Fix black screen, text rendering, and keyboard input issues
This commit is contained in:
2
boot.s
2
boot.s
@@ -15,7 +15,7 @@ boot_start:
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; Load game from disk
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move.w #2,28(a1) ; CMD_READ
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move.l #$20000,40(a1) ; io_Data
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move.l #11776,36(a1) ; io_Length (Exact game size)
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move.l #32768,36(a1) ; io_Length (Safe size: 32KB)
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move.l #1024,44(a1) ; io_Offset
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jsr -456(a6) ; DoIO
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31
game_logic.s
31
game_logic.s
@@ -46,11 +46,28 @@ StartGame:
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rts
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SpawnEmail:
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; For now, just pick the first email always, or cycle
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; TODO: Randomize
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; Check if CurrentEmail is valid, if not start from beginning
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move.l CurrentEmail,a0
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cmp.l #0,a0
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beq.s .firstEmail
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; Advance to next email (26 bytes per email structure)
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add.l #26,a0
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; Check if we've reached the end
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lea EmailListEnd,a1
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cmp.l a1,a0
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bge.s .firstEmail
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; Valid email, use it
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move.l a0,CurrentEmail
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bra.s .draw
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.firstEmail:
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lea EmailList,a0
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move.l a0,CurrentEmail
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.draw:
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bsr DrawEmail
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rts
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@@ -62,34 +79,34 @@ DrawEmail:
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; Draw Sender (at 2, 12)
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move.l 2(a0),a0 ; Get Sender Ptr
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moveq #2,d0 ; X
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moveq #12,d1 ; Y
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moveq #30,d1 ; Y
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bsr DrawText
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; Draw Subject (at 2, 14)
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move.l CurrentEmail,a0
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move.l 6(a0),a0 ; Get Subject Ptr
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moveq #2,d0
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moveq #14,d1
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moveq #45,d1
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bsr DrawText
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; Draw Body (at 2, 16)
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move.l CurrentEmail,a0
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move.l 10(a0),a0 ; Get Body Ptr
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moveq #2,d0
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moveq #16,d1
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moveq #60,d1
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bsr DrawText
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; Draw Options (at 2, 20 and 2, 22)
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move.l CurrentEmail,a0
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move.l 14(a0),a0 ; Opt1
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moveq #2,d0
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moveq #20,d1
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moveq #90,d1
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bsr DrawText
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move.l CurrentEmail,a0
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move.l 18(a0),a0 ; Opt2
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moveq #2,d0
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moveq #22,d1
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moveq #105,d1
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bsr DrawText
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.done:
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@@ -35,16 +35,16 @@ START:
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move.w #$0000,COLOR00(a6)
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move.w #$0FF0,COLOR01(a6)
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; Simple copper
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lea Copper(pc),a0
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move.l a0,d0
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move.w d0,COP1LCL(a6)
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swap d0
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move.w d0,COP1LCH(a6)
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move.w #0,COPJMP1(a6)
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; Simple copper - DISABLED for debugging
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; lea Copper(pc),a0
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; move.l a0,d0
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; move.w d0,COP1LCL(a6)
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; swap d0
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; move.w d0,COP1LCH(a6)
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; move.w #0,COPJMP1(a6)
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; Enable DMA: Bitplane + Copper
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move.w #$8380,DMACON(a6) ; Set DMAEN + COPEN + BPLEN
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; Enable DMA: Bitplane only (No Copper)
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move.w #$8100,DMACON(a6) ; Set DMAEN + BPLEN
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; Clear screen
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lea Screen(pc),a0
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@@ -70,12 +70,14 @@ START:
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bsr DrawText
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LOOP:
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; Simple VBlank wait
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move.l CUSTOM+$004,d0
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; Robust VBlank wait
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lea CUSTOM,a6
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.wait_vblank:
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move.l $004(a6),d0 ; VPOSR is at offset 4
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and.l #$1ff00,d0
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cmp.l #$13000,d0
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bne.s LOOP
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cmp.l #300<<8,d0 ; Wait for line 300
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bne.s .wait_vblank
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; Check mouse
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btst #6,CIAA
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bne.s LOOP
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10
graphics.s
10
graphics.s
@@ -60,7 +60,7 @@ ClearScreen:
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; DrawText
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; d0 = X, d1 = Y, a0 = String
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DrawText:
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movem.l d0-d3/a0-a2,-(sp)
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movem.l d0-d4/a0-a2,-(sp)
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; d0 = Initial X (keep in d3 for CR)
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move.w d0,d3
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@@ -99,7 +99,7 @@ DrawText:
