| | Iapetus/Algarbi/Wood
Registered: Dec 2004 Posts: 71 |
stable rasters (again...)
I have been playing with double irq for some time and I can't put the code to work, can someone please have a look
and tell me why I can't get my raster bars stable, thanks.
I use kickassembler and the code is an adaptation of the one here: http://codebase64.org/doku.php?id=base:fli_displayer
.pc = $0801 "Basic Program"
:BasicUpstart($1000)
.pc = $1000
jmp start
irq0:
dec $d019
inc $d012
lda #<irq1
sta $fffe // set up 2nd IRQ to get a stable IRQ
cli
// Following here: A bunch of NOPs which allow the 2nd IRQ
// to be triggered with either 0 or 1 clock cycle delay
// resulting in an "almost" stable IRQ.
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
irq1:
nop
nop
nop
nop
nop
nop
nop
nop
nop
bit $ea
lda #$2d
sta $d012
lda #<irq0
sta $fffe // switch IRQ back to first stabilizer IRQ
lda $d012
cmp $d012 // stabilize last jittering cycle
beq delay2 // if equal, 2 cycles delay. else 3 cycles delay
delay2:
ldx #$00 //2
v: lda rastercols,x //4
sta $d020 //4
// sta $d021 //4
//nop
//nop
bit $ea
ldy delay,x //4
dey //2
bne *-1 //2 or 3
inx //2
cpx #48 //2
bne v //2 or 3 = 30
bit $ea
/*
ldx #$10
wait: dex
bne wait
*/
// Following here is the main FLI loop which forces the VIC-II to read
// new color data each rasterline. The loop is exactly 23 clock cycles
// long so together with 40 cycles of color DMA this will result in
// 63 clock cycles which is exactly the length of a PAL C64 rasterline.
asl $d019
nmi:
rti
start:
sei
lda #$35
sta $01 // disable all ROMs
lda #$7f
sta $dc0d // no timer IRQs
lda $dc0d // clear timer IRQ flags
lda #$1b
sta $d011
lda #$2d
sta $d012
lda #$00 //Set Background
ldx #BLACK //and Border colors
sta $d020 //turn off sprites
stx $d021
lda #<irq0
sta $fffe
lda #>irq0
sta $ffff
lda #<nmi
sta $fffa
lda #>nmi
sta $fffb // dummy NMI to avoid crashing due to RESTORE
lda #$01
sta $d01a // enable raster IRQs
dec $d019 // clear raster IRQ flag
cli
jmp * // that's it, no more action needed
.pc = $0c00
rastercols: .byte BLUE, PURPLE, GREEN, LIGHT_RED, PURPLE, BLACK, WHITE, ORANGE
.byte BLUE, PURPLE, GREEN, LIGHT_RED, PURPLE, BLACK, WHITE, ORANGE
.byte BLUE, PURPLE, GREEN, LIGHT_RED, PURPLE, BLACK, WHITE, BLACK
.byte BLUE, PURPLE, GREEN, LIGHT_RED, PURPLE, BLACK, WHITE, ORANGE
.byte BLUE, PURPLE, GREEN, LIGHT_RED, PURPLE, BLACK, WHITE, ORANGE
.byte BLUE, PURPLE, GREEN, LIGHT_RED, PURPLE, BLACK, WHITE, BLACK
.pc = $0d00
delay: .byte $08,$01,$08,$08,$08,$08, $08, $08
.byte $08,$01,$08,$08,$08,$08, $08, $08
.byte $08,$01,$08,$08,$08,$08, $08, $08
.byte $08,$01,$08,$08,$08,$08, $08, $08
.byte $08,$01,$08,$08,$08,$08, $08, $08
.byte $08,$01,$08,$08,$08,$08, $08, $08
.byte $08,$01,$08,$08,$08,$08, $08, $08
.byte $08,$01,$08,$08,$08,$08, $08, $08
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| | Iapetus/Algarbi/Wood
Registered: Dec 2004 Posts: 71 |
Thank you Slammer, I have added th epha and pla's but when I run it the result is the same as above |
| | tlr
Registered: Sep 2003 Posts: 1790 |
Post a binary of your non-working build please. |
| | Iapetus/Algarbi/Wood
Registered: Dec 2004 Posts: 71 |
Here tlr, http://rapidshare.com/files/49211708/doubleirq2.prg
Thank you |
| | tlr
Registered: Sep 2003 Posts: 1790 |
Quote: Here tlr, http://rapidshare.com/files/49211708/doubleirq2.prg
Thank you
POKE4138,234:RUN
You have miscalculated the timing somewhere. This replaces the bit $ea with two nops.
