire Amiga program, it really just explains the components without showing ways to glue the components together.
I feel we need a more coordinated approach to this translation. The end goal will be worth it! |
18 November 2017, 20:40 | #88 |
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The only way to learn is to program and trial error,hopefully there is at least one person that is studying the code and making changes to understand.With the code I shared and the Hardware Reference Manual you should be able to start coding.
If you want a simple example to draw a tile onscreen in 1 Bitplane without using the blitter. Code:
;=========================================================================== ; Draw 1 BitPlane Tile To Screen ;=========================================================================== section Tutorial,code_c move.l 4,a6 ;Get base of exec lib lea gfxlib(pc),a1 ;Address of gfxlib string to a1 jsr OpenLib(a6) ;Call OpenLibrary() move.l d0,gfxbase ;Save base of graphics library ;------------------------------------------------------------------------- SetupBitPlanePointers: lea BitPlanePointers,a0 move.l #BitPlane1,d0 ;Insert bitplane1 address into bitplane pointer1 into 'copperlist' move.w d0,6(a0) swap d0 move.w d0,2(a0) Draw1BitPlaneTileToScreen: move.l #BitPlane1,a0 move.l #Tile1BitPlane1,a2 move.l #15,d0 ;Tile Data Lenght DrawLoop: move.w (a2)+,(a0) add.l #40,a0 ;Screenwidth/8 '320/8' dbra d0,DrawLoop move.l #CopperList,$dff080 mouse: btst #6,$bfe001 ;Left mouse clicked? bne mouse ;No,continue loop until mouse pressed move.l gfxbase(pc),a1 ;Base of graphics.library to a1 move.l 38(a1),$dff080 ;Restore old copperlist jsr -414(a6) ;Call CloseLibrary() moveq #0,d0 rts ;------------------------------------------------------------------------- CopperList: dc.w $008e,$2c81,$0090,$3fc1 ; Setting up display, dc.w $0092,$0038,$0094,$00d0 ; modulo and so on dc.w $0102,$0000,$0104,$0000 ;Sprite Priority"No Sprites" dc.w $0106,$0000,$0108,$0000 dc.w $010a,$0000 ;------------------------------------------------------------------------- SpritePointers: dc.w $0120,NullSprite,$0122,NullSprite dc.w $0124,NullSprite,$0126,NullSprite dc.w $0128,NullSprite,$012a,NullSprite dc.w $012c,NullSprite,$012e,NullSprite dc.w $0130,NullSprite,$0132,NullSprite dc.w $0134,NullSprite,$0136,NullSprite dc.w $0138,NullSprite,$013a,NullSprite dc.w $013c,NullSprite,$013e,NullSprite ;------------------------------------------------------------------------- ; Setting up the colors ;------------------------------------------------------------------------- dc.w BitPlaneColor0,$0000,BitPlaneColor1,$0f00 ;------------------------------------------------------------------------- dc.w $0100,$1200 ;1 Bitplanes,Color Burst ;------------------------------------------------------------------------- BitPlanePointers: ;------------------------------------------------------------------------- dc.w $00e0 dc.w $0000 dc.w $00e2 dc.w $0000 dc.w $ffff,$fffe ;------------------------------------------------------------------------- Tile1BitPlane1: dc.w %1111111111111111 dc.w %1000000000000001 dc.w %1011111111111101 dc.w %1010000000000101 dc.w %1010000000000101 dc.w %1010000000000101 dc.w %1010000110000101 dc.w %1010000110000101 dc.w %1010001111000101 dc.w %1010001111000101 dc.w %1010000000000101 dc.w %1010000000000101 dc.w %1010000000000101 dc.w %1011111111111101 dc.w %1000000000000001 dc.w %1111111111111111 ;----------------------------------------------- ;Equates ;----------------------------------------------- BitPlaneColor0 equ $0180 BitPlaneColor1 equ $0182 NullSprite EQU $0000 ;--------------------------------------------------------------- OpenLib equ -408 gfxlib: dc.b "graphics.library",0,0 gfxbase: dc.l 0 ;--------------------------------------------------------------- section blah,bss_c ;--------------------------------------------------------------- BitPlane1: ds.b 320*256/8*1 Last edited by OmegaMax; 22 November 2017 at 00:18. |
18 November 2017, 23:22 | #89 |
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Keep building off the existing example
Code:
;=========================================================================== ; Draw A Row Of 1 BitPlane Tiles To Screen ;=========================================================================== section Tutorial,code_c move.l 4,a6 ;Get base of exec lib lea gfxlib(pc),a1 ;Address of gfxlib string to a1 jsr OpenLib(a6) ;Call OpenLibrary() move.l d0,gfxbase ;Save base of graphics library ;------------------------------------------------------------------------- SetupBitPlanePointers: lea BitPlanePointers,a0 move.l #BitPlane1,d0 ;Insert bitplane1 address into bitplane pointer1 into 'copperlist' move.w d0,6(a0) swap d0 move.w d0,2(a0) Draw1BitPlaneTileToScreen: move.l #BitPlane1,a0 move.l #Tile1BitPlane1,a2 move.l #15,d0 ;Tile Data Lenght move.l #19,d1 ;Tiles Drawn Count DrawLoop: move.w (a2)+,(a0) add.l #40,a0 ;Screenwidth/8 '320/8' dbra d0,DrawLoop sub.l #638,a0 ; move.l #Tile1BitPlane1,a2 ;Reset Tile Address Pointer move.l #15,d0 ;Tile Lenght "reset tile length counter" dbra d1,DrawLoop move.l #CopperList,$dff080 mouse: btst #6,$bfe001 ;Left mouse clicked? bne mouse ;No,continue loop until mouse pressed move.l gfxbase(pc),a1 ;Base of graphics.library to a1 move.l 38(a1),$dff080 ;Restore old copperlist jsr -414(a6) ;Call CloseLibrary() moveq #0,d0 rts ;------------------------------------------------------------------------- CopperList: dc.w $008e,$2c81,$0090,$3fc1 ; Setting up display, dc.w $0092,$0038,$0094,$00d0 ; modulo and so on dc.w $0102,$0000,$0104,$0000 ;Sprite Priority"No Sprites" dc.w $0106,$0000,$0108,$0000 dc.w $010a,$0000 ;------------------------------------------------------------------------- SpritePointers: dc.w $0120,NullSprite,$0122,NullSprite dc.w $0124,NullSprite,$0126,NullSprite dc.w $0128,NullSprite,$012a,NullSprite dc.w $012c,NullSprite,$012e,NullSprite dc.w $0130,NullSprite,$0132,NullSprite dc.w $0134,NullSprite,$0136,NullSprite dc.w $0138,NullSprite,$013a,NullSprite dc.w $013c,NullSprite,$013e,NullSprite ;------------------------------------------------------------------------- ; Setting up the colors ;------------------------------------------------------------------------- dc.w BitPlaneColor0,$0000,BitPlaneColor1,$0f00 ;------------------------------------------------------------------------- dc.w $0100,$1200 ;1 Bitplanes,Color Burst ;------------------------------------------------------------------------- BitPlanePointers: ;------------------------------------------------------------------------- dc.w $00e0 dc.w $0000 dc.w $00e2 dc.w $0000 dc.w $ffff,$fffe ;------------------------------------------------------------------------- Tile1BitPlane1: dc.w %1111111111111111 dc.w %1000000000000001 dc.w %1011111111111101 dc.w %1010000000000101 dc.w %1010000000000101 dc.w %1010000000000101 dc.w %1010000110000101 dc.w %1010000110000101 dc.w %1010001111000101 dc.w %1010001111000101 dc.w %1010000000000101 dc.w %1010000000000101 dc.w %1010000000000101 dc.w %1011111111111101 dc.w %1000000000000001 dc.w %1111111111111111 ;----------------------------------------------- ;Equates ;----------------------------------------------- BitPlaneColor0 equ $0180 BitPlaneColor1 equ $0182 NullSprite EQU $0000 ;--------------------------------------------------------------- OpenLib equ -408 gfxlib: dc.b "graphics.library",0,0 gfxbase: dc.l 0 ;--------------------------------------------------------------- section blah,bss_c ;--------------------------------------------------------------- BitPlane1: ds.b 320*256/8*1 Last edited by OmegaMax; 22 November 2017 at 00:18. |
18 November 2017, 23:33 | #90 |
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Keep building off the existing examples
Code:
