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furryrpg_effects.inc.asm
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furryrpg_effects.inc.asm
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;==========================================================================================
;
; "FURRY RPG" (WORKING TITLE)
; (c) 2023 by Ramsis a.k.a. ManuLöwe (https://manuloewe.de/)
;
; *** ON-SCREEN EFFECTS ***
;
;==========================================================================================
PTR_EffectTypes: ; order has to match table of effect types in lib_variables.asm
.DW EffectFadeFromBlack
.DW EffectFadeToBlack
.IFNDEF WorkAroundINIDISP
.DW EffectHSplitIn
.DW EffectHSplitOut
.DW EffectHSplitOut2
.ELSE
.DW EffectHSplitInWA
.DW EffectHSplitOutWA
.DW EffectHSplitOut2WA
.ENDIF
.DW EffectShutterIn
.DW EffectShutterOut
.DW EffectDiamondIn
.DW EffectDiamondOut
; ************************* Fade from/to black *************************
EffectFadeFromBlack:
.ACCU 8
.INDEX 16
lda <DP2.EffectSpeed
bmi @Delay ; if speed value is negative, insert delay instead
lda #$00 ; initial screen brightness
@SpeedLoop:
sta RAM_INIDISP
ldx <DP2.EffectSpeed ; use speed value to skip brightness values
- inc a
cmp #$0F ; prevent glitches due to speed values in event script that aren't divisors of 15, or completely pointless
bcs +
dex
bne -
+ sta RAM_INIDISP
xba ; save current screen brightness in B
- lda HVBJOY ; wait 1 frame
bpl -
- lda HVBJOY
bmi -
xba
cmp #$0F
bne @SpeedLoop
bra @Done
@Delay:
eor #$FF ; make speed value positive and use as delay value
inc a
sta <DP2.EffectSpeed
lda #$00 ; initial screen brightness
@DelayLoop1:
sta RAM_INIDISP
xba ; save current screen brightness in B
ldx <DP2.EffectSpeed ; use delay value to insert frames
@DelayLoop2:
- lda HVBJOY
bpl -
- lda HVBJOY
bmi -
dex
bne @DelayLoop2
xba ; increment screen brightness ...
inc a
cmp #$10 ; ... until it's reached max value ($0F)
bne @DelayLoop1
@Done:
rts
EffectFadeToBlack:
lda <DP2.EffectSpeed
bmi @FadeDelayToBlack ; if speed value is negative, insert delay instead
lda #$0F ; initial screen brightness
@SpeedLoop:
sta RAM_INIDISP
ldx <DP2.EffectSpeed ; use speed value to skip brightness values
- dec a
beq + ; prevent glitches due to invalid speed values in event script
dex
bne -
+ sta RAM_INIDISP
xba ; save current screen brightness in B
- lda HVBJOY ; wait 1 frame
bpl -
- lda HVBJOY
bmi -
xba
bne @SpeedLoop
bra @Done
@FadeDelayToBlack:
eor #$FF ; make speed value positive and use as delay value
inc a
sta <DP2.EffectSpeed
lda #$0F ; initial screen brightness
@DelayLoop1:
sta RAM_INIDISP
xba ; save current screen brightness in B
ldx <DP2.EffectSpeed ; use delay value to insert frames
@DelayLoop2:
- lda HVBJOY
bpl -
- lda HVBJOY
bmi -
dex
bne @DelayLoop2
xba ; decrement screen brightness ...
dec a
cmp #$FF ; ... until it's reached zero
bne @DelayLoop1
@Done:
rts
; ****************** Split horizontal in (from black) ******************
EffectHSplitIn: ; WARNING, garbled sprites may occur on real SNES (1CHIP *and* 3-chip/SCPU-A), most likely related to the INIDISP glitch discovered in 2021
; Channel 1: main effects channel
lda #$40 ; transfer mode (1 byte --> $2100), indirect table mode
sta DMAP1
stz BBAD1 ; PPU reg. $2100
ldx #SRC_HDMA_FX_1Byte
stx A1T1L
lda #:SRC_HDMA_FX_1Byte
sta A1B1
lda #$7E ; indirect HDMA CPU bus data address bank
sta DASB1
; Start with black screen, so zero out table
ldx #0
- stz LO8.HDMA_FX_1Byte, x
inx
cpx #224
bne -
lda #$00
sta RAM_INIDISP
; jsr SwitchToMinimalVblank
lda #%00000010 ; activate HDMA channel 1
tsb <DP2.HDMA_Channels
; Gradually increment screen brightness values
lda #2 ; scanline counter max.
