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spkrites.s
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; 268 balls sprite record by spkr
; 2018-09-03
;
; - needs to be written to 27000+1024 in memory and run from bootdisk (most probably)
; - uses a precalced data stream to:
; 1. clear sprites each frame, based on whats tained by 2 frames ago (double buffering)
; 2. move sprites into the screen each frame, based on analysis of the sprite wave and the 2 frames before to maximize coverage (~612 move.l on avg)
; 3. or sprites into the screen to fill up the remainder of the 268 sprites
;
; the code is not synced to the vbl, so it drifts, however, over 360 frames it stays exactly the same
;
; concepts used:
; - sprite drawing code (move and or) are organized by x-position (0..15), so registers can be read once and written many times
; - delta packing the ym dump, to reduce data packed
; - clear code resides in lower memory, so that the saved data stream is smaller
; - move code uses pc relative jumps with indirect offset to make data stream smaller (this could be replaced with add.w from data stream to make it slightly faster)
; - orging the whole binary so it could be loaded from disk into ram
;
; approach used:
; - (offline) generate and test individual frame solutions for optimal move patterns of sprites, based on random generation and sprite collision detection
; - use subsequent data to generate the clear, move and or data sets
; - generate the sprite drawing code data, and then manually optimize it over the 16 drawing methods by reusing existing values over multiple sprites
;
;
; scrolltext:
; YEEEHAWW! ITS ANOTHER SPRITE RECORD DEMO! THIS TIME ITS SPKR OF SMFX BRINGING YOU TWICE THE BALLS THE CAREBEARS DID IN THEIR SOWHATT DEMO!
; TOMCHI IS ROCKING THE CHIPSOUND WITH HIS TAKE ON MADMAX'S SOS ORIGINAL. REAL CODERS MAKE SPRITE RECORD DEMOS. SO TELL ME GUYS... WHERE IS YOURS?
; VISIT SMFX.ST FOR A COMPLETE RUNDOWN OF HOW THIS DEMO WAS MADE.
USE_YM equ 0
YM_DELTA equ 0
genScroller equ 1
showRasters equ 1
loop_sprites0 equ 20
loop_sprites1 equ 25
loop_sprites2 equ 25
loop_sprites3 equ 23
loop_sprites4 equ 26
loop_sprites5 equ 26
loop_sprites6 equ 24
loop_sprites7 equ 24
loop_sprites8 equ 28
loop_sprites9 equ 24
loop_sprites10 equ 23
loop_sprites11 equ 25 ;11 and 12 are same, so make this 28
loop_sprites12 equ 28
loop_sprites13 equ 25
loop_sprites14 equ 25
loop_sprites15 equ 24
mloop_sprites0 equ 10
mloop_sprites1 equ 9
mloop_sprites2 equ 8
mloop_sprites3 equ 8
mloop_sprites4 equ 8
mloop_sprites5 equ 9
mloop_sprites6 equ 8
mloop_sprites7 equ 9
mloop_sprites8 equ 9
mloop_sprites9 equ 10
mloop_sprites10 equ 8
mloop_sprites11 equ 11; 11 and 12 are same, so make this 28
mloop_sprites12 equ 7
mloop_sprites13 equ 7
mloop_sprites14 equ 9
mloop_sprites15 equ 8
