c64-vaali-intro-2023/piraatti_intro.ras

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2023-02-18 12:15:00 +02:00
/**
* Single file C64 intro
*
* Finnish Pirate Party election campaign 2023
*/
program PiraattiIntro;
var
/*
Demo part flags
*/
@define partNone 0
@define partWriter 1
@define partOpenBar 2
@define partSpriteBounce 3
@define partFadeOutOpeningScreen 4
@define partLogoBarWobble 5
@define partBounceBarUp 6
@define partMain 7
currentPart : byte = @partNone;
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currentTime : integer = 0;
currentPartDone : boolean = true;
/*
Main screen state flags
*/
@define mainShowText 0
@define mainFadeToPicture 1
@define mainPicture 2
@define mainFadeToText 3
mainState : byte = @mainPicture;
mainTime : integer = 0;
/*
Opening writer main variables
*/
bTime, curWait, curCol, i : byte = 0;
tp, sp: pointer;
onPause, bigSprite : boolean;
textColFade : array[] of byte = ($01, $03, $0c, $0d, $01, $01, $01, $01);
@define cpause 220
@define cmoveto 221
@define cstop 223
@define cpage 224
@define cloop 225
/*
Writer sprite flying
*/
charOnSprite0 : byte = 0;
spriteX : integer = 0;
spriteY : byte = 0;
textX, textY : byte = 0;
@define spriteLoc $3c80
@define charSetCopyLoc $c000
charsetCopyBlock : array[1024] of byte = buildtable("0") at @charSetCopyLoc;
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@define spriteBank 0
spriteCopyBlock : array[63] of byte = buildtable("0") at @spriteLoc;
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lookup3Dx : array[40] of integer = buildtable("300 * (i - 20) / 200");
lookup3Dy : array[25] of integer = buildtable("300 * (i - 11) / 30");
flightColFade : array[] of byte = ($01, $0c, $01, $0b, $01, $00, $0f, $00, $01);
@define betweencharpause 8
/*
Writer text.
@cmoveto moves the cursor to the x/y position
@ccolor sets color
@cpause initializes a pause
*/
text : string = (@cmoveto, 6,10,
"TIETOYHTEISKUNTA TARVITSEE ", @cpause,12,
@cmoveto, 10,12,
"TEKNOLOGIAPUOLUEEN ", @cpause,32,
@cstop);
/*
Opening color plasma variables
*/
textPlasmaX : array[256] of integer = buildtable("5 * (Math.sin(3 * i * 6.28 / 256) * 0.5 + 0.5) + 12 * (Math.sin(2 * i * 6.28 / 256) * 0.5 + 0.5)");
fastPlasma : array[256] of byte;
textPlasmaLumi : array[] of byte = ($06, $0b, $0c, $0e, $0f, $03, $0d, $07, $01, $01, $01, $01, $01, $01, $01);
textLumi2 : array[] of byte = ($01, $07, $0d, $03, $0f, $0e, $0c, $0b, $06, $0b, $0c, $0e, $0f, $03, $0d, $07, $01);
fastPlasmaSweep : array[256] of byte = buildtable("10 * (-Math.cos(2 * i * 6.28 / 256) * 0.5 + 0.5)");
textPlStartX : byte = 0;
textPlStartY : byte = 0;
textPlEndX : byte = 40;
textPlEndY : byte = 7;
textPlOfsX, textPlOfsY : byte = 0;
textPlAdd : byte = 0;
textBlinkOfs : byte = 0;
/*
Purple bar variables
*/
@define purpleBarBounceSize 128
@define purpleBarDefaultCenter 180
@define purpleBarCenterOffset 17
purpleBarBounce : array[@purpleBarBounceSize] of byte = buildtable("17 * Math.abs( (i <= 64) ? Math.exp(5*((i/64)-1)) : 1 - ( Math.abs(Math.cos( ((i/64)+0.5) * 3.1415 )) / Math.pow((i/64),2) ) )") at $5a00;
purpleBarBounce2 : array[@purpleBarBounceSize] of byte = buildtable("60 + 120 * (Math.pow(2, -8 * (i/128)))") at $5a80;
purpleBounceOfs : byte = 0;
purpleBarCenter : byte = @purpleBarDefaultCenter;
bgColBefore, fgColBefore : byte = 0;
purpleBarStartRasterLine : byte = @purpleBarDefaultCenter - 17;
purpleBarEndRasterLine : byte = @purpleBarDefaultCenter + 17;
/*
Sprite bounce variables
*/
@define spriteBounceSpriteWidth 24
@define spriteBounceSize 128
@define spriteBarCenterOffset 10
spriteBounce : array[@spriteBounceSize] of integer = buildtable("300 - 300 * Math.abs( (i <= 64) ? Math.exp(5*((i/64)-1)) : (1 - ( Math.abs(Math.cos( ((i/64)+0.5) * 3.1415 )) / Math.pow((i/64),2) ) ) - ( (i/64) / 12 ) )") at $5b00;
spriteBounceOfs : byte = 0;
spriteBounceStartY : byte = 170;
spriteBounceStartX : byte = 24;
spriteBounceXCurrent : integer = 0;
// Export all sprites automatically on each build
@define spriteLocBounce0 $3d00
@define spriteLocBounce $0000
@export "resources/sprites/piraattilogo-hires.flf" "resources/sprites/piraattilogo-hires.bin" 0
bounceSpritesBank0:incbin("resources/sprites/piraattilogo-hires.bin", @spriteLocBounce0);
bounceSpritesBank1:incbin("resources/sprites/piraattilogo-hires.bin", @spriteLocBounce + $4000);
@define spriteLocCEquals0 $3f00
@define spriteLocCEquals $0200
@export "resources/sprites/c-equals-2x1-hires.flf" "resources/sprites/c-equals-2x1-hires.bin" 0
cEqualsSpritesBank0:incbin("resources/sprites/c-equals-2x1-hires.bin", @spriteLocCEquals0);
cEqualsSpritesBank1:incbin("resources/sprites/c-equals-2x1-hires.bin", @spriteLocCEquals + $4000);
@define spriteWobbleSize 256
spriteWobble : array[@spriteWobbleSize] of byte = buildtable("78 + 10 * ( ( (i <= 127) ? (i/128) : ((256-i)/128) ) * Math.sin(i/4) )");
spriteWobbleEasy : array[@spriteWobbleSize] of byte = buildtable("78 + 10 * ( ( (i <= 127) ? (i/128) : ((256-i)/128) ) * Math.sin(i/10) )");
spriteWobblePtr : pointer;
spriteWobbleOfs : byte = 0;
flagOrCequals : boolean = false;
/*
Screen fade variables
*/
@define textFadeLumiLast 21
textFadeLumi : array[] of byte = ($01, $01,$01, $01, $07, $07, $0d, $0d, $03, $03, $03, $03, $03, $0e, $0e, $0e, $0e, $0e, $0b, $0b, $00, $00);
textFadeReverse : array[] of byte = ($0, $0, $0, $0, $0b, $0b, $0b, $0e, $0e, $0e, $03, $03, $03, $0d, $0d, $0d, $07, $07, $07, $01, $01, $01);
@define fadeStateBorder 0
@define fadeStateText 1
@define fadeStateAll 2
fadeStateCurrent : byte = @fadeStateBorder;
fadeOfsCurrent : byte = 0;
fadeTemp : byte = 0;
/*
Main part
*/
@define mainpart_bitmapArea $6000 // <-- VIDEO BUFFER IS HERE!!
