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techie_alison
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Hello
12.02.09 at 00:12:09
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So what happens here then??   Cheesy

Aly

ps. guess I better set my profile up and put a picture on.
  
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Christos
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Re: Hello
Reply #1 - 12.02.09 at 00:29:01
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Hi Aly,
Welcome. Smiley

« Last Edit: 12.02.09 at 00:29:29 by Christos »  
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techie_alison
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Re: Hello
Reply #2 - 12.02.09 at 00:34:45
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Christos!!!  Heyo!!  Smiley

Thank you.

Are you same Christos that I know already?  I know CJ, GGN, and a few others on here from my travels.

Aly x

ps. some computer pictures on flickr; http://www.flickr.com/photos/old_computers/ .  hint.  the monitor plinths are handy, easy and cheap to build too.  Smiley
« Last Edit: 12.02.09 at 00:41:40 by techie_alison »  
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CJ
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Re: Hello
Reply #3 - 12.02.09 at 00:43:27
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techie_alison wrote on 12.02.09 at 00:12:09:
So what happens here then??


We patch games, talk trash and set the world to rights. More of (a) and (c) tho Smiley

Welcome aboard.
  

"With only one button, even drooling fucktards like Kizza can play our game!"
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Christos
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Re: Hello
Reply #4 - 12.02.09 at 00:50:42
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Yep, the same one!
  
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techie_alison
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Re: Hello
Reply #5 - 12.02.09 at 00:58:24
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Christos wrote on 12.02.09 at 00:50:42:
Yep, the same one!


OH NO!!!   Wink

Hi CJ.
  
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Christos
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Re: Hello
Reply #6 - 12.02.09 at 01:08:55
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techie_alison wrote on 12.02.09 at 00:58:24:
Christos wrote on 12.02.09 at 00:50:42:
Yep, the same one!


OH NO!!!   Wink

Hi CJ.


I am everywhere. For your convenience.
  
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techie_alison
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Re: Hello
Reply #7 - 12.02.09 at 01:11:47
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Christos wrote on 12.02.09 at 01:08:55:
I am everywhere. For your convenience.


PMSL.  I see.

So shall I start posting some pictures then?  Roll Eyes
  
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Christos
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Re: Hello
Reply #8 - 12.02.09 at 01:18:50
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techie_alison wrote on 12.02.09 at 01:11:47:
Christos wrote on 12.02.09 at 01:08:55:
I am everywhere. For your convenience.


PMSL.  I see.

So shall I start posting some pictures then?  Roll Eyes


Just to note that the previous phrase was am obligatory babylon 5 reference. Wink
  
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techie_alison
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Re: Hello
Reply #9 - 12.02.09 at 01:21:23
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Christos wrote on 12.02.09 at 01:18:50:
Just to note that the previous phrase was am obligatory babylon 5 reference. Wink


And so it begins.  Smiley
  
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CJ
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Re: Hello
Reply #10 - 12.02.09 at 01:25:16
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techie_alison wrote on 12.02.09 at 01:11:47:
So shall I start posting some pictures then?  Roll Eyes


Gentlemen, this is your wake up call.
  

"With only one button, even drooling fucktards like Kizza can play our game!"
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techie_alison
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Re: Hello
Reply #11 - 12.02.09 at 01:27:49
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CJ wrote on 12.02.09 at 01:25:16:
Gentlemen, this is your wake up call.


I can't.  I'm fright.  I have a reputation to keep you know.  
« Last Edit: 12.02.09 at 01:59:48 by techie_alison »  
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CJ
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Re: Hello
Reply #12 - 12.02.09 at 01:34:31
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All I can say is that enthusiasm, sincerity, genuine compassion, and humor can carry you through any .. lack of .. prior experience with .. high numerical value.
  

"With only one button, even drooling fucktards like Kizza can play our game!"
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Christos
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Re: Hello
Reply #13 - 12.02.09 at 01:38:45
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CJ wrote on 12.02.09 at 01:34:31:
All I can say is that enthusiasm, sincerity, genuine compassion, and humor can carry you through any .. lack of .. prior experience with .. high numerical value.


Huh? Is that an exercise? Do we have to fill in the missing words?
  
