mirror of https://github.com/falsovsky/z80.git
381 lines
6.6 KiB
NASM
381 lines
6.6 KiB
NASM
; Begin code at $7530
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org $7530
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; System variables
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tv_flag EQU $5c3c ; TV flags
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last_k EQU $5c08 ; Last pressed key
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; Screen is 256x192
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; Star Structure
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; X 1 Byte
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; Y 1 Byte
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; Speed 1 Byte
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; PrevX 1 Byte
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; PrevY 1 Byte
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MAX_STARS EQU 100
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start
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xor a
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ld (tv_flag), a
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push bc
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call clear_screen ; Clear the screen
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call init_stars ; Initialize the number of stars defined in MAX_STARS
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main_start
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ld hl, STARS ; points to X
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ld c, MAX_STARS ; Set counter value
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main
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; CLEAR THE LAST POSITION
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push bc ; save MAX_STARS in the stack
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ld de, $3
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add hl, de ; skip to PrevX
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ld a, (hl)
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ld d, a ; Save PrevX to D
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inc hl ; points to PrevY
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ld a, (hl)
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ld e, a ; Save PrevY to E
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push hl
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call get_screen_address
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; Video RAM address for those X,Y is now in HL and the bit needed
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; to be set in that address value is in A
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call clear_pixel ; Uses those values and clears the pixel
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pop hl
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ld bc, $4
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sbc hl, bc ; Go back to X
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; WRITES THE PIXEL
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ld a, (hl) ; HL should point to X
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ld d, a ; Save X to D
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inc hl ; points to Y
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ld a, (hl)
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ld e, a ; Save Y to E
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push hl
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call get_screen_address
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; Video RAM address for those X,Y is now in HL and the bit needed
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; to be set in that address value is in A
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call write_pixel ; Uses those values and writes the pixel
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pop hl
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ld bc, $4
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add hl, bc ; Skip 4 positions to the next star
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pop bc ; Remove counter from stack
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dec c ; Decrement counter
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jr nz, main ; Repeat if not zero
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call increment_x ; Increment X position in each star
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jr main_start ; Do it all over again
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pop bc
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ret
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PROC
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; D = valor minimo
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; E = valor maximo
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table
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db 82,97,120,111,102,116,20,12
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get_rnd
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push bc
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get_rnd_loop
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push de
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ld de, 0 ; c,i
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ld b, 0
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ld c, e
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ld hl, table
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add hl, bc
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ld c, (hl) ; y = q[i]
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push hl
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ld a, e ; i = ( i + 1 ) & 7
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inc a
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and 7
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ld e, a
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ld h, c ; t = 256 * y
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ld l, b
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sbc hl, bc ; t = 255 * y
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sbc hl, bc ; t = 254 * y
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sbc hl, bc ; t = 253 * y
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ld c, d
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add hl, bc ; t = 253 * y + c
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ld d, h ; c = t / 256
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ld (get_rnd_loop+2), de
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ld a,l ; x = t % 256
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cpl ; x = (b-1) - x = -x - 1 = ~x + 1 - 1 = ~x
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pop hl
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ld (hl), a ; q[i] = x
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pop de
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ld h, a ; Save A to H
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ld a, e ; Valor maximo em A
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cp h
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jr z, get_rnd_ret ; É igual
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jr c, get_rnd_loop ; Se for menor
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ld a, d
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cp h
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jr z, get_rnd_ret
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jr c, get_rnd_ret
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jr get_rnd_loop
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get_rnd_ret
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ld a, h
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and a ; Reset carry
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pop bc
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ret
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ENDP
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PROC
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; Initialize stars X and Y with "random" values
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init_stars
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push bc
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ld hl, STARS ; HL points to X of first star
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ld c, MAX_STARS ; Number of stars to process
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init_stars_loop
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push bc
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push hl
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ld d, 1
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ld e, 255
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call get_rnd ; Get a random value between 1 and 255
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pop hl
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ld (hl), a ; Set X value
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inc hl ; points to Y
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push hl
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ld d, 1
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ld e, 191
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call get_rnd ; Get a random value between 1 and 191
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pop hl
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ld (hl), a ; Set Y value
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inc hl ; points to Speed
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push hl
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ld d, 1
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ld e, 10
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call get_rnd ; Get a random value between 1 and 10
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pop hl
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ld (hl), a ; Set Speed value
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ld bc, $3
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add hl, bc ; Skip 3 bytes to the next star
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pop bc
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dec c ; Decrement counter
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jr nz, init_stars_loop ; If not zero, do it again