@define piraattinaamat1_color $5200
@define piraattinaamat1_data $8000
@export "resources/images/piraattinaamat-1.flf" "resources/images/piraattinaamat-1.bin" 0
naamat1Color:incbin("resources/images/piraattinaamat-1_color.bin", @piraattinaamat1_color);
naamat1Data:incbin("resources/images/piraattinaamat-1_data.bin", @piraattinaamat1_data);
@define piraattinaamat2_color $f800
@define piraattinaamat2_data $a000
@export "resources/images/piraattinaamat-2.flf" "resources/images/piraattinaamat-2.bin" 0
naamat2Color:incbin("resources/images/piraattinaamat-2_color.bin", @piraattinaamat2_color);
naamat2Data:incbin("resources/images/piraattinaamat-2_data.bin", @piraattinaamat2_data);
@define naamaCoordEhdokas 0
@define naamaCoordStartX 1
@define naamaCoordStartY 2
@define naamaCoordWidth 3
@define naamaCoordHeight 4
naamatAddresses : array[] of integer = ( @piraattinaamat1_data, @piraattinaamat1_color,
@piraattinaamat1_data, @piraattinaamat1_color,
@piraattinaamat1_data, @piraattinaamat1_color,
@piraattinaamat1_data, @piraattinaamat1_color,
@piraattinaamat1_data, @piraattinaamat1_color,
@piraattinaamat1_data, @piraattinaamat1_color,
@piraattinaamat2_data, @piraattinaamat2_color,
@piraattinaamat2_data, @piraattinaamat2_color,
@piraattinaamat2_data, @piraattinaamat2_color,
@piraattinaamat2_data, @piraattinaamat2_color,
@piraattinaamat2_data, @piraattinaamat2_color,
@piraattinaamat2_data, @piraattinaamat2_color);
naamatCoordinates : array[] of byte = ( 0, 0, 13, 12,
13, 0, 13, 12,
26, 0, 13, 12,
0, 12, 13, 12,
13, 12, 13, 12,
26, 12, 13, 12,
0, 0, 13, 12,
13, 0, 13, 12,
26, 0, 13, 12,
0, 12, 13, 12,
13, 12, 13, 12,
26, 12, 13, 12);
naamatNames : string = (
"TONI AITTONIEMI - UUSIMAA", @cpause,
"JUHO KARVINEN - PIRKANMAA", @cpause,
"RIIKKA NIEMINEN - UUSIMAA", @cpause,
"JARI NIKKINEN - SAVO-KARJALA", @cpause,
"SATU IMMONEN - HELSINKI", @cpause,
"PEKKA MUSTONEN - HELSINKI", @cpause,
"REETTA OJALA - HELSINKI", @cpause,
"MAREK NETSHADA - HELSINKI", @cpause,
"OLAVI KAUKAMIELI - HELSINKI", @cpause,
"JONI MAHLAMAKI - UUSIMAA", @cpause,
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"KAUSTI RANTALAINEN - HELSINKI", @cpause,
"ARI-PEKKA PULKKIS - VAASA", @cpause, @cstop );
naamatNumbers : string = ( "123", "456", "789", " 10", "20 ", " 30",
" 40", "50 ", " 60", " 70", " 80", " 90", @cstop);
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tab320 : array[25] of integer = buildtable("i*320");
tab40 : array[25] of integer = buildtable("i*40");
@define numberSpriteCopies $5e00
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numberSprite0loc : byte = @numberSpriteCopies / 64 + 0;
numberSprite1loc : byte = @numberSpriteCopies / 64 + 1;
numberSprite2loc : byte = @numberSpriteCopies / 64 + 2;
numberSpriteCopyBlock : array[192] of byte = buildtable("i") at @numberSpriteCopies;
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numberSpriteFloatX : array[256] of byte = buildtable("Math.sin(i * (2 * 6.28 / 256)) * 7 + Math.cos(i * 6.28 / 256) * 20") at $5c00;
numberSpriteFloatY : array[256] of byte = buildtable("Math.cos(i * (3 * 6.28 / 256)) * 5") at $5d00;
numberSprite0FloatOfs : byte = 15;
numberSprite1FloatOfs : byte = 30;
numberSprite2FloatOfs : byte = 45;
numberSprite3FloatOfs : byte = 0;
numberSprite4FloatOfs : byte = 15;
numberSprite5FloatOfs : byte = 30;
@define mainPartBigFontLoc $4800
mainPartBigFont:incbin("resources/charsets/broadway_xy.bin", @mainPartBigFontLoc);
@define numMainTextPages 6
mainText : string = (
@cmoveto, 0, 3, " COMMODORELLA",
@cmoveto, 0, 4, " EDUSKUNTAAN",
@cmoveto, 0, 5, " ---------",
@cmoveto, 0, 6, " 2023",
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@cpage,
@cmoveto, 0, 2, " RADIKAALISTI",
@cmoveto, 0, 3, " AVOINTA",
@cmoveto, 0, 4, " DEMOKRATIAA",
@cmoveto, 0, 5, " VALTIONHALLINNON",
@cmoveto, 0, 6, " LIVESTREAMAUS",
@cmoveto, 0, 7, " LAHTOKOHTAISESTI",
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@cpage,
@cmoveto, 0, 2, " LOBBAUS NAKYVAKSI",
@cmoveto, 0, 3, "LAAJA JULKISUUSLAKI",
@cmoveto, 0, 4, " KANSANAANESTYS",
@cmoveto, 0, 5, " PERUSOIKEUDET",
@cmoveto, 0, 6, "YKSITYISYYDENSUOJA",
@cmoveto, 0, 7, " YHDENVERTAISUUS",
@cpage,
@cmoveto, 0, 2, " KESTAVYYSSIIRTYMA",
@cmoveto, 0, 3, " VETYTALOUDEN",
@cmoveto, 0, 4, " TEKNOLOGIATUKI",
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@cmoveto, 0, 5, "PAIKALLISDEMOKRATIA",
@cmoveto, 0, 6, " LUONTO MAANKAYTTO",
@cmoveto, 0, 7, " KESTAVYYS",
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@cpage,
@cmoveto, 0, 3, "HYVINVOINTIALUEIDEN",
@cmoveto, 0, 4, " VERONKANTO-OIKEUS",
@cmoveto, 0, 5, " RAHANKERAYSLAIN",
@cmoveto, 0, 6, " UUDISTUS",
@cmoveto, 0, 7, " PERUSTULO",
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@cpage,
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@cmoveto, 0, 2, " TAVOITTEELLINEN",
@cmoveto, 0, 3, " TUTKIMUS- JA",
@cmoveto, 0, 4, " INNOVAATIO-",
@cmoveto, 0, 5, " POLITIIKKA",
@cmoveto, 0, 6, " TYOPERAINEN",
