contact star sprite fix
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@@ -63,6 +63,9 @@ TR_DISSOLVE = 1 ; cells appear/vanish in random order
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TR_WIPE = 2 ; column sweep, left to right
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TR_WIPE = 2 ; column sweep, left to right
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FADEBUF = $c000 ; snapshot of color RAM for the fade-in
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FADEBUF = $c000 ; snapshot of color RAM for the fade-in
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SPRBUF = $0340 ; sprite shape (cassette buffer): 64-aligned
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; RAM the VIC can fetch from (the chargen
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; ROM shadows $1000-$1fff in bank 0)
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; ---- zero page pointers ----
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; ---- zero page pointers ----
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txtlo = $f5 ; text pointer for the print routines (2 bytes)
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txtlo = $f5 ; text pointer for the print routines (2 bytes)
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+13
-4
@@ -28,7 +28,17 @@ s4i_star:
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; sprites: same star shape on all six, floating behind the
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; sprites: same star shape on all six, floating behind the
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; characters; enabled by the update, so they pop in only
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; characters; enabled by the update, so they pop in only
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; after the slide's in-transition is done
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; after the slide's in-transition is done
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lda #(sprdata >> 6)
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;
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; the shape is copied to the cassette buffer: the VIC sees
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; the chargen ROM at $1000-$1fff instead of RAM, so sprite
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; data assembled there ($1540) would show as glyph garbage
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ldx #62
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s4i_copy:
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lda sprdata,x
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sta SPRBUF,x
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dex
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bpl s4i_copy
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lda #(SPRBUF >> 6)
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ldx #5
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ldx #5
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s4i_ptr:
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s4i_ptr:
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sta SCREEN+$3f8,x
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sta SCREEN+$3f8,x
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@@ -198,9 +208,8 @@ xwob: ; 64-entry sine, 12 +/- 12 (x wobble)
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!byte $00, $00, $00, $01, $01, $01, $02, $03
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!byte $00, $00, $00, $01, $01, $01, $02, $03
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!byte $04, $04, $05, $06, $07, $09, $0a, $0b
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!byte $04, $04, $05, $06, $07, $09, $0a, $0b
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; 24x21 four-pointed star sprite (must sit on a 64-byte boundary
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; 24x21 four-pointed star sprite; copied to SPRBUF at init, so
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; and below $4000, the top of the VIC's bank)
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; it needs no alignment and may sit anywhere
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!align 63, 0
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sprdata:
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sprdata:
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!byte $00, $00, $00
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!byte $00, $00, $00
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!byte $00, $00, $00
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!byte $00, $00, $00
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