Korjattu bugi main task workloading käyttäessä samaa temp pointeria kuin rasterikeskeytys
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@ -29,7 +29,7 @@ override_target_settings_org = $810
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override_target_settings_ignore_sys = 0
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override_target_settings_ignore_sys = 0
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override_target_settings_ignore_prg = 0
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override_target_settings_ignore_prg = 0
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output_debug_symbols = 1
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output_debug_symbols = 1
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open_files = ,resources/images/piraattinaamat-2.flf, resources/images/piraattinaamat-1.flf, piraatti_intro.ras
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open_files = ,piraatti_intro.asm, resources/images/piraattinaamat-2.flf, resources/images/piraattinaamat-1.flf, piraatti_intro.ras
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project_path = /Users/gimulnautti/piraattipuolue-github/c64-vaali-intro-2023/
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project_path = /Users/gimulnautti/piraattipuolue-github/c64-vaali-intro-2023/
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zeropage_colormemory = $fb
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zeropage_colormemory = $fb
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dirart_flf_file = none
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dirart_flf_file = none
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@ -38,7 +38,7 @@ show_all_files = 1
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use_vice_c1541 = 0
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use_vice_c1541 = 0
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remove_unused_symbols = 1
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remove_unused_symbols = 1
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ignore_initial_jump = 0
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ignore_initial_jump = 0
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current_file = piraatti_intro.asm
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current_file = piraatti_intro.ras
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output_type = prg
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output_type = prg
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exomizer_toggle = 0
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exomizer_toggle = 0
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use_track_19 = 1
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use_track_19 = 1
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@ -422,36 +422,6 @@ begin
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mainWorkState := s;
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mainWorkState := s;
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end;
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end;
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/**
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* Assembly setup for a character set copy in RAM
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*/
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procedure CopyCharsetRomToRam(targetHi : byte);
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begin
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asm("
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ldx #$08 ; we loop 8 times (8x255 = 2Kb)
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lda #$33 ; make the CPU see the Character Generator ROM...
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sta $01 ; ...at $D000 by storing %00110011 into location $01
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lda #$d0 ; load high byte of $D000
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sta $fc ; store it in a free location we use as vector
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ldy #$00 ; init counter with 0
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sty $fb ; store it as low byte in the $FB/$FC vector
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lda $fd ; second pair in $FD/$FE
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lda targetHi ; point to target
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sta $fe
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loopc lda ($fb),y ; read byte from vector stored in $fb/$fc
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sta ($fd),y ; write to the RAM
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iny ; do this 255 times...
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bne loopc ; ..for low byte $00 to $FF
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inc $fc ; when we passed $FF increase high byte...
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inc $fe
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dex ; ... and decrease X by one before restart
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bne loopc ; We repeat this until X becomes Zero
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lda #$37 ; switch in I/O mapped registers again...
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sta $01 ; ... with %00110111 so CPU can see them
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");
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end;
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/**
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/**
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* Print character set char to sprite data (hires)
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* Print character set char to sprite data (hires)
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* Triple each bit in char both vertical and horizontal
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* Triple each bit in char both vertical and horizontal
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@ -471,14 +441,15 @@ var
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begin
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begin
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while (char > 64) do char -= 64;
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while (char > 64) do char -= 64;
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tempPtr1 := charsetptr + char * 8;
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// tempPtr1 := charsetptr + char * 8;
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charsetptr += char * 8;
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for k:=0 to 8 do begin
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for k:=0 to 8 do begin
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temp[0] := 0;
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temp[0] := 0;
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temp[1] := 0;
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temp[1] := 0;
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temp[2] := 0;
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temp[2] := 0;
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for i:=0 to 10 do begin
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for i:=0 to 10 do begin
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charTemp := tempPtr1[0] & chrBitMask[sprChrBit[i]];
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charTemp := charsetptr[0] & chrBitMask[sprChrBit[i]];
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sprOfsTemp := sprOffset[i];
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sprOfsTemp := sprOffset[i];
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if charTemp then temp[sprOfsTemp] := temp[sprOfsTemp] | sprBitMask[i];
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if charTemp then temp[sprOfsTemp] := temp[sprOfsTemp] | sprBitMask[i];
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end;
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end;
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@ -488,7 +459,7 @@ begin
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sPtr[2] := temp[2];
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sPtr[2] := temp[2];
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sPtr += 3;
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sPtr += 3;
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end;
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end;
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tempPtr1 += 1;
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charsetptr += 1;
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end;
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end;
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end;
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end;
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