@cmoveto, 0, 7, " MAAHANMUUTTO",
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@cpage,
@cmoveto, 0, 2, " LAPINAKYVAT JA",
@cmoveto, 0, 3, " TURVALLISET",
@cmoveto, 0, 4, " JULKISET",
@cmoveto, 0, 5, "TIETOJARJESTELMAT",
@cmoveto, 0, 6, " OSTO-OSAAMISTA",
@cmoveto, 0, 7, " YKSITYISTAMISEEN",
@cpage,
@cmoveto, 0, 3, " TIETOPOLITIIKAN",
@cmoveto, 0, 4, " VAKIINNUTTAMINEN",
@cmoveto, 0, 5, " OSAKSI HALLINTO-",
@cmoveto, 0, 6, " RAKENNETTA",
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@cpage, @cstop);
mainPartAddressTable : array[25] of integer;
colorAddressTable : array[25] of integer;
@define mainPartSmallFontLoc $5000
mainPartSmallFont:incbin("resources/charsets/cavelon.bin", @mainPartSmallFontLoc);
naamatDataPtr, naamatColorPtr : pointer;
numbersPtr, namesPtr : pointer;
pictureFade, textFade, numbersFade, nameFade : integer = 0;
currentNaama : byte = 0;
rasterLineMainCandidateText : byte = 180;
rasterLineMainScroller : byte = 240;
// TODO optimize spaces
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scrollText : string = " YARRRR SAILORS WELCOME TO THE FINNISH PIRATE PARTY PARLIAMENTARY ELECTION 2023 INTRO --- VOTE FOR US --- WE ROCK THE WORLD IN 8 BITS AND BEYOND --- WRITTEN BY GIMLE IN TRSE --- MUSIC BY GIMLE WITH SIDFACTORY II --- MUCH LOVE AND GREETINGS TO THE C64 DEMOSCENE --- WE SALUTE SOME GROUNDBREAKING TECHNOLOGICAL PIRATES --- FINNISH GOLD - EXTEND - VIRTUAL DREAMS - FAIRLIGHT - BYTERAPERS - BLOODSUCKERS - ARTLINE DESIGNS - DEKADENCE - BOOZE DESIGN - ACCESSION - NOICE - PROXIMA - ORANGE - CNCD - KEWLERS - MFX - TPOLM - MATUREFURK - KATASTRO FI - SCOOPEX - TAAT - HEDELMAE - JUMALAUTA - KAITA FILMITUOTANTO - BRAINLEZ CODERS - SYMPTOM - GOTO 10 - DAMONES - DA JORMAS - WIDE LOAD - HIRMU - LEUAT ";
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scrollTextOffset : integer = 0;
scrollTextLength : integer = 0;
scrollCurrent : byte = 0;
scrollFlashTimer : integer = 0;
/*
Music
*/
sidfile:incsid("resources/sid/piraattimusa.sid", 2);
/*
General flags
*/
@define useKernal 0
/*
Spare pointers
*/
tempPtr1, tempPtr2 : pointer;
tempInt : integer;
/*
Workloads for main loop
*/
@define notWorking 0
@define mainText 1
@define mainPicture 2
mainWorkState : byte = 0;
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//===========================================================================================================
// Raster interrupt forward declarations
//===========================================================================================================
interrupt MainRaster();
interrupt RasterText();
interrupt RasterTextPlasma();
interrupt RasterPurpleBarStart();
interrupt RasterPurpleBarEnd();
interrupt RasterPurpleBarStartWithSprites();
interrupt RasterMainPartCandidateTexts();
interrupt RasterMainPartScroller();
procedure GoToMainRaster();
begin
RasterIrq(MainRaster(), 250, @useKernal);
end;
procedure GoToPurpleBarRasterStart();
begin
if (currentPart < @partLogoBarWobble) then RasterIrq(RasterPurpleBarStart(), purpleBarStartRasterLine, @useKernal)
else RasterIrq(RasterPurpleBarStartWithSprites(), purpleBarStartRasterLine, @useKernal);
end;
procedure GoToPurpleBarRasterEnd() inline;
begin
RasterIrq(RasterPurpleBarEnd(), purpleBarEndRasterLine, @useKernal);
end;
procedure GoToMainPartCandidateTextRaster();
begin
RasterIrq(RasterMainPartCandidateTexts(), rasterLineMainCandidateText, @useKernal);
end;
procedure GoToMainPartScrollerRaster();
begin
RasterIrq(RasterMainPartScroller(), rasterLineMainScroller, @useKernal);
end;
//===========================================================================================================
// Main Work state functions
//===========================================================================================================
function isMainWorking() : boolean;
var result : boolean;
begin
if (mainWorkState = @notWorking) then result := false
else result := true;
isMainWorking := result;
end;
procedure startMainWork(s : byte);
begin
mainWorkState := s;
end;
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/**
* Assembly setup for a character set copy in RAM
*/
procedure CopyCharsetRomToRam(targetHi : byte);
begin
asm("
ldx #$08 ; we loop 8 times (8x255 = 2Kb)
lda #$33 ; make the CPU see the Character Generator ROM...
sta $01 ; ...at $D000 by storing %00110011 into location $01
lda #$d0 ; load high byte of $D000
sta $fc ; store it in a free location we use as vector
ldy #$00 ; init counter with 0
sty $fb ; store it as low byte in the $FB/$FC vector
lda $fd ; second pair in $FD/$FE
lda targetHi ; point to target
sta $fe
loopc lda ($fb),y ; read byte from vector stored in $fb/$fc
sta ($fd),y ; write to the RAM
iny ; do this 255 times...
bne loopc ; ..for low byte $00 to $FF
inc $fc ; when we passed $FF increase high byte...
inc $fe
dex ; ... and decrease X by one before restart
bne loopc ; We repeat this until X becomes Zero
lda #$37 ; switch in I/O mapped registers again...
