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Demos Amiga Demoscene Archive Forum / Coding / Simple ASM Copperlist

 

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Overflow
Member
#1 - Posted: 11 Nov 2004 15:55
Reply Quote
FROMC EQU 0

Incdir dh0:include/
include "exec/types.i"
include "exec/nodes.i"
include "exec/ports.i"
include "exec/lists.i"
include "devices/input.i"
include "devices/inputevent.i"
include "graphics/gfxbase.i"
include "dos/dosextens.i"
include "dos/dos.i"

_LVODisable EQU -120
_LVOEnable EQU -126
_LVOForbid EQU -132
_LVOPermit EQU -138
_LVOFindTask EQU -294
_LVOAllocSignal EQU -330
_LVOFreeSignal EQU -336
_LVOGetMsg EQU -372
_LVOReplyMsg EQU -378
_LVOWaitPort EQU -384
_LVOCloseLibrary EQU -414
_LVOOpenDevice EQU -444
_LVOCloseDevice EQU -450
_LVODoIO EQU -456
_LVOOpenLibrary EQU -552

_LVOLoadView EQU -222
_LVOWaitBlit EQU -228
_LVOWaitTOF EQU -270

IF FROMC
XREF _main
ENDC

_entry:
movem.l d0/a0,_args
move.l 4.w,a6
moveq #RETURN_FAIL,d7

; handle wb startup
sub.l a1,a1
jsr _LVOFindTask(a6)
move.l d0,a2
tst.l pr_CLI(a2)
bne.s .iscli
lea pr_MsgPort(a2),a0
jsr _LVOWaitPort(a6)
lea pr_MsgPort(a2),a0
jsr _LVOGetMsg(a6)
move.l d0,_WBenchMsg
.iscli:
; init msgport
moveq #-1,d0
jsr _LVOAllocSignal(a6)
move.b d0,_sigbit
bmi .nosignal
move.l a2,_sigtask

; hide possible requesters since user has no way to
; see or close them.
moveq #-1,d0
move.l pr_WindowPtr(a2),_oldwinptr
move.l d0,pr_WindowPtr(a2)

; open input.device
lea .inputname(pc),a0
moveq #0,d0
moveq #0,d1
lea _ioreq(pc),a1
jsr _LVOOpenDevice(a6)
tst.b d0
bne .noinput

; install inputhandler
lea _ioreq(pc),a1
move.w #IND_ADDHANDLER,IO_COMMAND(a1)
move.l #_ih_is,IO_DATA(a1)
jsr _LVODoIO(a6)

; open graphics.library
lea .gfxname(pc),a1
moveq #33,d0 ; Kickstart 1.2 or higher
jsr _LVOOpenLibrary(a6)
move.l d0,_GfxBase
beq .nogfx
move.l d0,a6

; save old view
move.l gb_ActiView(a6),_oldview

; flush view
sub.l a1,a1
jsr _LVOLoadView(a6)
jsr _LVOWaitTOF(a6)
jsr _LVOWaitTOF(a6)

; do the stuff
movem.l _args(pc),d0/a0
bsr _main
move.l d0,d7

move.l _GfxBase,a6

; restore view & copper ptr
move.l _oldview(pc),a1
jsr _LVOLoadView(a6)
move.l gb_copinit(a6),$DFF080
jsr _LVOWaitTOF(a6)
jsr _LVOWaitTOF(a6)

; close graphics.library
move.l a6,a1
move.l 4.w,a6
jsr _LVOCloseLibrary(a6)

.nogfx:
; remove inputhandler
lea _ioreq(pc),a1
move.w #IND_REMHANDLER,IO_COMMAND(a1)
move.l #_ih_is,IO_DATA(a1)
jsr _LVODoIO(a6)

lea _ioreq(pc),a1
jsr _LVOCloseDevice(a6)

.noinput:
move.l _sigtask(pc),a0
move.l _oldwinptr(pc),pr_WindowPtr(a0)

moveq #0,d0
move.b _sigbit(pc),d0
jsr _LVOFreeSignal(a6)