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techie_alison
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Re: Hello
Reply #14 - 12.02.09 at 01:41:20
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Hey I just program chips in binary and hexadecimal, none of this decimal stuff. 

I'd love someone to write me a little ST program though, which displays the current joystick inputs/variable on screen, along with the mouse inputs/variables.  That'd be quite handy.   Wink
  
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CJ
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Re: Hello
Reply #15 - 12.02.09 at 01:41:39
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Aww the other picture in the chair was better Tongue
  

"With only one button, even drooling fucktards like Kizza can play our game!"
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techie_alison
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Re: Hello
Reply #16 - 12.02.09 at 01:44:39
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CJ wrote on 12.02.09 at 01:41:39:
Aww the other picture in the chair was better Tongue


You reckon.  Mmmm, ok.  I'll put it back.

I want a program by the morning though.  Roll Eyes
« Last Edit: 12.02.09 at 01:45:11 by techie_alison »  
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CJ
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Re: Hello
Reply #17 - 12.02.09 at 01:50:27
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Code
Select All
10 print "hello world ";
20 goto 10 



There ya go Smiley
  

"With only one button, even drooling fucktards like Kizza can play our game!"
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techie_alison
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Re: Hello
Reply #18 - 12.02.09 at 01:58:52
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how about this one.  you'll like this.  it'll speed up the Internet.  Smiley

Code
Select All
xor ax, ax
mov ah, 00000110b
xor cx,cx
xor dx,dx
int 13h
 

« Last Edit: 12.02.09 at 02:19:25 by techie_alison »  
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CJ
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Re: Hello
Reply #19 - 12.02.09 at 02:05:28
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ewww x86... thats kinky stuff!
  

"With only one button, even drooling fucktards like Kizza can play our game!"
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techie_alison
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Re: Hello
Reply #20 - 12.02.09 at 02:14:38
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Time for sleep.  nn x

Thanks lads.   Smiley
  
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aktiv8
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Re: Hello
Reply #21 - 12.02.09 at 10:22:57
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Welcome over here Ali Smiley    Kiss

  
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techie_alison
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Re: Hello
Reply #22 - 12.02.09 at 14:51:01
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Yayyyyy.  Hi Aktiv Smiley

Aly xx  Smiley
  
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ggn
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Re: Hello
Reply #23 - 12.02.09 at 17:34:27
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techie_alison wrote on 12.02.09 at 01:41:20:
I'd love someone to write me a little ST program though, which displays the current joystick inputs/variable on screen, along with the mouse inputs/variables.  That'd be quite handy.   Wink


Hi Aly,

so you want the raw IKBD data, or will the usual UP/DOWN/LEFT/RIGHT/FIRE status suffice?
  
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techie_alison
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Re: Hello
Reply #24 - 13.02.09 at 01:11:25
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Heyoo,

Actually I think I may take you up on that you know.  Ideally I want a certain person to do it.  It'd be handy if I could see the source too, and how it's compiled so that I can create my own in future.  I've never really got into ST coding, and there's not too much to go on.

JOY0 UP/DOWN/LEFT/RIGHT/FIRE
JOY1 UP/DOWN/LEFT/RIGHT/FIRE
MOUSE0 STATUS/COUNTERS

I'm developing JeST at the moment (the PSX joypad interface) and it has the facility for 2 fire buttons on the ST? (Heavy Stylus asked for that)  I'm not sure how that's interpreted by the ST?  It maps it over onto the other joystick doesn't it?

I could just load up a game to do all of this, but a program to do it would be more analytical for testing.  Also useful to get out into the scene too.

Aly x
« Last Edit: 13.02.09 at 01:13:11 by techie_alison »  
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Re: Hello
Reply #25 - 13.02.09 at 11:20:43
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Well, that was fun Smiley

F1 - set stick1 (mouse port) monitoring
F2 - set mouse monitoring

(Can't be in both modes at same time)

Mouse data not currently shown, except in the "last 4 bytes" stream.

