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This page (revision-3) was last changed on 20-May-2010 04:57 by Stefan Haubenthal  

This page was created on 13-Mar-2010 17:17 by Carsten Strotmann

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At line 3 added 241 lines
by Peter Finzel
[{TableOfContents }]
!! Atari Magazin Article 6/87 Page 36/37 (click on Image for full resolution)
[{Image src='mpa1.gif'}]
[{Image src='mpa2.gif'}]
\\
!! Atari Magazin Article 1/88 Page 62-65 (click on Image for full resolution)
[{Image src='mpa2_1gif.gif'}]
[{Image src='mpa2_3gif.gif'}]
\\
[{Image src='mpa2_2gif.gif'}]
[{Image src='mpa2_4gif.gif'}]
!! MPA in Assembler
{{{
*************************************
* Animation von Multicolor-Players
* die mit
* MULTIPLAYER-ANIMATOR
* gezeichnet wurden
*
* P. Finzel 1987 Assembler: ATMAS-II
*************************************
HPOSP0 EQU $D000 Hor.-Position
GRACTL EQU $D01D Graphik-Kontrollreg.
PMBASE EQU $D407 PM-Basisadresse
SDMCTL EQU $22F DMA-Kontrollreg.
GPRIOR EQU $26F Prioritaeten
SETVBV EQU $E45C Interrupt einfuegen
XITVBV EQU $E462 Ende des Interrupts
*
ORG $600 in PAGE 6
*
* Einsprung-Tabelle
*
JMP USER Werte uebergeben
JMP START Animation starten
*
* Uebergabevariable
*
X1POS DFB 0 X-Positionen
X2POS DFB 0
Y1POS DFB 0 Y-Positionen
Y2POS DFB 0
ANF1 DFB 0 Anfangs-Shapes
ANF2 DFB 0
END1 DFB 0 End-Shapes
END2 DFB 0
GES1 DFB 0 Animations-Geschw.
GES2 DFB 0
SHPAG1 DFB 0 Page-Adresse der
SHPAG2 DFB 0 Shapetabellen
*
* Offsets zum Eintragen (fuer USR)
*
TAB DFB 0,1,4,5,8,9
* Interne Variablen:
PMPAG1 DFB 0 Page-Adresse Player 1
PMPAG2 DFB 0 Page-Adresse Player 2
SHP1 DFB 0 aktuelle Shapes
SHP2 DFB 0
VERZ1 DFB 0 Zaehler fuer Verzoegerung
VERZ2 DFB 0
Y1ALT DFB 0 alte Y-Positionen
Y2ALT DFB 0
*
* Zero-Page Register
*
ZREG1 EQU $CC
ZREG2 EQU $CE
*-------------------------------------
* Routine zur Uebergabe der Parameter
*-------------------------------------
USER PLA
PLA welche Parameter
PLA werden uebergeben?
TAX Ort des Eintrages
LDA TAB,X aus Tabelle
TAX
PLA ersten Parameter
PLA eintragen
STA X1POS,X
PLA und zweiten Parameter
PLA
STA Y1POS,X
RTS
*-------------------------------------
* Vorbereitungsroutine
* - loescht PM-Bereich
* - schaltet PM-Graphik ein
* - aktiviert VBI
*-------------------------------------
START CLD zur Sicherheit
PLA
PLA wo soll PM-Bereich
PLA liegen?
