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sms/vdp: clear 2 lines forward when doing LF
It allows to see much more easily where the action happens on the screen.
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@ -9,6 +9,8 @@
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; bottom of the screen, but for now, when the end of the screen is reached, we
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; wrap up to the top.
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;
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; When reaching a new line, we clear that line and the next to help readability.
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;
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; *** Consts ***
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;
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.equ VDP_CTLPORT 0xbf
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@ -92,6 +94,9 @@ vdpSpitC:
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ld b, 0 ; we push rotated bits from VDP_LINE into B so
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; that we'll already have our low bits from the
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; second byte we'll send right after.
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; Here, we're fitting a 5-bit line, and a 5-bit column on 16-bit, right
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; aligned. On top of that, our righmost bit is taken because our target
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; cell is 2-bytes wide and our final number is a VRAM address.
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ld a, (VDP_LINE)
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sla a ; should always push 0, so no pushing in B
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sla a ; same
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@ -172,15 +177,23 @@ vdpLF:
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; clear the first char of the line.
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push af
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ld a, (VDP_LINE)
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inc a
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cp 24
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jr nz, .norollover
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; bottom reached, roll over to top of screen
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xor a
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.norollover:
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call .incA
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call vdpClrLine
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; Also clear the line after this one
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push af ; --> lvl 1
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call .incA
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call vdpClrLine
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pop af ; <-- lvl 1
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ld (VDP_LINE), a
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pop af
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ret
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.incA:
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inc a
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cp 24
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ret nz ; no rollover
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; bottom reached, roll over to top of screen
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xor a
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ret
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vdpBS:
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call vdpClrPos
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@ -216,6 +229,33 @@ vdpClrPos:
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pop af
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ret
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; Clear line number A
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vdpClrLine:
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; see comments in vdpSpitC for VRAM details.
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push af
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; first, get the two LSB at MSB pos.
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rrca \ rrca
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push af ; --> lvl 1
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and 0b11000000
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; That's our first address byte
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out (VDP_CTLPORT), a
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pop af ; <-- lvl 1
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; Then, get those 3 other bits at LSB pos. Our popped A has already
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; done 2 RRCA, which means that everything is in place.
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and 0b00000111
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or 0x78
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out (VDP_CTLPORT), a
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; We're at the right place. Let's just spit 32*2 null bytes
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xor a
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push bc ; --> lvl 1
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ld b, 64
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.loop:
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out (VDP_DATAPORT), a
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djnz .loop
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pop bc ; <-- lvl 1
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pop af
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ret
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; Convert ASCII char in A into a tile index corresponding to that character.
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; When a character is unknown, returns 0x5e (a '~' char).
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vdpConv:
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