sta <DP2.Temp+4
stz <DP2.Temp+5
lda <DP2.EffectSpeed
sta <DP2.Temp+6
@MainLoop:
dec <DP2.Temp+6 ; only wait for a new frame every Nth iteration (where N = value in DP2.EffectSpeed)
bne +
WaitFrames 1
lda <DP2.EffectSpeed
sta <DP2.Temp+6
+ ldx #112 ; start in the middle of the table
ldy #0
@SubLoop1: ; loop 1: go towards end of table
lda LO8.HDMA_FX_1Byte, x
cmp #$0F ; don't increment value if it's already reached #$0F
bcs +
inc a
sta LO8.HDMA_FX_1Byte, x
+ inx
iny
cpy <DP2.Temp+4 ; max. no. of scanlines done?
bne @SubLoop1
ldx #112
ldy #0
@SubLoop2: ; loop 2: go towards start of table
dex
lda LO8.HDMA_FX_1Byte, x
cmp #$0F
bcs +
inc a
sta LO8.HDMA_FX_1Byte, x
+ iny
cpy <DP2.Temp+4
bne @SubLoop2
lda <DP2.Temp+4 ; 112 scanlines in each direction done?
cmp #112
bcs +
inc <DP2.Temp+4 ; no, scanline counter max. += 2
inc <DP2.Temp+4
+ lda LO8.HDMA_FX_1Byte ; yes, repeat a few more times until first byte of table is #$0F
cmp #$0F
bne @MainLoop
lda #$0F
sta RAM_INIDISP
; jsr SwitchFromPrevVblank
lda #%00000010 ; deactivate channel 1
trb <DP2.HDMA_Channels
rts
EffectHSplitInWA: ; same effect as above, except we DMA two bytes to $21FF, $2100 in order to work around the INIDISP glitch discovered in 2021 ($21FF is open bus so it shouldn't affect anything)
; Channel 1: main effects channel
lda #$41 ; transfer mode (2 bytes --> $21FF, $2100), indirect table mode
sta DMAP1
lda #$FF ; PPU reg. $21FF, $2100
sta BBAD1
ldx #SRC_HDMA_FX_2Bytes
stx A1T1L
lda #:SRC_HDMA_FX_2Bytes
sta A1B1
lda #$7E ; indirect HDMA CPU bus data address bank
sta DASB1
; Start with black screen, so zero out table
ldx #0
- stz LO8.HDMA_FX_2Bytes, x
inx
cpx #448
bne -
lda #$00
sta RAM_INIDISP
; jsr SwitchToMinimalVblank
lda #%00000010 ; activate HDMA channel 1
tsb <DP2.HDMA_Channels
; Gradually increment screen brightness values
lda #2 ; scanline counter max.
sta <DP2.Temp+4
stz <DP2.Temp+5
lda <DP2.EffectSpeed
sta <DP2.Temp+6
@MainLoop:
dec <DP2.Temp+6 ; only wait for a new frame every Nth iteration (where N = value in DP2.EffectSpeed)
bne +
WaitFrames 1
lda <DP2.EffectSpeed
sta <DP2.Temp+6
+ ldx #224 ; start in the middle of the table
ldy #0
Accu16
@SubLoop1: ; loop 1: go towards end of table
lda LO8.HDMA_FX_2Bytes, x
cmp #$0F0F ; don't increment value if it's already reached #$0F
bcs +
clc
adc #$0101 ; add 1 to two bytes at once
sta LO8.HDMA_FX_2Bytes, x
+ inx
inx
iny
cpy <DP2.Temp+4 ; max. no. of scanlines done?
bne @SubLoop1
ldx #224
ldy #0
@SubLoop2: ; loop 2: go towards start of table
dex
dex
lda LO8.HDMA_FX_2Bytes, x
cmp #$0F0F
bcs +
clc
adc #$0101
sta LO8.HDMA_FX_2Bytes, x
+ iny
cpy <DP2.Temp+4
bne @SubLoop2
Accu8
lda <DP2.Temp+4 ; 112 scanlines in each direction done?