;=========================================================================== ; Draw Multiple Rows Of 1 BitPlane Tiles To Screen ;=========================================================================== section Tutorial,code_c move.l 4,a6 ;Get base of exec lib lea gfxlib(pc),a1 ;Address of gfxlib string to a1 jsr OpenLib(a6) ;Call OpenLibrary() move.l d0,gfxbase ;Save base of graphics library ;------------------------------------------------------------------------- SetupBitPlanePointers: lea BitPlanePointers,a0 move.l #BitPlane1,d0 ;Insert bitplane1 address into bitplane pointer1 into 'copperlist' move.w d0,6(a0) swap d0 move.w d0,2(a0) Draw1BitPlaneTileToScreen: move.l #BitPlane1,a0 move.l #Tile1BitPlane1,a2 move.l #15,d0 ;Tile Data Lenght move.l #19,d1 ;Tiles Drawn Count move.l #12,d2 ;Rows Counter DrawLoop: move.w (a2)+,(a0) add.l #40,a0 ;Screenwidth/8 '320/8' dbra d0,DrawLoop sub.l #638,a0 ; move.l #Tile1BitPlane1,a2 ;Reset Tile Address Pointer move.l #15,d0 ;Tile Lenght "reset tile length counter" dbra d1,DrawLoop add.l #640,a0 move.l #19,d1 ;Tiles Drawn Count dbra d2,DrawLoop move.l #CopperList,$dff080 mouse: btst #6,$bfe001 ;Left mouse clicked? bne mouse ;No,continue loop until mouse pressed move.l gfxbase(pc),a1 ;Base of graphics.library to a1 move.l 38(a1),$dff080 ;Restore old copperlist jsr -414(a6) ;Call CloseLibrary() moveq #0,d0 rts ;------------------------------------------------------------------------- CopperList: dc.w $008e,$2c81,$0090,$3fc1 ; Setting up display, dc.w $0092,$0038,$0094,$00d0 ; modulo and so on dc.w $0102,$0000,$0104,$0000 ;Sprite Priority"No Sprites" dc.w $0106,$0000,$0108,$0000 dc.w $010a,$0000 ;------------------------------------------------------------------------- SpritePointers: dc.w $0120,NullSprite,$0122,NullSprite dc.w $0124,NullSprite,$0126,NullSprite dc.w $0128,NullSprite,$012a,NullSprite dc.w $012c,NullSprite,$012e,NullSprite dc.w $0130,NullSprite,$0132,NullSprite dc.w $0134,NullSprite,$0136,NullSprite dc.w $0138,NullSprite,$013a,NullSprite dc.w $013c,NullSprite,$013e,NullSprite ;------------------------------------------------------------------------- ; Setting up the colors ;------------------------------------------------------------------------- dc.w BitPlaneColor0,$0000,BitPlaneColor1,$0f00 ;------------------------------------------------------------------------- dc.w $0100,$1200 ;1 Bitplanes,Color Burst ;------------------------------------------------------------------------- BitPlanePointers: ;------------------------------------------------------------------------- dc.w $00e0 dc.w $0000 dc.w $00e2 dc.w $0000 dc.w $ffff,$fffe ;------------------------------------------------------------------------- Tile1BitPlane1: dc.w %1111111111111111 dc.w %1000000000000001 dc.w %1011111111111101 dc.w %1010000000000101 dc.w %1010000000000101 dc.w %1010000000000101 dc.w %1010000110000101 dc.w %1010000110000101 dc.w %1010001111000101 dc.w %1010001111000101 dc.w %1010000000000101 dc.w %1010000000000101 dc.w %1010000000000101 dc.w %1011111111111101 dc.w %1000000000000001 dc.w %1111111111111111 ;----------------------------------------------- ;Equates ;----------------------------------------------- BitPlaneColor0 equ $0180 BitPlaneColor1 equ $0182 NullSprite EQU $0000 ;--------------------------------------------------------------- OpenLib equ -408 gfxlib: dc.b "graphics.library",0,0 gfxbase: dc.l 0 ;--------------------------------------------------------------- section blah,bss_c ;--------------------------------------------------------------- BitPlane1: ds.b 320*256/8*1 Last edited by OmegaMax; 22 November 2017 at 00:19. |
19 November 2017, 00:10 | #91 |
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Keep building off the existing examples
Code:
;=========================================================================== ; Draw Multiple Rows Of 2 BitPlanes Tiles To Screen ;=========================================================================== section Tutorial,code_c move.l 4,a6 ;Get base of exec lib lea gfxlib(pc),a1 ;Address of gfxlib string to a1 jsr OpenLib(a6) ;Call OpenLibrary() move.l d0,gfxbase ;Save base of graphics library ;------------------------------------------------------------------------- SetupBitPlanePointers: lea BitPlanePointers,a0 ;Insert bitplane addresses into bitplane pointers into 'copperlist' move.l #BitPlane1,d0 move.l #BitPlane2,d1 move.w d0,6(a0) swap d0 move.w d0,2(a0) move.w d1,14(a0) swap d1 move.w d1,10(a0) Draw2BitPlaneTileToScreen: move.l #BitPlane1,a0 move.l #BitPlane2,a1 move.l #Tile1BitPlane1,a2 move.l #Tile1BitPlane2,a3 move.l #15,d0 ;Tile Lenght move.l #19,d1 ;Tiles Drawn Count move.l #12,d2 ;Rows Counter DrawLoop: move.w (a2)+,(a0) move.w (a3)+,(a1) add.l #40,a0 add.l #40,a1 dbra d0,DrawLoop sub.l #638,a0 sub.l #638,a1 move.l #Tile1BitPlane1,a2 move.l #Tile1BitPlane2,a3 move.l #15,d0 ;Tile Lenght dbra d1,DrawLoop add.l #640,a0 add.l #640,a1 move.l #19,d1 ;Tiles Drawn Count dbra d2,DrawLoop move.l #CopperList,$dff080 mouse: btst #6,$bfe001 ;Left mouse clicked? bne mouse ;No,continue loop until mouse pressed move.l gfxbase(pc),a1 ;Base of graphics.library to a1 move.l 38(a1),$dff080 ;Restore old copperlist jsr -414(a6) ;Call CloseLibrary() moveq #0,d0 rts ;------------------------------------------------------------------------- CopperList: dc.w $008e,$2c81,$0090,$3fc1 ; Setting up display, dc.w $0092,$0038,$0094,$00d0 ; modulo and so on dc.w $0102,$0000,$0104,$0000 ;Sprite Priority"No Sprites" dc.w $0106,$0000,$0108,$0000 dc.w $010a,$0000 ;------------------------------------------------------------------------- SpritePointers: dc.w $0120,NullSprite,$0122,NullSprite dc.w $0124,NullSprite,$0126,NullSprite dc.w $0128,NullSprite,$012a,NullSprite dc.w $012c,NullSprite,$012e,NullSprite dc.w $0130,NullSprite,$0132,NullSprite dc.w $0134,NullSprite,$0136,NullSprite dc.w $0138,NullSprite,$013a,NullSprite dc.w $013c,NullSprite,$013e,NullSprite ;------------------------------------------------------------------------- ; Setting up the colors ;------------------------------------------------------------------------- dc.w BitPlaneColor0,$0000,BitPlaneColor1,$0f00 dc.w BitPlaneColor2,$0a0f,BitPlaneColor3,$000f ;------------------------------------------------------------------------- dc.w $0100,$2200 ;2 Bitplanes,Color Burst ;------------------------------------------------------------------------- BitPlanePointers: ;------------------------------------------------------------------------- dc.w $00e0,$0000,$00e2,$0000 ;BitPlanePointer1 dc.w $00e4,$0000,$00e6,$0000 ;BitPlanePointer2 dc.w $ffff,$fffe ;------------------------------------------------------------------------- Tile1BitPlane1: dc.w %1111111111111111 dc.w %1000000000000001 dc.w %1011111111111101 dc.w %1010000000000101 dc.w %1010000000000101 dc.w %1010000000000101 dc.w %1010000110000101 dc.w %1010000110000101 dc.w %1010001111000101 dc.w %1010001111000101 dc.w %1010000000000101 dc.w %1010000000000101 dc.w %1010000000000101 dc.w %1011111111111101 dc.w %1000000000000001 dc.w %1111111111111111 Tile1BitPlane2: dc.w %0000000000000000 dc.w %0000000000000000 dc.w %0011111111111100 dc.w %0010000000000100 dc.w %0010000000000100 dc.w %0010000000000100 dc.w %0010000000000100 dc.w %0010000000000100 dc.w %0010000000000100 dc.w %0010000000000100 dc.w %0010000000000100 dc.w %0010000000000100 dc.w %0010000000000100 dc.w %0011111111111100 dc.w %0000000000000000 dc.w %0000000000000000 ;----------------------------------------------- ;Equates ;----------------------------------------------- BitPlaneColor0 equ $0180 BitPlaneColor1 equ $0182 BitPlaneColor2 equ $0184 BitPlaneColor3 equ $0186 NullSprite EQU $0000 ;--------------------------------------------------------------- OpenLib equ -408 gfxlib: dc.b "graphics.library",0,0 gfxbase: dc.l 0 ;--------------------------------------------------------------- section blah,bss_c ;--------------------------------------------------------------- BitPlane1: ds.b 320*256/8*1 BitPlane2: ds.b 320*256/8*1 Last edited by OmegaMax; 22 November 2017 at 00:19. |
19 November 2017, 04:29 | #92 |
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Take your time and go through it,good luck gentlemen.