IFD DEMOSYSTEM
IFD STANDALONE
ELSE
STANDALONE equ 1
ENDC
ELSE
STANDALONE equ 0
ENDC
IFEQ STANDALONE
TRUE equ 0
FALSE equ 1
true equ 0
false equ 1
ENDC
incdir gfx
incdir lib
incdir msx
incdir res/smfx
section TEXT
org 1024+27000+28
include macro.s
; opt o-
IFEQ STANDALONE
move.l #stack+1000,a7
pea demostart
move.w #$26,-(sp)
trap #14
addq.l #6,sp
clr.w -(sp)
trap #1
demostart
jsr saveAndKillTimers ; kill timers and save them
jsr checkMachineTypeAndSetStuff ; check machine type, disable cache
jsr backupPalAndScrMemAndResolutionAndSetLowRes ; save screen address and other display properties
jmp standalone_init
copyTiles
lea tilebuff,a2
move.l screenpointer,d6
move.l screenpointer2,d7
add.l #800,d6
add.l #800,d7
.oloop
move.l d6,a0
move.l d7,a1
movem.l (a2)+,d0-d4/a3/a4/a5
move.w #6-1,d5
.tx set 0
.loop
REPT 5
movem.l d0-d4/a3/a4/a5,.tx(a0) ;4*8 = 32
movem.l d0-d4/a3/a4/a5,.tx(a1)
.tx set .tx+32
ENDR
add.w #32*160,a0
add.w #32*160,a1
dbra d5,.loop
add.l #160,d6
add.l #160,d7
subq.w #1,.times
bge .oloop
rts
.times dc.w 15
standalone_init
jsr init_effect
.x
cmp.b #$39,$fffffc02.w ; spacebar to exit
bne .x ;
rts
ENDC
; org 1024+27000
init_effect
lea memBase,a0
move.l #(32000*2+256)/4/4/4-1,d7
moveq #0,d0
.xd
REPT 16
move.l d0,(a0)+
ENDR
dbra d7,.xd
move.l #memBase+256,d0
sub.b d0,d0
move.l d0,screenpointer
add.l #32000,d0
move.l d0,screenpointer2
jsr copyTiles
; move.w #$111,$ffff8240 ;bg
;
; move.w #$554,$ffff8240+2*1 ;scroller
; move.w #$554,$ffff8240+2*8 ;scroller
; move.w #$332,$ffff8240+2*9 ;scroller
;
; move.w #$300,$ffff8240+2*2
; move.w #$300,$ffff8240+2*3
; move.w #$300,$ffff8240+2*10
; move.w #$300,$ffff8240+2*11
;
; move.w #$533,$ffff8240+2*4
; move.w #$533,$ffff8240+2*5
; move.w #$533,$ffff8240+2*12
; move.w #$533,$ffff8240+2*13
;
; move.w #$755,$ffff8240+2*6
; move.w #$755,$ffff8240+2*7
; move.w #$755,$ffff8240+2*14
; move.w #$755,$ffff8240+2*15
move.w #$776,$ffff8240 ;bg
move.w #$741,$ffff8240+2*1 ;scroller
move.w #$741,$ffff8240+2*8 ;scroller
move.w #$731,$ffff8240+2*9 ;scroller
move.w #$433,$ffff8240+2*2
move.w #$433,$ffff8240+2*3
move.w #$433,$ffff8240+2*10
move.w #$433,$ffff8240+2*11
move.w #$555,$ffff8240+2*4
move.w #$555,$ffff8240+2*5
move.w #$555,$ffff8240+2*12
move.w #$555,$ffff8240+2*13
move.w #$777,$ffff8240+2*6
move.w #$777,$ffff8240+2*7
move.w #$777,$ffff8240+2*14
move.w #$777,$ffff8240+2*15
lea $ffff8240,a0
REPT 16
; move.w #$111,(a0)+
ENDR
move.w #$2700,sr
move.l #.wvbl,$70
move.w #$2300,sr
IFEQ genScroller
jsr prepScroll
ENDC
jsr genClearCode
IFNE USE_YM
moveq #1,d0
jsr sos
ENDC
move.w #0,vblcount
.w tst.w vblcount
beq .w
move.w #0,vblcount
move.w #$2700,sr
move.l #effect_vbl,$70
move.w #$2300,sr
move.w #11000-1900+20,d7
.ww
nop
dbra d7,.ww
.x
jsr mainRout
move.w #0,vblcount
jmp .x
rts
.vblwaiter dc.w 20
.wvbl
addq.w #1,vblcount