I think you want it to be 46 cycles in the second interrupt upto the lda $d012; cmp $d012.
(Had to check my old stable rasters for this so I hope I haven't mistaken myself.)
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| | Iapetus/Algarbi/Wood
Registered: Dec 2004 Posts: 71 |
Thank tlr you but the result is just the same
here is the code again with the pha and pla's
.pc = $0801 "Basic Program"
:BasicUpstart($1000)
.pc = $1000
jmp start
irq0: pha
dec $d019
inc $d012
lda #<irq1
sta $fffe // set up 2nd IRQ to get a stable IRQ
cli
// Following here: A bunch of NOPs which allow the 2nd IRQ
// to be triggered with either 0 or 1 clock cycle delay
// resulting in an "almost" stable IRQ.
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
irq1:/*
pla
pla
pla
lda #$2d
sta $d012
lda #<irq0
sta $fffe // switch IRQ back to first stabilizer IRQ
lda $d012
lda $d012
sta $d020
//cmp $d012 // stabilize last jittering cycle
//beq delay2 // if equal, 2 cycles delay. else 3 cycles delay
delay2:
ldx #$00 //2
v: lda rastercols,x //4
sta $d020 //4
// sta $d021 //4
//nop
//nop
bit $ea
ldy delay,x //4
dey //2
bne *-1 //2 or 3
inx //2
cpx #48 //2
bne v //2 or 3 = 30
bit $ea
/*
ldx #$10
wait: dex
bne wait
*/
asl $d019
pla
nmi:
rti
start:
sei
lda #$35
sta $01 // disable all ROMs
lda #$7f
sta $dc0d // no timer IRQs
lda $dc0d // clear timer IRQ flags
lda #$1b
sta $d011
lda #$2d
sta $d012
lda #$00 //Set Background
ldx #BLACK //and Border colors
sta $d020 //turn off sprites
stx $d021
lda #<irq0
sta $fffe
lda #>irq0
sta $ffff
lda #<nmi
sta $fffa
lda #>nmi
sta $fffb // dummy NMI to avoid crashing due to RESTORE
lda #$01
sta $d01a // enable raster IRQs
dec $d019 // clear raster IRQ flag
cli
jmp * // that's it, no more action needed
.pc = $0c00
rastercols: .byte BLUE, PURPLE, GREEN, LIGHT_RED, PURPLE, BLACK, WHITE, ORANGE
.byte BLUE, PURPLE, GREEN, LIGHT_RED, PURPLE, BLACK, WHITE, ORANGE
.byte BLUE, PURPLE, GREEN, LIGHT_RED, PURPLE, BLACK, WHITE, BLACK
.byte BLUE, PURPLE, GREEN, LIGHT_RED, PURPLE, BLACK, WHITE, ORANGE
.byte BLUE, PURPLE, GREEN, LIGHT_RED, PURPLE, BLACK, WHITE, ORANGE
.byte BLUE, PURPLE, GREEN, LIGHT_RED, PURPLE, BLACK, WHITE, BLACK
.pc = $0d00
delay: .byte $08,$01,$08,$08,$08,$08, $08, $08
.byte $08,$01,$08,$08,$08,$08, $08, $08
.byte $08,$01,$08,$08,$08,$08, $08, $08
.byte $08,$01,$08,$08,$08,$08, $08, $08
.byte $08,$01,$08,$08,$08,$08, $08, $08
.byte $08,$01,$08,$08,$08,$08, $08, $08
.byte $08,$01,$08,$08,$08,$08, $08, $08
.byte $08,$01,$08,$08,$08,$08, $08, $08 |
| | tlr
Registered: Sep 2003 Posts: 1790 |
?
doubleirq2.prg works fine with the poke I gave you.