cmp #112
bcs +
inc <DP2.Temp+4 ; no, scanline counter max. += 2
inc <DP2.Temp+4
+ Accu16
lda LO8.HDMA_FX_2Bytes ; yes, repeat a few more times until first byte of table is #$0F
cmp #$0F0F
beq @Done
Accu8
bra @MainLoop
@Done:
Accu8
lda #$0F
sta RAM_INIDISP
; jsr SwitchFromPrevVblank
lda #%00000010 ; deactivate channel 1
trb <DP2.HDMA_Channels
rts
; ****************** Split horizontal out (to black) *******************
EffectHSplitOut: ; split out from the middle of the screen // WARNING, cf. EffectHSplitIn
; Channel 1: main effects channel
lda #$40 ; transfer mode (1 byte --> $2100), indirect table mode
sta DMAP1
stz BBAD1 ; PPU reg. $2100
ldx #SRC_HDMA_FX_1Byte
stx A1T1L
lda #:SRC_HDMA_FX_1Byte
sta A1B1
lda #$7E ; indirect HDMA CPU bus data address bank
sta DASB1
; Start with full brightness
lda #$0F
sta RAM_INIDISP
ldx #0
- sta LO8.HDMA_FX_1Byte, x
inx
cpx #224
bne -
; jsr SwitchToMinimalVblank
lda #%00000010 ; activate HDMA channel 1
tsb <DP2.HDMA_Channels
; Gradually decrement screen brightness values
lda #2 ; scanline counter max.
sta <DP2.Temp+4
stz <DP2.Temp+5
lda <DP2.EffectSpeed
sta <DP2.Temp+6
@MainLoop:
dec <DP2.Temp+6
bne +
WaitFrames 1
lda <DP2.EffectSpeed
sta <DP2.Temp+6
+ ldx #112 ; start in the middle of the table
ldy #0
@SubLoop1: ; loop 1: go towards end of table
lda LO8.HDMA_FX_1Byte, x
beq + ; don't decrement value if it's already reached #$00
dec a
sta LO8.HDMA_FX_1Byte, x
+ inx
iny
cpy <DP2.Temp+4 ; max. no. of scanlines done?
bne @SubLoop1
ldx #112
ldy #0
@SubLoop2: ; loop 2: go towards start of table
dex
lda LO8.HDMA_FX_1Byte, x
beq +
dec a
sta LO8.HDMA_FX_1Byte, x
+ iny
cpy <DP2.Temp+4
bne @SubLoop2
lda <DP2.Temp+4 ; 112 scanlines in each direction done?
cmp #112
bcs +
inc <DP2.Temp+4 ; no, scanline counter max. += 2
inc <DP2.Temp+4
+ lda LO8.HDMA_FX_1Byte ; yes, repeat a few more times until first byte of table is #$00
bne @MainLoop
lda #$80
sta RAM_INIDISP
lda #%00000010 ; deactivate channel 1
trb <DP2.HDMA_Channels
WaitFrames 1 ; wait for HDMA register update
; jsr SwitchFromPrevVblank
rts
EffectHSplitOutWA: ; same effect as above, but with INIDISP glitch workaround (cf. EffectHSplitInWA)
; Channel 1: main effects channel
lda #$41 ; transfer mode (2 bytes --> $21FF, $2100), indirect table mode
sta DMAP1
lda #$FF ; PPU reg. $21FF, $2100
sta BBAD1
ldx #SRC_HDMA_FX_2Bytes
stx A1T1L
lda #:SRC_HDMA_FX_2Bytes
sta A1B1
lda #$7E ; indirect HDMA CPU bus data address bank
sta DASB1
; Start with full brightness
lda #$0F
sta RAM_INIDISP
ldx #0
- sta LO8.HDMA_FX_2Bytes, x
inx
cpx #448
bne -
; jsr SwitchToMinimalVblank
lda #%00000010 ; activate HDMA channel 1
tsb <DP2.HDMA_Channels
; Gradually decrement screen brightness values
lda #2 ; scanline counter max.