rte
vblcount ds.w 1
frameListOff dc.w 0*4
effect_vbl
IFEQ showRasters
move.w #$0,$ffff8240.w ;4
ELSE
REPT 4
nop
ENDR
ENDC
addq.w #1,vblcount
pushall
; movem.l d1/a4/a1/a2/a3,-(sp)
move.l screenpointer2,d1
lsr.w #8,d1
move.l d1,$ffff8200
IFEQ USE_YM
IFNE YM_DELTA
lea songposition,a2 ;8
move.l (a2),a3 ;12
lea $ffff8800.w,a4 ;8
lea $ffff8802.w,a1 ;8 -> 36
.x set 0
REPT 13
move.b #.x,(a4) ;16
move.b (a3)+,(a1) ;16 -> 13*32 = 416 --> 416 + 36 = 452
.x set .x+1
ENDR
move.b (a3)+,d1 ;8
blt .skip ;8/12
move.b #.x,(a4) ;16
move.b d1,(a1) ;8
.skip
move.l a3,(a2) ;12 --> 464 + 20 = 484 branch not use 13
; --> 464 + 40 = 504 -20 frames when not doing last use13
or.l d7,d7
or.l d7,d7
ELSE
lea songposition,a2 ;8
move.l (a2),a0 ;12
lea $ffff8800.w,a4 ;8
lea $ffff8802.w,a1 ;8 -> 36
moveq #0,d0 ;4
move.b (a0)+,d0 ;8
jmp .loop(pc,d0.w) ;16 -> 28
.loop
REPT 14
move.b (a0)+,(a4) ;16 56
move.b (a0)+,(a1) ;16 -> 14*32 = 448
ENDR
.skip
move.l a0,(a2) ;12 --> 12+448+28+36 = 524 worst case
; and now we pad all the shit so we know its the same duration as the previous code... bye bye cycles ;)
cmp.b #13,-2(a0) ;16
bne .noreg13 ;8/12
nop
rept 5
nop
endr
.noreg13
; now I should make up for missed iterations
; 6 nops per iter
add.w d0,d0 ;4
neg.w d0 ;4
jmp .fix(pc,d0) ;16 -> 24 to make up => 548+28 576 596 stable now
REPT 14
or.l d7,d7 ;6*14 = 84
or.l d7,d7
or.l d7,d7
or.l d7,d7
ENDR
.fix
ENDC
popall
subq.w #1,frames
beq .restart
rte
.restart
move.w #50*80+32,frames
move.l #music,songposition
rte
songposition dc.l music
frames dc.w 50*80+32
ELSE
jsr sos+8
popall
rte
ENDC
mainRout
move.l screenpointer2,a0
addq.w #2,a0
move.l a0,usp
moveq #0,d0
lea frameListClear,a6
add.w frameListOff,a6
move.l (a6),a6
move.w (a6)+,a5
jsr (a5)
IFEQ USE_YM
REPT 103-9 ;
nop
ENDR
ENDC
move.l usp,a0
movem.l .sprite0Regs,d0-d6
move.w (a6)+,a5
jmp sprite0move_new(pc,a5)
.sprite0Regs
dc.l $07E00000 ; $0,$960 .w 0,15 movem.w (a0)+,d0-d3 28
dc.l $1FF80000 ; $a0,$8c0 .w 1,14 movem.l (a0)+,d4-d6 36 --> 64
dc.l $3FFC0000 ; $140,$820 .w 2,13
dc.l $7FFE0000 ; $1e0,$780 .w 3,12
dc.l $63FE1C00 ; $280,$6e0 .l 4,11
dc.l $C1FF3E00 ; $320,$640 .l 5,10
dc.l $B8FF7F00 ; $3c0,$460,$500,$5a0 .l 6,7,8,9
;---------------- move sprites 0 ----------
;---------------- move sprites 0 ----------
;---------------- move sprites 0 ----------
;---------------- move sprites 0 ----------
sprite0move_new
REPT mloop_sprites0
add.w (a6)+,a0 ;2
move.l d0,(a0) ;2
move.l d0,$960(a0) ;4
move.l d1,$a0(a0) ;4
move.l d1,$8c0(a0) ;4
move.l d2,$140(a0) ;4
move.l d2,$820(a0) ;4
move.l d3,$1e0(a0) ;4
move.l d3,$780(a0) ;4
move.l d4,$280(a0) ;4
move.l d4,$6e0(a0) ;4
move.l d5,$320(a0) ;4
move.l d5,$640(a0) ;4
move.l d6,$3c0(a0) ;4
move.l d6,$460(a0) ;4
move.l d6,$500(a0) ;4
move.l d6,$5a0(a0) ;4 --> 16*4 = 64 size
ENDR
sprite0move
drawStart1
