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8bitworkshop/presets/vcs/examples/road.a

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2016-12-16 01:21:51 +00:00
processor 6502
include "vcs.h"
include "macro.h"
include "xmacro.h"
2018-10-01 01:07:45 +00:00
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; This example draws a pseudo-3D road using the two missiles
; and ball objects. With these, we'll draw the two shoulders
; of the road, and also the dashed center line.
;
; Our plan is this: The two missiles and ball all start at the
; same position on the horizon. As we go down the screen, we'll
; move the three objects slightly based on the curve of the road.
; The left shoulder of the road will be biased a little more to
; the left, and the right shoulder will bias a little more right.
; We can use the HMOVE registers for movement, since each object
; will not need to move more than seven pixels on any given
; scanline.
;
; It'd be easier if the scanlines went from bottom to top,
; because we could just start at the horizontal center of the
; screen and follow the road curve to the horizon, ending up
; wherever the road takes us. But scanlines go top to bottom,
; so we have to also do some preprocessing before the frame begins
; to figure out where the road ends up.
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
2016-12-16 01:21:51 +00:00
seg.u Variables
org $80
TrackFrac .byte ; fractional position along track
Speed .byte ; speed of car
TimeOfDay .word ; 16-bit time of day counter
; Variables for preprocessing step
XPos .word ; 16-bit X position
XVel .word ; 16-bit X velocity
TPos .word ; 16-bit track position
TrackLookahead .byte ; current fractional track increment
; Variables for track generation
Random .byte ; random counter
GenTarget .byte ; target of current curve
GenDelta .byte ; curve increment
GenCur .byte ; current curve value
ZOfs .byte ; counter to draw striped center line
Weather .byte ; bitmask for weather
NumRoadSegments equ 28
; Preprocessing result: X positions for all track segments
RoadX0 REPEAT NumRoadSegments
.byte
REPEND
; Generated track curve data
TrackLen equ 5
TrackData REPEAT TrackLen
.byte
REPEND
InitialSpeed equ 10 ; starting speed
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
seg Code
org $f000
Start
CLEAN_START
lda #1
sta Random
lda #InitialSpeed
sta Speed
lda #0
sta TimeOfDay+1
lda #0
sta Weather
NextFrame
VERTICAL_SYNC
; Set up some values for road curve computation,
; since we have some scanline left over.
lda #0
sta XVel
sta XVel+1
sta XPos
lda #70 ; approx. center of screen
sta XPos+1
lda TrackFrac
sta TPos
lda #0
sta TPos+1
lda #10 ; initial lookahead
sta TrackLookahead
; VSYNC+37+198+23 = 4+258 = 262 lines
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TIMER_SETUP 37
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; Initialize array with X road positions
jsr PreprocessCurve
TIMER_WAIT
; Now draw the main frame
TIMER_SETUP 198
jsr DrawSky
jsr SetupRoadComponents
jsr DrawRoad ; draw the road
TIMER_WAIT
TIMER_SETUP 23
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; Advance position on track
; TrackFrac += Speed
lda TrackFrac
clc
adc Speed
sta TrackFrac
bcc .NoGenTrack ; addition overflowed?
jsr GenTrack ; yes, generate new track segment
.NoGenTrack
; TimeOfDay += 1
inc TimeOfDay
bne .NoTODInc
inc TimeOfDay+1
lda TimeOfDay+1
; See if it's nighttime yet, and if the stars come out
clc
adc #8
and #$3f
cmp #$35
ror
sta Weather
.NoTODInc
TIMER_WAIT
jmp NextFrame
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Compute road curve from bottom of screen to horizon.
PreprocessCurve subroutine
ldx #NumRoadSegments-1
.CurveLoop
; Modify X position
; XPos += XVel (16 bit add)
lda XPos
clc
adc XVel
sta XPos
lda XPos+1
adc XVel+1
sta XPos+1
sta RoadX0,x ; store in RoadX0 array
; Modify X velocity (slope)
; XVel += TrackData[TPos]
ldy TPos+1
lda TrackData,y
clc ; clear carry for ADC
bmi .CurveLeft ; track slope negative?
