********************* *********************** ****** . . ****** **** . . . Init & Exit code . " **** *** ' . """""""""""""""" . *** ** . . . . . " . . ** ** " written in a hurry for . . ** *** . : . . """""""""""""""""""""" . *** **** #Amycoders' starfield compo by **** ****** . """"""""""""""""""""""""""" morbid ********************* *********************** ;==== 3d starfield code by kaneda / grasshopper d ==== ;== completed in a rush.. damn ! someone took my net axs away :( ;== uses 8 bit co-ordinates.. oops ;) ;== no time to fix.. bsr CloseWB ; Flush view and disable multitasking bsr OpenScreen ; Set pointers and sync jsr Starfield_init ;Init starfield ** ************************************************************ ************************************************************ ** ** >>> M A I N <<< ** Main btst #6,$bfe001 beq Exit .wa btst #2,$dff016 beq.s .wa ************************************************************ bsr DisplayScreen jsr Starfield ;call starfield (a0=Bitplane) bra Main ** ************************************************************ ** ** Flush view & disable system ** CloseWB movea.l 4.w,a6 ; exec base jsr -132(a6) ; Forbid jsr -120(a6) ; Disable lea GfxName(pc),a1 ; graphics.library moveq #0,d0 ; whatever verision jsr -552(a6) ; open it ! move.l d0,GfxBase ; store gfxbase movea.l d0,a6 ; gfxbase in a6 move.l $22(a6),OldView ; store system view move.l $26(a6),OldCop ; store system copper sub.l a1,a1 jsr -222(a6) ; flush view (LoadView) jsr -270(a6) ; WaitTOF jsr -270(a6) ; twice for interlaced views move.w $dff002,OldDMAcon ; store old dma control register ori.w #$8000,OldDMAcon ; set bit #15 move.w #$7fff,$dff096 move.w #$8380,$dff096 rts GfxName dc.b 'graphics.library',0 even GfxBase dc.l 0 OldView dc.l 0 OldCop dc.l 0 OldDMAcon dc.w 0 cnop 0,4 ** ************************************************************* ** ** Display Screen ** DisplayScreen movem.l d0-d1,-(sp) move.b $bfe801,d0 .wait cmp.b $bfe801,d0 beq.b .wait move.l screen_logical(pc),d0 move.l screen_physical(pc),screen_logical move.l d0,screen_physical lea copper_bpl,a0 move.w d0,6(a0) ; lower part of bpl address swap d0 move.w d0,2(a0) ; higher word movea.l screen_logical(pc),a0 moveq #0,d0 move.l #(320/32)*256-1,d1 .clear move.l d0,(a0)+ ; clear logical screen dbf d1,.clear lea -(320/8)*256(a0),a0 movem.l (sp)+,d0-d1 rts screen_physical dc.l 0 screen_logical dc.l 0 ** ************************************************************* ** ** Open Screen ** OpenScreen lea $dff000,a5 move.l #Copper,$80(a5) move.w #$2c81,$08e(a5) ; display window start pos move.w #$2cc1,$090(a5) ; display window stop pos move.w #$0038,$092(a5) ; data fetch start pos move.w #$00d0,$094(a5) ; data fetch stop pos move.l #ScreenA,screen_logical move.l #ScreenB,screen_physical bsr DisplayScreen rts ** ************************************************************** ** ** Open WB ** Exit lea $dff000,a5 move.w #$7fff,$96(a5) ; clear dmacon move.w OldDMAcon(pc),$96(a5) ; set old bits move.l GfxBase(pc),a6 ; gfxbase in a6 move.l OldCop(pc),$80(a5) ; restart old copperlist move.l OldView(pc),a1 jsr -222(a6) ; Load system view move.l a6,a1 move.l 4.w,a6 jsr -414(a6) ; close graphics.library jsr -126(a6) ; Enable jsr -138(a6) ; Permit rts ************************************************************************ section screens,bss_c ScreenA ds.b (320*256)/8 ScreenB ds.b (320*256)/8 ************************************************************************ section copperlist,data_c Copper dc.l $01001000 ; bplcon0 dc.l $01080000 ; bpl1mod dc.l $010a0000 ; bpl2mod dc.l $01800000 ; colour 0 = black dc.l $01820fff ; colour 1 = white copper_bpl dc.l $00e00000 ; bpl1pth dc.l $00e20000 ; bpl1ptl dc.l $fffffffe ************************************************************************** ************************************************************************** ** ** ** Your starfield code starts here ** ** ************************************************************************** ************************************************************************** num_stars equ 512 section code,code ;put your code here ********************************************* ** Do all initialisations here ********************************************* Starfield_init: a lea Table+(num_stars*3*2),a1 move.w #(num_stars*3)-1,d7 boop move.l 6(a7),d0 ; Main,d0 move.l a1,d1 iloop move.b d1,-(a1) subq.l #1,a1 ror.l d1,d0 ror.l d2,d1 eor.l d0,d1 dbra d7,iloop b rts ********************************************* ** This routine is called once a frame ** ** The destination Bitplane is given in a0 ********************************************* c offscreen moveq #3-1,d7 ;x, y and z bsr.s boop ;randomize bra.s loop Starfield: move.w #num_stars-1,d4 lea Table+1,a1 loop movem.w (a1)+,d0-d2 lsr.w #8,d2 muls.w d2,d0 swap d0 muls.w d2,d1 swap d1 ;-- center on screen, & clip move.w #160,d2 move.w #128,d6 cmp.w d2,d0 bge.s offscreen cmp d6,d1 bge.s offscreen add.w d2,d0 bmi.s offscreen add.w d6,d1 bmi.s offscreen ;-- turn co-ords to pixel on screen ext.l d0 mulu.w #40,d1 bfset (a0,d1.w){d0:1} addq.b #2,-2(a1) .skip dbra d4,loop d rts printt "Length of code:" printv ((b-a)+(d-c)) section bss,bss ;put your tables heres Table: ds.w 3*num_stars .