Last edited by OmegaMax; 19 November 2017 at 06:12. |
19 November 2017, 22:03 | #93 |
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Display a single sprite onscreen
Code:
;=========================================================================== ; Display 1 "Blank" BitPlane and A Single Sprite ;=========================================================================== section Tutorial,code_c move.l 4,a6 ;Get base of exec lib lea gfxlib(pc),a1 ;Address of gfxlib string to a1 jsr OpenLib(a6) ;Call OpenLibrary() move.l d0,gfxbase ;Save base of graphics library ;------------------------------------------------------------------------- SetupBitPlanePointers: move.l #BitPlane1,d0 move.w d0,BitPlane0PtrL swap d0 move.w d0,BitPlane0PtrH ;------------------------------------------------------------------------- SetupSpritePointers: move.l #BoxSprite,d0 move.w d0,Sprite0L swap d0 move.w d0,Sprite0H move.l #CopperList,$dff080 mouse: btst #6,$bfe001 ;Left mouse clicked? bne mouse ;No,continue loop until mouse pressed move.l gfxbase(pc),a1 ;Base of graphics.library to a1 move.l 38(a1),$dff080 ;Restore old copperlist jsr -414(a6) ;Call CloseLibrary() moveq #0,d0 rts ;=========================================================================== CopperList: dc.w $008e,$2c81,$0090,$3fc1 ; Setting up display, dc.w $0092,$0038,$0094,$00d0 ; modulo and so on dc.w $0102,$0000,$0104,$0000 ;Sprite Priority"Off" dc.w $0106,$0000,$0108,$0000 dc.w $010a,$0000 ;------------------------------------------------------------------------- ;SpritePointers ;------------------------------------------------------------------------- dc.w SpritePointer0H ;$0120 Sprite0H: dc.w $0 dc.w SpritePointer0L ;$0122 Sprite0L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer1H ;$0124 Sprite1H: dc.w $0 dc.w SpritePointer1L ;$0126 Sprite1L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer2H ;$0128 Sprite2H: dc.w $0 dc.w SpritePointer2L ;$012a Sprite2L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer3H ;$012c Sprite3H: dc.w $0 dc.w SpritePointer3L ;$012e Sprite3L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer4H ;$0130 Sprite4H: dc.w $0 dc.w SpritePointer4L ;$0132 Sprite4L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer5H ;$0134 Sprite5H: dc.w $0 dc.w SpritePointer5L ;$0136 Sprite5L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer6H ;$0138 Sprite6H: dc.w $0 dc.w SpritePointer6L ;$013a Sprite6L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer7H ;$013c Sprite7H: dc.w $0 dc.w SpritePointer7L ;$013e Sprite7L: dc.w $0 ;------------------------------------------------------------------------- ; Setting up the colors ;------------------------------------------------------------------------- dc.w BitPlaneColor0,$0000,BitPlaneColor1,$0f00 dc.w SpriteColor1,$00a0 dc.w SpriteColor2,$0080 dc.w SpriteColor3,$0050 ;------------------------------------------------------------------------- dc.w $0100,$1200 ;1 Bitplanes,Color Burst ;------------------------------------------------------------------------- BitPlanePointers: ;------------------------------------------------------------------------- dc.w BitPlanePointerH BitPlane0PtrH: dc.w $0000,BitPlanePointerL BitPlane0PtrL: dc.w $0000 dc.w $ffff,$fffe ;----------------------------------------------- BoxSprite: dc.b 160 ;Sprite Y Position Start dc.b 138 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- ;Equates ;----------------------------------------------- BitPlaneColor0 equ $0180 BitPlaneColor1 equ $0182 BitPlaneColor2 equ $0184 BitPlaneColor3 equ $0186 SpritePointer0H equ $0120 SpritePointer0L equ $0122 SpritePointer1H equ $0124 SpritePointer1L equ $0126 SpritePointer2H equ $0128 SpritePointer2L equ $012a SpritePointer3H equ $012c SpritePointer3L equ $012e SpritePointer4H equ $0130 SpritePointer4L equ $0132 SpritePointer5H equ $0134 SpritePointer5L equ $0136 SpritePointer6H equ $0138 SpritePointer6L equ $013a SpritePointer7H equ $013c SpritePointer7L equ $013e SpriteColor1 equ $01a2 SpriteColor2 equ $01a4 SpriteColor3 equ $01a6 BitPlanePointerH equ $00e0 BitPlanePointerL equ $00e2 NullSprite EQU $0000 ;--------------------------------------------------------------- OpenLib equ -408 gfxlib: dc.b "graphics.library",0,0 gfxbase: dc.l 0 ;--------------------------------------------------------------- section blah,bss_c ;--------------------------------------------------------------- BitPlane1: ds.b 320*256/8*1 Last edited by OmegaMax; 22 November 2017 at 00:19. |
20 November 2017, 00:31 | #94 |
Knight Of The Kingdom
Join Date: Feb 2016
Location: It's a bald world!
Posts: 179
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Keep building off sprite existing example
Code:
;=========================================================================== ; Display 1 "Blank" BitPlane and Two Sprites ;=========================================================================== section Tutorial,code_c move.l 4,a6 ;Get base of exec lib lea gfxlib(pc),a1 ;Address of gfxlib string to a1 jsr OpenLib(a6) ;Call OpenLibrary() move.l d0,gfxbase ;Save base of graphics library ;------------------------------------------------------------------------- SetupBitPlanePointers: move.l #BitPlane1,d0 move.w d0,BitPlane0PtrL swap d0 move.w d0,BitPlane0PtrH ;------------------------------------------------------------------------- SetupSpritePointers: move.l #BoxSprite1,d0 move.w d0,Sprite0L swap d0 move.w d0,Sprite0H move.l #BoxSprite2,d0 move.w d0,Sprite1L swap d0 move.w d0,Sprite1H move.l #CopperList,$dff080 mouse: btst #6,$bfe001 ;Left mouse clicked? bne mouse ;No,continue loop until mouse pressed move.l gfxbase(pc),a1 ;Base of graphics.library to a1 move.l 38(a1),$dff080 ;Restore old copperlist jsr -414(a6) ;Call CloseLibrary() moveq #0,d0 rts ;=========================================================================== CopperList: dc.w $008e,$2c81,$0090,$3fc1 ; Setting up display, dc.w $0092,$0038,$0094,$00d0 ; modulo and so on dc.w $0102,$0000,$0104,$0000 ;Sprite Priority"Off" dc.w $0106,$0000,$0108,$0000 dc.w $010a,$0000 ;------------------------------------------------------------------------- ;SpritePointers ;------------------------------------------------------------------------- dc.w SpritePointer0H ;$0120 Sprite0H: dc.w $0 dc.w SpritePointer0L ;$0122 Sprite0L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer1H ;$0124 Sprite1H: dc.w $0 dc.w SpritePointer1L ;$0126 Sprite1L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer2H ;$0128 Sprite2H: dc.w $0 dc.w SpritePointer2L ;$012a Sprite2L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer3H ;$012c Sprite3H: dc.w $0 dc.w SpritePointer3L ;$012e Sprite3L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer4H ;$0130 Sprite4H: dc.w $0 dc.w SpritePointer4L ;$0132 Sprite4L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer5H ;$0134 Sprite5H: dc.w $0 dc.w SpritePointer5L ;$0136 Sprite5L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer6H ;$0138 Sprite6H: dc.w $0 dc.w SpritePointer6L ;$013a Sprite6L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer7H ;$013c Sprite7H: dc.w $0 dc.w SpritePointer7L ;$013e Sprite7L: dc.w $0 ;------------------------------------------------------------------------- ; Setting up the colors ;------------------------------------------------------------------------- dc.w BitPlaneColor0,$0000,BitPlaneColor1,$0f00 dc.w SpriteColor1,$00a0 dc.w SpriteColor2,$0080 dc.w SpriteColor3,$0050 ;------------------------------------------------------------------------- dc.w $0100,$1200 ;1 Bitplanes,Color Burst ;------------------------------------------------------------------------- BitPlanePointers: ;------------------------------------------------------------------------- dc.w BitPlanePointerH BitPlane0PtrH: dc.w $0000,BitPlanePointerL BitPlane0PtrL: dc.w $0000 dc.w $ffff,$fffe ;----------------------------------------------- BoxSprite1: dc.b 160 ;Sprite Y Position Start dc.b 120 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite2: dc.b 160 ;Sprite Y Position Start dc.b 160 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- ;Equates ;----------------------------------------------- BitPlaneColor0 equ $0180 BitPlaneColor1 equ $0182 BitPlaneColor2 equ $0184 BitPlaneColor3 equ $0186 SpritePointer0H equ $0120 SpritePointer0L equ $0122 SpritePointer1H equ $0124 SpritePointer1L equ $0126 SpritePointer2H equ $0128 SpritePointer2L equ $012a SpritePointer3H equ $012c SpritePointer3L equ $012e SpritePointer4H equ $0130 SpritePointer4L equ $0132 SpritePointer5H equ $0134 SpritePointer5L equ $0136 SpritePointer6H equ $0138 SpritePointer6L equ $013a SpritePointer7H equ $013c SpritePointer7L equ $013e SpriteColor1 equ $01a2 SpriteColor2 equ $01a4 SpriteColor3 equ $01a6 BitPlanePointerH equ $00e0 BitPlanePointerL equ $00e2 NullSprite EQU $0000 ;--------------------------------------------------------------- OpenLib equ -408 gfxlib: dc.b "graphics.library",0,0 gfxbase: dc.l 0 ;--------------------------------------------------------------- section blah,bss_c ;--------------------------------------------------------------- BitPlane1: ds.b 320*256/8*1 Last edited by OmegaMax; 22 November 2017 at 00:19. |
20 November 2017, 18:03 | #95 |
Knight Of The Kingdom
Join Date: Feb 2016
Location: It's a bald world!
