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- ;Scroll Memory
- ;-------------
- ;This demo shows you the power of the scrolling features by allowing you
- ;to scroll all over your chip ram :-). Usually you would set limits to stop
- ;you from going over the boundaries, but that's up to you.
- ;
- ;Use mouse to move around, LMB exits.
-
- opt o+
-
- INCLUDE "exec/exec_lib.i"
- INCLUDE "games/games_lib.i"
- INCLUDE "games/games.i
-
- CALL MACRO
- jsr _LVO\1(a6)
- ENDM
-
- SECTION "ScrollMemory",CODE
-
- ;===========================================================================;
- ; INITIALISE DEMO
- ;===========================================================================;
-
- Start: MOVEM.L A0-A6/D1-D7,-(SP)
- move.l ($4).w,a6
- lea GMS_Name(pc),a1
- moveq #$00,d0
- CALL OpenLibrary
- move.l d0,GMS_Base
- beq.s Quit
-
- move.l GMS_Base(pc),a6
- CALL SetUserPri
-
- move.l GMS_Base(pc),a6 ;Tell GMS that we want to add a
- lea ScreenStruct(pc),a0 ;screen for use.
- CALL Add_Screen
- tst.l d0
- bne.s Error
-
- lea Picture(pc),a1 ;a1 = Picture struct.
- move.l SS_MemPtr1(a0),PIC_Data(a1)
- lea PicFile(pc),a0 ;a0 = Picture file.
- CALL LoadPic
- tst.w d0
- bne.s ReturnToDOS
-
- lea ScreenStruct(pc),a0 ;Now show the screen/pic.
- CALL Show_Screen
-
- moveq #JPORT1,d0 ;Initialise the mouse port.
- CALL Read_Mouse
-
- ;===========================================================================;
- ; MAIN LOOP
- ;===========================================================================;
-
- Loop: moveq #JPORT1,d0
- CALL Read_Mouse
- btst #MB_LMB,d0
- bne.s ReturnToDOS
- move.w d0,d1
- asr.w #8,d0 ;d0 = X Change
- add.w d0,SS_PicXOffset(a0)
- ext.w d1
- add.w d1,SS_PicYOffset(a0)
- CALL Move_Picture
- CALL Wait_OSVBL
- bra.s Loop
-
- ;===========================================================================;
- ; RETURN TO DOS
- ;===========================================================================;
-
- ReturnToDOS:
- move.l GMS_Base(pc),a6
- lea ScreenStruct(pc),a0
- CALL Delete_Screen ;Give back screen memory etc.
- Error: move.l GMS_Base(pc),a1
- move.l ($4).w,a6
- CALL CloseLibrary
- Quit: MOVEM.L (SP)+,A0-A6/D1-D7
- moveq #$00,d0
- rts
-
- ;===========================================================================;
- ; DATA
- ;===========================================================================;
-
- GMS_Name:
- dc.b "games.library",0
- even
- GMS_Base:
- dc.l 0
-
- AMT_PLANES = 5
-
- ScreenStruct:
- dc.l "GSV1",0
- dc.l 0,0,0 ;Screen_Mem1/2/3
- dc.l 0 ;Screen link.
- dc.l Palette ;Address of palette.
- dc.l 0 ;Address of rasterlist.
- dc.l 0 ;Amt of colours in palette.
- dc.w 320,256,320,256 ;Screen & Pic Height/Width.
- dc.w AMT_PLANES ;Amt_Planes
- dc.w 0,0 ;X/Y screen offsets.
- dc.w 0,0 ;X/Y picture offsets.
- dc.l HSCROLL|VSCROLL|HBUFFER ;Special attributes.
- dc.w LORES ;Screen mode.
- dc.b INTERLEAVED ;Screen type
- dc.b 0 ;Reserved
- even
-
- Palette dc.w $0000,$0130,$0FCB,$0FA9,$0D88,$0965,$0644,$0211
- dc.w $0400,$0444,$0FF0,$0432,$0CC0,$0150,$0501,$0880
- dc.w $0261,$0271,$0382,$0492,$05A3,$05B4,$0677,$06C4
- dc.w $0788,$09AA,$0BCC,$0801,$0901,$0A02,$0701,$0601
-
- Picture dc.l "PCV1",0 ;Version header.
- dc.l 0 ;Source data.
- dc.w 320,256 ;Width, Height.
- dc.w AMT_PLANES ;Amount of Planes.
- dc.l 32 ;Amount of colours.
- dc.l Palette ;Source palette (remap).
- dc.w LORES ;Screen mode.
- dc.w INTERLEAVED ;Destination
- dc.l 0 ;Parameters.
-
- PicFile dc.b "GAMESLIB:data/IFF.Pic320",0
- even
-