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Forums > C64 Coding > Show Koala Pic
2014-11-09 19:57
Ejner

Registered: Oct 2012
Posts: 43
Show Koala Pic

I'm sure noone here has any problems with showing a simple Koala picture, but I came across this piece of code on codebase64.org and wondered why this had to be done so complicated...?

http://codebase64.org/doku.php?id=base:calculate_vic_settings_f..

In TurboAssembler it's pretty simple to calculate the VIC settings, see my example below. Isn't something similar possible with KickAssembler? Just wondering...

Example in TurboAssembler:

;---------------------------------------
;        Show Koala
;---------------------------------------
koala    = $6000
screen   = $5c00
;---------------------------------------
bank     = koala/$4000

         *= $1000

         lda #$3b
         sta $d011
         lda #koala-($4000*bank)/1024
         ora #(screen-($4000*bank))/64
         sta $d018
         lda #$d8
         sta $d016
         lda $dd02
         ora #%00000011
         sta $dd02
         lda $dd00
         and #%11111100
         ora #3-bank
         sta $dd00

         ldx #0
copy     lda koala+$1f40,x
         sta screen,x
         lda koala+$2040,x
         sta screen+$0100,x
         lda koala+$2140,x
         sta screen+$0200,x
         lda koala+$2228,x
         sta screen+$02e8,x
         lda koala+$2328,x
         sta $d800,x
         lda koala+$2428,x
         sta $d900,x
         lda koala+$2528,x
         sta $da00,x
         lda koala+$2610,x
         sta $dae8,x
         inx
         bne copy
         lda koala+$2710
         sta $d021
         lsr a
         lsr a
         lsr a
         lsr a
         sta $d020

         lda #0
         cmp $0277     ;wait for key
         bne *-3

         lda $dd02
         ora #%00000011
         sta $dd02
         lda $dd00
         and #%11111100
         ora #%00000011
         sta $dd00
         lda #$1b
         sta $d011
         lda #$15
         sta $d018
         lda #$c8
         sta $d016

         jmp $9000
;---------------------------------------

Note: The result of "bank = koala/$4000" is an integer.
2014-11-09 20:07
Mace

Registered: May 2002
Posts: 1799
This shows how it's done in detail.
Of course for your own program, you can change it, but for educational purposes, it's sometimes easier to follow when everything is written in all detail.
2014-11-09 20:09
Burglar

Registered: Dec 2004
Posts: 1069
.macro set_bank(screenram,bitmap) {
    .var cur_dd00   = [ >screenram >> 6 ] ^ %00000011
    .eval screenram = screenram & $3fff
    .eval bitmap    = bitmap & $3fff
    .var cur_d018   = [ [ >screenram << 2 ] + [ >bitmap >> 2 ] ]

    lda $dd00
    and #%1111100
    ora #cur_dd00
    sta $dd00
    lda #cur_d018
    sta $d018
}
and then you can :set_bank($0400,$2000)
2014-11-09 21:00
Ejner

Registered: Oct 2012
Posts: 43
Thanks Burglar, thats a neat little snippet of code there :-)
2014-12-16 17:15
Burglar

Registered: Dec 2004
Posts: 1069
annoying bug in the macro I posted. finally found out that *that* was causing random weirdness in 1 out of 20 runs or so.
lda $dd00
and #%11111100 <-- one more bit added
ora #cur_dd00
sta $dd00

subtle type, I was anding with #$7c instead of #$fc. it will bug your loader possibly. also might add that even this fixed one isnt 100% stable if you use it while loading
2014-12-16 22:58
Slammer

Registered: Feb 2004
Posts: 416
Burglars way of doing it is pretty handy.. Especially when setting dd00. An alternative way of doing these things are defining functions like:

.function screenToD018(addr) {
	.return [[addr&$3fff]/$400]<<4
}
.function charsetToD018(addr) {
	.return [[addr&$3fff]/$800]<<1
}
.function toD018(screen, charset) {
	.return screenToD018(screen) | charsetToD018(charset)
}

.function toSpritePtr(addr) {
	.return [addr&$3fff]/$40
}
etc.