movem.l .sprite1Regs,d0-d6/a1
move.w (a6)+,a5
jmp sprite1move_new(pc,a5)
.sprite1Regs
dc.l $03F00000 ; $0,$960 .w d0
dc.l $0FFC0000 ; $a0,$8c0 .w d1
dc.l $1FFE0000 ; $140,$820 .w d2
dc.l $3FFF0000 ; $1e0,$780 .w d3
dc.l $31FF0E00 ; $280,$6e0 .l d4
dc.l $60FF1F00 ; $320,$640 .l d5
dc.l $5C7F3F80 ; $3c0,$460,$500,$5a0 .l d6
dc.l $80000000 ; $328,$3c8,$468,$508,$5a8,$648 a1
drawStart0
movem.l .sprite0Regs,d0-d6
move.l (a6)+,a5
jmp (a5)
.sprite0Regs
dc.l $07E00000 ; $0,$960 .w 0,15 movem.w (a0)+,d0-d3 28
dc.l $1FF80000 ; $a0,$8c0 .w 1,14 movem.l (a0)+,d4-d6 36 --> 64
dc.l $3FFC0000 ; $140,$820 .w 2,13
dc.l $7FFE0000 ; $1e0,$780 .w 3,12
dc.l $63FE1C00 ; $280,$6e0 .l 4,11
dc.l $C1FF3E00 ; $320,$640 .l 5,10
dc.l $B8FF7F00 ; $3c0,$460,$500,$5a0 .l 6,7,8,9
;---------------- move sprites 1 ----------
;---------------- move sprites 1 ----------
;---------------- move sprites 1 ----------
;---------------- move sprites 1 ----------
sprite1move_new
REPT mloop_sprites1
add.w (a6)+,a0 ;2
move.l d0,(a0) ;2
move.l d0,$960(a0) ;4
move.l d1,$a0(a0) ;4
move.l d1,$8c0(a0) ;4
move.l d2,$140(a0) ;4
move.l d2,$820(a0) ;4
move.l d3,$1e0(a0) ;4
move.l d3,$780(a0) ;4
move.l a1,$328(a0) ;4
move.l a1,$3c8(a0) ;4
move.l a1,$468(a0) ;4
move.l a1,$508(a0) ;4
move.l a1,$5a8(a0) ;4
move.l a1,$648(a0) ;4
move.l d4,$280(a0) ;4
move.l d4,$6e0(a0) ;4
move.l d5,$320(a0) ;4
move.l d5,$640(a0) ;4
move.l d6,$3c0(a0) ;4
move.l d6,$460(a0) ;4
move.l d6,$500(a0) ;4
move.l d6,$5a0(a0) ;4 22*4 = 88 size
ENDR
sprite1move
drawStart2
movem.l .sprite2Regs,d0-d6/a2
move.w (a6)+,a5
jmp sprite2move_new(pc,a5)
.sprite2Regs
dc.l $01F80000 ; 0,$960 d0
dc.l $07FE0000 ; $a0,$8c0 d1
dc.l $0FFF0000 ; $140,$820 d2
dc.l $1FFF0000 ; $1e0,$780 d3
dc.l $18FF0700 ; $280,$6e0 d4
dc.l $307F0F80 ; $320,$640 d5
dc.l $2E3F1FC0 ; $3c0,$460,$500,$5a0 d6
; dc.l $80000000 ; $1e8,$288,$6e8,$788 a1 - or.b d5
dc.l $C0000000 ; $328,$3c8,$468,$508,$5a8,$648 a2 - or.b d6
;set:
; dc.l $80000000 ; $1e8,$288,$6e8,$788 a1 - or.b d5
;---------------- move sprites 2 ----------
;---------------- move sprites 2 ----------
;---------------- move sprites 2 ----------
;---------------- move sprites 2 ----------
sprite2move_new
REPT mloop_sprites2
add.w (a6)+,a0 ;2
move.l d0,(a0) ;2
move.l d0,$960(a0) ;4
move.l d1,$a0(a0) ;4
move.l d1,$8c0(a0) ;4
move.l d2,$140(a0) ;4
move.l d2,$820(a0) ;4
move.l d3,$1e0(a0) ;4
move.l d3,$780(a0) ;4
move.l a1,$1e8(a0)
move.l a1,$288(a0)
move.l a1,$6e8(a0)
move.l a1,$788(a0)
move.l a2,$328(a0)
move.l a2,$3c8(a0)
move.l a2,$468(a0)
move.l a2,$508(a0)
move.l a2,$5a8(a0)
move.l a2,$648(a0)
move.l d4,$280(a0)
move.l d4,$6e0(a0)
move.l d5,$320(a0)
move.l d5,$640(a0)
move.l d6,$3c0(a0)
move.l d6,$460(a0)
move.l d6,$500(a0)
move.l d6,$5a0(a0) ;26*4 = 104
ENDR
sprite2move
drawStart3
movem.l .sprite3Regs,d0-d1/d3-d6/a3