sta $01 ; ... with %00110111 so CPU can see them
");
end;
/**
* Print character set char to sprite data (hires)
* Triple each bit in char both vertical and horizontal
*/
procedure PrintCharToSprite(char:byte, charsetptr, sPtr:pointer);
var
chrBitMask : array[] of byte = ($01, $02, $04, $08, $10, $20, $40, $80);
sprBitMask : array[] of byte = ($07, $38, $c0, $01, $0e, $70, $80, $03, $1c, $e0);
sprOffset : array[] of byte = ($02, $02, $02, $01, $01, $01, $01, $00, $00, $00);
sprChrBit : array[] of byte = ($00, $01, $02, $02, $03, $04, $05, $05, $06, $07);
numLines : array[] of byte = (3, 3, 3, 3, 3, 3, 3, 3);
numLines2 : array[] of byte = (2, 3, 3, 2, 3, 3, 3, 2);
numLinesPtr : pointer;
temp : array[] of byte = (0,0,0);
charTemp, sprOfsTemp : byte;
k : byte;
begin
while (char > 64) do char -= 64;
tempPtr1 := charsetptr + char * 8;
for k:=0 to 8 do begin
temp[0] := 0;
temp[1] := 0;
temp[2] := 0;
for i:=0 to 10 do begin
charTemp := tempPtr1[0] & chrBitMask[sprChrBit[i]];
sprOfsTemp := sprOffset[i];
if charTemp then temp[sprOfsTemp] := temp[sprOfsTemp] | sprBitMask[i];
end;
for i:=0 to numLinesPtr[k] do begin
sPtr[0] := temp[0];
sPtr[1] := temp[1];
sPtr[2] := temp[2];
sPtr += 3;
end;
tempPtr1 += 1;
end;
end;
procedure PrintDebug(cx, cy, n : byte);
begin
tempPtr1 := screenmemory;
moveto(cx,cy,hi(screen_char_loc));
printnumber(n);
screenmemory := tempPtr1;
end;
procedure UpdateText();
procedure UpdateTextColor() inline;
begin
for i:=0 to 5 do begin
tempPtr1:=sp-i;
tempPtr1[0]:=textPlasmaLumi[4+i];
end;
end;
procedure UpdateTextPlasma();
var iy, ix : byte;
begin
for iy := textPlStartY to textPlEndY do begin
tempPtr1 := #screen_col_loc + tab40[iy];
tempPtr2 := #fastPlasma + textPlOfsX + iy;
memcpyfast(tempPtr2, 0, tempPtr1, 40);
end;
inc(textPlOfsX);
if (textPlOfsX > 230) then textPlOfsX := 0; // don't go over
end;
procedure TransformCharToSpriteLoc(x, y:byte);
begin
spriteX := (x * 8) + 24;
spriteY := (y * 8) + 50;
spriteX += lookup3Dx[x] * curWait;
spriteY += lookup3Dy[y] * curWait;
if (bigSprite) then begin
spriteX -= 24;
spriteY -= 21;
end else begin
spriteX -= 12;
spriteY -= 9;
end;
end;
/*
Updates and prints text on screen
*/
procedure UpdateText();
var j : byte;
begin
if (curWait) then begin
if (onPause) then begin
sp:=sp+1;
UpdateTextColor();
end else if (tp[0] < @cpause) then begin
if (curWait > (@betweencharpause / 2)) then bigSprite := true else bigSprite := false;
TransformCharToSpriteLoc(textX, textY);
SpritePos(spriteX, spriteY, 0);
sprite_color[0] := flightColFade[curWait];
if (bigSprite) then
begin
togglebit(sprite_stretch_x, 0, 1);
togglebit(sprite_stretch_y, 0, 1);
end else begin
togglebit(sprite_stretch_x, 0, 0);
togglebit(sprite_stretch_y, 0, 0);
end;
end;
dec(curWait);
return();
end;
// Moveto
if (tp[0]=@cmoveto) then begin
textX:=tp[1];
textY:=tp[2];
moveto(tp[1], tp[2], hi(screen_col_loc));
sp:=screenmemory;
moveto(tp[1], tp[2], hi(screen_char_loc));
tp:=tp+3;
onPause:=false;
return();
end;
// Pause
if (tp[0]=@cpause) then begin
curWait:=tp[1];
tp:=tp+2;
onPause:=true;
return();
end;
// Stop - jump to next IRQ
if (tp[0]=@cstop) then begin
// jump to next part here
currentPartDone := true;
return();
end;
// Render text
j:=tp[0];
// Subtract 64
if (j>64) then j:=j-64;
screenmemory[0]:=j;
UpdateTextColor();
if (j <> KEY_SPACE) then
begin
PlaySound(sid_channel1,
10, // Volume
Random()/128 + 5, // Hi byte frequency
0*16+0, // Attack voice 1
15*16 + 3, // Sustain = 16*15 + release=6
1 +sid_noise, // Waveform
sid_noise); // waveform
PlaySound(sid_channel2,
13, // Volume
6, // Hi byte frequency
0*16+0, // Attack voice 1
4*16 + 3, // Sustain = 16*15 + release=6
1 + sid_tri, // Waveform
sid_tri); // waveform
end;
// Increase tex,color and screen pointers
tp:=tp+1;
sp:=sp+1;
screenmemory:=screenmemory+1;
curWait:=@betweencharpause;
textX:=textX+1;
// print next char on sprite
if (j <> charOnSprite0) then PrintCharToSprite(j, @charSetCopyLoc, @spriteLoc);
// PrintDebug(0, 24, textX);
// PrintDebug(3, 24, textY);
end;
/**
* Write 2x2 text on screen (vic bank 1)
*
* input:
* tp : pointer - text
*
*/
procedure WriteMainText(); // TODO write in parts to fit in frame
begin
sp := #screen_char_loc2;
while (tp[0] <> @cpage) do
begin
if (tp[0] = @cmoveto) then
begin
x := tp[1] * 2 + 1;
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y := tp[2] * 3 - 1;
sp := AddressTable(#mainPartAddressTable, x, y);
tp += 3;
end
else
begin
j := tp[0];
if (j = KEY_SPACE) then j := 0;
if (j > 64) then j := j - 64;
k := j * 4; // k contains character start
sp[0] := k;
sp[1] := k+1;
sp[40] := k+2;
sp[41] := k+3;
tp += 1;
sp += 2;
end;
end;
tp += 1;
end;
/**
* Write 1x1 text in bottom of main screen
* input:
* namesPtr : pointer - text
*/
procedure WriteMainName();
begin
sp := AddressTable(#mainPartAddressTable, 8, 21);
while (namesPtr[0] <> @cpause) do
begin
j := namesPtr[0];
if (j = KEY_SPACE) then j := 0;
if (j > 64) then j := j - 64;
sp[0] := j;
namesPtr += 1;
x += 1;
sp += 1;
end;
namesPtr += 1;
end;
/**
* Write scroll text at offset
*/
procedure WriteScrollText() inline;
begin
tempPtr1 := #scrollText + scrollTextOffset;
memcpyunroll(tempPtr1,0,^$47c0,40);
end;
/**
* Subtract 64 from the ASCII text
*/
procedure PreProcessScrollText();
var temps : integer;
begin
tempPtr1 := #scrollText;
while (tempPtr1[0] <> 0) do
begin
j := tempPtr1[0];
if (j > 64) then j -= 64;
tempPtr1[0] := j;
tempPtr1 += 1;
end;
end;
/**
* Copies a rectangle of one bitmap + color data to another, assumes width of both to be 320/160 pixels / 40 chars
*
* input:
* naamatDataPtr : pointer - bitmap data
* naamatColorPtr : pointer - color data
*/
procedure CopyNaamatBitmapData(fromX, fromY, toX, toY, width, height : byte, colordatasize : integer);
begin
// copy bitmap data
tempPtr1 := naamatDataPtr;
tempPtr2 := @mainpart_bitmapArea;
tempPtr1 += tab320[fromY]; // 40 * 8 bytes on a single row of characters
tempPtr2 += tab320[toY];
tempPtr1 += fromX * 8;
tempPtr2 += toX * 8;
j := width * 8; // never call this with width >= 32 !!