With functions like these you can do:
lda #toD018(logoScreen, logoCharset)
sta $d018
but also make tables if thats what you need:
.byte toD018(screen1,charset), toD018(screen2,charset)


So here you gain a little flexibility but have to type some more
2014-12-19 05:13
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
as the book says:

selectchar

lda $d018
and #240
ora #0 ;0-2-4-6-8-10-12-14 : 0000-07ff, 0800-0fff, 1000-17ff, 1800-1fff
; 2000-27ff, 2800-2fff, 3000-37ff, 3800-3fff
sta $d018
2014-12-21 17:36
Ejner

Registered: Oct 2012
Posts: 43
Hey, I see this thread is still cooking :-)

Thanks for all the examples, they are really helpful and give inspiration for digging a little deeper into all the smooth possibilities with f.i. KickAssembler, it seems like a really handy tool with lots of flexibility once you get the hang of it :-)

I think this thread now provides some nice examples that are all much smoother ways of calculating the VIC settings than the codebase example (no offence)...

Trying to learn a little from the examples above, does this compute in KickAssembler terminology?

koala    = $6000
screen   = $5c00

         *= $1000

         lda #[koala & $3fff]/1024
         ora #[screen & $3fff]/64
         sta $d018
         lda $dd00
         and #%11111100
         ora #3-[>koala >> 6]
         sta $dd00
2014-12-21 22:37
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
this is unreadable code:
lda #[koala & $3fff]/1024
ora #[screen & $3fff]/64
sta $d018
lda $dd00
and #%11111100
ora #3-[>koala >> 6]
sta $dd00

lda d018
ora xxx
sta d018

can be read!

lda dd00
and xxx
ora 0-1-2-3
sta dd00

can be read


i tried kickasm.. its russian gibberish to me :)
2015-02-22 19:20
Ejner

Registered: Oct 2012
Posts: 43
koala =  $6000
screen = $5c00

         *= $1000

         lda #[>koala & $3f]/4
         ora #[screen & $3fff]/64
         sta $d018
         lda $dd00
         and #%11111100
         ora #3-[>koala >> 6]
         sta $dd00

Breaking it down...
         lda #[koala & $3fff]/1024
...will take the address of the koala, then AND it with $3fff to skip the first two bits which define the VIC bank, and then divide this with 1024, which is actually LSR'ing 10 times to get the remaining bits in the right location for $d018. Treatet as a word, but the result is a byte.

         ora #[screen & $3fff]/64
...same, but will LSR only 6 times.

         ora #3-[>koala >> 6]
...">koala" will take only the highbyte of the koala address. Then it is LSR'ed 6 times, leaving only the two bits that define the VIC bank. "3-" will invert those two bits.


Hope this helps for better understanding...
2015-02-22 19:33
chatGPZ

Registered: Dec 2001
Posts: 11293
hooray for using proper constants (and dont listen to rambones, hardcoding values is never better)

just one thing - why doing LDA# followed by ORA#? you can just write it like
Quote:

lda #[[>koala & $3f]/4]|[[screen & $3fff]/64]

also, use bitshifts instead of divides, it makes it easier to see what happens (IMHO)
2015-02-22 21:09
soci

Registered: Sep 2003
Posts: 479
From the calculations above it might not be obvious but the same address lines are wired to the top and bottom nibble of $d018.