STA PMBASE
CLC Berechnung der Player
ADC #4 Adressen
STA PMPAG1
STA ZREG1+1
ADC #2
STA PMPAG2
*
* PM-Bereich loeschen
*
LDA #0
STA ZREG1
LDX #4 vier Pages loeschen
TAY
PMCLR STA (ZREG1),Y
DEY Schleife zum Loeschen
BNE PMCLR
INC ZREG1+1
DEX
BNE PMCLR
*
* PM-Graphik einschalten
*
LDA #$11 Multicolor-Option
STA GPRIOR aktivieren
LDA #$3A Player-DMA ein-
STA SDMCTL schalten
LDA #2 Player Darstellung
STA GRACTL einschalten
*
LDX #1 Interne Variable
VORBER LDA GES1,X vorbereiten:
STA VERZ1,X Verzoegerung
LDA ANF1,X und Anfangs-Shape
STA SHP1,X
DEX
BPL VORBER
*
LDY #PMVBI:L VBI einrichten
LDX #PMVBI:H
LDA #7 hier: deferred
JSR SETVBV VB-Interrupt
RTS fertig!
*-------------------------------------
* Interrupt-Routine fuer PM-Graphik
*-------------------------------------
PMVBI LDX #0 Multiplayer 1
JSR PMCOPY bearbeiten
STA HPOSP0 Horizontal-Werte
STA HPOSP0+1 eintragen
INX dann kommt Multi-
JSR PMCOPY Player 2 dran
STA HPOSP0+2 X-Wert eintragen
STA HPOSP0+3
VBIENDE JMP XITVBV Interrupt beenden
*-------------------------------------
* Animation eines Multiplayers
* Eingabe:<X> 0:M.-Player 1 bearb.
* 1:M.-Player 2 bearb.
* Ausgabe: <A>: X-Position
*-------------------------------------
PMCOPY DEC VERZ1,X neues Shape?
BNE PMC2 nein -->
PMC1 LDA GES1,X Verzoegerung
STA VERZ1,X neu einrichten
INC SHP1,X naechstes Shape
LDA END1,X schon uebers
CMP SHP1,X Ende des Bereiches?
BCS PMC2 nein -->
LDA ANF1,X Anfangsshape
STA SHP1,X in Shape-Zaehler
PMC2 LDA SHP1,X Relative Adresse
ASL ;des Shapes berechnen
ASL
ASL
ASL
STA ZREG1 in Zeropage-Register
LDA SHPAG1,X fuer Daten-Quelle
STA ZREG1+1 eintragen
LDA PMPAG1,X Ziel ist der PM-
STA ZREG2+1 Bereich
JSR MOVE Datentransfer Player 1
LDA ZREG1 Adressen fuer
ORA #128 Ziel und Quelle
STA ZREG1 von Player 2
INC ZREG2+1
JSR MOVE
LDA Y1POS,X Alte Position
STA Y1ALT,X merken
LDA X1POS,X X-Position zurueck-
RTS geben
*
*-------------------------------------
* Datentransfer vom Shapespeicher
* in den PM-Bereich
* <X>: Nummer des M.-Players
*-------------------------------------
MOVE LDA Y1ALT,X zuerst wird das
STA ZREG2 alte Shape
LDA #0 geloescht
LDY #15 Laenge 16 Bytes
LOESCH STA (ZREG2),Y
DEY
BPL LOESCH
LDA Y1POS,X Neue Position wird
STA ZREG2 und neues Shape
LDY #15 kopieren
COPY LDA (ZREG1),Y
STA (ZREG2),Y
DEY
BPL COPY
RTS
}}}
!! MPA in ACTION!
* [Multi Player Animation]
!! PDF and Disk Images
[Multi Player Animator/lf8-188a.atr]
[Multi Player Animator/lf8-188b.atr]
[Multi Player Animator/lf8-687b.atr]
[Multi Player Animator/mpa.PDF]
[Multi Player Animator/multiplayeranimator.pdf]
Version Date Modified Size Author Changes ... Change note
3 20-May-2010 04:57 6.259 kB Stefan Haubenthal to previous HTML wurde nicht erkannt
2 13-Mar-2010 17:29 6.265 kB Carsten Strotmann to previous | to last
1 13-Mar-2010 17:17 0.028 kB Carsten Strotmann to last
« This page (revision-3) was last changed on 20-May-2010 04:57 by Stefan Haubenthal