Posts: 179
|
Keep building off sprite existing examples
Code:
;=========================================================================== ; Display 1 "Blank" BitPlane and Eight Sprites ;=========================================================================== section Tutorial,code_c move.l 4,a6 ;Get base of exec lib lea gfxlib(pc),a1 ;Address of gfxlib string to a1 jsr OpenLib(a6) ;Call OpenLibrary() move.l d0,gfxbase ;Save base of graphics library ;------------------------------------------------------------------------- SetupBitPlanePointers: move.l #BitPlane1,d0 move.w d0,BitPlane0PtrL swap d0 move.w d0,BitPlane0PtrH ;------------------------------------------------------------------------- SetupSpritePointers: move.l #BoxSprite0,d0 move.w d0,Sprite0L swap d0 move.w d0,Sprite0H move.l #BoxSprite1,d0 move.w d0,Sprite1L swap d0 move.w d0,Sprite1H move.l #BoxSprite2,d0 move.w d0,Sprite2L swap d0 move.w d0,Sprite2H move.l #BoxSprite3,d0 move.w d0,Sprite3L swap d0 move.w d0,Sprite3H move.l #BoxSprite4,d0 move.w d0,Sprite4L swap d0 move.w d0,Sprite4H move.l #BoxSprite5,d0 move.w d0,Sprite5L swap d0 move.w d0,Sprite5H move.l #BoxSprite6,d0 move.w d0,Sprite6L swap d0 move.w d0,Sprite6H move.l #BoxSprite7,d0 move.w d0,Sprite7L swap d0 move.w d0,Sprite7H move.l #CopperList,$dff080 mouse: btst #6,$bfe001 ;Left mouse clicked? bne mouse ;No,continue loop until mouse pressed move.l gfxbase(pc),a1 ;Base of graphics.library to a1 move.l 38(a1),$dff080 ;Restore old copperlist jsr -414(a6) ;Call CloseLibrary() moveq #0,d0 rts ;=========================================================================== CopperList: dc.w $008e,$2c81,$0090,$3fc1 ; Setting up display, dc.w $0092,$0038,$0094,$00d0 ; modulo and so on dc.w $0102,$0000,$0104,$0000 ;Sprite Priority"Off" dc.w $0106,$0000,$0108,$0000 dc.w $010a,$0000 ;------------------------------------------------------------------------- ;SpritePointers ;------------------------------------------------------------------------- dc.w SpritePointer0H ;$0120 Sprite0H: dc.w $0 dc.w SpritePointer0L ;$0122 Sprite0L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer1H ;$0124 Sprite1H: dc.w $0 dc.w SpritePointer1L ;$0126 Sprite1L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer2H ;$0128 Sprite2H: dc.w $0 dc.w SpritePointer2L ;$012a Sprite2L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer3H ;$012c Sprite3H: dc.w $0 dc.w SpritePointer3L ;$012e Sprite3L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer4H ;$0130 Sprite4H: dc.w $0 dc.w SpritePointer4L ;$0132 Sprite4L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer5H ;$0134 Sprite5H: dc.w $0 dc.w SpritePointer5L ;$0136 Sprite5L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer6H ;$0138 Sprite6H: dc.w $0 dc.w SpritePointer6L ;$013a Sprite6L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer7H ;$013c Sprite7H: dc.w $0 dc.w SpritePointer7L ;$013e Sprite7L: dc.w $0 ;------------------------------------------------------------------------- ; Setting up the colors ;------------------------------------------------------------------------- dc.w BitPlaneColor0,$0000,BitPlaneColor1,$0f00 dc.w Sprite0_1Color1,$00a0 ;Sprites 0 & 1 color 1 dc.w Sprite0_1Color2,$0080 ;Sprites 0 & 1 color 2 dc.w Sprite0_1Color3,$0050 ;Sprites 0 & 1 color 3 dc.w Sprite2_3Color1,$0a00 ;Sprites 2 & 3 color 1 dc.w Sprite2_3Color2,$0800 ;Sprites 2 & 3 color 2 dc.w Sprite2_3Color3,$0500 ;Sprites 2 & 3 color 3 dc.w Sprite4_5Color1,$000f ;Sprites 4 & 5 color 1 dc.w Sprite4_5Color2,$000a ;Sprites 4 & 5 color 2 dc.w Sprite4_5Color3,$0008 ;Sprites 4 & 5 color 3 dc.w Sprite6_7Color1,$0aa0 ;Sprites 6 & 7 color 1 dc.w Sprite6_7Color2,$0880 ;Sprites 6 & 7 color 2 dc.w Sprite6_7Color3,$0550 ;Sprites 6 & 7 color 3 ;------------------------------------------------------------------------- dc.w $0100,$1200 ;1 Bitplanes,Color Burst ;------------------------------------------------------------------------- BitPlanePointers: ;------------------------------------------------------------------------- dc.w BitPlanePointerH BitPlane0PtrH: dc.w $0000,BitPlanePointerL BitPlane0PtrL: dc.w $0000 dc.w $ffff,$fffe ;----------------------------------------------- BoxSprite0: dc.b 160 ;Sprite Y Position Start dc.b 100 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite1: dc.b 160 ;Sprite Y Position Start dc.b 110 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite2: dc.b 160 ;Sprite Y Position Start dc.b 120 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite3: dc.b 160 ;Sprite Y Position Start dc.b 130 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite4: dc.b 160 ;Sprite Y Position Start dc.b 140 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite5: dc.b 160 ;Sprite Y Position Start dc.b 150 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite6: dc.b 160 ;Sprite Y Position Start dc.b 160 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite7: dc.b 160 ;Sprite Y Position Start dc.b 170 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- ;Equates ;----------------------------------------------- BitPlaneColor0 equ $0180 BitPlaneColor1 equ $0182 BitPlaneColor2 equ $0184 BitPlaneColor3 equ $0186 SpritePointer0H equ $0120 SpritePointer0L equ $0122 SpritePointer1H equ $0124 SpritePointer1L equ $0126 SpritePointer2H equ $0128 SpritePointer2L equ $012a SpritePointer3H equ $012c SpritePointer3L equ $012e SpritePointer4H equ $0130 SpritePointer4L equ $0132 SpritePointer5H equ $0134 SpritePointer5L equ $0136 SpritePointer6H equ $0138 SpritePointer6L equ $013a SpritePointer7H equ $013c SpritePointer7L equ $013e Sprite0_1Color1 equ $01a2 Sprite0_1Color2 equ $01a4 Sprite0_1Color3 equ $01a6 Sprite2_3Color1 equ $01aa Sprite2_3Color2 equ $01ac Sprite2_3Color3 equ $01ae Sprite4_5Color1 equ $01b2 Sprite4_5Color2 equ $01b4 Sprite4_5Color3 equ $01b6 Sprite6_7Color1 equ $01ba Sprite6_7Color2 equ $01bc Sprite6_7Color3 equ $01be BitPlanePointerH equ $00e0 BitPlanePointerL equ $00e2 NullSprite EQU $0000 ;--------------------------------------------------------------- OpenLib equ -408 gfxlib: dc.b "graphics.library",0,0 gfxbase: dc.l 0 ;--------------------------------------------------------------- section blah,bss_c ;--------------------------------------------------------------- BitPlane1: ds.b 320*256/8*1 Last edited by OmegaMax; 22 November 2017 at 00:19. |
20 November 2017, 23:30 | #96 |
Knight Of The Kingdom
Join Date: Feb 2016
Location: It's a bald world!