Bit 0 could have been used for finer font base address selection in ECM mode, unfortunately that's not how it was implemented.
=8192					bitmap = 8192
=1024					screen = 1024

					        .block
=$2000					bmpfont .var $0000 | bits(bitmap)
=$0400					screen  .var $0000 | bits(screen)

.0000	 a9 18		lda #$18	        lda #screen[10:14]..bmpfont[10:14]
.0002	 8d 18 d0	sta $d018	        sta $d018
.0005	 ad 00 dd	lda $dd00	        lda $dd00
					        and #~(screen[14:16] || [])
.0008	 09 03		ora #$03	        ora #(~screen)[14:16] || []
.000a	 8d 00 dd	sta $dd00	        sta $dd00
					        .cerror (screen ^ bmpfont)[14:16], "different bank?!"
					        .bend
2015-02-22 21:42
Ejner

Registered: Oct 2012
Posts: 43
Groepaz, soci:
Okay, I didn't know that "|" (ORA?) feature before. I learn something new all the time :-)

koala    = $6000
screen   = $5c00

         *= $1000

         lda #[[>screen & $3f] << 2] | [[>koala & $3f] >> 2]
         sta $d018
         lda $dd00
         and #%11111100
         ora #3-[>koala >> 6]
         sta $dd00
2015-02-23 06:54
Oswald

Registered: Apr 2002
Posts: 5076
soci, thats a neat idea, tho I cant think of a scenario where it would be useful :) maybe some demo effect with lots of prepped csets.
2015-02-23 07:30
Dr.j

Registered: Feb 2003
Posts: 277
Soci , hehe i don't like to kill a fly with RPG but
what do you mean
by:
$0000 | bits(bitmap) where is the bits function? or i miss something.
and later:
and #~(screen[14:16] || []) hehe for not a C coders
could you make a friendly explain ? (you can do it on
private if you prefer)
2015-02-23 08:14
Flavioweb

Registered: Nov 2011
Posts: 463
I think Soci is talking about 64tass:
http://tass64.sourceforge.net/
2015-02-23 10:18
Dr.j

Registered: Feb 2003
Posts: 277
oh Flavioweb ok. i am kickass person so i leave it aside
for now hehe
2015-02-23 19:35
soci

Registered: Sep 2003
Posts: 479
Too much late coding yesterday ;) It would go even more off topic if I'd go into details in this thread.

The code fragment was only a demonstration about constructing $d018 values without using divisions and shifts.

Normally I use some variant of this:
lda #((font >> 10) & $0f) | ((screen >> 6) & $f0)
sta $d018
lda $dd00
ora #3
eor #font >> 14
sta $dd00
Even if this version is wasting 2 bytes half the time for the $dd00 calculation.
2015-02-23 19:38
chatGPZ

Registered: Dec 2001
Posts: 11293
why not just store a fixed value to $dd00 though? i dare to say that "properly" ORing the value is very rarely needed - certainly almost never in the usual setup code at the start of your intro/demo/whatever :)
2015-02-23 20:13
soci

Registered: Sep 2003
Posts: 479
Not sure why. I just checked and even my one filers are mostly doing the masking, where there's no chance of loader interference.

It must be tradition then.

So I now declare trademark rights on the ora/eor version. It may only identify genuine Singular productions ;)
2015-02-23 20:23
chatGPZ

Registered: Dec 2001
Posts: 11293
i see this often, also with eg $01 or $d011 .... people must have learned it somewhere :)
2015-08-31 14:57
The Phantom

Registered: Jan 2004
Posts: 360
Why not give an example of code? Unabridged CODE. No documentation per line of code, just CODE.

Screen Ram - $7f40-$8327 ?
Color Ram - $8338 (or is it $8328)-$8711?

My code, and it doesn't display proper at all.. Like missing lines...

Lda $dd02
and #$03
sta $dd02

lda $dd00
and #$fc
ora #$02
sta $dd00

And of course I follow with:
lda #$18
ldx #$f8
ldy #$3b
sta $d018
stx $d016
sty $d011

Not known if my image will show...
<a href="http://s48.photobucket.com/user/festeezio/media/koala_zpsxtctbx.." target="_blank"><img src="http://i48.photobucket.com/albums/f245/festeezio/koala_zpsxtctb.." border="0" alt=" photo koala_zpsxtctbxw4.png"/></a>

If it doesn't, here's a direct link..
http://i48.photobucket.com/albums/f245/festeezio/koala_zpsxtctb..