Code
Select All
;;
;; Joystick / Keyboard Data display
;;

	pea code(pc)				; Run in Supervisor
	move.w #$26,-(a7)
	trap #14
	lea 6(a7),a7

	clr.l -(a7)				; Exit to Desktop
	trap #1

code	movem.l $ffff8240.w,d0-7		; save pallette
	movem.l d0-7,old_pall
	move.b $ffff8260.w,old_res		; save resolution
	move.b $ffff8201.w,old_screen+1		; save screen-base
	move.b $ffff8203.w,old_screen+2
	move.l $118.w,-(a7)

	clr.b $ffff8260.w			; set low res

	bsr info_init				; init text plot routine

	move.b #$80,d0
	bsr s_ikbd
	move.b #1,d0
	bsr s_ikbd				; reset IKBD to POWER ON
	move.b #$14,d0
	bsr s_ikbd				; enable joystick events
	move.b #$8,d0
	bsr s_ikbd				; enable mouse events

	move.l #my_key,$118.w			; install my ACIA interupt

	lea screen_memory,a0			; allocate 32k screen memory in BSS
	move.l a0,d0
	clr.b d0				; on page boundary
	move.l d0,screen

	move.l screen,a0			; clear the screen
	move.l a0,a1
	add.l #32000,a1
.wiper	clr.l (a0)+
	cmp.l a0,a1
	bne.s .wiper

	move.b screen+1,$ffff8201.w		; set screen address
	move.b screen+2,$ffff8203.w

.loop	tst.w update_flag			; check if screen update required?
	beq.s .nope
	bsr update				; yes, so update it
.nope	cmp.b #$bb,key
	bne .not_f1
	bsr setjoy0
.not_f1	cmp.b #$bc,key
	bne .not_f2
	bsr setmous

.not_f2	cmp.b #$39,key
	bne.s .loop				; wait for SPACE

	move.w #$2700,sr			; all stop!
	move.l (a7)+,$118.w
	move.l #$8080000,$ffff8800.w		; volume to zero on
	move.l #$9090000,$ffff8800.w		; all 3 channels
	move.l #$a0a0000,$ffff8800.w
	move.b #$80,d0				; restore ikbd
	bsr s_ikbd
	move.b #$1,d0				; to power up status
	bsr s_ikbd

	movem.l old_pall,d0-7
	movem.l d0-7,$ffff8240.w		; restore pallette
	move.b old_res,$ffff8260.w		; restore resolution
	move.b old_screen+1,$ffff8201.w
	move.b old_screen+2,$ffff8203.w

	move.w #$2300,sr			; restore interupts

	rts

setjoy0	move.b #$14,d0
	bsr s_ikbd				; enable joystick events
	rts

setmous	move.b #$8,d0
	bsr s_ikbd				; enable mouse events
	rts

update_flag	dc.w 0				; flip flop for screen update required

update	clr.w update_flag			; we're updating!
	lea keyboard_text(pc),a1
	bsr info				; display last 4 bytes from ACIA

	clr.w stick				; stick0 is being read
	move.b stick0,d0
	btst #1,d0
	bne down
	btst #0,d0
	bne up
	btst #7,d0
	bne fire
	btst #2,d0
	bne left
	btst #3,d0
	bne right
	lea stick0_null,a1
	bsr info
test2	move.b stick1,d0			; stick1 is being read
	btst #1,d0
	bne down1
	btst #0,d0
	bne up1
	btst #7,d0
	bne fire1
	btst #2,d0
	bne left1
	btst #3,d0
	bne right1
	lea stick1_null,a1
	bra info

down	lea stick0_down,a1
	bsr info
	bra test2

up	lea stick0_up,a1
	bsr info
	bra test2

left	lea stick0_left,a1
	bsr info
	bra test2

right	lea stick0_right,a1
	bsr info
	bra test2

fire	lea stick0_fire,a1
	bsr info
	bra test2

down1	lea stick1_down,a1
	bra info

up1	lea stick1_up,a1
	bra info

left1	lea stick1_left,a1
	bra info

right1	lea stick1_right,a1
	bra info

fire1	lea stick1_fire,a1
	bra info

my_key	movem.l d0-a6,-(a7)

	move.b $fffffc02.w,d1			; get ACIA data
	move.b d1,key				; and store it

	bsr hashing				; covert it to ASCII
	lea last4,a0
	rept 6					; shift the buffer up a byte
	move.b 1(a0),(a0)+
	endr
	lea hexad+6,a1
	move.b (a1)+,(a0)+			; and store the last byte
	move.b (a1),(a0)			; (2 ascii digits=1 byte)

	move.b key,d1				; get the current key

	cmp.w #-1,stick				; was last event stick0?
	beq .stick0
	cmp.w #-2,stick				; was last event stick1?
	beq .stick1

	cmp.b #$ff,d1				; is this event stick0?
	bne .notstick0
	move.w #-1,stick			; next event is data
	bra .exitikbd