.nosignal:
move.l _WBenchMsg(pc),d0
beq.s .notwb
move.l a0,a1
jsr _LVOForbid(a6)
jsr _LVOReplyMsg(a6)

.notwb:
move.l d7,d0
rts


.inputname:
dc.b 'input.device',0
.gfxname:
dc.b 'graphics.library',0


CNOP 0,4

_args:
dc.l 0,0
_oldwinptr:
dc.l 0
_WBenchMsg:
dc.l 0
_GfxBase:
dc.l 0
_oldview:
dc.l 0

_msgport:
dc.l 0,0 ; LN_SUCC, LN_PRED
dc.b NT_MSGPORT,0 ; LN_TYPE, LN_PRI
dc.l 0 ; LN_NAME
dc.b PA_SIGNAL ; MP_FLAGS
_sigbit:
dc.b -1 ; MP_SIGBIT
_sigtask:
dc.l 0 ; MP_SIGTASK
.head:
dc.l .tail ; MLH_HEAD
.tail:
dc.l 0 ; MLH_TAIL
dc.l .head ; MLH_TAILPRED

_ioreq:
dc.l 0,0 ; LN_SUCC, LN_PRED
dc.b NT_REPLYMSG,0 ; LN_TYPE, LN_PRI
dc.l 0 ; LN_NAME
dc.l _msgport ; MN_REPLYPORT
dc.w IOSTD_SIZE ; MN_LENGTH
dc.l 0 ; IO_DEVICE
dc.l 0 ; IO_UNIT
dc.w 0 ; IO_COMMAND
dc.b 0,0 ; IO_FLAGS, IO_ERROR
dc.l 0 ; IO_ACTUAL
dc.l 0 ; IO_LENGTH
dc.l 0 ; IO_DATA
dc.l 0 ; IO_OFFSET

_ih_is:
dc.l 0,0 ; LN_SUCC, LN_PRED
dc.b NT_INTERRUPT,127 ; LN_TYPE, LN_PRI ** highest priority **
dc.l .ih_name ; LN_NAME
dc.l 0 ; IS_DATA
dc.l .ih_code ; IS_CODE

.ih_code:
move.l a0,d0
.loop:
move.b #IECLASS_NULL,ie_Class(a0)
move.l (a0),a0
move.l a0,d1
bne.b .loop

; d0 is the original a0
rts

.ih_name:
dc.b 'eat-events inputhandler',0

CNOP 0,4


IF FROMC

XDEF _WBenchMsg

ELSE

_main:
move.l #2000000-1,d0
.delay:
move.w d0,$dff180
subq.l #1,d0
bne.b .delay

moveq #RETURN_OK,d0
rts

ENDC
Overflow
Member
#2 - Posted: 11 Nov 2004 16:00 - Edited
Reply Quote
In the old days I used to do it like this, but this wont work in the new world. In the SystemInit code above there is a _main and .delay loop that counts down from 2 000 000 to zero.
The Old Skool loop below displays the Norwegain flag colors in the middle of the screen if i use my old Amiga, but when I put it into the _main segment it only gives me a grey screen....

And yes, I remove the 2 000 000 countdown delay code segement and insert the loop below.

Section Maincode,Code_c

move.w #$01a0,$dff096
lea.l copperlist,a1
move.l a1,$dff080
move.w #$8080,$dff096

wait: btst #6,$bfe001
bne wait

move.w #$0080,$dff096
move.l $04,a6
move.l 156(a6),a1
move.l 38(a1),$dff080
move.w #$81a0,$dff096
rts