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pop bc
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ret
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ENDP
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PROC
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; Increment X
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increment_x
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push bc
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ld hl, STARS
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ld c, MAX_STARS
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increment_x_loop
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; First lets copy current position to previous position
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ld d, (hl) ; Save current X to D
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inc hl ; points to Y
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ld e, (hl) ; Save current Y to E
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inc hl ; points to Speed
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inc hl ; points to PrevX
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ld (hl), d ; Save X
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inc hl ; PrevY
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ld (hl), e ; Save Y
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ld de, $4
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sbc hl, de ; Go back 4 bytes to X
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ld a, (hl) ; Is X at $FF - end of screen
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cp $ff
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jr z, increment_x_zero ; Yes, lets reset it
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; Increments X position by speed value
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; X = X + Speed
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inc hl ; points to Y
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inc hl ; points to Speed
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ld b, (hl) ; Read speed to B
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dec hl ; Back to Y
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dec hl ; Back to X
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add a, b ; X = X + Speed
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jr c, increment_x_zero ; If carry is set, it passed $ff, lets reset
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increment_x_update
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; Saves to X the value in A
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ld (hl), a ; Save X with the value in A
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ld de, $5
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add hl, de ; Skip 5 bytes to the next star
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dec c ; Decrement counter
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jr nz, increment_x_loop ; If not zero, do it again
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pop bc
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ret
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increment_x_zero
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; Sets X to 0 and Y and Speed to random values
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push bc
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inc hl ; point to Y
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push hl
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ld d, 1
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ld e, 191
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call get_rnd
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pop hl
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ld (hl), a ; Set Y value
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inc hl ; point to speed
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push hl
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ld d, 1
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ld e, 10
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call get_rnd
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pop hl
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ld (hl), a ; Set Speed value
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ld de, $2
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sbc hl, de ; Get back to X position
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ld a, $0 ; X = 0
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pop bc
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jr increment_x_update
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ENDP
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PROC
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; Video Ram Address in HL
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; Pixel to write in A
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write_pixel
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push bc
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ld b, a
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ld c, $0
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scf
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write_pixel_loop
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ld a, c
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rra
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ld c, a
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ld a, b
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jr z, write_pixel_do_it
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dec b
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jr write_pixel_loop
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write_pixel_do_it
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ld a, (hl)
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or c
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ld (hl), a
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pop bc
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ret
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ENDP
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PROC
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; Video Ram Address in HL
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; Pixel to write in A
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clear_pixel
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push bc
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ld b, a
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ld c, $ff
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and a ; reset carry
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clear_pixel_loop
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ld a, c
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rra
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ld c, a
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ld a, b
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jr z, clear_pixel_do_it
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dec b
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jr clear_pixel_loop
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clear_pixel_do_it
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ld a, (hl)
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and c
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ld (hl), a
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pop bc
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ret
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ENDP
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PROC
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; Calculate the high byte of the screen address and store in H reg.
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; On Entry: D reg = X coord, E reg = Y coord
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; On Exit: HL = screen address, A = pixel postion
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get_screen_address
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ld a,e
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and %00000111
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ld h,a
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ld a,e
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rra
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rra
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rra
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and %00011000
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or h
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or %01000000
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ld h,a
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; Calculate the low byte of the screen address and store in L reg.
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ld a,d
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rra
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rra
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rra
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and %00011111
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ld l,a
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ld a,e
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rla
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rla
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and %11100000
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or l
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ld l,a
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; Calculate pixel position and store in A reg.
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ld a,d
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and %00000111
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ret
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ENDP
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PROC
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INCLUDE "clear.asm"
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ENDP
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STARS
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REPT MAX_STARS
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DB $0,$0, $0, $0,$0
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ENDM
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END start |