for i := 0 to height do
begin
memcpy(tempPtr1, 0, tempPtr2, j);
tempPtr1 += 320;
tempPtr2 += 320;
end;
// copy color data #1
tempPtr1 := naamatColorPtr + 2; // skip bg & fg colors and go directly to color data
tempPtr2 := #screen_char_loc2;
tempPtr1 += fromY * 40 + fromX;
tempPtr2 += toY * 40 + toX;
for i := 0 to height do
begin
memcpyfast(tempPtr1, 0, tempPtr2, width);
tempPtr1 += 40;
tempPtr2 += 40;
end;
// copy color data #2
tempPtr1 := naamatColorPtr + 2 + colordatasize; // skip bg & fg colors and go directly to second color data
tempPtr2 := #screen_col_loc;
tempPtr1 += fromY * 40 + fromX;
tempPtr2 += toY * 40 + toX;
for i := 0 to height do
begin
memcpyfast(tempPtr1, 0, tempPtr2, width);
tempPtr1 += 40;
tempPtr2 += 40;
end;
end;
/**
* Fill rectangle in bitmap mode with black
*/
procedure BlankNaamatBitmapData(fromX2, fromY2, toX2, toY2, width2, height2 : byte);
begin
// bitmap data
tempPtr2 := @mainpart_bitmapArea;
tempPtr2 += tab320[toY];
tempPtr2 += toX2 * 8;
j := width2 * 8; // never call this with width >= 32 !!
for i := 0 to height2 do
begin
fill(tempPtr2, 0, j);
tempPtr2 += 320;
end;
// color data #1
tempPtr2 := #screen_char_loc2;
tempPtr2 += toY2 * 40 + toX2;
for i := 0 to height2 do
begin
fillfast(tempPtr2, 0, width2);
tempPtr2 += 40;
end;
// color data #2
tempPtr2 := #screen_col_loc;
tempPtr2 += toY2 * 40 + toX2;
for i := 0 to height2 do
begin
fillfast(tempPtr2, 0, width2);
tempPtr2 += 40;
end;
end;
//===========================================================================================================
// Sprite initializers
//===========================================================================================================
procedure UpdateSpriteBouncePositions(); // TODO get rid of this method
begin
SpritePos(spriteBounceXCurrent + 0, spriteBounceStartY, 0);
SpritePos(spriteBounceXCurrent + @spriteBounceSpriteWidth, spriteBounceStartY, 1);
SpritePos(spriteBounceXCurrent + @spriteBounceSpriteWidth * 2, spriteBounceStartY, 2);
SpritePos(spriteBounceXCurrent + @spriteBounceSpriteWidth * 3, spriteBounceStartY, 3);
SpritePos(spriteBounceXCurrent + @spriteBounceSpriteWidth * 4, spriteBounceStartY, 4);
SpritePos(spriteBounceXCurrent + @spriteBounceSpriteWidth * 5, spriteBounceStartY, 5);
SpritePos(spriteBounceXCurrent + @spriteBounceSpriteWidth * 6, spriteBounceStartY, 6);
SpritePos(spriteBounceXCurrent + @spriteBounceSpriteWidth * 7, spriteBounceStartY, 7);
end;
procedure UpdateSpriteXLSBPositions(posx:byte);
begin
poke(SPRITE_POS, 0, posx);
poke(SPRITE_POS, 2, posx + 24);
poke(SPRITE_POS, 4, posx + 48);
poke(SPRITE_POS, 6, posx + 72);
poke(SPRITE_POS, 8, posx + 96);
poke(SPRITE_POS, 10, posx + 120);
poke(SPRITE_POS, 12, posx + 144);
poke(SPRITE_POS, 14, posx + 168);
end;
procedure UpdateSpriteYPositions(posy:byte);
begin
poke(SPRITE_POS, 1, posy);
poke(SPRITE_POS, 3, posy);
poke(SPRITE_POS, 5, posy);
poke(SPRITE_POS, 7, posy);
poke(SPRITE_POS, 9, posy);
poke(SPRITE_POS, 11, posy);
poke(SPRITE_POS, 13, posy);
poke(SPRITE_POS, 15, posy);
end;
procedure InitSpriteWriter();
begin
sprite_multicolor:=$00;
sprite_color[0]:=$00;
sprite_stretch_x:=$ff;
sprite_stretch_y:=$ff;
togglebit(sprite_bitmask,0,1);
SetSpriteLoc(0, @spriteLoc/64, @spriteBank);
end;
procedure InitLogoBounceSprites();
begin
sprite_multicolor:=$00;
sprite_color[0]:=$01;
sprite_color[1]:=$01;
sprite_color[2]:=$01;
sprite_color[3]:=$01;
sprite_color[4]:=$01;
sprite_color[5]:=$01;
sprite_color[6]:=$01;
sprite_color[7]:=$01;
sprite_stretch_x:=$0;
sprite_stretch_y:=$0;
sprite_bitmask := $ff;
//sprite_multicolor_reg1:=$0c;
//sprite_multicolor_reg2:=$01;
//SetSpriteLoc(0, @spriteLocCEquals/64, @spriteBank);
SetSpriteLoc(0, (@spriteLocBounce0)/64, @spriteBank);
SetSpriteLoc(1, (@spriteLocBounce0)/64 + 1, @spriteBank);
SetSpriteLoc(2, (@spriteLocBounce0)/64 + 2, @spriteBank);
SetSpriteLoc(3, (@spriteLocBounce0)/64 + 3, @spriteBank);
SetSpriteLoc(4, (@spriteLocBounce0)/64 + 4, @spriteBank);
SetSpriteLoc(5, (@spriteLocBounce0)/64 + 5, @spriteBank);
SetSpriteLoc(6, (@spriteLocBounce0)/64 + 6, @spriteBank);
SetSpriteLoc(7, (@spriteLocBounce0)/64 + 7, @spriteBank);
end;
procedure InitLogoBounceSprites1();
begin
sprite_multicolor:=$00;
sprite_color[0]:=$01;
sprite_color[1]:=$01;
sprite_color[2]:=$01;
sprite_color[3]:=$01;
sprite_color[4]:=$01;
sprite_color[5]:=$01;
sprite_color[6]:=$01;
sprite_color[7]:=$01;
sprite_stretch_x:=$0;
sprite_stretch_y:=$0;
sprite_bitmask := $ff;
//sprite_multicolor_reg1:=$00;
//sprite_multicolor_reg2:=$00;
if (flagOrCequals) then SetSpriteLoc(0, @spriteLocCEquals/64 + $4000, 1)
else SetSpriteLoc(0, (@spriteLocBounce + $4000)/64, 1);
SetSpriteLoc(1, (@spriteLocBounce + $4000)/64 + 1, 1);
SetSpriteLoc(2, (@spriteLocBounce + $4000)/64 + 2, 1);
SetSpriteLoc(3, (@spriteLocBounce + $4000)/64 + 3, 1);
SetSpriteLoc(4, (@spriteLocBounce + $4000)/64 + 4, 1);
SetSpriteLoc(5, (@spriteLocBounce + $4000)/64 + 5, 1);
SetSpriteLoc(6, (@spriteLocBounce + $4000)/64 + 6, 1);
SetSpriteLoc(7, (@spriteLocBounce + $4000)/64 + 7, 1);
end;
procedure InitVoteNumberSprites1();
begin
sprite_multicolor:=$00;
sprite_stretch_x:=$7f;
sprite_stretch_y:=0;
sprite_bitmask:=$7f;
SetSpriteLoc(0, numberSprite0loc, 1);
SetSpriteLoc(1, numberSprite1loc, 1);
SetSpriteLoc(2, numberSprite2loc, 1);
SetSpriteLoc(3, numberSprite0loc, 1);
SetSpriteLoc(4, numberSprite1loc, 1);
SetSpriteLoc(5, numberSprite2loc, 1);
SpritePos(110 + numberSpriteFloatX[numberSprite0FloatOfs], 188 + numberSpriteFloatY[numberSprite0FloatOfs], 0);
SpritePos(160 + numberSpriteFloatX[numberSprite1FloatOfs], 188 + numberSpriteFloatY[numberSprite1FloatOfs], 1);
SpritePos(210 + numberSpriteFloatX[numberSprite2FloatOfs], 188 + numberSpriteFloatY[numberSprite2FloatOfs], 2);