copperlist:
dc.w $9001,$fffe
dc.w $0180,$0f00
dc.w $a001,$fffe
dc.w $0180,$0fff
dc.w $a401,$fffe
dc.w $0180,$000f
dc.w $aa01,$fffe
dc.w $0180,$0fff
dc.w $ae01,$fffe
dc.w $0180,$0f00
dc.w $be01,$fffe
dc.w $0180,$0000
dc.w $ffff,$fffe
dc.w $ffff,$fffe
rload
Member
#3 - Posted: 11 Nov 2004 17:15
Reply Quote
do you get to exit from the grey screen or is it a crash?
Maybe something is running in an interrupt somewhere on the system.. copper interrupt (I think there is such a thing) which reloads the wb copper with its grey background when triggered or something...
rload
Member
#4 - Posted: 11 Nov 2004 17:17
Reply Quote
you should save DMACON and INTENA then kill all DMA and interrupts.. Then start whatever DMA and interrupts you need. Restore DMACON and INTENA on exit..
Overflow
Member
#5 - Posted: 11 Nov 2004 20:16 - Edited
Reply Quote
I get to exit from the grey screen easy. It just waits for me to click the left mousebutton as you would expect.

I run that code on my A1200 (the copperprogram) with a Blizzard 030 18 meg total of ram it wouldnt work until i forced it into chipmem with the Section maincode,code_c command...
Then it worked nicely on my real computer.. i havent tried this Startup code on my Amiga thou...maybe i should... if the startupcode+copperprogram works on my A1200 there there is something funky with WinUAE....

or that my coppercoding is too obsolete...

Anyone that feels the urge to modify my code so it actually works are welcome..
noname
Member
#6 - Posted: 12 Nov 2004 09:14
Reply Quote
Had just a quick look at your code. And having read about your new world/old world it seems that you are expecting copperlists to work from fastram (new world) which is not the case! A copperlist has to be within reach of the copper and thus lie in the chip-ram. All custom chips demand their data to be in chip-ram. Fast-ram is good for fast code execution and generally for chunky to planar effects.

Insert another section statement just before your copperlists (and then in future also for your bitplanes, etc.).
Example: "section chip-stuff,data_c"
Overflow
Member
#7 - Posted: 12 Nov 2004 11:19 - Edited
Reply Quote
Hehe...Thanks. The reason why i was puzzled was coz it worked on my A1200 with Fastmem when i put that Section Stuff,code_c...but not when used in conjunction with that startup code...

Anyhow..thanks for the tip, and if you have such an example of a "simple" coppercode lying around pliz post it. Something for me to play around with. Best way to learn i guess...
noname
Member
#8 - Posted: 12 Nov 2004 15:04
Reply Quote
Sorry, don't have a simple example at hands. But I can recommend you to get your hands on a couple of documents if you should not already have them.
- How to Code 7
- TFA AGA-Guide
- Amiga Hardware Reference Manual
- any MC68000 Reference Manual

Here are some links that I got from Google:
http://www.mways.co.uk/amiga/howtocode/
http://www.algonet.se/~chaozer/assembler.shtml (AGA Guide and much more, think it has been mentioned before)
http://www.amigarealm.com/computing/knowledge/hardref/ch2.htm

There was also a very nice (huge) tutorial by Rio/Ram Jam which came along with complete ready to assemble examples.
dalton
Member
#9 - Posted: 12 Nov 2004 18:59
Reply Quote
About using a copperlist for setting the screen colors. This is not really necessary unless you wan't to change them while the screen is being drawn, right? Still it seems to be the conventional method to set the colours... including (or generating) a 2k copperlist instead of setting the colours once. Why is this?
Overflow
Member
#10 - Posted: 13 Nov 2004 16:19
Reply Quote
hehe..thanks for not spoonfeeding me sources. That led me to open a book and read. I didnt know this, but Registers d0, d1, a0 and a1 are scratch registers and their contents must be considered lost after a system library call. And a OS friendly startup code sure got plenty of those calls! Changed the copper Adress register to a4 and volia...Damn im stupid :P Atleast I learned something!
Overflow
Member
#11 - Posted: 19 Nov 2004 22:20
Reply Quote
_main:
bsr Initcop