Posts: 179
|
Keep building off sprite existing examples
Code:
;=========================================================================== ; Display 1 "Blank" BitPlane and All Attached Sprites ;=========================================================================== section Tutorial,code_c move.l 4,a6 ;Get base of exec lib lea gfxlib(pc),a1 ;Address of gfxlib string to a1 jsr OpenLib(a6) ;Call OpenLibrary() move.l d0,gfxbase ;Save base of graphics library ;------------------------------------------------------------------------- SetupBitPlanePointers: move.l #BitPlane1,d0 move.w d0,BitPlane0PtrL swap d0 move.w d0,BitPlane0PtrH ;------------------------------------------------------------------------- SetupSpritePointers: move.l #BoxSprite0,d0 move.w d0,Sprite0L swap d0 move.w d0,Sprite0H move.l #BoxSprite1,d0 move.w d0,Sprite1L swap d0 move.w d0,Sprite1H move.l #BoxSprite2,d0 move.w d0,Sprite2L swap d0 move.w d0,Sprite2H move.l #BoxSprite3,d0 move.w d0,Sprite3L swap d0 move.w d0,Sprite3H move.l #BoxSprite4,d0 move.w d0,Sprite4L swap d0 move.w d0,Sprite4H move.l #BoxSprite5,d0 move.w d0,Sprite5L swap d0 move.w d0,Sprite5H move.l #BoxSprite6,d0 move.w d0,Sprite6L swap d0 move.w d0,Sprite6H move.l #BoxSprite7,d0 move.w d0,Sprite7L swap d0 move.w d0,Sprite7H move.l #CopperList,$dff080 mouse: btst #6,$bfe001 ;Left mouse clicked? bne mouse ;No,continue loop until mouse pressed move.l gfxbase(pc),a1 ;Base of graphics.library to a1 move.l 38(a1),$dff080 ;Restore old copperlist jsr -414(a6) ;Call CloseLibrary() moveq #0,d0 rts ;=========================================================================== CopperList: dc.w $008e,$2c81,$0090,$3fc1 ; Setting up display, dc.w $0092,$0038,$0094,$00d0 ; modulo and so on dc.w $0102,$0000,$0104,$0000 ;Sprite Priority"Off" dc.w $0106,$0000,$0108,$0000 dc.w $010a,$0000 ;------------------------------------------------------------------------- ;SpritePointers ;------------------------------------------------------------------------- dc.w SpritePointer0H ;$0120 Sprite0H: dc.w $0 dc.w SpritePointer0L ;$0122 Sprite0L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer1H ;$0124 Sprite1H: dc.w $0 dc.w SpritePointer1L ;$0126 Sprite1L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer2H ;$0128 Sprite2H: dc.w $0 dc.w SpritePointer2L ;$012a Sprite2L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer3H ;$012c Sprite3H: dc.w $0 dc.w SpritePointer3L ;$012e Sprite3L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer4H ;$0130 Sprite4H: dc.w $0 dc.w SpritePointer4L ;$0132 Sprite4L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer5H ;$0134 Sprite5H: dc.w $0 dc.w SpritePointer5L ;$0136 Sprite5L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer6H ;$0138 Sprite6H: dc.w $0 dc.w SpritePointer6L ;$013a Sprite6L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer7H ;$013c Sprite7H: dc.w $0 dc.w SpritePointer7L ;$013e Sprite7L: dc.w $0 ;------------------------------------------------------------------------- ; Setting up the colors ;------------------------------------------------------------------------- dc.w BitPlaneColor0,$0000,BitPlaneColor1,$0f00 dc.w SpriteColor1,$00a0 ;Sprite Attached color 1 dc.w SpriteColor2,$0080 ;Sprite Attached color 1 dc.w SpriteColor3,$0050 ;Sprite Attached color 3 dc.w SpriteColor4,$0a00 ;Sprite Attached color 4 dc.w SpriteColor5,$0800 ;Sprite Attached color 5 dc.w SpriteColor6,$0500 ;Sprite Attached color 6 dc.w SpriteColor7,$000f ;Sprite Attached color 7 dc.w SpriteColor8,$000a ;Sprite Attached color 8 dc.w SpriteColor9,$0008 ;Sprite Attached color 9 dc.w SpriteColor10,$0aa0 ;Sprite Attached color 10 dc.w SpriteColor11,$0880 ;Sprite Attached color 11 dc.w SpriteColor12,$0a50 ;Sprite Attached color 12 dc.w SpriteColor13,$0f00 ;Sprite Attached color 13 dc.w SpriteColor14,$000f ;Sprite Attached color 14 dc.w SpriteColor15,$00ff ;Sprite Attached color 15 ;------------------------------------------------------------------------- dc.w $0100,$1200 ;1 Bitplanes,Color Burst ;------------------------------------------------------------------------- BitPlanePointers: ;------------------------------------------------------------------------- dc.w BitPlanePointerH BitPlane0PtrH: dc.w $0000 dc.w BitPlanePointerL BitPlane0PtrL: dc.w $0000 dc.w $ffff,$fffe ;----------------------------------------------- BoxSprite0: dc.b 160 ;Sprite Y Position Start dc.b 110 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite1: dc.b 160 ;Sprite Y Position Start dc.b 110 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 128 ;Sprite Attach "Bit 7" dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %0000000000000000,%1111111111111111 dc.w %0000000000000000,%1111111111111111 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite2: dc.b 160 ;Sprite Y Position Start dc.b 130 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite3: dc.b 160 ;Sprite Y Position Start dc.b 130 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 128 ;Sprite Attach "Bit 7" dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %0000000000000000,%1111111111111111 dc.w %0000000000000000,%1111111111111111 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite4: dc.b 160 ;Sprite Y Position Start dc.b 150 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite5: dc.b 160 ;Sprite Y Position Start dc.b 150 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 128 ;Sprite Attach "Bit 7" dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %0000000000000000,%1111111111111111 dc.w %0000000000000000,%1111111111111111 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite6: dc.b 160 ;Sprite Y Position Start dc.b 170 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite7: dc.b 160 ;Sprite Y Position Start dc.b 170 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 128 ;Sprite Attach "Bit 7" dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %0000000000000000,%1111111111111111 dc.w %0000000000000000,%1111111111111111 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- ;Equates ;----------------------------------------------- BitPlaneColor0 equ $0180 BitPlaneColor1 equ $0182 BitPlaneColor2 equ $0184 BitPlaneColor3 equ $0186 SpritePointer0H equ $0120 SpritePointer0L equ $0122 SpritePointer1H equ $0124 SpritePointer1L equ $0126 SpritePointer2H equ $0128 SpritePointer2L equ $012a SpritePointer3H equ $012c SpritePointer3L equ $012e SpritePointer4H equ $0130 SpritePointer4L equ $0132 SpritePointer5H equ $0134 SpritePointer5L equ $0136 SpritePointer6H equ $0138 SpritePointer6L equ $013a SpritePointer7H equ $013c SpritePointer7L equ $013e SpriteColor1 equ $01a2 SpriteColor2 equ $01a4 SpriteColor3 equ $01a6 SpriteColor4 equ $01a8 SpriteColor5 equ $01aa SpriteColor6 equ $01ac SpriteColor7 equ $01ae SpriteColor8 equ $01b0 SpriteColor9 equ $01b2 SpriteColor10 equ $01b4 SpriteColor11 equ $01b6 SpriteColor12 equ $01b8 SpriteColor13 equ $01ba SpriteColor14 equ $01bc SpriteColor15 equ $01be BitPlanePointerH equ $00e0 BitPlanePointerL equ $00e2 NullSprite EQU $0000 ;--------------------------------------------------------------- OpenLib equ -408 gfxlib: dc.b "graphics.library",0,0 gfxbase: dc.l 0 ;--------------------------------------------------------------- section blah,bss_c ;--------------------------------------------------------------- BitPlane1: ds.b 320*256/8*1 Last edited by OmegaMax; 22 November 2017 at 00:20. |
20 November 2017, 23:57 | #97 |
Knight Of The Kingdom
Join Date: Feb 2016
Location: It's a bald world!