adc XVel
sta XVel
lda XVel+1
adc #0 ; carry +1
jmp .NoCurveLeft
.CurveLeft
adc XVel
sta XVel
lda XVel+1
sbc #0 ; carry -1
nop ; make the branch timings are the same
.NoCurveLeft
sta XVel+1
; Advance TPos (TrackData index)
; TPos += TrackLookahead
lda TPos
clc
adc TrackLookahead
sta TPos
lda TPos+1
adc #0
sta TPos+1
; Go to next segment
inc TrackLookahead ; see further along track
dex
bpl .CurveLoop
rts
; Set road component X positions and enable registers
SetupRoadComponents subroutine
lda RoadX0
sta HMCLR ; clear HMOVE registers
sec
sta WSYNC
.DivideLoop
sbc #15 ; subtract 15
bcs .DivideLoop ; branch while carry still set
adc #15
tay
lda HMoveTable,y ; lookup HMOVE value
sta HMM0 ; set missile 0 fine pos
sta HMBL ; set ball fine pos
sta HMM1 ; set missile 1 fine pos
sta RESM0 ; set missile 0 position
sta RESBL ; set ball position
sta RESM1 ; set missile 1 position
sta WSYNC
sta HMOVE
; Make road components converge at horizon
; This will require an additional HMOVE
lda #$90 ; right 7 pixels
ldy #$70 ; left 7 pixels
ldx #$00 ; no movement
SLEEP 14 ; wait until safe to set regs
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sta HMM0
sty HMM1
stx HMBL
sta WSYNC
sta HMOVE
rts
; Draw the sky, adding clouds and time-of-day colors.
DrawDaytime subroutine
lda TimeOfDay+1 ; offset into sunset color table
and #$3f
tay
lda #16 ; initial height of sky segment
.SkyLoop2
tax ; height -> X
pha ; push original height
.SkyLoop
lda SunsetColors,y ; get sunset color
sta WSYNC ; start scanline
sta COLUBK ; set background color
lda SunsetColors+2,y ; get cloud color
sta COLUPF ; set foreground color
lda CloudPFData0,x ; load clouds -> playfield
sta PF0
lda CloudPFData1,x
sta PF1
lda CloudPFData2,x
sta PF2
dex
bne .SkyLoop ; repeat until sky segment done
iny ; next sky color
tya
and #$3f ; keep sky color in range 0-63
tay ; sky color -> Y
pla ; restore original segment height
sec
sbc #2 ; segment height - 2
cmp #2 ; done with segments?
bcs .SkyLoop2 ; no, repeat
; Draw mountains
; First, load mountain color
lda TimeOfDay+1
lsr
lsr ; divide time-of-day by 4
and #$f ; keep in range 0-15
tax ; -> Y
lda MountainColors,x ; load mountain color
sta COLUPF ; set foreground
lda GroundColors,x ; load ground color
pha ; save it for later
ldx #0
stx PF0
stx PF1 ; to avoid artifacts, we have to
stx PF2 ; clear previous clouds
.MtnLoop
lda SunsetColors,y ; get sunset color
sta WSYNC ; start scanline
sta COLUBK ; set background color
lda MtnPFData0,x ; load mountains -> playfield
sta PF0
lda MtnPFData1,x
sta PF1
lda MtnPFData2,x
sta PF2
iny ; next sky color
tya
and #$3f ; keep sky color in range 0-63
tay ; sky color -> Y
inx
cpx #7 ; only 7 scanlines for the mountains
bne .MtnLoop
; Setup colors and enable road components
pla ; restore ground color
sta COLUBK ; set background
lda #0
sta PF0
sta PF1
sta PF2
rts
DrawSky
bit Weather
bmi DrawNight
jmp DrawDaytime
; Draw the night sky, with stars.
DrawNight subroutine
lda #6
sta ENABL
sta COLUPF
ldy #0
.MoreStars
sta RESBL ; strobe the ball to display a star
adc Start,y ; "randomize" the A register
bmi .Delay1
.Delay1
ror
bcc .Delay2
.Delay2
ror
bcs .Delay3
.Delay3
ror
bcs .Delay4
.Delay4
iny
ldx INTIM
cpx #$89 ; timer says we're done?
bcs .MoreStars ; nope, make more stars
lda #0
sta ENABL ; disable ball
rts
DrawRoad subroutine
lda #2
sta ENAM0
sta ENAM1 ; enable missiles
sta COLUPF
sta COLUP0
sta COLUP1 ; set their colors too
; Draw road
lda TrackFrac
asl
sta WSYNC ; WSYNC so scanline starts at same place each time
asl ; TrackFrac * 4
sta ZOfs ; -> counter for animated stripe
ldx #0 ; 0 is farthest segment
.RoadLoop
lda RoadColors,x ; color of sides and center line
sta COLUP0
sta COLUP1
sta COLUPF
lda RoadX0+1,x ; get next X coordinate
sec
sbc RoadX0,x ; subtract this X coordinate
clc
adc #7 ; add 7
tay ; -> Y
lda HMoveTable-3,y ; left side biased left
sta HMM0
lda HMoveTable,y ; center line
sta HMBL
lda HMoveTable+3,y ; right side biased right
sta HMM1
sta WSYNC
sta HMOVE
sta WSYNC
; Make dashed road stripe by using a counter
; initialized to the fractional track position,
; then subracting the PIA timer as an approximation
; to Z value.