sta <DP2.Temp+4
stz <DP2.Temp+5
lda <DP2.EffectSpeed
sta <DP2.Temp+6
@MainLoop:
dec <DP2.Temp+6
bne +
WaitFrames 1
lda <DP2.EffectSpeed
sta <DP2.Temp+6
+ ldx #224 ; start in the middle of the table
ldy #0
Accu16
@SubLoop1: ; loop 1: go towards end of table
lda LO8.HDMA_FX_2Bytes, x
beq + ; don't decrement value if it's already reached #$00
sec
sbc #$0101 ; subtract 1 from two bytes at once
sta LO8.HDMA_FX_2Bytes, x
+ inx
inx
iny
cpy <DP2.Temp+4 ; max. no. of scanlines done?
bne @SubLoop1
ldx #224
ldy #0
@SubLoop2: ; loop 2: go towards start of table
dex
dex
lda LO8.HDMA_FX_2Bytes, x
beq +
sec
sbc #$0101
sta LO8.HDMA_FX_2Bytes, x
+ iny
cpy <DP2.Temp+4
bne @SubLoop2
Accu8
lda <DP2.Temp+4 ; 112 scanlines in each direction done?
cmp #112
bcs +
inc <DP2.Temp+4 ; no, scanline counter max. += 2
inc <DP2.Temp+4
+ Accu16
lda LO8.HDMA_FX_2Bytes ; yes, repeat a few more times until first byte of table is #$00
beq +
Accu8
bra @MainLoop
+ Accu8
lda #$80
sta RAM_INIDISP
lda #%00000010 ; deactivate channel 1
trb <DP2.HDMA_Channels
WaitFrames 1 ; wait for HDMA register update
; jsr SwitchFromPrevVblank
rts
EffectHSplitOut2: ; split out towards the middle of the screen // WARNING, cf. EffectHSplitIn
; Channel 1: main effects channel
lda #$40 ; transfer mode (1 byte --> $2100), indirect table mode
sta DMAP1
stz BBAD1 ; PPU reg. $2100
ldx #SRC_HDMA_FX_1Byte
stx A1T1L
lda #:SRC_HDMA_FX_1Byte
sta A1B1
lda #$7E ; indirect HDMA CPU bus data address bank
sta DASB1
; Start with full brightness
lda #$0F
sta RAM_INIDISP
ldx #0
- sta LO8.HDMA_FX_1Byte, x
inx
cpx #224
bne -
; jsr SwitchToMinimalVblank
lda #%00000010 ; activate HDMA channel 1
tsb <DP2.HDMA_Channels
; Gradually decrement screen brightness values
lda #2 ; scanline counter max.
sta <DP2.Temp+4
stz <DP2.Temp+5
lda <DP2.EffectSpeed
sta <DP2.Temp+6
@MainLoop:
dec <DP2.Temp+6
bne +
WaitFrames 1
lda <DP2.EffectSpeed
sta <DP2.Temp+6
+ ldx #224 ; loop 1: go from end towards middle of table
ldy #0
@SubLoop1:
dex
lda LO8.HDMA_FX_1Byte, x
beq + ; don't decrement value if it's already reached #$00
dec a
sta LO8.HDMA_FX_1Byte, x
+ iny
cpy <DP2.Temp+4 ; max. no. of scanlines done?
bne @SubLoop1
ldx #0 ; loop 2: go from beginning towards middle of table
ldy #0
@SubLoop2:
lda LO8.HDMA_FX_1Byte, x
beq +
dec a
sta LO8.HDMA_FX_1Byte, x
+ inx
iny
cpy <DP2.Temp+4
bne @SubLoop2
lda <DP2.Temp+4 ; 112 scanlines in each direction done?