The code you posted now is very different from doubleirq2.prg. The actual stable-code has been commented out for instance. And the number of cycles from irq1 upto the lda $d012 is nowhere near 46 cycles. |
| | Iapetus/Algarbi/Wood
Registered: Dec 2004 Posts: 71 |
I tried the poke but didn't see it stables perhaps I messed something. I am going to copy the first code and use it again.
thanks |
| | JackAsser
Registered: Jun 2002 Posts: 2014 |
After request from Algarbi@#c-64 i post (converted to CA65 for your inconvinience):
.segment "CODE"
.define BLUE 6
.define PURPLE 4
.define GREEN 5
.define LIGHT_RED 10
.define BLACK 0
.define WHITE 1
.define ORANGE 8
jmp start
irq0: pha
dec $d019
inc $d012
lda #<irq1
sta $fffe ; set up 2nd IRQ to get a stable IRQ
cli
; Following here: A bunch of NOPs which allow the 2nd IRQ
; to be triggered with either 0 or 1 clock cycle delay
; resulting in an "almost" stable IRQ.
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
irq1:
pla
pla
pla
lda #$2d
sta $d012
lda #<irq0
sta $fffe ; switch IRQ back to first stabilizer IRQ
pha
pla
pha
pla
pha
pla
nop
bit $ff
lda $d012
cmp #$2f
bne :+
:
ldx #$00 ;2
v: lda rastercols,x ;4
sta $d020 ;4
; sta $d021 ;4
;nop
;nop
bit $ea
ldy delay,x ;4
dey ;2
bne *-1 ;2 or 3
inx ;2
cpx #48 ;2
bne v ;2 or 3 = 30
bit $ea
.if 0
ldx #$10
wait: dex
bne wait
.endif
asl $d019
pla
nmi:
rti
start:
sei
lda #$35
sta $01 ; disable all ROMs
lda #$7f
sta $dc0d ; no timer IRQs
lda $dc0d ; clear timer IRQ flags
lda #$1b
sta $d011
lda #$2d
sta $d012
lda #$00 ;Set Background
ldx #BLACK ;and Border colors
sta $d020 ;turn off sprites
stx $d021
lda #<irq0
sta $fffe
lda #>irq0
sta $ffff
lda #<nmi
sta $fffa
lda #>nmi
sta $fffb ; dummy NMI to avoid crashing due to RESTORE
lda #$01
sta $d01a ; enable raster IRQs
dec $d019 ; clear raster IRQ flag
cli
; Some silly loop to enforce unstable timing (hopefully)
:
lda #$00
ldx $40
lda $c000,x
lda $c0ff,x
inc $40
inc $c000,x
inc $c0ff,x
jmp :-
.align 256
rastercols:
.byte BLUE, PURPLE, GREEN, LIGHT_RED, PURPLE, BLACK, WHITE,ORANGE
.byte BLUE, PURPLE, GREEN, LIGHT_RED, PURPLE, BLACK, WHITE, ORANGE
.byte BLUE, PURPLE, GREEN, LIGHT_RED, PURPLE, BLACK, WHITE, BLACK
.byte BLUE, PURPLE, GREEN, LIGHT_RED, PURPLE, BLACK, WHITE, ORANGE
.byte BLUE, PURPLE, GREEN, LIGHT_RED, PURPLE, BLACK, WHITE, ORANGE
.byte BLUE, PURPLE, GREEN, LIGHT_RED, PURPLE, BLACK, WHITE, BLACK
.align 256
delay:
.byte $08,$01,$08,$08,$08,$08, $08, $08
.byte $08,$01,$08,$08,$08,$08, $08, $08
.byte $08,$01,$08,$08,$08,$08, $08, $08
.byte $08,$01,$08,$08,$08,$08, $08, $08
.byte $08,$01,$08,$08,$08,$08, $08, $08
.byte $08,$01,$08,$08,$08,$08, $08, $08
.byte $08,$01,$08,$08,$08,$08, $08, $08
.byte $08,$01,$08,$08,$08,$08, $08, $08
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| | Zyron
Registered: Jan 2002 Posts: 2381 |
Quote:sta $d020 ;turn off sprites
Oh, that's how it's done! ;D |
| | Frantic
Registered: Mar 2003 Posts: 1648 |
hä hä hä |
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