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Copy pathSnowplow Editor.asm
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Snowplow Editor.asm
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.OPT NOLIST
;-----------------------
;
;Scrolling Screen Editor
;for SNOWPLOW!
;
;by: Barry Kolbe
;and Bryan Schappel
;
;-----------------------
;
*= 0
PASS .= PASS+1
.IF PASS=1
.INCLUDE #D:SYSEQU.M65
.ENDIF
ICP = $3F
SCNMEM = $9000
PMB = $8000
MYPMB = $8400
P1MEM = MYPMB+$0100
CHSET = PMB
TXTWIN = $8B00
CHRLN1 = TXTWIN+40
CHRLN2 = TXTWIN
TXLN = TXTWIN+120
STSLN = TXTWIN+80
SC2 = SCNMEM+128
SC3 = SC2+128
SC4 = SC3+128
SC5 = SC4+128
SC6 = SC5+128
SC7 = SC6+128
SC8 = SC7+128
SC9 = SC8+128
SC10 = SC9+128
BCKUP = $7FC0
;
*= $80
X1 .DS 1
X2 .DS 1
X3 .DS 1
PGT .DS 1
CREG .DS 1
PXP .DS 2
PYP .DS 1
NYP .DS 1
DRX .DS 2
DRY .DS 2
NPTS .DS 1
INITAB
SPRT .DS 1
LRCRS .DS 1
LRSCRL .DS 1
UDSCRL .DS 1
UDCRS .DS 1
XPOS .DS 1
YPOS .DS 1
PCHR .DS 1
CXPOS .DS 1
LRADD .DS 1
UDADD .DS 1
XERXFLG .DS 1
KCHRS .DS 10
DBH .DS 1
DBV .DS 1
YH2 .DS 1
YH3 .DS 1
DLIDX .DS 1
IL .DS 2
JL .DS 2
;
;Display List
;
*= $7F80
DL1 .BYTE $70,$70,$70
.BYTE $45
SL1 .WORD SCNMEM
.BYTE $45
.WORD SC2
.BYTE $45
.WORD SC3
.BYTE $45
.WORD SC4
.BYTE $45
.WORD SC5
.BYTE $45
.WORD SC6
.BYTE $45
.WORD SC7
.BYTE $45
.WORD SC8
.BYTE $45
.WORD SC9
.BYTE $45
.WORD SC10
.BYTE $C4
.WORD TXTWIN
.BYTE $82,$82,$02,$41
.WORD DL1
.OPT LIST
.OPT NOLIST
;
;Display List Interrupt
;
*= $3000
BEGIN JMP STRT
DLI PHA
LDA #$E0
STA CHBASE
LDA #$0A
STA COLPF1
TXA
PHA
LDX DLIDX
LDA DLICL,X
STA COLPF2
LDA #0
STA COLBK
STA WSYNC
INC DLIDX
PLA
TAX
PLA
RTI
;
;Start of Program
;
STRT LDY #50
MDL LDA DL1,Y
STA BCKUP,Y
DEY
BPL MDL
RSTRT JSR CLRSCN
RBEG JSR CLRTXT
JSR SETSTS
JSR PLRMEM
JSR SETPMG
JSR CLRPM
JSR DEFPLR
LDA #6
LDY #<VBI
LDX #>VBI
JSR SETVBV
;
LDA #>DL1
STA SDLSTL+1
LDA #<DL1
STA SDLSTL
JSR INIT
JSR SHWCRS
JSR SHWXY
JSR CHRCRS
;
;Try Stick
;
CHKSTK LDA STICK0
CMP #$0F
BEQ AKEY
JSR GENMOV
JSR TIME
JMP CHKSTK
AKEY LDA CH
JSR SWITCH
BCC AKEY
CMP #$FF
BEQ TRYTRG
LDX #$FF
STX CH
LDY #14
CKCMP CMP CMKEY,Y
BEQ GTCM
DEY
BPL CKCMP
BMI TRYTRG
GTCM TYA
ASL A
TAX
LDA CMTAB,X
STA JMPOF+1
LDA CMTAB+1,X
STA JMPOF+2
JSR CLRLN1
JMPOF JSR $FFFF
JSR CLRLN1
JSR SHWXY
JMP AKEY
TRYTRG LDA STRIG0
BNE CHKSTK
JSR PLOT
JMP CHKSTK
;
;Immed. Vblank
;
VBI LDY #4
VBI1 LDA COLOR0,Y
STA COLPF0,Y
DEY
BPL VBI1
LDA #>CHSET
STA CHBASE
INY
STY DLIDX
JMP SYSVBV
;
;General Move Routine
;
GENMOV CMP #7 ;right?