Any suggestions as to what I'm doing wrong?
Image is at $6000. The 2 RAMS mentioned are being read and plotted to the screen/color area.
2015-08-31 17:00
soci

Registered: Sep 2003
Posts: 479
                                                *= $6000
>6000                                   pic     .binary "a.kla",2

                                                *= $0801
>0801   0b 08 df 07                             .word +, 2015
>0805   9e 32 30 36 31 00                       .null $9e, ^start
>080b   00 00                           +       .word 0

.080d   a2 00           ldx #$00        start   ldx #0
.080f   a0 04           ldy #$04                ldy #4
.0811   bd 40 7f        lda $7f40,x     lp      lda pic+8000,x
.0814   9d 00 44        sta $4400,x             sta $4400,x
.0817   bd 28 83        lda $8328,x             lda pic+9000,x
.081a   9d 00 d8        sta $d800,x             sta $d800,x
.081d   e8              inx                     inx
.081e   d0 f1           bne $0811               bne lp
.0820   ee 13 08        inc $0813               inc lp+2+range(4)*3
.0823   ee 16 08        inc $0816
.0826   ee 19 08        inc $0819
.0829   ee 1c 08        inc $081c
.082c   88              dey                     dey
.082d   d0 e2           bne $0811               bne lp

.082f   8c 20 d0        sty $d020               sty $d020
.0832   ad 10 87        lda $8710               lda pic+10000
.0835   8d 21 d0        sta $d021               sta $d021

.0838   ad 00 dd        lda $dd00               lda $dd00
.083b   29 fc           and #$fc                and #$fc
.083d   09 02           ora #$02                ora #$02
.083f   8d 00 dd        sta $dd00               sta $dd00

.0842   a9 18           lda #$18                lda #$18
.0844   a2 f8           ldx #$f8                ldx #$f8
.0846   a0 3b           ldy #$3b                ldy #$3b
.0848   8d 18 d0        sta $d018               sta $d018
.084b   8e 16 d0        stx $d016               stx $d016
.084e   8c 11 d0        sty $d011               sty $d011
.0851   4c 51 08        jmp $0851               jmp *
2015-08-31 17:26
The Phantom

Registered: Jan 2004
Posts: 360
AHHH!!


Now I see... I'm putting data at $0400, instead of $4400, which became my new screen (as opposed to $0400).

Thanks Soci :D
2015-08-31 17:28
The Phantom

Registered: Jan 2004
Posts: 360
That was my problem.. I had the bank switch correct, but had my STA at $0400. I just changed my values and son of a bitch if it's not displayed proper....

Thanks Soci :D Now I can get this out today....
2015-08-31 21:00
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: why not just store a fixed value to $dd00 though? i dare to say that "properly" ORing the value is very rarely needed - certainly almost never in the usual setup code at the start of your intro/demo/whatever :)

Did "proper" masking for long myself. Such stupidity. My usual setup code is now usually something along:
ldx #$2e
:
   lda vic,x
   sta $d000,x
   dex
bpl :-

vic: .byte register.setup.here...
2015-09-01 12:39
Frantic

Registered: Mar 2003
Posts: 1641
Well I also used to do the masking thing for quite a while. :D
2015-09-06 20:20
Monte Carlos

Registered: Jun 2004
Posts: 355
copy0400: sta src
stx src+1
tsx
lda $0104,x
sta dest
lda $0103,x
sta dest+1

ldx #0
ldy #4
cop:
src = *+1
lda $ffff,x
dest = *+1
sta $ffff,x
inx
bne cop
inc src+2
inc dest+2
dey
bne cop
rts

call with:
lda #<scrn
pha
lda #>scrn
pha
lda #<koala+$1f40
ldx #>koala+$1f40
jsr cop
pla
pla

lda #<$d800
pha
lda #>$d800
pha
lda #<koala+$1f40
ldx #>koala+$1f40
jsr cop
pla
pla
rts


screen and colorram has zero lowbyte, so you may hardcode this in cop routine. but if you want it flexible...
$0100 is the stack beginning. as return address is pushed, you need tsx: lda $0103,x...
2015-09-07 02:10
soci