.notstick0
	cmp.b #$fe,d1				; is this event stick1?
	bne .exitikbd
	move.w #-2,stick			; next event is data
	bra .exitikbd

.stick1	move.b d1,stick1			; store stick1 data
	clr.w stick				; clear stick detect flag
	bra .exitikbd

.stick0	move.b d1,stick0			; store stick1 data
	clr.w stick				; clear stick detect flag

.exitikbd
	move.w #1,update_flag			; ACIA data received flipflop
	movem.l (a7)+,d0-a6
	bclr.b #6,$fffffa11.W			; clear ACIA interupt in service
	rte

key	dc.l 0

stick	dc.w 0
stick0	dc.w 0
stick1	dc.w 0
mouse0	dc.w 0

s_ikbd	btst #1,$fffffc00.w
	beq.s s_ikbd
	move.b d0,$fffffc02.w
	rts

keyboard_text
	dc.l 010*160
	dc.b "LAST 4 BYTES: "
last4	dc.b "00000000",-1
	even

stick0_null
	dc.l 020*160
	dc.b "STICK0 NULL   ",-1
	even
stick0_up
	dc.l 020*160
	dc.b "STICK0 UP     ",-1
	even
stick0_down
	dc.l 020*160
	dc.b "STICK0 DOWN   ",-1
	even
stick0_left
	dc.l 020*160
	dc.b "STICK0 LEFT   ",-1
	even
stick0_right
	dc.l 020*160
	dc.b "STICK0 RIGHT  ",-1
	even
stick0_fire
	dc.l 020*160
	dc.b "STICK0 FIRE   ",-1
	even

stick1_null
	dc.l 030*160
	dc.b "STICK1 NULL   ",-1
	even
stick1_up
	dc.l 030*160
	dc.b "STICK1 UP     ",-1
	even
stick1_down
	dc.l 030*160
	dc.b "STICK1 DOWN   ",-1
	even
stick1_left
	dc.l 030*160
	dc.b "STICK1 LEFT   ",-1
	even
stick1_right
	dc.l 030*160
	dc.b "STICK1 RIGHT  ",-1
	even
stick1_fire
	dc.l 030*160
	dc.b "STICK1 FIRE   ",-1
	even




;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;
;; call with long to convert in d1
;; string placed at hexad
;;

hashing	moveq #0,d0
	lea .table(pc),a0
	lea hexad+8(pc),a2
	bsr.s .first
	moveq.w #5,d3
.loop	bsr.s .next
	dbra d3,.loop
.next	ror.l #4,d1
.first	move.b d1,d0
	and #$f,d0
	move.b (a0,d0),-(a2)
	rts