BNE TLF
JMP MVRT
;
;Timer
;
TIME JSR DELAY
JSR SHWXY
LDA #0
STA ATRACT
RTS
;
TLF CMP #11 ;left?
BNE TUP
JMP MVLF
;
;Move Up
;
TUP CMP #14
BNE TDN
UP1 LDA UDCRS
BEQ AA3 ;scrol?
DEC UDCRS
DEC YPOS
LDA NYP
SEC
SBC #16
STA NYP
TU1 JMP UPDN
AA3 LDA UDSCRL
BEQ NOUD
DEC UDSCRL
DEC YPOS
JSR SCRUP
NOUD RTS
;
;Move Down
;
TDN CMP #13
BNE TUR
DN1 LDA UDCRS
CMP #9
BEQ AA4 ;scroll?
INC UDCRS
INC YPOS
LDA NYP
CLC
ADC #16
STA NYP
JMP TU1
AA4 LDA UDSCRL
CMP #9
BEQ NOUD
INC UDSCRL
JSR SCRDN
INC YPOS
RTS
;Up-Right
TUR CMP #6
BNE TDR
JSR MVRT
JMP UP1
;Down-Right
TDR CMP #5
BNE TUL
JSR MVRT
JMP DN1
;Up-Left
TUL CMP #10
BNE TDL
JSR MVLF
JMP UP1
;Down-Left
TDL CMP #9
BNE NST
JSR MVLF
JSR DN1
NST RTS
;
;Move Up and Down
;
UPDN JSR PLRMEM
JSR ERSPLR
LDA NYP
STA PYP
JMP PUTPLR
;
;Erase Player
;
ERSPLR LDA #0
LDY PYP
LDX #15
EML STA (IL),Y
INY
DEX
BPL EML
RTS
;
;Set up Player Memory
;
PLRMEM LDA #>MYPMB
STA IL+1
LDA #0
STA IL
RTS
;
;Move Right
;
MVRT LDA LRCRS
CMP #39
BNE AA1
LDA #1
STA LRADD
LDA LRSCRL
CMP #88 ;end scrn
BEQ NOLR
INC LRSCRL
INC XPOS
JSR SCRLR
NOLR RTS
AA1 INC LRCRS
INC XPOS
LDA PXP
CLC
ADC #4
STA PXP
MV1 LDA PXP
STA HPOSP0
RTS
;
;Move Left
;
MVLF LDA LRCRS
BEQ AA2
DEC LRCRS
LDA PXP
SEC
SBC #4
STA PXP
DEC XPOS
JMP MV1
AA2 LDA LRSCRL
BEQ NOLR
DEC LRSCRL
DEC XPOS
LDA #$FF
STA LRADD
JMP SCRLR
;
;Close IOCB
;
CLOSE STX X1
LDA #12
STA ICCOM,X
JSR CIOV
LDX X1
RTS
;
;Set up PMG
;
SETPMG LDA #62
STA SDMCTL
LDA #1
STA GPRIOR
LDA #3
STA GRACTL
LDA #>PMB
STA PMBASE
LDA #$6C
STA PCOLR0
LDA #0
STA SIZEP0
STA SIZEP1
RTS
;
;Clear P/M area
;
CLRPM LDA #>MYPMB
STA IL+1
LDA #0
STA IL
CA2 LDY #0
CA1 STA (IL),Y
INY
BNE CA1
RTS
;
;Define Players
;
DEFPLR LDY #$20
STY NYP
STY PYP
JSR PLRMEM
JSR PUTPLR
LDA #$2E
STA HPOSP0
STA PXP
RTS
;
;Put Player on screen
;
PUTPLR LDY PYP
LDX #0
DF1 LDA PL0DEF,X
STA (IL),Y
INX
INY
CPX #16
BNE DF1
RTS
;
;Delay Loop
;
DELAY LDX #0
