oscar64/samples/scrolling/colorram.c

139 lines
2.4 KiB
C

#include <c64/vic.h>
#include <c64/memmap.h>
#include <string.h>
#include <stdlib.h>
// Screen and color space
#define screen ((byte *)0x0400)
#define color ((byte *)0xd800)
// Macro for easy access to screen and color space
#define sline(x, y) (screen + 40 * (y) + (x))
#define cline(x, y) (color + 40 * (y) + (x))
// Column buffer for one prepared column of screen and color data
char rbuff[25], cbuff[25];
// Split into three scrolling sections to race the beam
#define SPLIT1 8
#define SPLIT2 16
// Scroll top section
void scrollLeft0(void)
{
for(char x=0; x<39; x++)
{
#pragma unroll(full)
for(char y=0; y<SPLIT1; y++)
{
sline(0, y)[x] = sline(1, y)[x];
cline(0, y)[x] = cline(1, y)[x];
}
}
#pragma unroll(full)
for(char y=0; y<SPLIT1; y++)
{
sline(0, y)[39] = rbuff[y];
cline(0, y)[39] = cbuff[y];
}
}
// Scroll bottom two sections
void scrollLeft1(void)
{
for(char x=0; x<39; x++)
{
#pragma unroll(full)
for(char y=SPLIT1; y<SPLIT2; y++)
{
sline(0, y)[x] = sline(1, y)[x];
cline(0, y)[x] = cline(1, y)[x];
}
}
#pragma unroll(full)
for(char y=SPLIT1; y<SPLIT2; y++)
{
sline(0, y)[39] = rbuff[y];
cline(0, y)[39] = cbuff[y];
}
for(char x=0; x<39; x++)
{
#pragma unroll(full)
for(char y=SPLIT2; y<25; y++)
{
sline(0, y)[x] = sline(1, y)[x];
cline(0, y)[x] = cline(1, y)[x];
}
}
#pragma unroll(full)
for(char y=SPLIT2; y<25; y++)
{
sline(0, y)[39] = rbuff[y];
cline(0, y)[39] = cbuff[y];
}
}
// Prepare a new column with random data
void prepcol(void)
{
for(char i=0; i<25; i++)
{
unsigned r = rand();
cbuff[i] = r & 15;
rbuff[i] = (r & 16) ? 102 : 160;
}
}
int main(void)
{
// Clear the screen
memset(screen, 0x20, 1000);
memset(color, 7, 1000);
vic.color_back = VCOL_BLACK;
vic.color_border = VCOL_BLACK;
char x = 0;
for(;;)
{
// Advance one pixel
x = (x + 1) & 7;
// If we will cross the character boundary, scroll the top section
if (x == 0)
{
// Wait for raster reaching bottom of first section
vic_waitLine(50 + 8 * SPLIT1);
// Scroll first section
scrollLeft0();
}
// Wait for bottom of screen
vic_waitBottom();
// Update the pixel offset
vic.ctrl2 = (7 - x) & 7;
if (x == 0)
{
// Scroll the bottom section if needed
scrollLeft1();
}
else
{
// Update the new column somewhere in the middle of the character
if (x == 4)
prepcol();
vic_waitTop();
}
}
return 0;
}