move.w (a6)+,a5
jmp sprite3move_new(pc,a5)
.sprite3Regs
dc.l $00FC0000 ;0/960 d0
dc.l $0C7F0380 ;280/6e0 d1
; dc.l $0FFF0000 ;1e0/780 d2
dc.l $03FF0000 ;a0/8c0 d3
dc.l $07FF0000 ;140/820 d4
dc.l $183F07C0 ;320/640 d5
dc.l $171F0FE0 ;3c0/460/500/5a0 d6
; dc.l $80000000 ;148/828 a1 or.b d4 a1
dc.l $E0000000 ;328/3c8/468/508/5a8/648 a3 or.b d6 a3
;set:
; dc.l $0FFF0000 ; $140,$820 d2
; dc.l $80000000 ;$1e8,$288,$6e8,$788 a1 - or.b d5
; dc.l $C0000000 ;1e8,288,6e8,788 a2 or.b d5 a2
;---------------- move sprites 3 ----------
;---------------- move sprites 3 ----------
;---------------- move sprites 3 ----------
;---------------- move sprites 3 ----------
sprite3move_new
REPT mloop_sprites3
add.w (a6)+,a0 ;2
move.l d0,(a0) ;2
move.l d0,$960(a0) ;4
move.l d3,$a0(a0) ;4
move.l d3,$8c0(a0) ;4
move.l d4,$140(a0) ;4
move.l d4,$820(a0) ;4
move.l a1,$148(a0)
move.l a1,$828(a0)
move.l d2,$1e0(a0)
move.l d2,$780(a0)
move.l a2,$1e8(a0) ;
move.l a2,$288(a0)
move.l a2,$6e8(a0)
move.l a2,$788(a0)
move.l a3,$328(a0)
move.l a3,$3c8(a0)
move.l a3,$468(a0)
move.l a3,$508(a0)
move.l a3,$5a8(a0)
move.l a3,$648(a0)
move.l d1,$280(a0)
move.l d1,$6e0(a0)
move.l d5,$320(a0)
move.l d5,$640(a0)
move.l d6,$3c0(a0)
move.l d6,$460(a0)
move.l d6,$500(a0)
move.l d6,$5a0(a0) ; 28
ENDR
sprite3move
drawStart4
movem.l .sprite4Regs,d0-d1/d5-d7/a4
move.w (a6)+,a5
jmp sprite4move_new(pc,a5)
.sprite4Regs
dc.l $007E0000 ;0/960 d0
dc.l $01FF0000 ;a0/8c0 d1
; dc.l $80000000 ;a8/8c8 d2 --> a1
; dc.l $03FF0000 ;140/820 d3
; dc.l $07FF0000 ;1e0/780 d4
dc.l $0C1F03E0 ;320/640 d5
dc.l $0B8F07F0 ;3c0/460/500/5a0 d6
dc.l $063F01C0 ;280/6e0 d7
; dc.l $C0000000 ;148/828 a1 or.b d7 --> a2
; dc.l $E0000000 ;1e8,288,6e8,788 a2 or.b d5 --> a3
dc.l $F0000000 ;328/3c8/468/508/5a8/648 a3 or.b d6 --> a4
;set:
; dc.l $03FF0000 ;a0/8c0 d3
; dc.l $07FF0000 ;140/820 d4
; dc.l $80000000 ;$1e8,$288,$6e8,$788 a1
; dc.l $C0000000 ;1e8,288,6e8,788 a2
; dc.l $E0000000 ;328/3c8/468/508/5a8/648 a3
;---------------- move sprites 4 ----------
;---------------- move sprites 4 ----------
;---------------- move sprites 4 ----------
;---------------- move sprites 4 ----------
sprite4move_new
REPT mloop_sprites4
add.w (a6)+,a0
move.l d0,(a0)
move.l d0,$960(a0)
move.l d1,$a0(a0)
move.l d1,$8c0(a0)
move.l a1,$a8(a0)
move.l a1,$8c8(a0)
move.l d3,$140(a0)
move.l d3,$820(a0)
move.l a2,$148(a0)
move.l a2,$828(a0)
move.l d4,$1e0(a0)
move.l d4,$780(a0)
move.l a3,$1e8(a0)
move.l a3,$288(a0)
move.l a3,$6e8(a0)
move.l a3,$788(a0)
move.l a4,$328(a0)
move.l a4,$3c8(a0)
move.l a4,$468(a0)
move.l a4,$508(a0)
move.l a4,$5a8(a0)
move.l a4,$648(a0)
move.l d5,$320(a0)
move.l d5,$640(a0)
move.l d6,$3c0(a0)
move.l d6,$460(a0)
move.l d6,$500(a0)
move.l d6,$5a0(a0)
move.l d7,$280(a0)
move.l d7,$6e0(a0)
ENDR
sprite4move
drawStart5
movem.l .sprite5Regs,d0/d2/d5/d6/d7/a1