STX RTCLOK
YLP1 LDX RTCLOK
CPX #4
BNE YLP1
RTS
;
DLICL .BYTE $92,$42,$04
NBF .BYTE "000 "
A2I .BYTE $40,$00,$20,$60
PL0DEF .BYTE $FF,$C3,$C3,$C3
.BYTE $C3,$C3,$C3,$C3
.BYTE $C3,$C3,$C3,$C3
.BYTE $C3,$C3,$C3,$FF
P1DEF .BYTE $FC,$C6,$C6,$C6
.BYTE $C6,$C6,$C6,$FC
;
;Show Char Set
;
SHWCRS LDX SPRT
INX
TXA
ASL A
ASL A
ASL A
ASL A
ASL A
TAX
DEX
TXA
LDY #31
SH1 STA CHRLN1+4,Y
STA CHRLN2+4,Y
DEX
TXA
DEY
BPL SH1
RTS
;
;Init Memory
;
INIT LDY #25
LDA #0
INILP STA INITAB,Y
DEY
BPL INILP
;set up 128
LDY #0
TYA
STA M128L
LDA #>SCNMEM
STA M128H
TLP LDA M128L,Y
CLC
ADC #128
STA M128L+1,Y
LDA M128H,Y
ADC #0
STA M128H+1,Y
INY
CPY #33
BNE TLP
JSR OPNKEY
LDA #>CHSET
STA CHBAS
LDA #192
STA NMIEN
LDA #>DLI
STA VDSLST+1
LDA #<DLI
STA VDSLST
RTS
;
;Plot a Character
;
PLOT LDX YPOS
LDA M128L,X
STA JL
LDA M128H,X
STA JL+1
LDA PCHR
LDY XPOS
STA (JL),Y
RTS
;
STSCRL LDA #>SL1
STA JL+1
LDA #<SL1
STA JL
RTS
;
;Scroll Left/right
;
SCRLR JSR STSCRL
LDY #0
SLR LDA (JL),Y
CLC
ADC LRADD
STA (JL),Y
INY
INY
INY
CPY #30
BNE SLR
RTS
;
;Scroll Down
;
SCRDN LDY #0
SQ1 LDA SL1+4,Y
STA SL1+1,Y
LDA SL1+3,Y
STA SL1,Y
INY
INY
INY
CPY #27
BNE SQ1
LDA SL1+24
CLC
ADC #$80
STA SL1+27
LDA SL1+25
ADC #0
STA SL1+28
RTS
;
;Scroll Up
;
SCRUP LDY #27
SUP1 LDA SL1-3,Y
STA SL1,Y
LDA SL1-2,Y
STA SL1+1,Y
DEY
DEY
DEY
BNE SUP1
LDA SL1
SEC
SBC #$80
STA SL1
LDA SL1+1
SBC #0
STA SL1+1
RTS
;
;Clear Screen
;
CLRSCN LDA #>SCNMEM
STA IL+1
LDA #0
STA IL
LDX #9 ;10 pages
CS1 LDY #$FF
CSLP STA (IL),Y
DEY
CPY #$FF
BNE CSLP
INC IL+1
DEX
BPL CS1
RTS
;
;Character Cursor
;
CHRCRS LDY #$FF ;erase
LDA #0
CR1 INY
STA P1MEM,Y
CPY #$FF
BNE CR1
;define playr
LDY #200
LDX #0
CR2 LDA P1DEF,X
STA P1MEM,Y
INY
INX
CPX #8
BNE CR2
LDA #ICP
STA HPOSP0+1
STA PXP+1
LDA #$4D
STA PCOLR1
RTS
;
;Move Character Cursor
;
KSELECT LDX #<CHRMES
LDA #>CHRMES
JSR PRINT
MVCRS LDA STICK0
CMP #$0F
BNE BH
JMP CKTRG2
BH CMP #7 ;rt?