Posts: 179
|
Display Large Sprites
Code:
;=========================================================================== ; Display 1 "Blank" BitPlane and A Large Attached Sprites ;=========================================================================== section Tutorial,code_c move.l 4,a6 ;Get base of exec lib lea gfxlib(pc),a1 ;Address of gfxlib string to a1 jsr OpenLib(a6) ;Call OpenLibrary() move.l d0,gfxbase ;Save base of graphics library ;------------------------------------------------------------------------- SetupBitPlanePointers: move.l #BitPlane1,d0 move.w d0,BitPlane0PtrL swap d0 move.w d0,BitPlane0PtrH ;------------------------------------------------------------------------- SetupSpritePointers: move.l #BoxSprite0,d0 move.w d0,Sprite0L swap d0 move.w d0,Sprite0H move.l #BoxSprite1,d0 move.w d0,Sprite1L swap d0 move.w d0,Sprite1H move.l #CopperList,$dff080 mouse: btst #6,$bfe001 ;Left mouse clicked? bne mouse ;No,continue loop until mouse pressed move.l gfxbase(pc),a1 ;Base of graphics.library to a1 move.l 38(a1),$dff080 ;Restore old copperlist jsr -414(a6) ;Call CloseLibrary() moveq #0,d0 rts ;=========================================================================== CopperList: dc.w $008e,$2c81,$0090,$3fc1 ; Setting up display, dc.w $0092,$0038,$0094,$00d0 ; modulo and so on dc.w $0102,$0000,$0104,$0000 ;Sprite Priority"Off" dc.w $0106,$0000,$0108,$0000 dc.w $010a,$0000 ;------------------------------------------------------------------------- ;SpritePointers ;------------------------------------------------------------------------- dc.w SpritePointer0H ;$0120 Sprite0H: dc.w $0 dc.w SpritePointer0L ;$0122 Sprite0L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer1H ;$0124 Sprite1H: dc.w $0 dc.w SpritePointer1L ;$0126 Sprite1L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer2H ;$0128 Sprite2H: dc.w $0 dc.w SpritePointer2L ;$012a Sprite2L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer3H ;$012c Sprite3H: dc.w $0 dc.w SpritePointer3L ;$012e Sprite3L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer4H ;$0130 Sprite4H: dc.w $0 dc.w SpritePointer4L ;$0132 Sprite4L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer5H ;$0134 Sprite5H: dc.w $0 dc.w SpritePointer5L ;$0136 Sprite5L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer6H ;$0138 Sprite6H: dc.w $0 dc.w SpritePointer6L ;$013a Sprite6L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer7H ;$013c Sprite7H: dc.w $0 dc.w SpritePointer7L ;$013e Sprite7L: dc.w $0 ;------------------------------------------------------------------------- ; Setting up the colors ;------------------------------------------------------------------------- dc.w BitPlaneColor0,$0000,BitPlaneColor1,$0f00 dc.w SpriteColor1,$00a0 ;Sprite Attached color 1 dc.w SpriteColor2,$0080 ;Sprite Attached color 1 dc.w SpriteColor3,$0050 ;Sprite Attached color 3 dc.w SpriteColor4,$0a00 ;Sprite Attached color 4 dc.w SpriteColor5,$0800 ;Sprite Attached color 5 dc.w SpriteColor6,$0500 ;Sprite Attached color 6 dc.w SpriteColor7,$000f ;Sprite Attached color 7 dc.w SpriteColor8,$000a ;Sprite Attached color 8 dc.w SpriteColor9,$0008 ;Sprite Attached color 9 dc.w SpriteColor10,$0aa0 ;Sprite Attached color 10 dc.w SpriteColor11,$0880 ;Sprite Attached color 11 dc.w SpriteColor12,$0a50 ;Sprite Attached color 12 dc.w SpriteColor13,$0f00 ;Sprite Attached color 13 dc.w SpriteColor14,$000f ;Sprite Attached color 14 dc.w SpriteColor15,$00ff ;Sprite Attached color 15 ;------------------------------------------------------------------------- dc.w $0100,$1200 ;1 Bitplanes,Color Burst ;------------------------------------------------------------------------- BitPlanePointers: ;------------------------------------------------------------------------- dc.w BitPlanePointerH BitPlane0PtrH: dc.w $0000 dc.w BitPlanePointerL BitPlane0PtrL: dc.w $0000 dc.w $ffff,$fffe ;----------------------------------------------- BoxSprite0: dc.b 120 ;Sprite Y Position Start dc.b 135 ;Sprite X Position Start dc.b 188 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite1: dc.b 120 ;Sprite Y Position Start dc.b 135 ;Sprite X Position Start dc.b 188 ;Sprite Y Position End dc.b 128 ;Sprite Attach "Bit 7" dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %0000000000000000,%1111111111111111 dc.w %0000000000000000,%1111111111111111 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %0000000000000000,%1111111111111111 dc.w %0000000000000000,%1111111111111111 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %0000000000000000,%1111111111111111 dc.w %0000000000000000,%1111111111111111 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %0000000000000000,%1111111111111111 dc.w %0000000000000000,%1111111111111111 dc.w %0000000000000000,%1111111111111111 dc.w %0000000000000000,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %1111111111111111,%1111111111111111 dc.w %0000000000000000,%0000000000000000 dc.w %0000000000000000,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- ;Equates ;----------------------------------------------- BitPlaneColor0 equ $0180 BitPlaneColor1 equ $0182 BitPlaneColor2 equ $0184 BitPlaneColor3 equ $0186 SpritePointer0H equ $0120 SpritePointer0L equ $0122 SpritePointer1H equ $0124 SpritePointer1L equ $0126 SpritePointer2H equ $0128 SpritePointer2L equ $012a SpritePointer3H equ $012c SpritePointer3L equ $012e SpritePointer4H equ $0130 SpritePointer4L equ $0132 SpritePointer5H equ $0134 SpritePointer5L equ $0136 SpritePointer6H equ $0138 SpritePointer6L equ $013a SpritePointer7H equ $013c SpritePointer7L equ $013e SpriteColor1 equ $01a2 SpriteColor2 equ $01a4 SpriteColor3 equ $01a6 SpriteColor4 equ $01a8 SpriteColor5 equ $01aa SpriteColor6 equ $01ac SpriteColor7 equ $01ae SpriteColor8 equ $01b0 SpriteColor9 equ $01b2 SpriteColor10 equ $01b4 SpriteColor11 equ $01b6 SpriteColor12 equ $01b8 SpriteColor13 equ $01ba SpriteColor14 equ $01bc SpriteColor15 equ $01be BitPlanePointerH equ $00e0 BitPlanePointerL equ $00e2 NullSprite EQU $0000 ;--------------------------------------------------------------- OpenLib equ -408 gfxlib: dc.b "graphics.library",0,0 gfxbase: dc.l 0 ;--------------------------------------------------------------- section blah,bss_c ;--------------------------------------------------------------- BitPlane1: ds.b 320*256/8*1 Last edited by OmegaMax; 22 November 2017 at 00:20. |
21 November 2017, 00:52 | #98 |
Knight Of The Kingdom
Join Date: Feb 2016
Location: It's a bald world!
