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Apple II Graphics Programming (Assembly)
- Subject: Apple II Graphics Programming (Assembly)
- From: cerebral_monkey <berkleycameron@gmail.com>
- Date: Tue, 7 Jul 2009 16:40:04 -0700 (PDT)
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Hello, I posted here a few months ago asking for help learning
assembly language on the Apple //c (under the handle tomatoes, though
I prefer this one, it is an anagram of my name!). I was hoping that I
might get a little bit more help, specifically where graphics
programming is concerned.
I found a cheetsheet from Beagle Bros that lists useful ROM subroutine
calls, one of these (at $F3F2) is purported to clear the high-
resolution screen that is currently being used. But when I try to use
it, I can't seem to get it to work.
Here is the code that I am trying:
ORG $1000
TXTCLR EQU $C050 ; text mode off (graphics on)
MIXCLR EQU $C052 ; mixed mode off
HISCR EQU $C054 ; use HIRES screen 1
HIRES EQU $C057 ; HIRES mode on
CLEAR EQU $F2F3
LDY #$00 ; set graphics modes
STY TXTCLR
STY MIXCLR
STY HIRES
STY HISCR
JSR CLEAR ; CLEAR the screen
TYA
BRK
Am I doing something wrong here? The screen is still filled with
random data after execution. (I wrote a subroutine to clear the
screen, but the built-in version is probably much faster)
I've got my mind set on re-creating pong, and I noticed that there
were some other useful-looking calls that I might be able to use,
including Hi-Res Colission-Check ($E6). Where might I find more on
these calls and how to use them?
If anyone might direct me to some more information about this, it
would be greatly appreciated! (I just ordered a book called "Assembly
Language for Applesoft Programmers" that should give me a little bit
more info, but I'm impatient, hah )