BNE ML
LDA CXPOS
CMP #31
BEQ BB
INC CXPOS
LDA PXP+1
CLC
ADC #4
JMP BF
BB LDA #0
STA CXPOS
LDA #ICP
BNE BF
;
ML CMP #11 ;lef?
BNE MU
LDA CXPOS
BEQ BE
DEC CXPOS
LDA PXP+1
SEC
SBC #4
BF STA PXP+1
STA HPOSP0+1
JMP SLOW
BE LDA #31
STA CXPOS
LDA #187
BNE BF
;up
MU CMP #14
BNE MD
LDA SPRT
BEQ BC
DEC SPRT
DOC JSR SHWCRS
JMP SLOW
BC LDA #3
STA SPRT
BNE DOC
;
MD CMP #13
BNE CKTRG2
INC SPRT
LDA SPRT
CMP #4
BNE DOC
LDA #0
STA SPRT
BEQ DOC
;
CKTRG2 LDA STRIG0
BNE SJ
JSR CLICK
JSR DELAY
CTR LDA STRIG0
BEQ CTR
LDX SPRT
INX
TXA
ASL A
ASL A
ASL A
ASL A
ASL A
CLC
ADC CXPOS
SEC
SBC #32
STA PCHR
JMP DELAY
SLOW JSR DELAY
SJ JMP MVCRS
;
;Print Text x=lo,a=hi
;
PRINT STX IL
STA IL+1
LDY #$FF
MLP INY
LDA (IL),Y
STA TXLN+2,Y
BPL MLP
AND #$7F
STA TXLN+2,Y
RTS
;
CHRMES .SBYTE "Choose character"
COLMES .SBYTE "Color register 0-4"
DRWMES .SBYTE "Draw mode"
BLKMES .SBYTE "Block fill"
FNTMES .SBYTE "Loading font"
DEFMES .SBYTE "Define block"
STPMES .SBYTE "Copy block"
;
;clearline
;
CLRLN1 LDY #39
LDA #0
CN1 STA TXLN,Y
DEY
BPL CN1
RTS
;
;Clear Text Window
;
CLRTXT LDY #160
LDA #0
CTLP STA TXTWIN,Y
DEY
CPY #$FF
BNE CTLP
RTS
;
;colors
;
COLORS LDX #<COLMES
LDA #>COLMES
JSR PRINT
CKEY LDA CH
LDX #$FF
CMP #$FF
BEQ CKEY
CMP #$1C ;out
BEQ CA
LDY #4
CMS CMP CLRKEY,Y
BEQ CCC
DEY
BPL CMS
BMI CKEY
CA STX CH
RTS
CCC LDA CLREG,Y ;offset
STA CREG ;save it
JSR CLRLN1
;Change Register
LDX #<REGMES
LDA #>REGMES
JSR PRINT
JSR DISREG
LDY CREG
LDA COLOR0,Y
PHA
AND #$F0
STA X2
PLA
AND #$0F
STA X3
CSTK LDA STICK0
CMP #7 ;rt
BNE CLF
LDA X2
CLC
ADC #16
STA X2
JMP SCOLR
CLF CMP #11
BNE CUP
LDA X2
SEC
SBC #16
STA X2
JMP SCOLR
CUP CMP #14
BNE CDN
INC X3
INC X3
LDA X3
AND #$0F
STA X3
JMP SCOLR
CDN CMP #13
BNE CSTG
DEC X3
DEC X3
LDA X3
AND #$0F
STA X3
SCOLR LDA X2
ORA X3
LDY CREG
STA COLOR0,Y
JSR DISREG
JSR DELAY
CSTG LDA STRIG0
BNE CSTK
