;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+,c+

	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	.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
	CALL	InitJoyPorts
	bsr.s	Main

.ReturnToDOS
	move.l	GMS_Base(pc),a6
	lea	Picture(pc),a1
	CALL	FreePic
.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 LOOP
;===========================================================================;

Main:
.loop	moveq	#JPORT1,d0
	CALL	Read_Mouse
	btst	#MB_LMB,d0
	bne.s	.done
	move.w	d0,d1
	asr.w	#8,d0	;d0 = X Change
	ext.w	d1

	btst	#MB_RMB,d0
	bne.s	.MoveScreen
.MovePicture
	add.w	d0,GS_PicXOffset(a0)
	add.w	d1,GS_PicYOffset(a0)
	CALL	Remake_Screen
	CALL	Move_Picture
	CALL	Wait_OSVBL
	bra.s	.loop

.MoveScreen
	add.w	d0,GS_ScrXOffset(a0)
	add.w	d1,GS_ScrYOffset(a0)
	CALL	Remake_Screen
	CALL	Move_Picture
	CALL	Wait_OSVBL
	bra.s	.loop
.done	rts

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

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

AMT_PLANES =	5

Screen:	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	;Screen Width, Height.
	dc.w	320/8,256	;Picture Width/8, Height.
	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|COL12BIT	;Screen mode.
	dc.b	INTERLEAVED	;Screen type
	dc.b	0	;Reserved
	even

Palette	dc.w	$000,$130,$FCB,$FA9,$D88,$965,$644,$211
	dc.w	$400,$444,$FF0,$432,$CC0,$150,$501,$880
	dc.w	$261,$271,$382,$492,$5A3,$5B4,$677,$6C4
	dc.w	$788,$9AA,$BCC,$801,$901,$A02,$701,$601

Picture	dc.l	PCV1,0	;Version header.
	dc.l	0	;Source data.
	dc.w	320/8,256	;Width, Height.
	dc.w	AMT_PLANES	;Amount of Planes.
	dc.l	32	;Amount of colours.
	dc.l	Palette	;Source palette (remap).
	dc.w	LORES	;Screen mode.
	dc.w	INTERLEAVED	;Destination
	dc.l	0	;Parameters.
	dc.l	.File
.File	dc.b	"GAMESLIB:data/IFF.Pic320",0
	even

