;Fade Demo
;---------
;ECS Fading demo.

	opt	o+,c+

	INCLUDE	"exec/exec_lib.i"
	INCLUDE	"games/games_lib.i"
	INCLUDE	"games/games.i
CALL	MACRO
	jsr	_LVO\1(a6)
	ENDM

	SECTION	"FadingDemo",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	.Error_GMS

	move.l	GMS_Base(pc),a6
	sub.l	a0,a0
	CALL	SetUserPrefs

	lea	Screen(pc),a0
	CALL	Add_Screen
	tst.l	d0
	bne.s	.Error_Screen

	lea	Picture(pc),a1
	move.l	GS_MemPtr1(a0),PIC_Data(a1)
	CALL	LoadPic
	tst.w	d0
	bne.s	.Error_Picture

	CALL	Show_Screen

	bsr.s	Main

.ReturnToDOS
.Error_Picture
	move.l	GMS_Base(pc),a6
	lea	Screen(pc),a0
	CALL	Delete_Screen
.Error_Screen
	move.l	GMS_Base(pc),a1
	move.l	($4).w,a6
	CALL	CloseLibrary
.Error_GMS
	MOVEM.L	(SP)+,A0-A6/D1-D7
	moveq	#$00,d0
	rts

;===========================================================================;
;                                MAIN CODE
;===========================================================================;

Main:	moveq	#30,d0
	CALL	Wait_Time

	moveq	#00,d0	;d0 = FadeState
	moveq	#1,d1	;d1 = Speed
	moveq	#$000,d2	;d2 = Colour (Black)
	moveq	#00,d3	;d3 = Start at colour zero.
	moveq	#16,d4	;d4 = Amount of colours (32)
	lea	Palette(pc),a1	;a1 = Palette to fade to.
.Fade	CALL	Wait_VBL
	CALL	Wait_VBL
	CALL	Wait_OSVBL
	CALL	ColourToPalette
	tst.w	d0
	bne.s	.Fade

	CALL	Wait_LMB

	moveq	#00,d0
	moveq	#1,d1
	lea	Palette(pc),a1
	lea	Palette2(pc),a2
.Fade1	CALL	Wait_OSVBL
	CALL	PaletteMorph
	tst.w	d0
	bne.s	.Fade1

	moveq	#25,d0
	CALL	Wait_Time

	moveq	#00,d0
	moveq	#1,d1
	moveq	#$000,d2
	lea	Palette(pc),a1
.Fade2	CALL	Wait_OSVBL
	CALL	PaletteToColour
	tst.w	d0
	bne.s	.Fade2

	moveq	#50,d0
	CALL	Wait_Time
	rts

;===========================================================================;
;                                  DATA
;===========================================================================;

GMS_Name:
	dc.b	"games.library",0
	even
GMS_Base:
	dc.l	0

AMT_PLANES =	4

Screen:	dc.l	GSV1,0
	dc.l	0,0,0	;Screen memory pointers 1/2/3
	dc.l	0	;Screen link.
	dc.l	0	;Address of screen palette.
	dc.l	0	;Address of rasterlist.
	dc.l	0	;Amt of colours in palette.
	dc.w	320,256	;Screen Width and Height.
	dc.w	640/8,256	;Picture Width/8 and Height.
	dc.w	AMT_PLANES	;Amount of planes.
	dc.w	0,0	;X/Y screen offset.
	dc.w	0,0	;X/Y picture offset.
	dc.l	0	;Special attributes.
	dc.w	LORES|COL12BIT	;Screen mode.
	dc.b	INTERLEAVED	;Screen type
	dc.b	0	;Reserved.
	even

Palette	dc.w	$000,$400,$501,$501,$601,$701,$701,$801
	dc.w	$901,$A01,$B02,$432,$CC0,$F00,$211,$880

Palette2:
	dc.w	$000,$004,$105,$105,$106,$107,$107,$108
	dc.w	$109,$10A,$20B,$234,$0CC,$00F,$112,$088

Picture	dc.l	PCV1,0	;Version header.
	dc.l	0	;Source data.
	dc.w	640/8,256	;Width, Height.
	dc.w	AMT_PLANES	;Amount of Planes.
	dc.l	32	;Amount of colours.
	dc.l	Palette	;Source palette (remap).
	dc.w	LORES|COL12BIT	;Screen mode.
	dc.w	INTERLEAVED	;Destination
	dc.l	0	;Parameters.
	dc.l	.File
.File	dc.b	"GAMESLIB:data/IFF.Pic640x256",0
	even