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bra.s .charLoop
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.newline:
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addq.w #1,d1 ; Increment Y (lines)
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addq.w #8,d1 ; Increment Y (8 lines for font height)
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bsr .calcAddr ; Recalculate address (Resets X to d3)
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bra.s .charLoop
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@@ -109,13 +109,13 @@ DrawText:
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bra.s .charLoop
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.done:
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movem.l (sp)+,d0-d3/a0-a2
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movem.l (sp)+,d0-d4/a0-a2
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rts
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.calcAddr:
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lea Bitplane1,a1
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move.l d1,d4 ; Copy Y
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mulu #320,d4 ; Y * 320
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mulu #40,d4 ; Y * 40 (Bytes per line)
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add.l d4,a1
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add.w d3,a1 ; Add Initial X
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rts
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@@ -125,7 +125,7 @@ DrawText:
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DrawChar:
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movem.l d0-d3/a0-a2,-(sp)
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lea Bitplane1,a1
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mulu #320,d1
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mulu #40,d1
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add.l d1,a1
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add.w d0,a1
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50
input.s
50
input.s
@@ -13,10 +13,54 @@
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; Returns: d0 = Raw Keycode (or 0 if no key)
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; Preserves: d1-a6
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ReadInput:
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moveq #0,d0 ; Default: no key
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movem.l d1-d2/a0,-(sp)
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; Simple approach: just return 0 for now (disable keyboard)
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; This prevents crashes from keyboard input
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; Check if LastKey is still pending (not yet processed)
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move.b LastKey,d0
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cmp.b #0,d0
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bne.s .done ; Still has unprocessed key, don't read new one
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; Simple keyboard matrix scan for keys '1' and '2'
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; Key '1' = Row 0, Column 1 (raw code $01)
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; Key '2' = Row 0, Column 2 (raw code $02)
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lea $bfe001,a0 ; CIAA base
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; Set all rows to output, columns to input
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move.b #$ff,$bfe201 ; CIAA DDRA (all output)
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move.b #$00,$bfe301 ; CIAA DDRB (all input)
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; Scan Row 0 (contains keys 1 and 2)
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move.b #$fe,$bfe001 ; Set row 0 low (active), others high
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nop
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nop ; Small delay for signal to settle
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move.b $bfe101,d1 ; Read columns from Port B
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not.b d1 ; Invert (pressed = 1)
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; Check column 1 (key '1')
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btst #1,d1
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bne.s .key1
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; Check column 2 (key '2')
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btst #2,d1
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bne.s .key2
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; No key pressed
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moveq #0,d0
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bra.s .done
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.key1:
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move.b #$01,d0
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move.b d0,LastKey
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bra.s .done
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.key2:
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move.b #$02,d0
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move.b d0,LastKey
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.done:
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movem.l (sp)+,d1-d2/a0
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rts
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; TODO: Implement proper keyboard reading later
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23
main.s
23
main.s
@@ -38,6 +38,7 @@ START:
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; Enable DMA for Copper, Bitplanes, Blitter
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move.w #$83C0,DMACON(a6) ; Set DMAEN, BPLEN, COPEN, BLTEN
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move.w #0,COPJMP1(a6) ; Strobe Copper to start immediately
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MAIN_LOOP:
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; Wait for vertical blank
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@@ -49,25 +50,15 @@ MAIN_LOOP:
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; 2. Update Game Logic
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bsr UpdateGame
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; 3. Check for Exit (Left Mouse Button for now)
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; 3. Check for Reset (Left Mouse Button)
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btst #6,CIAA
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bne.s MAIN_LOOP
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EXIT:
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; Restore System
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lea CUSTOM,a6
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move.w #$7FFF,DMACON(a6)
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move.w #$7FFF,INTENA(a6)
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move.w OldDmaCon,DMACON(a6)
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move.w OldIntEna,INTENA(a6)
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; If button pressed, restart game
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bra START
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; Enable multitasking
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; move.l 4.w,a6
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; jsr -138(a6) ; Permit
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moveq #0,d0
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rts
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; EXIT label removed as we don't return to OS
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; The bootblock environment has no OS to return to cleanly in this simple setup
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; ---------------------------------------------------------------------------
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; Helper Routines
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@@ -78,7 +69,7 @@ WaitVBlank:
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.wait:
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move.l $04(a6),d0
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and.l #$1ff00,d0
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cmp.l #300<<8,d0
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cmp.l #250<<8,d0
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bne.s .wait
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rts
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