cmp #112
bcs +
inc <DP2.Temp+4 ; no, scanline counter max. += 2
inc <DP2.Temp+4
+ lda LO8.HDMA_FX_1Byte+112 ; yes, repeat a few more times until the byte in the middle of the table is #$00
bne @MainLoop
lda #$80
sta RAM_INIDISP
lda #%00000010 ; deactivate channel 1
trb <DP2.HDMA_Channels
WaitFrames 1 ; wait for HDMA register update
; jsr SwitchFromPrevVblank
rts
EffectHSplitOut2WA: ; same effect as above, but with INIDISP glitch workaround (cf. EffectHSplitInWA)
; Channel 1: main effects channel
lda #$41 ; transfer mode (2 bytes --> $21FF, $2100), indirect table mode
sta DMAP1
lda #$FF ; PPU reg. $21FF, $2100
sta BBAD1
ldx #SRC_HDMA_FX_2Bytes
stx A1T1L
lda #:SRC_HDMA_FX_2Bytes
sta A1B1
lda #$7E ; indirect HDMA CPU bus data address bank
sta DASB1
; Start with full brightness
lda #$0F
sta RAM_INIDISP
ldx #0
- sta LO8.HDMA_FX_2Bytes, x
inx
cpx #224
bne -
; jsr SwitchToMinimalVblank
lda #%00000010 ; activate HDMA channel 1
tsb <DP2.HDMA_Channels
; Gradually decrement screen brightness values
lda #2 ; scanline counter max.
sta <DP2.Temp+4
stz <DP2.Temp+5
lda <DP2.EffectSpeed
sta <DP2.Temp+6
@MainLoop:
dec <DP2.Temp+6
bne +
WaitFrames 1
lda <DP2.EffectSpeed
sta <DP2.Temp+6
+ ldx #448 ; loop 1: go from end towards middle of table
ldy #0
Accu16
@SubLoop1:
dex
dex
lda LO8.HDMA_FX_2Bytes, x
beq + ; don't decrement value if it's already reached #$00
sec
sbc #$0101 ; subtract 1 from two bytes at once
sta LO8.HDMA_FX_2Bytes, x
+ iny
cpy <DP2.Temp+4 ; max. no. of scanlines done?
bne @SubLoop1
ldx #0 ; loop 2: go from beginning towards middle of table
ldy #0
@SubLoop2:
lda LO8.HDMA_FX_2Bytes, x
beq +
sec
sbc #$0101
sta LO8.HDMA_FX_2Bytes, x
+ inx
inx
iny
cpy <DP2.Temp+4
bne @SubLoop2
Accu8
lda <DP2.Temp+4 ; 112 scanlines in each direction done?
cmp #112
bcs +
inc <DP2.Temp+4 ; no, scanline counter max. += 2
inc <DP2.Temp+4
+ Accu16
lda LO8.HDMA_FX_2Bytes+224 ; yes, repeat a few more times until the byte in the middle of the table is #$00
beq @Done
Accu8
bra @MainLoop
@Done:
Accu8
lda #$80
sta RAM_INIDISP
lda #%00000010 ; deactivate channel 1
trb <DP2.HDMA_Channels
WaitFrames 1 ; wait for HDMA register update
; jsr SwitchFromPrevVblank
rts
; ****************** "Camera shutter" in (from black) ******************
EffectShutterIn:
; Channel 1: main effects channel
lda #$41 ; transfer mode (1 byte --> $2126, $2127), indirect table mode
sta DMAP1
lda #$26 ; PPU reg. $2126
sta BBAD1
ldx #SRC_HDMA_FX_2Bytes
stx A1T1L
lda #:SRC_HDMA_FX_2Bytes
sta A1B1
lda #$7E ; indirect HDMA CPU bus data address bank
sta DASB1
; Set registers
lda #%00110011 ; enable window 1 (+ inversion) for BG1 thru BG4
sta W12SEL
sta W34SEL
lda #%00000011 ; and sprites
sta WOBJSEL
lda #%00011111 ; enable window masking on BG1 thru BG4 and sprites
sta TMW ; on mainscreen
sta TSW ; and subscreen
; Fill HDMA table with initial values
Accu16
lda #$7F80 ; initial horizontal boundaries (lo = X1, hi = X2 --> window area is negative, i.e. all content is disabled for now)
ldx #0
- sta LO8.HDMA_FX_2Bytes, x
inx
inx
cpx #448
bne -
Accu8
jsr SwitchToMinimalVblank
lda #%00000010 ; activate HDMA channel 1
tsb <DP2.HDMA_Channels
WaitFrames 1
lda #$0F ; turn screen on
sta INIDISP