wait: btst #6,$bfe001 ;wait until left mousebutton is clicked to exit
bne wait

moveq #RETURN_OK,d0
rts

Initcop:
sub.l a3,a3 ;clears a3
lea.l copper,a3 ;Loads the space for the copper.
move.l #15-1,d4 ;loop 15 times. dbra loops until d4 is -1 so we set 15-1
move.l #$8201fffe,d3 ;loads first copperposition into d3
move.l #$018000f0,d5 ;loads colorregister 0 ($dff180) with a green color into d5

docop: move.l d3,(a3)+ ;moves first vertical copperposition into our copperlist
move.l d5,(a3)+ ;moves colorregister 0 and green color into the next line in copperlist

add.l #$01000000,d3 ;adds #$0100 to $8201 changing copper position to $8301
sub.l #$00000010,d5 ;subtracts #$0010 from #$00f0 making the green turn gradually darker

dbra d4,docop ;loop until d4 equals -1

move.l #copper,$dff080 ;moves the finished copperlist into CopperFirstLocationRegister
rts


Section Coplist,data_c
copper:
ds.l 30 ;Define Space. 30 longwords to room the result from the
;Initcop routine. The copperroutine loops 15 times but makes
dc.w $0180,$0000 ;2 lines every loop. 2*15=30
dc.w $ffff,$fffe
dc.w $ffff,$fffe
ENDC
Overflow
Member
#12 - Posted: 19 Nov 2004 22:21
Reply Quote
Basically what this routine does it to create a copperlist, which saves you alot of typing.
If you wanted to type the whole copperlist from scratch using dc.w commands it would be;

dc.w $8201,$fffe
dc.w $0180,$00f0
dc.w $8201,$fffe
dc.w $0180,$00e0
dc.w $8201,$fffe
dc.w $0180,$00d0
dc.w $8201,$fffe
dc.w $0180,$00c0
dc.w $8201,$fffe
dc.w $0180,$00b0
dc.w $8201,$fffe
dc.w $0180,$00a0
dc.w $8201,$fffe
dc.w $0180,$0090
dc.w $8201,$fffe
dc.w $0180,$0080
dc.w $8201,$fffe
dc.w $0180,$0070
dc.w $8201,$fffe
dc.w $0180,$0060
dc.w $8201,$fffe
dc.w $0180,$0050
dc.w $8201,$fffe
dc.w $0180,$0040
dc.w $8201,$fffe
dc.w $0180,$0030
dc.w $8201,$fffe
dc.w $0180,$0020
dc.w $8201,$fffe
dc.w $0180,$0010


dc.w $0180,$0000
dc.w $ffff,$fffe
dc.w $ffff,$fffe

Imagine if you wanted a 256 line copperlist :P

With this routine all you need to do is to change 15-1 in the Loopcounter into 256-1 and ds.l 2*256 and the copperlist is made automatically.

You could ofcourse make the color black $0000 and remove the sub.l #$00000010,d5 line and change move.l #$018000f0,d5 to #$01800000 if you wanted a clean copperlist which were loaded up with a premade colorpalette.

Another way to make a looong copper automatically is using macro;

copper:
ccl SET $5e21
cct SET 0
REPT 120
dc.w ccl,-2,$180,cct
ccl SET ccl+2
cct SET cct+16
ENDR
dc.w $180,$0
Overflow
Member
#13 - Posted: 20 Nov 2004 03:02
Reply Quote
_main:
bsr.w colloop
move.l #copper,$dff080

wait:
btst #6,$bfe001 ;wait for left mouse click to exit
bne wait

moveq #RETURN_OK,d0
rts

;***********-colorLoop-******************
; a3 - counter
; a4 - color
; a5 - colcopper
; d3 - counterdata
; d4 - colloop counter

counter: dc.w $0000

colloop
lea counter,a3
move.w (a3),d3
addq.w #2,(a3)
cmp.w #134,d3 ;total number of colors=68*2=136.
bne notend ;First color at 0 count so 134

clr.l (a3)
clr.l d3

notend:
lea colors,a4
lea copper,a5

move.w #67,d4 ;colorloopcounter

colorloop:
move.w (a4,d3.w),6(a5) ;color into copper
addq.w #2,d3 ;increase colorcounter/offset
addq.l #8,a5 ;jump to next colorregister in copper
dbra d4,colorloop ;branch until d4 -1
rts
;************************************

