Last Updated or created 2024-05-08
Re-learning the little I knew (I never had a c64 as a kid).
Back to basics, welll machine code I mean.
Programming a little demo using acme.
Split screen bitmap and text mode plus sid music
Some useful commands
; Dump prg with offset 0x800 per byte and skip 00 00 lines
xxd -o 0x800 -g1 icecrew.prg | uniq -f10
; Write symbol list
acme -l icecrew.sym icecrew.asm
; png to kla (koala picture)
retropixels icecrew.png -o icecrew.kla
; relocate a sid address
sidreloc -r org.sid new.sid
Below code has some flaws:
Many empty gaps, creating a large file.
Exomizer could fix this, but better memory management should be the better solution.
The Koala file has many 0 bytes, the logo is small but the file is created for a full screen image.
!cpu 6502
!to "icecrew1.prg",cbm
; Standard basic sys runner
basic_address = $0801
; sid addresses
; address moved using
; sidreloc -r Lameness_Since_1991.sid lame.sid
; addresses found using
;sidplay2 -v lame.sid
;+------------------------------------------------------+
;| SIDPLAY - Music Player and C64 SID Chip Emulator |
;| Sidplay V2.0.9, Libsidplay V2.1.1 |
;+------------------------------------------------------+
;| Title : Lameness Since 1991 |
;| Author : Peter Siekmann (Devilock) |
;| Released : 2017 Oxyron |
;+------------------------------------------------------+
;| File format : PlaySID one-file format (PSID) |
;| Filename(s) : lame.sid |
;| Condition : No errors |
;| Playlist : 1/1 (tune 1/1[1]) |
;| Song Speed : 50 Hz VBI (PAL) |
;| Song Length : UNKNOWN |
;+------------------------------------------------------+
;| Addresses : DRIVER = $1C00-$1CFF, INIT = $0FFF |
;| : LOAD = $0FFF-$1B25, PLAY = $1003 |
;| SID Details : Filter = Yes, Model = 8580 |
;| Environment : Real C64 |
;+------------------------------------------------------+
;
sid_address = $0fff
sid_play = $1003
sid_init = $0fff
; Character
char_address = $3800
screen_mem = $4400
; Koala address
bitmap_address = $6000
bitmap_data = $7f40
bitmap_color = $8328
bitmap_bgcolor = $8710
program_address = $c000
color_mem = $d800
reg_d011 = $D011
; VIC register
;Bit 7 (weight 128) is the most significant bit of the VIC's nine-bit raster register (see address 53266).
;Bit 6 controls extended color mode
;Bit 5 selects either the text screen ("0") or high resolution graphics ("1").
;Bit 4 controls whether the screen area is visible or not.
;Bit 3 selects 25 (when set to "1") or 24 (when set to "0") visible character lines on the text screen.
;Bit 0–2 is used for vertical pixel-by-pixel scrolling of the text or high resolution graphics.
; Rom routine to clear screen ( slow ! )
; Better to do this yourself
clear_screen = $e544
* = sid_address
!bin "lame.sid",,$7c+2
; standard charset
* = char_address
!bin "charset.chr"
; drawn with gimp converted using retropixel
; retropixels icecrew.png -o icecrew.kla
* = bitmap_address
!bin "icecrew.kla",,$02
; sys 49152
* = basic_address
!byte $0d,$08,$dc,$07,$9e,$20,$34,$39,$31,$35,$32,$00,$00,$00
* = program_address
sei
; init
lda #$00
tax
tay
jsr sid_init
jsr clear_screen
jsr load_bitmap
jsr init_text
ldy #$7f
sty $dc0d
sty $dd0d
lda $dc0d
lda $dd0d
lda #$01
sta $d01a
lda reg_d011
and #$7f
sta reg_d011
; move interrupt vector to bitmap
lda #<interruptbitmap
ldx #>interruptbitmap
sta $314 ; Low Address part IRQ vector
stx $315 ; High Address part IQR vector
ldy #$1b
sty reg_d011
lda #$7f
sta $dc0d
lda #$01
sta $d01a
; trigger interrupt at rasterline 0
lda #$00
sta $d012
cli
jmp *
interruptbitmap
inc $d019
; trigger interrupt at rasterline 128
lda #$80
sta $d012
lda #<interrupttxt
ldx #>interrupttxt
sta $314
stx $315
jsr bitmap_mode
jmp $ea81
interrupttxt
; ack IRQ
inc $d019
; IRQ at line 0
lda #$00
sta $d012
lda #<interruptbitmap
ldx #>interruptbitmap
sta $314
stx $315
jsr text_mode
jsr sid_play
jmp $ea81
bitmap_mode
; bitmap graphics multicolor
lda #$3b
sta reg_d011
lda #$18
sta $d016
; switch to video bank 2 ($4000-$7FFF)
lda $dd00
and #$fc
ora #$02
sta $dd00
lda #$18
sta $d018
rts
text_mode
; set text mode hires
lda #$1b
sta reg_d011
lda #$08
sta $d016
; switch to video bank 1 ($0000-$3FFF)
lda $dd00
and #$fc
ora #$03
sta $dd00
; set charset location
; 7 * 2048 = $3800, set in bits 1-3 of $d018
lda $d018
ora #$0e
sta $d018
rts
load_bitmap
lda bitmap_bgcolor
sta $d020
sta $d021
ldx #$00
copy_bmp
; screen memory
lda bitmap_data,x
sta screen_mem,x
lda bitmap_data+256,x
sta screen_mem+256,x
lda bitmap_data+512,x
sta screen_mem+512,x
lda bitmap_data+768,x
sta screen_mem+768,x
; color memory
lda bitmap_color,x
sta color_mem,x
lda bitmap_color+256,x
sta color_mem+256,x
lda bitmap_color+512,x
sta color_mem+512,x
lda bitmap_color+768,x
sta color_mem+768,x
inx
bne copy_bmp
rts
init_text
ldx #$00
copy_txt
lda text1,x
sta $0400+520,x
lda text2,x
sta $0400+640,x
lda text3,x
sta $0400+640+120,x
lda #$06
sta color_mem+520,x
lda #$0e
sta color_mem+640,x
lda #$0e
sta color_mem+640+120,x
inx
cpx #$28
bne copy_txt
rts
text1
!scr " back to oldskool demos in 2024 "
text2
!scr " greetings to bigred & tyrone & edk "
text3
!scr " a lot to relearn - keep coding! "