SpritePos(110 + numberSpriteFloatX[numberSprite3FloatOfs], 188 + numberSpriteFloatY[numberSprite3FloatOfs], 3);
SpritePos(160 + numberSpriteFloatX[numberSprite4FloatOfs], 188 + numberSpriteFloatY[numberSprite4FloatOfs], 4);
SpritePos(210 + numberSpriteFloatX[numberSprite5FloatOfs], 188 + numberSpriteFloatY[numberSprite5FloatOfs], 5);
end;
procedure ChangeFlagToCEquals();
begin
if (flagOrCequals) then SetSpriteLoc(0, @spriteLocBounce0/64, @spriteBank)
else SetSpriteLoc(0, @spriteLocCEquals0/64, @spriteBank);
flagOrCequals := not(flagOrCequals);
end;
procedure ChangeFlagToCEquals1();
begin
if (flagOrCequals) then SetSpriteLoc(0, @spriteLocBounce/64, 1)
else SetSpriteLoc(0, @spriteLocCEquals/64, 1);
flagOrCequals := not(flagOrCequals);
end;
//===========================================================================================================
// Raster interrupts
//===========================================================================================================
procedure UpdateMainPart();
interrupt RasterTextPlasma();
begin
startirq(@useKernal);
//screen_bg_col := red;
UpdateTextPlasma();
//screen_bg_col := bgColBefore;
GoToPurpleBarRasterStart();
closeirq();
end;
interrupt RasterText();
begin
startIRQ(@useKernal);
UpdateText();
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closeIRQ();
GoToMainRaster();
end;
interrupt RasterPurpleBarStart();
begin
StartIRQ(@useKernal);
nop(14);
screen_bg_col := purple;
screen_fg_col := purple;
GoToPurpleBarRasterEnd();
CloseIRQ();
end;
interrupt RasterPurpleBarStartWithSprites();
begin
StartIRQ(@useKernal);
poke(^$39, 0, lo(spriteWobblePtr));
poke(^$3a, 0, hi(spriteWobblePtr));
nop(13);
screen_bg_col := purple;
screen_fg_col := purple;
asm("
ldy spriteWobbleOfs
ldx #21
sprLoop lda ($39),y
sta $d000
adc #24
sta $d002
adc #24
sta $d004
adc #24
sta $d006
adc #24
sta $d008
adc #24
sta $d00a
adc #24
sta $d00c
adc #24
sta $d00e
iny
dex
bne sprLoop
");
GoToPurpleBarRasterEnd();
CloseIRQ();
end;
interrupt RasterPurpleBarEnd();
begin
StartIRQ(@useKernal);
nop(13);
screen_bg_col := bgColBefore;
screen_fg_col := fgColBefore;
if (currentPart >= @partMain) then
begin
if (mainState = @mainPicture or mainState = @mainFadeToText) then
begin
GoToMainPartCandidateTextRaster();
setmulticolormode();
setbitmapmode();
setcharsetlocation(@mainpart_bitmapArea);
InitVoteNumberSprites1();
end
else
begin
settextmode();
setregularcolormode();
setcharsetlocation(@mainPartBigFontLoc);
GoToMainPartScrollerRaster();
end;
UpdateMainPart();
end
else
GoToMainRaster();
CloseIRQ();
end;
interrupt RasterMainPartCandidateTexts();
begin
StartIRQ(@useKernal);
setregularcolormode();
settextmode();
setcharsetlocation(@mainPartSmallFontLoc);
GoToMainPartScrollerRaster();
CloseIRQ();
end;
interrupt RasterMainPartScroller();
begin
StartIRQ(@useKernal);
scrollx(scrollCurrent);
setcharsetlocation(@mainPartSmallFontLoc);
GoToMainRaster();
CloseIRQ();
end;
//===========================================================================================================
// Demo part handlers
//===========================================================================================================
procedure InitMainPart();
procedure InitPart(part : byte);
begin
if (part = @partWriter) then
begin
tp:=#text;
InitSpriteWriter();
numLinesPtr := #numLines;
end;
if (part = @partOpenBar) then
begin
bgColBefore := screen_bg_col;
fgColBefore := screen_fg_col;
InitSID(SIDFILE_1_INIT);
end;
if (part = @partSpriteBounce) then InitLogoBounceSprites();
if (part = @partLogoBarWobble) then
begin
spriteWobblePtr := #spriteWobble;
spriteWobbleOfs := 245;
end;
if (part = @partBounceBarUp) then
begin
purpleBounceOfs := 0;
spriteBounceOfs := 0;
spriteWobbleOfs := 245;
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end;
if (part = @partMain) then
begin
screen_bg_col := 0;
screen_fg_col := 0;
bgColBefore := 0;
fgColBefore := 0;
spriteBounceOfs := 0;
purpleBarStartRasterLine := 60 - 17;
purpleBarEndRasterLine := 60 + 17;
spriteWobblePtr := #spriteWobbleEasy;
spriteBounceStartY := 60 - @spriteBarCenterOffset;
InitLogoBounceSprites1();
UpdateSpriteYPositions(spriteBounceStartY);
UpdateSpriteXLSBPositions(spriteWobble[0]);
clearscreen(0, screen_col_loc);
setmulticolormode();
setbitmapmode();
setcharsetlocation(@mainpart_bitmapArea);
setbank(vic_bank1);
tp := #mainText;
naamatDataPtr := naamatAddresses[0];
naamatColorPtr := naamatAddresses[1];
namesPtr := #naamatNames;
numbersPtr := #naamatNumbers;
currentNaama := 0;
mainState := @mainPicture;
mainTime := 0;
scrollTextLength := length(scrollText);
numLinesPtr := #numLines2;
hideborderx(1); // avoid choppy scroll
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InitMainPart();
end;
end;
procedure InitMainPart();
var currentNaamaX, currentNaamaY, currentNaamaWidth, currentNaamaHeight : byte;
plasmaHeight : byte;
begin
// Always reset
pictureFade := 0;
textFade := 0;
numbersFade := 0;
nameFade := 0;
if (mainState = @mainShowText) then
begin
startMainWork(@mainText);
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end;
if (mainState = @mainPicture) then
begin
startMainWork(@mainPicture);
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end;
end;
procedure UpdateMainPart();
begin
if (mainState = @mainShowText and not isMainWorking()) then
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begin
textPlStartX := 0;
i := lo(textFade);
j := fastPlasmaSweep[i];
textPlStartY := 4 + j;
textPlEndX := 40;
textPlEndY := textPlStartY + plasmaHeight;
UpdateTextPlasma();
inc(textFade);
if (mod(textFade, 10) = 0) then inc(plasmaHeight);
if (plasmaHeight > 9) then plasmaHeight := 9;
end;