Section Coplist,data_c

copper:
ccl SET $1e01 ;dc.w $1e01,$fffe
cct SET 0 ;dc.w $0180,$0000
REPT 68 ;Vertical position increased by $0100 per repitition
dc.w ccl,-2,$180,cct ;COLOR00 black
ccl SET ccl+$0100
cct SET cct
ENDR

dc.w $0180,$0000
dc.w $ffff,$fffe
dc.w $ffff,$fffe

colors: dc.w $0f00,$0e01,$0e01,$0c03,$0b04,$0a05,$0906,$0807
dc.w $0708,$0609,$050a,$040b,$030c,$020d,$010e,$000f
dc.w $000f,$011e,$022d,$033c,$044b,$055a,$0669,$0778
dc.w $0887,$0996,$0aa5,$0bb4,$0cc3,$0dd2,$0ee1,$0ff0
dc.w $0ff0,$0fe0,$0fd0,$0fc0,$0fb0,$0fa0,$0f90,$0f80
dc.w $0f70,$0f60,$0f50,$0f40,$0f30,$0f20,$0f10,$0f00
dc.w $0f00,$0e01,$0d02,$0c03,$0b04,$0a05,$0906,$0807
dc.w $0708,$0609,$050a,$040b,$030c,$020d,$010e,$000f
dc.w $000f,$011e,$022d,$033c
Overflow
Member
#14 - Posted: 20 Nov 2004 03:04 - Edited
Reply Quote
Another routine that makes coppercoding faster. This cycleroutine has a couple of addressingmodes that usually pose somewhat a challenge to get right the first couple of times.

colorloop:
move.w (a4,d3.w),6(a5)
addq.w #2,d3
addq.l #8,a5
dbra d4,colorloop

What color will be loaded into the copper?
(a4,d3.w) (a4) points to the color data "colors", but if we just
use (a4) the only color you will get is $0f00 (red), so you need
an offset; addq.w #2,d3. This changes the instruction to
(a4) the first round (a4+0) and (a4,d3.w) second round (a4+2) etc.

Offset# 0 2 4 6 8 10 12 14 etc
colors: dc.w $0f00,$0e01,$0e01,$0c03,$0b04,$0a05,$0906,$0807

You can check this by removing addq.w #2,d3 and putting in desired
Numbers into "counter: dc.w $0000" like $16 or whateverand check
the color you get VS the color table.

So, were does these colors end up?

The move.w (a4,d3.w),6(a5) command;

6(a5) a5 contains the copperlist.
Offset 0 2
Copper $1e01,$fffe
Offset 4 6
$0180,$0000

If you had only (a5) without the 6 as a offset the color would end up in
The copperlist position value.

This is atleast how my mind has gotten around the addressingmodes, but being
A newbie I might have made my own rules to expain something incorrectly,
So if you spot any crazyness in my code and explaination, pliz tell me.

Below is the full working example with startup, "maincode" and shutdown. If your includes passes assembly, your good to go.....
Overflow
Member
#15 - Posted: 20 Nov 2004 03:07
Reply Quote
FROMC EQU 0

incdir dh0:include/
include "exec/types.i"
include "exec/nodes.i"
include "exec/ports.i"
include "exec/lists.i"
include "devices/input.i"
include "devices/inputevent.i"
include "graphics/gfxbase.i"
include "dos/dosextens.i"
include "dos/dos.i"