CC2 LDA STRIG0
BNE CC2
RTS
;
CLRKEY .BYTE $32,$1F,$1E,$1A,$18
CLREG .BYTE 0,1,2,3,4
;
;Show X/Y Position
;
SHWXY LDA XPOS
LDX #10
JSR RJUST
LDA YPOS
LDX #16
JSR RJUST
;
;Show character
;
LDY YPOS
JSR WHER
LDY XPOS
LDA (JL),Y
STA STSLN+22
;
NOERM LDY #3
NLP LDA NOM,Y
STA STSLN+31,Y
DEY
BPL NLP
RTS
;
;Right justify a number
;
RJUST STA FR0
LDA #0
STA FR0+1
TXA
PHA
JSR IFP
JSR FASC
LDY #2
LDA #'0
RJ1 STA NBF,Y
DEY
BPL RJ1
LDY #$FF
RJ2 INY
LDA (INBUFF),Y
BPL RJ2
AND #$7F
STA (INBUFF),Y
INY
TYA
EOR #3
AND #3
TAX
LDY #0
RJ3 LDA (INBUFF),Y
STA NBF,X
INY
INX
CPX #3
BNE RJ3
LDY #3
PLA
TAX
RJ4 LDA NBF,Y
AND #$1F
STA STSLN,X
DEX
DEY
BPL RJ4
RTS
;
;Set up Status Line
;
SETSTS LDY #39
LDA #0
STLP STA STSLN,Y
DEY
BPL STLP
LDY #24
STLX LDA SLD,Y
STA STSLN+5,Y
DEY
BPL STLX
JMP SHWXY
SLD .SBYTE "X:000 Y:000 CHAR: "
.SBYTE "Error:"
;
WHER LDA M128L,Y
STA JL
LDA M128H,Y
STA JL+1
RTS
;
DRAW LDA #$FF
STA NPTS
LDA #>DRWMES
LDX #<DRWMES
JSR PRINT
DRG JSR GETTWO
BCS DRP
DODRW LDA DRX
CMP DRX+1
BEQ DUD ;up/dn
LDA DRY
CMP DRY+1
BNE DRP
LDA DRX+1
CMP DRX
BCS DR5
PHA
LDA DRX
STA DRX+1
PLA
STA DRX
DR5 JSR DRLR
JMP DRG
DRP LDA #$FF
STA CH
RTS
;
;Up and Down
DUD LDA DRY+1
CMP DRY
BEQ DRP
BCS UYOK
PHA
LDA DRY
STA DRY+1
PLA
STA DRY
UYOK JSR DWUD
JMP DRP
;
;Do Up/Down Draw
DWUD LDY DRY+1
DDB JSR WHER
LDY DRX
LDA PCHR
STA (JL),Y
DEC DRY+1
LDY DRY+1
CPY DRY
BNE DDB
JSR WHER
LDY DRX
LDA PCHR
STA (JL),Y
RTS
;
;Draw left and right
DRLR LDY DRY
JSR WHER
LDY DRX+1
LDA PCHR
DR7 STA (JL),Y
DEY
CPY DRX
BNE DR7
STA (JL),Y
DR8 RTS
;
;Click Speaker
;
CLICK LDA #0
STA CONSOL
RTS
;
BLOCK LDA #$FF
STA NPTS
LDA #>BLKMES
LDX #<BLKMES
JSR PRINT
JSR GETTWO
BCC BAB
BAC RTS
BAB LDA DRX+1
CMP DRX
BEQ BAC
BCC BAC
LDA DRY+1
CMP DRY
BEQ BAC
BCC BAC
INC DRY+1
BAD JSR DRLR
INC DRY
LDA DRY
CMP DRY+1
BNE BAD
BEQ BAC
;
;Get two screen Positions