Posts: 179
|
Building off BitPlane and sprite examples,Display playfield and sprites
Code:
;=========================================================================== ; Display 1 BitPlane Tiles and Eight Sprites (Sprite/Playfield Priority On) ;=========================================================================== section Tutorial,code_c move.l 4,a6 ;Get base of exec lib lea gfxlib(pc),a1 ;Address of gfxlib string to a1 jsr OpenLib(a6) ;Call OpenLibrary() move.l d0,gfxbase ;Save base of graphics library ;------------------------------------------------------------------------- SetupBitPlanePointers: move.l #BitPlane1,d0 move.w d0,BitPlane0PtrL swap d0 move.w d0,BitPlane0PtrH ;------------------------------------------------------------------------- SetupSpritePointers: move.l #BoxSprite0,d0 move.w d0,Sprite0L swap d0 move.w d0,Sprite0H move.l #BoxSprite1,d0 move.w d0,Sprite1L swap d0 move.w d0,Sprite1H move.l #BoxSprite2,d0 move.w d0,Sprite2L swap d0 move.w d0,Sprite2H move.l #BoxSprite3,d0 move.w d0,Sprite3L swap d0 move.w d0,Sprite3H move.l #BoxSprite4,d0 move.w d0,Sprite4L swap d0 move.w d0,Sprite4H move.l #BoxSprite5,d0 move.w d0,Sprite5L swap d0 move.w d0,Sprite5H move.l #BoxSprite6,d0 move.w d0,Sprite6L swap d0 move.w d0,Sprite6H move.l #BoxSprite7,d0 move.w d0,Sprite7L swap d0 move.w d0,Sprite7H ;------------------------------------------------------------------------- Draw1BitPlaneTileToScreen: move.l #BitPlane1,a0 move.l #Tile1BitPlane1,a2 move.l #15,d0 ;Tile Data Lenght move.l #19,d1 ;Tiles Drawn Count move.l #12,d2 ;Rows Counter DrawLoop: move.w (a2)+,(a0) add.l #40,a0 ;Screenwidth/8 '320/8' dbra d0,DrawLoop sub.l #638,a0 ; move.l #Tile1BitPlane1,a2 ;Reset Tile Address Pointer move.l #15,d0 ;Tile Lenght "reset tile length counter" dbra d1,DrawLoop add.l #600,a0 move.l #19,d1 ;Tiles Drawn Count dbra d2,DrawLoop move.l #CopperList,$dff080 mouse: btst #6,$bfe001 ;Left mouse clicked? bne mouse ;No,continue loop until mouse pressed move.l gfxbase(pc),a1 ;Base of graphics.library to a1 move.l 38(a1),$dff080 ;Restore old copperlist jsr -414(a6) ;Call CloseLibrary() moveq #0,d0 rts ;=========================================================================== CopperList: dc.w $008e,$2c81,$0090,$3fc1 ; Setting up display, dc.w $0092,$0038,$0094,$00d0 ; modulo and so on dc.w $0102,$0000,$0104,$0020 ;Sprite Priority"On" infront of Playfield dc.w $0106,$0000,$0108,$0000 dc.w $010a,$0000 ;------------------------------------------------------------------------- ;SpritePointers ;------------------------------------------------------------------------- dc.w SpritePointer0H ;$0120 Sprite0H: dc.w $0 dc.w SpritePointer0L ;$0122 Sprite0L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer1H ;$0124 Sprite1H: dc.w $0 dc.w SpritePointer1L ;$0126 Sprite1L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer2H ;$0128 Sprite2H: dc.w $0 dc.w SpritePointer2L ;$012a Sprite2L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer3H ;$012c Sprite3H: dc.w $0 dc.w SpritePointer3L ;$012e Sprite3L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer4H ;$0130 Sprite4H: dc.w $0 dc.w SpritePointer4L ;$0132 Sprite4L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer5H ;$0134 Sprite5H: dc.w $0 dc.w SpritePointer5L ;$0136 Sprite5L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer6H ;$0138 Sprite6H: dc.w $0 dc.w SpritePointer6L ;$013a Sprite6L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer7H ;$013c Sprite7H: dc.w $0 dc.w SpritePointer7L ;$013e Sprite7L: dc.w $0 ;------------------------------------------------------------------------- ; Setting up the colors ;------------------------------------------------------------------------- dc.w BitPlaneColor0,$0000,BitPlaneColor1,$0f00 dc.w Sprite0_1Color1,$00a0 ;Sprites 0 & 1 color 1 dc.w Sprite0_1Color2,$0080 ;Sprites 0 & 1 color 2 dc.w Sprite0_1Color3,$0050 ;Sprites 0 & 1 color 3 dc.w Sprite2_3Color1,$0a0a ;Sprites 2 & 3 color 1 dc.w Sprite2_3Color2,$0808 ;Sprites 2 & 3 color 2 dc.w Sprite2_3Color3,$0505 ;Sprites 2 & 3 color 3 dc.w Sprite4_5Color1,$000f ;Sprites 4 & 5 color 1 dc.w Sprite4_5Color2,$000a ;Sprites 4 & 5 color 2 dc.w Sprite4_5Color3,$0008 ;Sprites 4 & 5 color 3 dc.w Sprite6_7Color1,$0aa0 ;Sprites 6 & 7 color 1 dc.w Sprite6_7Color2,$0880 ;Sprites 6 & 7 color 2 dc.w Sprite6_7Color3,$0550 ;Sprites 6 & 7 color 3 ;------------------------------------------------------------------------- dc.w $0100,$1200 ;1 Bitplanes,Color Burst ;------------------------------------------------------------------------- BitPlanePointers: ;------------------------------------------------------------------------- dc.w BitPlanePointerH BitPlane0PtrH: dc.w $0000 dc.w BitPlanePointerL BitPlane0PtrL: dc.w $0000 dc.w $ffff,$fffe ;----------------------------------------------- Tile1BitPlane1: ;BitPlane1 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %1111111100000000 dc.w %1111111100000000 dc.w %1111111100000000 dc.w %1111111100000000 dc.w %1111111100000000 dc.w %1111111100000000 dc.w %1111111100000000 dc.w %1111111100000000 ;----------------------------------------------- BoxSprite0: dc.b 160 ;Sprite Y Position Start dc.b 100 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite1: dc.b 160 ;Sprite Y Position Start dc.b 110 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite2: dc.b 160 ;Sprite Y Position Start dc.b 120 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite3: dc.b 160 ;Sprite Y Position Start dc.b 130 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite4: dc.b 160 ;Sprite Y Position Start dc.b 140 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite5: dc.b 160 ;Sprite Y Position Start dc.b 150 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite6: dc.b 160 ;Sprite Y Position Start dc.b 160 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite7: dc.b 160 ;Sprite Y Position Start dc.b 170 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- ;Equates ;----------------------------------------------- BitPlaneColor0 equ $0180 BitPlaneColor1 equ $0182 BitPlaneColor2 equ $0184 BitPlaneColor3 equ $0186 SpritePointer0H equ $0120 SpritePointer0L equ $0122 SpritePointer1H equ $0124 SpritePointer1L equ $0126 SpritePointer2H equ $0128 SpritePointer2L equ $012a SpritePointer3H equ $012c SpritePointer3L equ $012e SpritePointer4H equ $0130 SpritePointer4L equ $0132 SpritePointer5H equ $0134 SpritePointer5L equ $0136 SpritePointer6H equ $0138 SpritePointer6L equ $013a SpritePointer7H equ $013c SpritePointer7L equ $013e Sprite0_1Color1 equ $01a2 Sprite0_1Color2 equ $01a4 Sprite0_1Color3 equ $01a6 Sprite2_3Color1 equ $01aa Sprite2_3Color2 equ $01ac Sprite2_3Color3 equ $01ae Sprite4_5Color1 equ $01b2 Sprite4_5Color2 equ $01b4 Sprite4_5Color3 equ $01b6 Sprite6_7Color1 equ $01ba Sprite6_7Color2 equ $01bc Sprite6_7Color3 equ $01be BitPlanePointerH equ $00e0 BitPlanePointerL equ $00e2 NullSprite EQU $0000 ;--------------------------------------------------------------- OpenLib equ -408 gfxlib: dc.b "graphics.library",0,0 gfxbase: dc.l 0 ;--------------------------------------------------------------- section blah,bss_c ;--------------------------------------------------------------- BitPlane1: ds.b 320*256/8*1 Last edited by OmegaMax; 22 November 2017 at 00:20. |
21 November 2017, 02:25 | #99 |
Knight Of The Kingdom
Join Date: Feb 2016
Location: It's a bald world!