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if (mainState = @mainFadeToPicture and textFade < 210) then
begin
i := lo(textFade);
j := fastPlasmaSweep[i];
textPlStartY := 4 + textFade / 10;
if (textPlStartY > 21) then textPlStartY := 21;
textPlEndY := textPlStartY + plasmaHeight;
if (textPlEndY > 22) then textPlEndY := 22;
if (textPlStartY > textPlEndY) then textPlStartY := textPlEndY;
if (mainTime < 180) then UpdateTextPlasma();
tempPtr1 := #screen_col_loc + textFade * 4 + 100;
memcpyfast(#textFadeReverse, 0, tempPtr1, 20);
tempPtr1 := #screen_char_loc2 + textFade * 4 + 96;
fillfast(tempPtr1, 0, 4); // clear character memory
inc(textFade);
end;
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if (mainState = @mainPicture) then
if (isMainWorking()) then
begin
sprite_color[0]:=0;
sprite_color[1]:=0;
sprite_color[2]:=0;
sprite_color[3]:=0;
sprite_color[4]:=0;
sprite_color[5]:=0;
end
else
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begin
// copy picture one row at a time
if (pictureFade < currentNaamaHeight) then
begin
CopyNaamatBitmapData(currentNaamaX, currentNaamaY + pictureFade, 13, 4 + pictureFade, currentNaamaWidth, 1, 1000);
inc(pictureFade);
end;
// fade in the sprite colors
if (mainTime > 100) then
begin
if (numbersFade < @textFadeLumiLast) then
begin
j := textFadeReverse[numbersFade];
sprite_color[0]:=j;
sprite_color[1]:=j;
sprite_color[2]:=j;
inc(numbersFade);
end else begin
sprite_color[0]:=1;
sprite_color[1]:=1;
sprite_color[2]:=1;
sprite_color[3]:=$0b;
sprite_color[4]:=$0b;
sprite_color[5]:=$0b;
end
end
else
fillfast(#sprite_color, 0, 6);
if (nameFade < 85) then
begin
tempPtr1 := #screen_col_loc + 800 + nameFade; // starts at row 20
memcpyfast(#textFadeLumi, 0, tempPtr1, 20);
inc(nameFade);
end;
if (mainTime > 350 and mainTime < 425) then
begin
i := mainTime - 350;
tempPtr1 := #screen_col_loc + 800 + i; // starts at row 20
memcpyfast(#textFadeLumi, 0, tempPtr1, 20);
end;
end;
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if (mainState = @mainFadeToText) then
begin
// blank out picture one row at a time
if (pictureFade < currentNaamaHeight) then
begin
BlankNaamatBitmapData(currentNaamaX, currentNaamaY + pictureFade, 13, 4 + pictureFade, currentNaamaWidth, 1);
inc(pictureFade);
end;
// fade out the sprite colors
if (numbersFade < @textFadeLumiLast) then
begin
j := textFadeLumi[numbersFade];
sprite_color[0]:=j;
sprite_color[1]:=j;
sprite_color[2]:=j;
sprite_color[3]:=$0;
sprite_color[4]:=$0;
sprite_color[5]:=$0;
inc(numbersFade);
end else
begin
sprite_color[0]:=0;
sprite_color[1]:=0;
sprite_color[2]:=0;
sprite_color[3]:=0;
sprite_color[4]:=0;
sprite_color[5]:=0;
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end;
if (mainTime > 50 and nameFade < 150) then
begin
tempPtr1 := #screen_col_loc + 840 + nameFade; // starts at row 21
memcpyfast(#textFadeReverse, 0, tempPtr1, 20);
inc(nameFade);
end;
end;
if (currentTime > 512 and mod(mainTime, 2) = 0)then
begin
if (scrollCurrent = 0) then
begin
inc(scrollTextOffset);
if (scrollTextOffset > scrollTextLength - 39) then scrollTextOffset := 0;
WriteScrollText();
scrollCurrent := 7;
end;
dec(scrollCurrent);
end;
end;
procedure GoToNextMainPart();
begin
mainTime := 0;
mainState := mod(mainState + 1, 4);
if (mainState = @mainPicture) then begin
currentNaama := mod(currentNaama + 1, 12);
naamatDataPtr := naamatAddresses[currentNaama * 2];
naamatColorPtr := naamatAddresses[currentNaama * 2 + 1];
end;
InitMainPart();
end;
procedure UpdateCurrentRaster();
var lastSpriteWoblOfs : byte;
wobblePause : boolean = false;
wobblePauseTimer : integer = 0;
cEqualsChangeFlag : boolean = false;
fillPart : byte = 0;
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begin
if (part >= @partOpenBar) then Call(SIDFILE_1_PLAY);
if (part = @partWriter) then RasterIRQ(RasterText(),0, @useKernal);
if (part = @partOpenBar) then
begin
purpleBarStartRasterLine := purpleBarCenter - purpleBarBounce[purpleBounceOfs];
purpleBarEndRasterLine := purpleBarCenter + purpleBarBounce[purpleBounceOfs] + 1;
RasterIRQ(RasterTextPlasma(), 0, @useKernal);
inc(purpleBounceOfs);
if (purpleBounceOfs = 10) then FillFast(screen_char_loc + 640, KEY_SPACE, 40);
if (purpleBounceOfs = 50) then FillFast(screen_char_loc + 600, KEY_SPACE, 40);
if (purpleBounceOfs = 50) then FillFast(screen_char_loc + 680, KEY_SPACE, 40);
if (purpleBounceOfs = 120) then FillFast(screen_char_loc + 560, KEY_SPACE, 40);
if (purpleBounceOfs = 120) then FillFast(screen_char_loc + 720, KEY_SPACE, 40);
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if (purpleBounceOfs >= @purpleBarBounceSize) then currentPartDone := true;
end;
if (part = @partSpriteBounce) then
begin
spriteBounceXCurrent := spriteBounceStartX + spriteBounce[spriteBounceOfs];
UpdateSpriteBouncePositions();
RasterIRQ(RasterTextPlasma(), 0, @useKernal);
if (spriteBounceOfs < @spriteBounceSize - 1) then spriteBounceOfs += 1;
if (currentTime > 240) then currentPartDone := true;
end;
if (part = @partFadeOutOpeningScreen) then
begin
if (fadeStateCurrent = @fadeStateBorder) then
begin
bgColBefore := textFadeLumi[fadeOfsCurrent];
screen_bg_col := bgColBefore;
RasterIRQ(RasterTextPlasma(), 0, @useKernal);
if (fadeOfsCurrent >= @textFadeLumiLast) then
begin
fadeStateCurrent := @fadeStateText;
fadeOfsCurrent := 0;
end;
end;
if (fadeStateCurrent = @fadeStateText) then
begin
fadeTemp := textFadeLumi[fadeOfsCurrent];
if (fillPart = 0) then
begin
Fill(screen_col_loc, fadeTemp, 255);
FillFast(screen_col_loc + 256, fadeTemp, 127);
fadeOfsCurrent -= 1;
end;
if (fillPart = 1) then
begin
Fill(screen_col_loc + 511, fadeTemp, 255);
Fill(screen_col_loc + 766, fadeTemp, 234);
end;
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GoToPurpleBarRasterStart();