ldx #222 ; initial value for upper vertical boundary = scanline 111 (times 2 as each entry in the HDMA table is 2 bytes)
stx <DP2.Temp
ldx #226 ; initial value for lower vertical boundary = scanline 113 (ditto)
stx <DP2.Temp+2
lda #$7F ; initial values that get stored to HDMA array for a rectangular window shape
sta <DP2.Temp+4
lda #$80
sta <DP2.Temp+5
@Loop1:
WaitFrames 1
ldx <DP2.Temp ; load current upper vertical boundary
- lda <DP2.Temp+4
sta LO8.HDMA_FX_2Bytes, x ; store new X1 value
inx
lda <DP2.Temp+5
sta LO8.HDMA_FX_2Bytes, x ; store new X2 value
inx
cpx <DP2.Temp+2 ; do this again for next scanlines until lower vertical boundary reached
bne -
Accu16
dec <DP2.Temp ; increase vertical window size
dec <DP2.Temp
dec <DP2.Temp
dec <DP2.Temp
inc <DP2.Temp+2
inc <DP2.Temp+2
inc <DP2.Temp+2
inc <DP2.Temp+2
Accu8
dec <DP2.Temp+4 ; increase horizontal window size
dec <DP2.Temp+4
inc <DP2.Temp+5
inc <DP2.Temp+5
lda <DP2.Temp+2 ; repeat until all 224 scanlines are done
cmp #$C2
bne @Loop1
lda <DP2.Temp+3
cmp #$01
bne @Loop1
lda #%00000010 ; deactivate HDMA channel 1
trb <DP2.HDMA_Channels
@Loop2:
WaitFrames 1
lda <DP2.Temp+4 ; as the SNES screen is 256×224 px, we still need to adjust the window width (16 px missing on either side) to its final value
cmp #$FF
beq @Done
sta WH0
lda <DP2.Temp+5
sta WH1
dec <DP2.Temp+4
dec <DP2.Temp+4
inc <DP2.Temp+5
inc <DP2.Temp+5
bra @Loop2
@Done:
stz W12SEL ; clear used registers
stz W34SEL
stz WOBJSEL
stz TMW
stz TSW
jsr SwitchFromPrevVblank
rts
; ****************** "Camera shutter" out (to black) *******************
EffectShutterOut:
; Channel 1: main effects channel
lda #$41 ; transfer mode (1 byte --> $2126, $2127), indirect table mode
sta DMAP1
lda #$26 ; PPU reg. $2126
sta BBAD1
ldx #SRC_HDMA_FX_2Bytes
stx A1T1L
lda #:SRC_HDMA_FX_2Bytes
sta A1B1
lda #$7E ; indirect HDMA CPU bus data address bank
sta DASB1
; Fill HDMA table with initial values
Accu16
lda #$EE11 ; initial horizontal boundaries (lo = X1, hi = X2)
ldx #0
- sta LO8.HDMA_FX_2Bytes, x
inx
inx
cpx #448
bne -
Accu8
jsr SwitchToMinimalVblank
ldx #2 ; initial value for upper vertical boundary = scanline 1 (times 2 as each entry in the HDMA table is 2 bytes)
stx <DP2.Temp
ldx #446 ; initial value for lower vertical boundary = scanline 223 (ditto)
stx <DP2.Temp+2
stz <DP2.Temp+4 ; initial values that get stored to HDMA array
lda #$FF
sta <DP2.Temp+5
; Set registers
lda #%00110011 ; enable window 1 (+ inversion) for BG1 thru BG4
sta W12SEL
sta W34SEL
lda #%00000011 ; and sprites
sta WOBJSEL
stz WH0 ; set initial window 1 X1
lda #$FF ; set initial window 1 X2
sta WH1
lda #%00011111 ; enable window masking on BG1 thru BG4 and sprites
sta TMW ; on mainscreen
sta TSW ; and subscreen
@Loop1:
WaitFrames 1
lda <DP2.Temp+4 ; as the SNES screen is 256×224 px, we need to adjust the window width first (16 px missing on either side)
cmp #$12
beq +
sta WH0
lda <DP2.Temp+5
sta WH1
inc <DP2.Temp+4
inc <DP2.Temp+4
dec <DP2.Temp+5
dec <DP2.Temp+5
bra @Loop1
+ lda #%00000010 ; activate HDMA channel 1
tsb <DP2.HDMA_Channels
@Loop2:
WaitFrames 1
ldx #0
- lda #$80
sta LO8.HDMA_FX_2Bytes, x ; above upper window boundary, store negative values (i.e., disable all content)
inx