lda ZOfs
sec
sbc INTIM
sta ZOfs ; ZOfs -= timer
rol
rol
rol ; shift left by 3
sta ENABL ; enable ball (bit 2)
sta WSYNC
lda RoadWidths,x ; lookup register for missile size
sta NUSIZ0 ; store missile 0 size
sta NUSIZ1 ; store missile 1 size
sta WSYNC
inx
cpx #NumRoadSegments-1
bne .RoadLoop ; repeat until all segments done
; Clean up road objects
lda #0
sta ENAM0
sta ENAM1
sta ENABL
sta COLUBK
sta NUSIZ0
sta NUSIZ1
rts
; Get next random number
NextRandom subroutine
lda Random
lsr
bcc .NoEor
eor #$d4
.NoEor:
sta Random
rts
; Generate next track byte
GenTrack subroutine
; Shift the existing track data one byte up
; (a[i] = a[i+1])
ldx #0
.ShiftTrackLoop
lda TrackData+1,x
sta TrackData,x
inx
cpx #TrackLen-1
bne .ShiftTrackLoop
; Modify our current track value and
; see if it intersects the target value
lda GenCur
clc
adc GenDelta
cmp GenTarget
beq .ChangeTarget ; target == cur?
bit GenTarget ; we need the sign flag
bmi .TargetNeg ; target<0?
bcs .ChangeTarget ; target>=0 && cur>=target?
bcc .NoChangeTarget ; branch always taken
.TargetNeg
bcs .NoChangeTarget ; target<0 && cur<target?
; Generate a new target value and increment value,
; and make sure the increment value is positive if
; the target is above the current value, and negative
; otherwise
.ChangeTarget
jsr NextRandom ; get a random value
and #$3f ; range 0..63
sec
sbc #$1f ; range -31..32
sta GenTarget ; -> target
cmp GenCur
bmi .TargetBelow ; current > target?
jsr NextRandom ; get a random value
and #$f ; mask to 0..15
jmp .TargetAbove
.TargetBelow
jsr NextRandom
ora #$f0 ; mask to -16..0
.TargetAbove
ora #1 ; to avoid 0 values
sta GenDelta ; -> delta
lda GenCur
.NoChangeTarget
; Store the value in GenCur, and also
; at the end of the TrackData array
sta GenCur
sta TrackData+TrackLen-1
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; HMOVE table from -7 to +8
HMoveTable
hex 7060504030201000f0e0d0c0b0a09080
; Sunset table
SunsetColors
hex 00000000a07060504446383efc0c9f9f
hex aeaeaeaeaeaeaeaeaeaeaeaeaeaeaeae
hex 9f9f9f0cfc3e384644506070a0000000
hex 00000000000000000000000000000000
hex 0000 ; for overflow
MountainColors
hex 00021012f4f6e6264604020000000000
GroundColors
hex 00c0c2c4c6c8c8e6e4e2e00000000000
RoadColors
hex 020202
hex 040404
hex 060606
hex 08080808
hex 0a0a0a0a0a
hex 0c0c0c0c0c0c
hex 0e0e0e0e0e0e0e0e0e
RoadWidths
hex 000000000000
hex 10101010
hex 1010101010
hex 202020202020
hex 202020202020202020
; Cloud data
CloudPFData0
.byte #%10000000
.byte #%11100000
.byte #%10000000
.byte #%00000000
.byte #%00000000
.byte #%10000000
.byte #%11100000
.byte #%00000000
CloudPFData1
.byte #%11000000
.byte #%11110000
.byte #%11100001
.byte #%00000011
.byte #%00000111
.byte #%11000000
.byte #%00000000
.byte #%00011000
CloudPFData2
.byte #%00000000
.byte #%00001110
.byte #%00011111
.byte #%00000111
.byte #%01100000
.byte #%11000000
.byte #%00000110
.byte #%00000000
; Mountain data
MtnPFData0
.byte #%00000000
.byte #%00000000
.byte #%00000000
.byte #%00000000
.byte #%00000000
.byte #%10000000
.byte #%11100000
MtnPFData1
.byte #%00000000
.byte #%00010000
.byte #%00110000
.byte #%01111000
.byte #%11111100
.byte #%11111110
.byte #%11111110
MtnPFData2
.byte #%00000000
.byte #%00000000
.byte #%00000000
.byte #%00000100
.byte #%00101110
.byte #%01111111
.byte #%11111111
CarSprite
.byte 0
.byte #%10000001;--
.byte #%10111101;--
.byte #%11111111;--
.byte #%10000001;--
.byte #%10111101;--
.byte #%01011010;--
.byte #%01011010;--
.byte #%01011010;--
.byte #%00100100;--
.byte #%11111111;--
.byte #%10111101;--
.byte #%00111100;--
; Epilogue
org $fffc
.word Start
.word Start