Posts: 179
|
Building off BitPlane and sprite examples
Code:
;=========================================================================== ; Display 2 BitPlanes Tile and Eight Sprites (Sprite/Playfield Priority On) ;=========================================================================== section Tutorial,code_c move.l 4,a6 ;Get base of exec lib lea gfxlib(pc),a1 ;Address of gfxlib string to a1 jsr OpenLib(a6) ;Call OpenLibrary() move.l d0,gfxbase ;Save base of graphics library ;------------------------------------------------------------------------- SetupBitPlanePointers: move.l #BitPlane1,d0 move.w d0,BitPlane0PtrL swap d0 move.w d0,BitPlane0PtrH move.l #BitPlane2,d0 move.w d0,BitPlane1PtrL swap d0 move.w d0,BitPlane1PtrH ;------------------------------------------------------------------------- SetupSpritePointers: move.l #BoxSprite0,d0 move.w d0,Sprite0L swap d0 move.w d0,Sprite0H move.l #BoxSprite1,d0 move.w d0,Sprite1L swap d0 move.w d0,Sprite1H move.l #BoxSprite2,d0 move.w d0,Sprite2L swap d0 move.w d0,Sprite2H move.l #BoxSprite3,d0 move.w d0,Sprite3L swap d0 move.w d0,Sprite3H move.l #BoxSprite4,d0 move.w d0,Sprite4L swap d0 move.w d0,Sprite4H move.l #BoxSprite5,d0 move.w d0,Sprite5L swap d0 move.w d0,Sprite5H move.l #BoxSprite6,d0 move.w d0,Sprite6L swap d0 move.w d0,Sprite6H move.l #BoxSprite7,d0 move.w d0,Sprite7L swap d0 move.w d0,Sprite7H ;------------------------------------------------------------------------- Draw2BitPlaneTilesToScreen: move.l #BitPlane1,a0 move.l #BitPlane2,a1 move.l #Tile1BitPlane1,a2 move.l #Tile1BitPlane2,a3 move.l #15,d0 ;Tile Data Lenght move.l #19,d1 ;Tiles Drawn Count move.l #12,d2 ;Rows Counter DrawLoop: move.w (a2)+,(a0) move.w (a3)+,(a1) add.l #40,a0 ;Screenwidth/8 '320/8' add.l #40,a1 dbra d0,DrawLoop sub.l #638,a0 sub.l #638,a1 ; move.l #Tile1BitPlane1,a2 ;Reset TileBitPlane1 Address Pointer move.l #Tile1BitPlane2,a3 ;Reset TileBitPlane2 Address Pointer move.l #15,d0 ;Tile Lenght "reset tile length counter" dbra d1,DrawLoop add.l #600,a0 add.l #600,a1 move.l #19,d1 ;Tiles Drawn Count dbra d2,DrawLoop move.l #CopperList,$dff080 mouse: btst #6,$bfe001 ;Left mouse clicked? bne mouse ;No,continue loop until mouse pressed move.l gfxbase(pc),a1 ;Base of graphics.library to a1 move.l 38(a1),$dff080 ;Restore old copperlist jsr -414(a6) ;Call CloseLibrary() moveq #0,d0 rts ;=========================================================================== CopperList: dc.w $008e,$2c81,$0090,$3fc1 ; Setting up display, dc.w $0092,$0038,$0094,$00d0 ; modulo and so on dc.w $0102,$0000,$0104,$0020 ;Sprite Priority"On" infront of Playfield dc.w $0106,$0000,$0108,$0000 dc.w $010a,$0000 ;------------------------------------------------------------------------- ;SpritePointers ;------------------------------------------------------------------------- dc.w SpritePointer0H ;$0120 Sprite0H: dc.w $0 dc.w SpritePointer0L ;$0122 Sprite0L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer1H ;$0124 Sprite1H: dc.w $0 dc.w SpritePointer1L ;$0126 Sprite1L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer2H ;$0128 Sprite2H: dc.w $0 dc.w SpritePointer2L ;$012a Sprite2L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer3H ;$012c Sprite3H: dc.w $0 dc.w SpritePointer3L ;$012e Sprite3L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer4H ;$0130 Sprite4H: dc.w $0 dc.w SpritePointer4L ;$0132 Sprite4L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer5H ;$0134 Sprite5H: dc.w $0 dc.w SpritePointer5L ;$0136 Sprite5L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer6H ;$0138 Sprite6H: dc.w $0 dc.w SpritePointer6L ;$013a Sprite6L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer7H ;$013c Sprite7H: dc.w $0 dc.w SpritePointer7L ;$013e Sprite7L: dc.w $0 ;------------------------------------------------------------------------- ; Setting up the colors ;------------------------------------------------------------------------- dc.w BitPlaneColor0,$0000,BitPlaneColor1,$0a00 dc.w BitPlaneColor2,$0700,BitPlaneColor3,$0c40 dc.w Sprite0_1Color1,$00a0 ;Sprites 0 & 1 color 1 dc.w Sprite0_1Color2,$0080 ;Sprites 0 & 1 color 2 dc.w Sprite0_1Color3,$0050 ;Sprites 0 & 1 color 3 dc.w Sprite2_3Color1,$0a0a ;Sprites 2 & 3 color 1 dc.w Sprite2_3Color2,$0808 ;Sprites 2 & 3 color 2 dc.w Sprite2_3Color3,$0505 ;Sprites 2 & 3 color 3 dc.w Sprite4_5Color1,$000f ;Sprites 4 & 5 color 1 dc.w Sprite4_5Color2,$000a ;Sprites 4 & 5 color 2 dc.w Sprite4_5Color3,$0008 ;Sprites 4 & 5 color 3 dc.w Sprite6_7Color1,$0aa0 ;Sprites 6 & 7 color 1 dc.w Sprite6_7Color2,$0880 ;Sprites 6 & 7 color 2 dc.w Sprite6_7Color3,$0550 ;Sprites 6 & 7 color 3 ;------------------------------------------------------------------------- dc.w $0100,$2200 ;1 Bitplanes,Color Burst ;------------------------------------------------------------------------- BitPlanePointers: ;------------------------------------------------------------------------- dc.w BitPlane0PointerH BitPlane0PtrH: dc.w $0000 dc.w BitPlane0PointerL BitPlane0PtrL: dc.w $0000 dc.w BitPlane1PointerH BitPlane1PtrH: dc.w $0000 dc.w BitPlane1PointerL BitPlane1PtrL: dc.w $0000 dc.w $ffff,$fffe ;----------------------------------------------- Tile1BitPlane1: ;BitPlane1 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %1111111111111111 dc.w %1111111111111111 dc.w %1111111111111111 dc.w %1111111111111111 dc.w %1111111111111111 dc.w %1111111111111111 dc.w %1111111111111111 dc.w %1111111111111111 Tile1BitPlane2: ;BitPlane2 dc.w %1111111100000000 dc.w %1111111100000000 dc.w %1111111100000000 dc.w %1111111100000000 dc.w %1111111100000000 dc.w %1111111100000000 dc.w %1111111100000000 dc.w %1111111100000000 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 ;----------------------------------------------- BoxSprite0: dc.b 160 ;Sprite Y Position Start dc.b 100 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite1: dc.b 160 ;Sprite Y Position Start dc.b 110 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite2: dc.b 160 ;Sprite Y Position Start dc.b 120 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite3: dc.b 160 ;Sprite Y Position Start dc.b 130 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite4: dc.b 160 ;Sprite Y Position Start dc.b 140 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite5: dc.b 160 ;Sprite Y Position Start dc.b 150 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite6: dc.b 160 ;Sprite Y Position Start dc.b 160 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite7: dc.b 160 ;Sprite Y Position Start dc.b 170 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- ;Equates ;----------------------------------------------- BitPlaneColor0 equ $0180 BitPlaneColor1 equ $0182 BitPlaneColor2 equ $0184 BitPlaneColor3 equ $0186 SpritePointer0H equ $0120 SpritePointer0L equ $0122 SpritePointer1H equ $0124 SpritePointer1L equ $0126 SpritePointer2H equ $0128 SpritePointer2L equ $012a SpritePointer3H equ $012c SpritePointer3L equ $012e SpritePointer4H equ $0130 SpritePointer4L equ $0132 SpritePointer5H equ $0134 SpritePointer5L equ $0136 SpritePointer6H equ $0138 SpritePointer6L equ $013a SpritePointer7H equ $013c SpritePointer7L equ $013e Sprite0_1Color1 equ $01a2 Sprite0_1Color2 equ $01a4 Sprite0_1Color3 equ $01a6 Sprite2_3Color1 equ $01aa Sprite2_3Color2 equ $01ac Sprite2_3Color3 equ $01ae Sprite4_5Color1 equ $01b2 Sprite4_5Color2 equ $01b4 Sprite4_5Color3 equ $01b6 Sprite6_7Color1 equ $01ba Sprite6_7Color2 equ $01bc Sprite6_7Color3 equ $01be BitPlane0PointerH equ $00e0 BitPlane0PointerL equ $00e2 BitPlane1PointerH equ $00e4 BitPlane1PointerL equ $00e6 NullSprite EQU $0000 ;--------------------------------------------------------------- OpenLib equ -408 gfxlib: dc.b "graphics.library",0,0 gfxbase: dc.l 0 ;--------------------------------------------------------------- section blah,bss_c ;--------------------------------------------------------------- BitPlane1: ds.b 320*256/8*1 BitPlane2: ds.b 320*256/8*1 Last edited by OmegaMax; 22 November 2017 at 00:20. |
21 November 2017, 12:16 | #100 |
Registered User
Join Date: Sep 2007
Location: Stockholm
Posts: 4,362
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Really nice tutorial you've got going there, OmegaMax!
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