if (fadeOfsCurrent >= @textFadeLumiLast) then
begin
fadeStateCurrent := @fadeStateAll;
fadeOfsCurrent := 0;
end;
inc(fillPart);
if (fillPart = 2) then fillPart := 0;
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end;
if (fadeStateCurrent = @fadeStateAll) then
begin
fgColBefore := 0;
Fill(screen_char_loc, KEY_SPACE, 255);
FillFast(screen_char_loc + 256, KEY_SPACE, 127);
GoToPurpleBarRasterStart();
currentPartDone := true;
screen_fg_col := 0;
end;
fadeOfsCurrent += 1;
end;
if (part = @partLogoBarWobble) then
begin
fadeTemp := textLumi2[textBlinkOfs];
FillFast(screen_col_loc + 406 , fadeTemp, 30);
FillFast(screen_col_loc + 486 , fadeTemp, 30);
inc(textBlinkOfs);
if (textBlinkOfs > 16) then textBlinkOfs := 0;
if (currentTime > 150) then
begin
if (lastSpriteWoblOfs = 127 and spriteWobbleOfs = 128) then ChangeFlagToCEquals();
lastSpriteWoblOfs := spriteWobbleOfs;
if (currentTime > 645) then currentPartDone := true;
inc(spriteWobbleOfs);
end;
GoToPurpleBarRasterStart();
end;
if (part = @partBounceBarUp) then
begin
purpleBarCenter := purpleBarBounce2[purpleBounceOfs];
purpleBarStartRasterLine := purpleBarCenter - @purpleBarCenterOffset;
purpleBarEndRasterLine := purpleBarCenter + @purpleBarCenterOffset;
spriteBounceStartY := purpleBarCenter - @spriteBarCenterOffset;
UpdateSpriteYPositions(spriteBounceStartY);
if (currentTime = 5) then FillFast(^$05e0, KEY_SPACE, 40);
if (currentTime = 8) then FillFast(^$0590, KEY_SPACE, 40);
inc(purpleBounceOfs);
if (purpleBounceOfs > 127) then currentPartDone := true;
GoToPurpleBarRasterStart();
end;
if (part = @partMain) then
begin
setbank(vic_bank1);
if (not(wobblePause)) then
begin
inc(spriteWobbleOfs);
if (lastSpriteWoblOfs = 127 and spriteWobbleOfs = 128) then
begin
if (cEqualsChangeFlag) then ChangeFlagToCEquals1();
cEqualsChangeFlag := not(cEqualsChangeFlag);
end;
end;
lastSpriteWoblOfs := spriteWobbleOfs;
inc(wobblePauseTimer);
if (wobblePauseTimer > 512) then
begin
wobblePause := not(wobblePause);
wobblePauseTimer := 0;
spriteWobbleOfs := 245;
end;
InitLogoBounceSprites1();
UpdateSpriteYPositions(spriteBounceStartY);
UpdateSpriteXLSBPositions(spriteWobble[0]);
inc(numberSprite0FloatOfs);
inc(numberSprite1FloatOfs);
inc(numberSprite2FloatOfs);
inc(numberSprite3FloatOfs);
inc(numberSprite4FloatOfs);
inc(numberSprite5FloatOfs);
inc(mainTime);
if (mainState = @mainFadeToPicture and mainTime > 200) then GoToNextMainPart();
if (mainState = @mainFadeToText and mainTime > 100) then GoToNextMainPart();
if (mainState = @mainPicture and mainTime > 650) then GoToNextMainPart();
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if (mainState = @mainShowText and mainTime > 500) then GoToNextMainPart();
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GoToPurpleBarRasterStart();
end;
end;
procedure GoToNextPart();
begin
inc(currentPart);
currentPartDone := false;
currentTime := 0;
InitPart(currentPart);
// poke(^$3fff, 0, currentPart); // debug
end;
interrupt MainRaster();
begin
StartIRQ(@useKernal);
// bgColBefore := screen_bg_col;
// screen_bg_col := white;
if (currentPartDone) then GoToNextPart();
scrollx(0);
UpdateCurrentRaster();
inc(currentTime);
// screen_bg_col := bgColBefore;
CloseIRQ();
end;
begin
bgColBefore := screen_bg_col;
fgColBefore := screen_fg_col;
DisableCIAInterrupts();
CopyCharSetFromRom(^$c000);
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setmemoryconfig(1,@useKernal,0);
// Some heavy part init here to spare work later
ClearScreen(0, screen_char_loc2);
ClearScreen(0, ^@mainpart_bitmapArea);
ClearScreen(0, ^@mainpart_bitmapArea + 1000);
ClearScreen(0, ^@mainpart_bitmapArea + 2000);
ClearScreen(0, ^@mainpart_bitmapArea + 3000);
ClearScreen(0, ^@mainpart_bitmapArea + 4000);
ClearScreen(0, ^@mainpart_bitmapArea + 5000);
ClearScreen(0, ^@mainpart_bitmapArea + 6000);
ClearScreen(0, ^@mainpart_bitmapArea + 7000);
CreateAddressTable(#mainPartAddressTable, $4400, 40, 25);
CreateAddressTable(#colorAddressTable, $d800, 40, 25);
Fill(^$0528, KEY_SPACE, 240);
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for i := 0 to 256 do fastPlasma[i] := textPlasmaLumi[textPlasmaX[i]];
PreProcessScrollText();
// Start demo
GoToMainRaster();
EnableRasterIRQ();
enableirq();
while (true) do
begin
// Heavy main loop work tasks here
if (mainWorkState = @mainText) then
begin
//tempPtr1 := #screen_char_loc2 + 840;
Fill(^$4740, 0, 80);
//tempPtr1 := #screen_col_loc + 800;
FillFast(^$DB20, 0, 80);
WriteMainText();
if (tp[0] = @cstop) then tp := #mainText; // back to first page when done
//tempPtr2 := #screen_col_loc + 960; // keep color for scroll text
fillfast(^$DBC0, $a, 40);
mainWorkState := @notWorking;
end;
if (mainWorkState = @mainPicture) then
begin
//tempPtr1 := AddressTable(#colorAddressTable, 0, 21);
FillFast(^$4748, 0, 120);
//tempPtr2 := #screen_col_loc + 960; // keep color for scroll text
fillfast(^$DBC0, $a, 40);
// set current picture
currentNaamaX := naamatCoordinates[currentNaama * 4];
currentNaamaY := naamatCoordinates[currentNaama * 4 + 1];
currentNaamaWidth := naamatCoordinates[currentNaama * 4 + 2];
currentNaamaHeight := naamatCoordinates[currentNaama * 4 + 3];
PrintCharToSprite(numbersPtr[0], @mainPartSmallFontLoc, @numberSpriteCopies);
PrintCharToSprite(numbersPtr[1], @mainPartSmallFontLoc, @numberSpriteCopies + 64);
PrintCharToSprite(numbersPtr[2], @mainPartSmallFontLoc, @numberSpriteCopies + 128);
numbersPtr += 3;
if (numbersPtr[0] = @cstop) then numbersPtr := #naamatNumbers;
// print the name
WriteMainName();
if (namesPtr[0] = @cstop) then namesPtr := #naamatNames;
plasmaHeight := 2;
mainWorkState := @notWorking;
end;
end;
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end.