Registered: Sep 2003
Posts: 479
I see demand for a separate thread for posting clever routines...
2015-09-07 05:35
Oswald

Registered: Apr 2002
Posts: 5076
thats overcomplicated, how about:

copy0400:

ldx #0
ldy #4
cop:
src = *+1
lda $ffff,x
dest = *+1
sta $ffff,x
inx
bne cop
inc src+2
inc dest+2
dey
bne cop
rts

call with:

lda #<scrn
sta dest
lda #>scrn
sta dest+1

lda #<koala+$1f40
sta src
lda #>koala+$1f40
sta src+1

jsr copy


lda #<$d800
sta dest
lda #>$d800
sta dest+1

lda #<koala+$1f40
sta src
lda #>koala+$1f40
sta src+1

jsr copy
rts
2015-09-19 04:49
Ejner

Registered: Oct 2012
Posts: 43
Or no flexibility, just copy what needs to be copied without messing up sprite pointers :-)

         ldx #0
copy     lda koala+$1f40,x
         sta screen,x
         lda koala+$2040,x
         sta screen+$0100,x
         lda koala+$2140,x
         sta screen+$0200,x
         lda koala+$2228,x
         sta screen+$02e8,x
         lda koala+$2328,x
         sta $d800,x
         lda koala+$2428,x
         sta $d900,x
         lda koala+$2528,x
         sta $da00,x
         lda koala+$2610,x
         sta $dae8,x
         inx
         bne copy
2015-09-21 17:36
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
what is this thread ?
we learned to do this in 1985..

thread started by ejner, who dont know me at all, but downvotes my productions. why ejner ?

so now i shitted in your shitty thread...
how to set up a koala pic ?

congrats on showing your codeskills..
how about making some releases and stop downvoting mine ?
2015-09-21 18:50
Bitbreaker

Registered: Oct 2002
Posts: 501
Ah, Rambones is spreading again love and friendship in the scene.
2015-09-21 20:04
Oswald

Registered: Apr 2002
Posts: 5076
keep it on topic, here I show Koala Pic

2015-09-21 22:57
Smasher

Registered: Feb 2003
Posts: 515
my routine uses all vic banks and displays 4 koalas...

2015-09-22 00:28
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
This is the koala setup i used since 1985.
coded by kaze. he used the book.
TST Ripp #6
2015-09-22 05:46
ChristopherJam

Registered: Aug 2004
Posts: 1403
So much cultural appropriation in this thread D''':

Oswald and ZeSmasher better keep their eyes peeled for Dropbears, that's all I can say.

2015-09-22 10:49
chatGPZ

Registered: Dec 2001
Posts: 11293
Koala Interlace, bitch!
2015-09-22 11:01
Oswald

Registered: Apr 2002
Posts: 5076
for bonus points convert it to 16cols :) then the next one make a release named koala pic shower :o)
2015-09-22 11:49
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
;KOALA PIC 2000
lda $dd00
and #%11111100
ora #%00000011
sta $dd00
lda $d016
ora #$10
sta $d016
LDA #$19
STA $D018
lda #$3b
sta $d011
2015-09-22 11:55
Smasher

Registered: Feb 2003
Posts: 515
Oswald, I think you cheated... that's drazlace :)
so lemme check aswell: FLI with fli-bug on!

2015-09-22 11:57
Bitbreaker

Registered: Oct 2002
Posts: 501
Quoting SIDWAVE

lda $dd00
and #%11111100
ora #%00000011
sta $dd00


This might break with elite loaders active.
Also, why storing #$19 in $d018?
Where to copy the colram?
Where is $d021 set?
...
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