_LVODisable EQU -120
_LVOEnable EQU -126
_LVOForbid EQU -132
_LVOPermit EQU -138
_LVOFindTask EQU -294
_LVOAllocSignal EQU -330
_LVOFreeSignal EQU -336
_LVOGetMsg EQU -372
_LVOReplyMsg EQU -378
_LVOWaitPort EQU -384
_LVOCloseLibrary EQU -414
_LVOOpenDevice EQU -444
_LVOCloseDevice EQU -450
_LVODoIO EQU -456
_LVOOpenLibrary EQU -552

_LVOLoadView EQU -222
_LVOWaitBlit EQU -228
_LVOWaitTOF EQU -270

IF FROMC
XREF _main
ENDC

_entry:
movem.l d0/a0,_args
move.l 4.w,a6
moveq #RETURN_FAIL,d7

; handle wb startup
sub.l a1,a1
jsr _LVOFindTask(a6)
move.l d0,a2
tst.l pr_CLI(a2)
bne.s .iscli
lea pr_MsgPort(a2),a0
jsr _LVOWaitPort(a6)
lea pr_MsgPort(a2),a0
jsr _LVOGetMsg(a6)
move.l d0,_WBenchMsg
.iscli:
; init msgport
moveq #-1,d0
jsr _LVOAllocSignal(a6)
move.b d0,_sigbit
bmi .nosignal
move.l a2,_sigtask

; hide possible requesters since user has no way to
; see or close them.
moveq #-1,d0
move.l pr_WindowPtr(a2),_oldwinptr
move.l d0,pr_WindowPtr(a2)

; open input.device
lea .inputname(pc),a0
moveq #0,d0
moveq #0,d1
lea _ioreq(pc),a1
jsr _LVOOpenDevice(a6)
tst.b d0
bne .noinput

; install inputhandler
lea _ioreq(pc),a1
move.w #IND_ADDHANDLER,IO_COMMAND(a1)
move.l #_ih_is,IO_DATA(a1)
jsr _LVODoIO(a6)

; open graphics.library
lea .gfxname(pc),a1
moveq #33,d0 ; Kickstart 1.2 or higher
jsr _LVOOpenLibrary(a6)
move.l d0,_GfxBase
beq .nogfx
move.l d0,a6

; save old view
move.l gb_ActiView(a6),_oldview

; flush view
sub.l a1,a1
jsr _LVOLoadView(a6)
jsr _LVOWaitTOF(a6)
jsr _LVOWaitTOF(a6)

; do the stuff
movem.l _args(pc),d0/a0
bsr _main
move.l d0,d7

move.l _GfxBase,a6

; restore view & copper ptr
move.l _oldview(pc),a1
jsr _LVOLoadView(a6)
move.l gb_copinit(a6),$DFF080
jsr _LVOWaitTOF(a6)
jsr _LVOWaitTOF(a6)

; close graphics.library
move.l a6,a1
move.l 4.w,a6
jsr _LVOCloseLibrary(a6)

.nogfx:
; remove inputhandler
lea _ioreq(pc),a1
move.w #IND_REMHANDLER,IO_COMMAND(a1)
move.l #_ih_is,IO_DATA(a1)
jsr _LVODoIO(a6)

lea _ioreq(pc),a1
jsr _LVOCloseDevice(a6)

.noinput:
move.l _sigtask(pc),a0
move.l _oldwinptr(pc),pr_WindowPtr(a0)

moveq #0,d0
move.b _sigbit(pc),d0
jsr _LVOFreeSignal(a6)

.nosignal:
move.l _WBenchMsg(pc),d0
beq.s .notwb
move.l a0,a1
jsr _LVOForbid(a6)
jsr _LVOReplyMsg(a6)

.notwb:
move.l d7,d0
rts


.inputname:
dc.b 'input.device',0
.gfxname:
dc.b 'graphics.library',0


CNOP 0,4

_args:
dc.l 0,0
_oldwinptr:
dc.l 0
_WBenchMsg:
dc.l 0
_GfxBase:
dc.l 0
_oldview:
dc.l 0

