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299 lines
6.1 KiB
NASM
299 lines
6.1 KiB
NASM
; vdp - console on SMS' VDP
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;
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; Implement PutC on the console. Characters start at the top left. Every PutC
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; call converts the ASCII char received to its internal font, then put that
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; char on screen, advancing the cursor by one. When reaching the end of the
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; line (33rd char), wrap to the next.
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;
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; In the future, there's going to be a scrolling mechanism when we reach the
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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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; *** Defines ***
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; FNT_DATA: Pointer to 7x7 font data.
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; *** Consts ***
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;
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.equ VDP_CTLPORT 0xbf
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.equ VDP_DATAPORT 0xbe
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; *** Variables ***
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;
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; Row of cursor
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.equ VDP_ROW VDP_RAMSTART
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; Line of cursor
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.equ VDP_LINE @+1
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.equ VDP_RAMEND @+1
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; *** Code ***
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vdpInit:
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xor a
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ld (VDP_ROW), a
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ld (VDP_LINE), a
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ld hl, vdpInitData
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ld b, vdpInitDataEnd-vdpInitData
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ld c, VDP_CTLPORT
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otir
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; Blank VRAM
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xor a
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out (VDP_CTLPORT), a
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ld a, 0x40
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out (VDP_CTLPORT), a
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ld bc, 0x4000
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.loop1:
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xor a
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out (VDP_DATAPORT), a
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dec bc
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ld a, b
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or c
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jr nz, .loop1
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; Set palettes
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xor a
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out (VDP_CTLPORT), a
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ld a, 0xc0
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out (VDP_CTLPORT), a
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xor a ; palette 0: black
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out (VDP_DATAPORT), a
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ld a, 0x3f ; palette 1: white
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out (VDP_DATAPORT), a
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; Define tiles
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xor a
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out (VDP_CTLPORT), a
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ld a, 0x40
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out (VDP_CTLPORT), a
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ld hl, FNT_DATA
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ld c, 0x7e-0x20 ; range of displayable chars in font.
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; Each row in FNT_DATA is a row of the glyph and there is 7 of them.
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; We insert a blank one at the end of those 7. For each row we set, we
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; need to send 3 zero-bytes because each pixel in the tile is actually
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; 4 bits because it can select among 16 palettes. We use only 2 of them,
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; which is why those bytes always stay zero.
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.loop2:
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ld b, 7
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.loop3:
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ld a, (hl)
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out (VDP_DATAPORT), a
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; send 3 blanks
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xor a
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out (VDP_DATAPORT), a
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nop ; the VDP needs 16 T-states to breathe
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out (VDP_DATAPORT), a
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nop
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out (VDP_DATAPORT), a
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inc hl
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djnz .loop3
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; Send a blank row after the 7th row
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xor a
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out (VDP_DATAPORT), a
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nop
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out (VDP_DATAPORT), a
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nop
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out (VDP_DATAPORT), a
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nop
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out (VDP_DATAPORT), a
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dec c
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jr nz, .loop2
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; Bit 7 = ?, Bit 6 = display enabled
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ld a, 0b11000000
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out (VDP_CTLPORT), a
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ld a, 0x81
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out (VDP_CTLPORT), a
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ret
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; Spits char set in A at current cursor position. Doesn't move the cursor.
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; A is a "sega" char
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vdpSpitC:
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; store A away
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ex af, af'
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push bc
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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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sla a ; same
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sla a \ rl b
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sla a \ rl b
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sla a \ rl b
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ld c, a
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ld a, (VDP_ROW)
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sla a ; A * 2
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or c ; bring in two low bits from VDP_LINE into high
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; two bits
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out (VDP_CTLPORT), a
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ld a, b ; 3 low bits set
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or 0x78 ; 01 header + 0x3800
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out (VDP_CTLPORT), a
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pop bc
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; We're ready to send our data now. Let's go
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ex af, af'
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out (VDP_DATAPORT), a
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ret
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vdpPutC:
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; Then, let's place our cursor. We need to first send our LSB, whose
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; 6 low bits contain our row*2 (each tile is 2 bytes wide) and high
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; 2 bits are the two low bits of our line
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; special case: line feed, carriage return, back space
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cp LF
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jr z, vdpLF
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cp CR
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jr z, vdpCR
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cp BS
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jr z, vdpBS
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push af
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; ... but first, let's convert it.
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call vdpConv
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; and spit it on screen
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call vdpSpitC
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; Move cursor. The screen is 32x24
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ld a, (VDP_ROW)
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cp 31
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jr z, .incline
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; We just need to increase row
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inc a
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ld (VDP_ROW), a
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pop af
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ret
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.incline:
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; increase line and start anew
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call vdpCR
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call vdpLF
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pop af
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ret
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vdpCR:
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call vdpClrPos
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push af
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xor a
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ld (VDP_ROW), a
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pop af
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ret
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vdpLF:
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; we don't call vdpClrPos on LF because we expect it to be preceded by
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; a CR, which already cleared the pos. If we cleared it now, we would
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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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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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push af
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ld a, (VDP_ROW)
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or a
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jr z, .lineup
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dec a
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ld (VDP_ROW), a
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pop af
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ret
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.lineup:
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; end of line
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ld a, 31
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ld (VDP_ROW), a
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; we have to go one line up
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ld a, (VDP_LINE)
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or a
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jr z, .nowrap
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; We have to wrap to the bottom of the screen
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ld a, 24
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.nowrap:
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dec a
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ld (VDP_LINE), a
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pop af
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ret
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; Clear tile under cursor
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vdpClrPos:
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push af
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xor a ; space
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call vdpSpitC
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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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; The font is organized to closely match ASCII, so this is rather easy.
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; We simply subtract 0x20 from incoming A
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sub 0x20
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cp 0x5f
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ret c ; A < 0x5f, good
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ld a, 0x5e
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ret
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; VDP initialisation data
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vdpInitData:
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; 0x8x == set register X
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.db 0b00000100, 0x80 ; Bit 2: Select mode 4
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.db 0b00000000, 0x81
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.db 0b11111111, 0x82 ; Name table: 0x3800
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.db 0b11111111, 0x85 ; Sprite table: 0x3f00
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.db 0b11111111, 0x86 ; sprite use tiles from 0x2000
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.db 0b11111111, 0x87 ; Border uses palette 0xf
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.db 0b00000000, 0x88 ; BG X scroll
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.db 0b00000000, 0x89 ; BG Y scroll
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.db 0b11111111, 0x8a ; Line counter (why have this?)
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vdpInitDataEnd:
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