.table	dc.b "0123456789ABCDEF"
hexad	ds.l 2
	dc.l $ffffffff
	even

font_x	DC.B	$00,$38,$66,$00,$00,$00,$00,$18 		; the debug screen font
		DC.B	$1E,$78,$00,$00,$00,$00,$00,$00
		DC.B	$7C,$38,$7C,$FE,$1C,$FE,$7E,$FE
		DC.B	$7C,$7C,$00,$00,$00,$00,$00,$7C
		DC.B	$00,$7C,$FC,$7E,$FC,$FE,$FE,$7E
		DC.B	$00,$38,$EE,$00,$00,$00,$00,$18
		DC.B	$3E,$7C,$00,$00,$00,$00,$00,$00
		DC.B	$FE,$78,$FE,$FC,$3C,$FE,$FE,$FE
		DC.B	$FE,$FE,$00,$00,$00,$00,$00,$EE
		DC.B	$00,$FE,$FE,$FE,$FE,$FE,$FE,$FE
		DC.B	$00,$38,$CC,$00,$00,$00,$00,$30
		DC.B	$38,$1C,$00,$00,$00,$00,$FC,$00
		DC.B	$0E,$00,$00,$00,$0C,$00,$00,$00
		DC.B	$06,$86,$60,$30,$00,$00,$00,$0E
		DC.B	$00,$06,$0E,$00,$06,$00,$00,$00
		DC.B	$00,$38,$00,$00,$00,$00,$00,$30
		DC.B	$38,$1C,$00,$00,$00,$00,$FC,$00
		DC.B	$C6,$38,$1C,$1C,$CC,$FC,$FC,$38
		DC.B	$7C,$7E,$60,$30,$00,$00,$00,$1C
		DC.B	$00,$FE,$FC,$C0,$E6,$FC,$FC,$EE
		DCB.W     4,0
		DC.B	$38,$1C,$00,$00,$30,$00,$00,$00
		DC.B	$E6,$38,$38,$0E,$FE,$0E,$EE,$70
		DC.B	$C6,$0E,$00,$00,$00,$00,$00,$30
		DC.B	$00,$FE,$C6,$C0,$E6,$E0,$E0,$E6
		DC.B	$00,$38,$00,$00,$00,$00,$00,$00
		DC.B	$3E,$7C,$00,$00,$60,$30,$00,$00
		DC.B	$FE,$FE,$7E,$EE,$1C,$EE,$EE,$70
		DC.B	$FE,$1C,$60,$30,$00,$00,$00,$00
		DC.B	$00,$EE,$FE,$FE,$FE,$FE,$E0,$FE
		DC.B	$00,$38,$00,$00,$00,$00,$00,$00
		DC.B	$1E,$78,$00,$00,$00,$30,$00,$00
		DC.B	$7C,$FE,$FE,$FC,$1C,$FC,$7C,$70
		DC.B	$7C,$78,$60,$60,$00,$00,$00,$30
		DC.B	$00,$EE,$FC,$7E,$FC,$FE,$E0,$7E
		DCB.W     20,0
		DC.B	$EE,$7C,$0E,$EE,$E0,$EE,$C6,$7C
		DC.B	$FC,$7C,$FC,$7E,$FE,$EE,$EE,$C6
		DC.B	$C6,$EE,$FE,$00,$00,$00,$00,$00
		DCB.W     8,0
		DC.B	$EE,$7C,$0E,$FE,$E0,$FE,$E6,$FE
		DC.B	$FE,$FE,$FE,$FE,$FE,$EE,$EE,$C6
		DC.B	$EE,$EE,$FE,$00,$00,$00,$00,$00
		DCB.W     10,0
		DC.B	$E0,$7E,$76,$0E,$0E,$0E,$0E,$00
		DC.B	$00,$EE,$00,$D6,$7C,$00,$00,$00
		DCB.W     10,0
		DC.B	$FE,$38,$0E,$FC,$E0,$BE,$BE,$EE
		DC.B	$FE,$EE,$FC,$7C,$38,$EE,$EE,$BE
		DC.B	$38,$7C,$38,$00,$00,$00,$00,$00
		DCB.W     8,0
		DC.B	$EE,$38,$EE,$FE,$00,$D6,$DE,$EE
		DC.B	$FC,$EE,$FC,$0E,$38,$00,$EE,$7E
		DC.B	$7C,$38,$70,$00,$00,$00,$00,$00
		DCB.W     8,0
		DC.B	$EE,$7C,$EE,$EE,$FE,$C6,$CE,$FE
		DC.B	$E0,$FC,$EE,$FE,$38,$FE,$7C,$FE
		DC.B	$EE,$38,$FE,$00,$00,$00,$00,$00
		DCB.W     8,0
		DC.B	$EE,$7C,$7C,$E6,$FE,$C6,$C6,$7C
		DC.B	$E0,$7E,$EE,$FC,$38,$7E,$38,$EE
		DC.B	$C6,$38,$FE,$00,$00,$00,$00,$00
		DCB.W     48,0
	even

info_init
	lea font_x(pc),a0			; Font offsets for plotter
	move.l a0,d0
	move.l d0,d1
	add.l #40*8,d1
	lea ascii(pc),a1
	move.w #39,d2
.adder	move.l d0,(a1)
	move.l d1,160(a1)
	addq.l #1,d0
	addq.l #1,d1
	lea 4(a1),a1
	dbra d2,.adder
	rts