move.w (a6)+,a5
jmp sprite5move_new(pc,a5)
.sprite5Regs
dc.l $003F0000 ;0/960 d0
; dc.l $01FF0000 ;140/820 d1
dc.l $F8000000 ;328/3c8/468/508/5a8/648 d2
; dc.l $03FF0000 ;1e0/780 d3
; dc.l $07FF0000 ;140/820 d4
dc.l $060F01F0 ;320/640 d5
dc.l $05C703F8 ;3c0/460/500/5a0 d6
dc.l $031F00E0 ;280/6e0 d7
dc.l $00FF0000 ;a0/8c0 a1
; dc.l $C0000000 ;a8/8c8 a2
; dc.l $E0000000 ;148/828 a3
; dc.l $F0000000 ;1e8,288,6e8,788 a4
;set:
; dc.l $01FF0000 ;a0/8c0 d1
; dc.l $03FF0000 ;a0/8c0 d3
; dc.l $07FF0000 ;140/820 d4
; dc.l $80000000 ;$1e8,$288,$6e8,$788 a1
; dc.l $C0000000 ;1e8,288,6e8,788 a2
; dc.l $E0000000 ;328/3c8/468/508/5a8/648 a3
; dc.l $F0000000 ;328/3c8/468/508/5a8/648 a4
;---------------- move sprites 5 ----------
;---------------- move sprites 5 ----------
;---------------- move sprites 5 ----------
;---------------- move sprites 5 ----------
sprite5move_new
REPT mloop_sprites5
add.w (a6)+,a0
move.l d0,(a0)
move.l d0,$960(a0)
move.l a1,$a1-1(a0)
move.l a1,$8c1-1(a0)
move.l a2,$a8(a0)
move.l a2,$8c8(a0)
move.l d1,$140(a0)
move.l d1,$820(a0)
move.l a3,$148(a0)
move.l a3,$828(a0)
move.l d3,$1e0(a0)
move.l d3,$780(a0)
move.l a4,$1e8(a0)
move.l a4,$288(a0)
move.l a4,$6e8(a0)
move.l a4,$788(a0)
move.l d2,$328(a0)
move.l d2,$3c8(a0)
move.l d2,$468(a0)
move.l d2,$508(a0)
move.l d2,$5a8(a0)
move.l d2,$648(a0)
move.l d5,$320(a0)
move.l d5,$640(a0)
move.l d6,$3c0(a0)
move.l d6,$460(a0)
move.l d6,$500(a0)
move.l d6,$5a0(a0)
move.l d7,$280(a0)
move.l d7,$6e0(a0)
ENDR
sprite5move
drawStart6
movem.l .sprite6Regs,d0/d3/d4/d5/d6/d7/a2
move.w (a6)+,a5
jmp sprite6move_new(pc,a5)
.sprite6Regs
dc.l $001F0000 ;0/960 d0
; dc.l $01FF0000 ;1e0/780 d1
; dc.l $F8000000 ;1e8/288/6e8/788 d2
dc.l $80000000 ; d3
dc.l $007F0000 ;a0/8c0 d4
dc.l $030700F8 ;320/640 d5
dc.l $02E301FC ;3c0/460/500/5a0 d6
dc.l $018F0070 ;280/6e0 d7
; dc.l $00FF0000 ;140/820 a1
dc.l $FC000000 ;328/3c8/468/508/5a8/648 a2
; dc.l $E0000000 ;a8/8c8 a3
; dc.l $F0000000 ;148/828 a4
;set
; dc.l $01FF0000 ;a0/8c0 d1
; dc.l $F8000000 ;1e8/288/6e8/788 d2
; dc.l $03FF0000 ;a0/8c0 d3
; dc.l $07FF0000 ;140/820 d4
; dc.l $00FF0000 ;a0/8c0 a1
; dc.l $C0000000 ;1e8,288,6e8,788 a2
; dc.l $E0000000 ;328/3c8/468/508/5a8/648 a3
; dc.l $F0000000 ;328/3c8/468/508/5a8/648 a4
;---------------- move sprites 6 ----------
;---------------- move sprites 6 ----------
;---------------- move sprites 6 ----------
;---------------- move sprites 6 ----------
sprite6move_new
REPT mloop_sprites6
add.w (a6)+,a0
move.l d0,(a0)
move.l d0,$960(a0)
move.l d3,$8(a0)
move.l d3,$968(a0)
move.l d4,$a0(a0)
move.l d4,$8c0(a0)
move.l a3,$a8(a0)
move.l a3,$8c8(a0)
move.l a1,$141-1(a0)
move.l a1,$821-1(a0)
move.l a4,$148(a0)
move.l a4,$828(a0)
move.l d1,$1e0(a0)
move.l d1,$780(a0)
move.l d2,$1e8(a0)
move.l d2,$288(a0)
move.l d2,$6e8(a0)