_msgport:
dc.l 0,0 ; LN_SUCC, LN_PRED
dc.b NT_MSGPORT,0 ; LN_TYPE, LN_PRI
dc.l 0 ; LN_NAME
dc.b PA_SIGNAL ; MP_FLAGS
_sigbit:
dc.b -1 ; MP_SIGBIT
_sigtask:
dc.l 0 ; MP_SIGTASK
.head:
dc.l .tail ; MLH_HEAD
.tail:
dc.l 0 ; MLH_TAIL
dc.l .head ; MLH_TAILPRED

_ioreq:
dc.l 0,0 ; LN_SUCC, LN_PRED
dc.b NT_REPLYMSG,0 ; LN_TYPE, LN_PRI
dc.l 0 ; LN_NAME
dc.l _msgport ; MN_REPLYPORT
dc.w IOSTD_SIZE ; MN_LENGTH
dc.l 0 ; IO_DEVICE
dc.l 0 ; IO_UNIT
dc.w 0 ; IO_COMMAND
dc.b 0,0 ; IO_FLAGS, IO_ERROR
dc.l 0 ; IO_ACTUAL
dc.l 0 ; IO_LENGTH
dc.l 0 ; IO_DATA
dc.l 0 ; IO_OFFSET

_ih_is:
dc.l 0,0 ; LN_SUCC, LN_PRED
dc.b NT_INTERRUPT,127 ; LN_TYPE, LN_PRI ** highest priority **
dc.l .ih_name ; LN_NAME
dc.l 0 ; IS_DATA
dc.l .ih_code ; IS_CODE

.ih_code:
move.l a0,d0
.loop:
move.b #IECLASS_NULL,ie_Class(a0)
move.l (a0),a0
move.l a0,d1
bne.b .loop

; d0 is the original a0
rts

.ih_name:
dc.b 'eat-events inputhandler',0

CNOP 0,4


IF FROMC

XDEF _WBenchMsg

ELSE

;
; in: a0.l UBYTE *argstr
; d0.l LONG arglen
; out: d0.l LONG returncode
;


_main:
bsr.w colloop
move.l #copper,$dff080


wait:


btst #6,$bfe001
bne wait

moveq #RETURN_OK,d0
rts

;***********-colorLoop-******************
; a3 - counter
; a4 - color
; a5 - colcopper
; d3 - counterdata
; d4 - colloop counter

counter: dc.w $0000

colloop
lea counter,a3
move.w (a3),d3
addq.w #2,(a3)
cmp.w #134,d3
bne notend

clr.l (a3)
clr.l d3

notend:
lea colors,a4
lea copper,a5

move.w #67,d4

colorloop:
move.w (a4,d3.w),6(a5)
addq.w #2,d3
addq.l #8,a5
dbra d4,colorloop
rts
;************************************

Section Coplist,data_c

copper:
ccl SET $1e01
cct SET 0
REPT 68
dc.w ccl,-2,$180,cct
ccl SET ccl+$0100
cct SET cct
ENDR

dc.w $0180,$0000
dc.w $ffff,$fffe
dc.w $ffff,$fffe

colors: dc.w $0f00,$0e01,$0e01,$0c03,$0b04,$0a05,$0906,$0807
dc.w $0708,$0609,$050a,$040b,$030c,$020d,$010e,$000f
dc.w $000f,$011e,$022d,$033c,$044b,$055a,$0669,$0778
dc.w $0887,$0996,$0aa5,$0bb4,$0cc3,$0dd2,$0ee1,$0ff0
dc.w $0ff0,$0fe0,$0fd0,$0fc0,$0fb0,$0fa0,$0f90,$0f80
dc.w $0f70,$0f60,$0f50,$0f40,$0f30,$0f20,$0f10,$0f00

dc.w $0f00,$0e01,$0d02,$0c03,$0b04,$0a05,$0906,$0807
dc.w $0708,$0609,$050a,$040b,$030c,$020d,$010e,$000f
dc.w $000f,$011e,$022d,$033c


ENDC

 

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A.D.A. Amiga Demoscene Archive, Version 3.0