ascii	ds.l 80

next_add	dc.l 0
n1		dc.l 1
n2		dc.l 7
old_pal		ds.w 16

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;
;; Text plotting routine
;;
;; call with a1 pointing at text
;;

info	lea screen(pc),a0
	move.l (a0),a0
	add.l (a1)+,a0
	lea next_add(pc),a3
	move.l a0,(a3)
	move.l #1,4(a3)		; n1
	move.l #7,8(a3)		; n2
.loop	moveq.l #0,d0
	move.b (a1)+,d0
	bpl.s .write
	cmp.b #-1,d0
	beq.s .wrap
.nextline
	move.l #1,4(a3)		; n1
	move.l #7,8(a3)		; n2
	move.l (a3),a0
	add.l #160*9,a0
	move.l a0,(a3)
	bra.s .loop
.wrap	rts
.write	cmp.b #'.',d0		; '.' and '-' are swapped in the font. cheap hack :P
	bne.s .nodot
	move.b #'-',d0
	bra.s .ch_ok
.nodot	cmp.b #'-',d0
	bne.s .ch_ok
	move.b #'.',d0
.ch_ok	sub.b #' ',d0
	add d0,d0
	add d0,d0
	lea ascii(pc),a2
	move.l (a2,d0),a2
	bsr.s .plotit
	bra .loop
.plotit
x	set 0
y	set 0
	rept 8
	move.b x(a2),y(a0)
x	set x+40
y	set y+160
	endr
	add.l 4(a3),a0
	move.l 4(a3),-(a7)
	move.l 8(a3),4(a3)
	move.l (a7)+,8(a3)
	rts

	SECTION BSS

screen		ds.l 1
xa07		ds.b 1
xa09		ds.b 1
xa15		ds.b 1
xa1b		ds.b 1
old_res		ds.w 1			; entry resolution
old_screen	ds.l 1			; entry screen address
old_pall	ds.w 16			; entry pallette
buffer_of_crap	ds.b 1024
screen_memory	ds.b 32000
 



  

KEYCODE.TOS ( 2 KB | Downloads )

"With only one button, even drooling fucktards like Kizza can play our game!"
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Heavy Stylus
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Re: Hello
Reply #26 - 13.02.09 at 11:52:40
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Hi Alison

A game that supports two buttons (FYI) is Renegade/Graftgold's Fire and Ice.  I have an HD-friendly version at home IIRC.
  

http://www.rgcd.co.uk
The Essential Discmag for Retro Gamers!

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Re: Hello
Reply #27 - 13.02.09 at 16:50:22
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Oooohhhhhhhhhhhhhh

WOW, thanks CJ.  That's bloody brilliant!!

What can I compile this with please, that's available on one of the FTP sites, like it's obviously assembler?

HS, ok noted.  Just waiting on the PCBs, should be about another week.  I'm slowly stocking up on PSX controllers too, ...which aren't the easiest things to buy new now either.
  
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Re: Hello
Reply #28 - 13.02.09 at 17:48:33
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Aly,

http://dhs.nu/files_code.php has all the tools to get you started! Shw and CJ use Devpac, I myself use Turbo assembler! Also, there's recently VBCC which can cross-assemble stuff from the console (see the DHS bbs posts for more info!)

Good luck Smiley
  
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Re: Hello
Reply #29 - 13.02.09 at 21:32:47
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Its Devpac2 code (Can't stand Devpac3 - it's what happens when you sell the code to someone else and ignore the original authors... Paint Shop Pro anyone? That turned into an over complicated useless mess of random buttons)

I can change it so it displays diagonals as well if thats usefull (It'll display UP RIGHT, etc) by moving the display address of the text over on the screen.

If I get chance I'll add mouse tracking in there as well.  Seems you can't use the ALINE reading trick without using the original ACIA interupt.

Oh, and some of the things in the BSS section aren't needed, I just grabbed an old intro along with a chunk of a Defender game I started years ago and hacked them around.

Glad you like it Smiley
« Last Edit: 13.02.09 at 21:37:04 by CJ »  

"With only one button, even drooling fucktards like Kizza can play our game!"
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