full screen demo colorized

This commit is contained in:
2026-07-13 16:20:22 +02:00
parent e068a41c6d
commit 4e5da17a82
+116 -23
View File
@@ -1,5 +1,7 @@
; -----------------------------------------------------------
; main.asm - C64 demo: giant TTG logo + credits scroller
; effects: color wash on the logo, smooth pixel scroll,
; pulsing title - all timed by polling the raster beam
; Build: acme -f cbm -o main.prg main.asm
; -----------------------------------------------------------
@@ -22,6 +24,7 @@
BORDER = $d020 ; border color register
BG = $d021 ; background color register
RASTER = $d012 ; current raster line
XCTRL = $d016 ; horizontal fine scroll + 38/40 column mode
SCREEN = $0400 ; screen RAM (40x25 chars)
COLRAM = $d800 ; color RAM
@@ -40,7 +43,13 @@ TITLE_POS = 12*40 + 13 ; "TELETYPE GAMES" (14 chars, centered)
SCROLLROW = 14 ; scroller row
WWW_POS = 17*40 + 9 ; "WWW.TELETYPEGAMES.ORG" (21 chars)
CITY_POS = 19*40 + 14 ; "SZEGED, 2026" (12 chars)
SCROLL_SPEED = 4 ; frames per scroll step
; ---- timing ----
SCROLL_STEP = 2 ; pixels per frame (8 px / 4 frames = 1 char)
RAS_SCRTOP = 160 ; just above the scroller row (row 14 = lines 162-169)
RAS_SCRBOT = 171 ; just below it (rows 13 and 15 are blank, so
; a line of jitter here is invisible)
RAS_BOTTOM = 248 ; lower border: safe time for screen updates
; ---- zero page pointers ----
scrlo = $fb
@@ -49,6 +58,8 @@ collo = $fd
colhi = $fe
start:
sei ; no KERNAL IRQ - raster polling must not jitter
lda #BLACK
sta BORDER
sta BG
@@ -173,47 +184,120 @@ scrollcol_loop:
dex
bpl scrollcol_loop
lda #SCROLL_SPEED
sta framecnt
lda #6 ; multiple of SCROLL_STEP -> clean 4-frame cycle
sta xscroll
lda #0
sta scrollidx
sta framectr
sta washphase
; ---- main loop: scroll the credits line ----
; ============================================================
; main loop - one iteration per frame, driven by the raster
; ============================================================
main:
wait_raster: ; wait for raster line $fe (bottom of screen)
; switch on fine scroll + 38-column mode for the scroller row only
wait_scrtop:
lda RASTER
cmp #$fe
bne wait_raster
wait_raster2: ; ...and wait until it passes -> exactly one frame
cmp #RAS_SCRTOP
bne wait_scrtop
lda xscroll ; bits 0-2 = x scroll, bit 3 = 0 -> 38 columns
sta XCTRL
wait_scrbot:
lda RASTER
cmp #$fe
beq wait_raster2
cmp #RAS_SCRBOT
bne wait_scrbot
lda #$c8 ; back to default: 40 columns, no scroll
sta XCTRL
dec framecnt
bne main
lda #SCROLL_SPEED
sta framecnt
; beam is in the lower border: do all updates now, invisibly
wait_bottom:
lda RASTER
cmp #RAS_BOTTOM
bne wait_bottom
; shift scroller row one char to the left
inc framectr
; smooth scroll: move SCROLL_STEP pixels, shift chars on wrap
lda xscroll
sec
sbc #SCROLL_STEP
bcs xs_store ; still 0..7: just store
adc #8 ; wrap (carry clear, so this adds exactly 8)
sta xscroll
jsr shift_row
jmp xs_done
xs_store:
sta xscroll
xs_done:
lda framectr ; wash moves one column every 2nd frame
and #1
bne wash_hold
inc washphase
wash_hold:
jsr do_wash
jsr do_pulse
jmp main
; ---- shift the scroller row one char left, feed in the next char ----
shift_row:
ldx #0
shift_loop:
sr_loop:
lda SCREEN+SCROLLROW*40+1,x
sta SCREEN+SCROLLROW*40,x
inx
cpx #39
bne shift_loop
; fetch next char of the scrolltext into the rightmost column
bne sr_loop
ldx scrollidx
lda scrolltext,x
sta SCREEN+SCROLLROW*40+39
inx
cpx #scrolltext_end - scrolltext
bne no_wrap
bne sr_nowrap
ldx #0
no_wrap:
sr_nowrap:
stx scrollidx
jmp main
rts
; ---- color wash: gold gradient running across the logo columns ----
do_wash:
ldx #27 ; 28 logo columns
dw_loop:
txa
clc
adc washphase
and #15
tay
lda washtbl,y
sta COLRAM + (BIGROW+0)*40 + BIGCOL,x
sta COLRAM + (BIGROW+1)*40 + BIGCOL,x
sta COLRAM + (BIGROW+2)*40 + BIGCOL,x
sta COLRAM + (BIGROW+3)*40 + BIGCOL,x
sta COLRAM + (BIGROW+4)*40 + BIGCOL,x
sta COLRAM + (BIGROW+5)*40 + BIGCOL,x
sta COLRAM + (BIGROW+6)*40 + BIGCOL,x
sta COLRAM + (BIGROW+7)*40 + BIGCOL,x
dex
bpl dw_loop
rts
; ---- pulsing title: grey-white ramp, one step per 8 frames ----
do_pulse:
lda framectr
lsr
lsr
lsr
and #7
tay
lda pulsetbl,y
ldx #txt_title_end - txt_title - 1
dp_loop:
sta COLRAM+TITLE_POS,x
dex
bpl dp_loop
rts
; ---- data ----
@@ -229,6 +313,13 @@ bigfont:
letter_off: ; column offset of each letter (8 wide + 2 gap)
!byte 0, 10, 20
washtbl: ; gold glow ramp (16 entries, cyclic)
!byte $09, $02, $08, $0a, $07, $07, $01, $01
!byte $01, $01, $07, $07, $0a, $08, $02, $09
pulsetbl: ; grey-white pulse (8 entries, cyclic)
!byte $0b, $0c, $0f, $01, $01, $0f, $0c, $0b
; texts in screen codes (!scr); lowercase source shows as uppercase on C64
txt_title:
!scr "teletype games"
@@ -251,5 +342,7 @@ scrolltext_end:
letter: !byte 0
rowcount: !byte 0
curbits: !byte 0
framecnt: !byte 0
framectr: !byte 0
xscroll: !byte 0
washphase: !byte 0
scrollidx: !byte 0