move.l d2,$788(a0)
move.l a2,$328(a0)
move.l a2,$3c8(a0)
move.l a2,$468(a0)
move.l a2,$508(a0)
move.l a2,$5a8(a0)
move.l a2,$648(a0)
move.l d5,$320(a0)
move.l d5,$640(a0)
move.l d6,$3c0(a0)
move.l d6,$460(a0)
move.l d6,$500(a0)
move.l d6,$5a0(a0)
move.l d7,$280(a0)
move.l d7,$6e0(a0)
ENDR
sprite6move
drawStart7
movem.l .sprite7Regs,d0/d1/d3/d5/d6/d7/a3
move.w (a6)+,a5
jmp sprite7move_new(pc,a5)
.sprite7Regs
dc.l $000F0000 ;0/960 d0
dc.l $C0000000 ;8/968 d1
; dc.l $F8000000 ;148/828 d2
dc.l $017100FE ;3c0/460/500/5a0 d3
; dc.l $007F0000 ;140/820 d4
dc.l $003F0000 ;a0/8c0 d5
dc.l $00C70038 ;280/6e0 d6
dc.l $FE000000 ; d7
; dc.l $00FF0000 ;1e0/780 a1
; dc.l $FC000000 ;1e8/288/6e8/788 a2
dc.l $0183007C ;320/640 a3
; dc.l $F0000000 ;a8/8c8 a4
;set
; dc.l $F8000000 ;1e8/288/6e8/788 d2
; dc.l $007F0000 ;a0/8c0 d4
; dc.l $00FF0000 ;a0/8c0 a1
; dc.l $FC000000 ;328/3c8/468/508/5a8/648 a2
; dc.l $F0000000 ;328/3c8/468/508/5a8/648 a4
;---------------- move sprites 7 ----------
;---------------- move sprites 7 ----------
;---------------- move sprites 7 ----------
;---------------- move sprites 7 ----------
sprite7move_new
REPT mloop_sprites7
add.w (a6)+,a0
move.l d0,(a0)
move.l d0,$960(a0)
move.l d1,$8(a0)
move.l d1,$968(a0)
move.l d5,$a0(a0)
move.l d5,$8c0(a0)
move.l a4,$a8(a0)
move.l a4,$8c8(a0)
move.l d4,$140(a0)
move.l d4,$820(a0)
move.l d2,$148(a0)
move.l d2,$828(a0)
move.l a1,$1e0(a0)
move.l a1,$780(a0)
move.l a2,$1e8(a0)
move.l a2,$288(a0)
move.l a2,$6e8(a0)
move.l a2,$788(a0)
move.l d6,$280(a0)
move.l d6,$6e0(a0)
move.l a3,$320(a0)
move.l a3,$640(a0)
move.l d7,$328(a0)
move.l d7,$3c8(a0)
move.l d7,$468(a0)
move.l d7,$508(a0)
move.l d7,$5a8(a0)
move.l d7,$648(a0)
move.l d3,$3c0(a0)
move.l d3,$460(a0)
move.l d3,$500(a0)
move.l d3,$5a0(a0)
ENDR
sprite7move
drawStart8
movem.l .sprite8Regs,d0/d1/d3/d6/a1/a3/a4
move.w (a6)+,a5
jmp sprite8move_new(pc,a5)
.sprite8Regs
dc.l $00070000 ;0/960 d0
dc.l $E0000000 ;8/968 d1
; dc.l $F8000000 ;a8/8c8 d2
dc.l $001F0000 ;a0/8c0 d3
; dc.l $007F0000 ; d4
; dc.l $003F0000 ;140/820 d5
dc.l $0063001C ;280/6e0 d6
; dc.l $FE000000 ;1e8/288/6e8/788 d7
dc.l $FF000000 ;328/3c8/468/508/5a8/648 a1
; dc.l $FC000000 ;148/828 a2
dc.l $00C1003E ;320/640 a3
dc.l $00B8007F ;3c0/460/500/5a0 a4
;set
; dc.l $F8000000 ;1e8/288/6e8/788 d2
; dc.l $007F0000 ;a0/8c0 d4
; dc.l $003F0000 ;a0/8c0 d5
; dc.l $FE000000 ; d7
; dc.l $FC000000 ;328/3c8/468/508/5a8/648 a2
;---------------- move sprites 8 ----------
;---------------- move sprites 8 ----------
;---------------- move sprites 8 ----------
;---------------- move sprites 8 ----------
sprite8move_new
REPT mloop_sprites8
add.w (a6)+,a0
move.l d0,(a0)
move.l d0,$960(a0)
move.l d1,$8(a0)
move.l d1,$968(a0)
move.l d3,$a0(a0)
move.l d3,$8c0(a0)
move.l d2,$a8(a0)
move.l d2,$8c8(a0)
move.l d5,$140(a0)
move.l d5,$820(a0)
