;; This example shows a CPC+ hardware sprite. ;; ;; This example is designed for CPC+ only and will ;; not work on CPC or KC Compact. ;; ;; ;; This example will compile with the MAXAM assembler ;; or the built-in assembler of WinAPE32. ;; NOTE - For this example to work, the code must not ;; be in the range &4000-&7fff inclusive. The ASIC registers ;; are paged into this range, and the code would not be ;; visible to the CPU if it was also in this range. org &8000 ;;-------------------------------------------------- ;; STEP 1 - Unlock CPC+ additional features ;; unlock asic to gain access to asic registers di ld b,&bc ld hl,sequence ld e,17 .seq ld a,(hl) out (c),a inc hl dec e jr nz,seq ei ;;-------------------------------------------------- ;; STEP 2 - Setup sprite pixel data ;; ;; The ASIC has internal "RAM" used to store the sprite pixel ;; data. If you want to change the pixel data for a sprite ;; then you need to copy new data into the internal "RAM". ;; page-in asic registers to &4000-&7fff ld bc,&7fb8 out (c),c ;; stored sprite pixel data ld hl,sprite_pixel_data ;; address of sprite 0 pixel data ;; sprite 0 pixel data is in the range &4000-&4100 ld de,&4000 ;; length of pixel data for a single sprite (16x16 = 256) ld bc,&100 ldir ;; page-out asic registers ld bc,&7fa0 out (c),c ;;-------------------------------------------------- ;; STEP 3 - Setup sprite palette ;; ;; The sprites use a single 15 entry sprite palette. ;; pen 0 is ALWAYS transparent. ;; ;; The sprite palette is different to the screen palette. ;; page-in asic registers to &4000-&7fff ld bc,&7fb8 out (c),c ;; copy colours into ASIC sprite palette registers ld hl,sprite_colours ld de,&6422 ld bc,15*2 ldir ;; page-out asic registers ld bc,&7fa0 out (c),c ;;-------------------------------------------------- ;; STEP 4 - Setup sprite properties ;; ;; Each sprite has properties which define the x,y coordinates ;; and x,y magnification. ;; page-in asic registers to &4000-&7fff ld bc,&7fb8 out (c),c ;; set x coordinate for sprite 0 ld hl,100 ld (&6000),hl ;; set y coordinate for sprite 0 ld hl,100 ld (&6002),hl ;; set sprite x and y magnification ;; x magnification = 1 ;; y magnification = 1 ld a,%0101 ld (&6004),a ;; page-out asic registers ld bc,&7fa0 out (c),c ;;-------------------------------------------------- ret ;;-------------------------------------------------- ;; - there is two bytes per colour. ;; - these are stored in a form that can be written direct ;; to the CPC+ colour palette registers (i.e. xGRB) ;; - pen 0 is always transparent and doesn't have a entry ;; in the CPC+ palette .sprite_colours defw &0111 ;; colour for sprite pen 1 defw &0222 ;; colour for sprite pen 2 defw &0333 ;; colour for sprite pen 3 defw &0444 ;; colour for sprite pen 4 defw &0555 ;; colour for sprite pen 5 defw &0666 ;; colour for sprite pen 6 defw &0777 ;; colour for sprite pen 7 defw &0888 ;; colour for sprite pen 8 defw &0999 ;; colour for sprite pen 9 defw &0aaa ;; colour for sprite pen 10 defw &0bbb ;; colour for sprite pen 11 defw &0ccc ;; colour for sprite pen 12 defw &0ddd ;; colour for sprite pen 13 defw &0eee ;; colour for sprite pen 14 defw &0fff ;; colour for sprite pen 15 ;;--------------------------------------------- ;; - there is one pixel per byte (bits 3..0 of each byte define the palette index for this pixel) ;; - these bytes are stored in a form that can be written direct to the ASIC ;; sprite pixel data .sprite_pixel_data defb &00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00 ;; line 0 defb &00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00 ;; line 1 defb &00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00 ;; line 2 defb &00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00 ;; line 3 defb &00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00 ;; line 4 defb &00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00 ;; line 5 defb &00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00 ;; line 6 defb &00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00 ;; line 7 defb &00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00 ;; line 8 defb &00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00 ;; line 9 defb &00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00 ;; line 10 defb &00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00 ;; line 11 defb &00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00 ;; line 12 defb &00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00 ;; line 13 defb &00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00 ;; line 14 defb &00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00,&00 ;; line 15 ;;---------------------------------------------------------- ;; this is the sequence to unlock the ASIC extra features .sequence defb &ff,&00,&ff,&77,&b3,&51,&a8,&d4,&62,&39,&9c,&46,&2b,&15,&8a,&cd,&ee