move.l a2,$148(a0)
move.l a2,$828(a0)
move.l d7,$1e8(a0)
move.l d7,$288(a0)
move.l d7,$6e8(a0)
move.l d7,$788(a0)
move.l a1,$328(a0)
move.l a1,$3c8(a0)
move.l a1,$468(a0)
move.l a1,$508(a0)
move.l a1,$5a8(a0)
move.l a1,$648(a0)
move.l d6,$280(a0)
move.l d6,$6e0(a0)
move.l a3,$320(a0)
move.l a3,$640(a0)
move.l a4,$3c0(a0)
move.l a4,$460(a0)
move.l a4,$500(a0)
move.l a4,$5a0(a0)
move.l d4,$1e0(a0)
move.l d4,$780(a0)
ENDR
sprite8move
drawStart9
move.l a7,saveda7
movem.l .sprite9Regs,d0/d1/d2/d4/d6/a3/a4/a7
move.w (a6)+,a5
jmp sprite9move_new(pc,a5)
.sprite9Regs
dc.l $00030000 ;0/960 d0
dc.l $F0000000 ;8/968 d1
dc.l $000F0000 ;a0/8c0 d2
; dc.l $001F0000 ; d3
dc.l $0031000E ;280/6e0 d4
; dc.l $003F0000 ; d5
dc.l $FF800000 ;328/648 d6
; dc.l $FE000000 ;148/828 d7
; dc.l $FF000000 ;1e8/288/6e8/788 a1
; dc.l $FC000000 ;a8/8c8 a2
dc.l $005C003F ;3c0/460/500/5a0 a3
dc.l $7F808000 ;3c8/468/508/5a8 a4
dc.l $0060001F ;320/640 a7
;set
; dc.l $001F0000 ;a0/8c0 d3
; dc.l $003F0000 ;a0/8c0 d5
; dc.l $FE000000 ; d7
; dc.l $FF000000 ;328/3c8/468/508/5a8/648 a1
; dc.l $FC000000 ;328/3c8/468/508/5a8/648 a2
;---------------- move sprites 9 ----------
;---------------- move sprites 9 ----------
;---------------- move sprites 9 ----------
;---------------- move sprites 9 ----------
sprite9move_new
REPT mloop_sprites9
add.w (a6)+,a0
move.l d0,(a0)
move.l d0,$960(a0)
move.l d1,$8(a0)
move.l d1,$968(a0)
move.l d2,$a0(a0)
move.l d2,$8c0(a0)
move.l a2,$a8(a0)
move.l a2,$8c8(a0)
move.l d7,$148(a0)
move.l d7,$828(a0)
move.l a1,$1e8(a0)
move.l a1,$288(a0)
move.l a1,$6e8(a0)
move.l a1,$788(a0)
move.l d6,$328(a0)
move.l d6,$648(a0)
move.l d4,$280(a0)
move.l d4,$6e0(a0)
move.l a7,$320(a0)
move.l a7,$640(a0)
move.l d3,$140(a0)
move.l d3,$820(a0)
move.l a3,$3c0(a0)
move.l a3,$460(a0)
move.l a3,$500(a0)
move.l a3,$5a0(a0)
move.l d5,$1e0(a0)
move.l d5,$780(a0)
move.l a4,$3c8(a0)
move.l a4,$468(a0)
move.l a4,$508(a0)
move.l a4,$5a8(a0)
ENDR
sprite9move
drawStart10
movem.l .sprite10Regs,d0/d1/d4/d5/a2/a3/a4/a7
move.w (a6)+,a5
jmp sprite10move_new(pc,a5)
.sprite10Regs
dc.l $F8000000 ;8/968 d0
dc.l $00010000 ; d1
; dc.l $000F0000 ;320/640 d2
; dc.l $001F0000 ; d3
dc.l $00180007 ;280/6e0 d4
dc.l $0030000F ;320/640 d5
; dc.l $FF800000 ;1e8/288/6e8/788 d6
; dc.l $FE000000 ;a8/8c8 d7
; dc.l $FF000000 ;148/828 a1
dc.l $3FC0C000 ;3c8/468/508/5a8 a2
dc.l $7FC08000 ;328/648 a3
dc.l $002E001F ;3c0/460/500/5a0 a4
dc.l $00070000 ; a7
;set
; dc.l $000F0000 ;a0/8c0 d2
; dc.l $FE000000 ;148/828 d7
; dc.l $FF000000 ;1e8/288/6e8/788 a1
; dc.l $FF800000 ;328/648 d6
; dc.l $001F0000 ;a0/8c0 d3
;---------------- move sprites 10 ----------
;---------------- move sprites 10 ----------
;---------------- move sprites 10 ----------
;---------------- move sprites 10 ----------
sprite10move_new
REPT mloop_sprites10