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8bitworkshop/presets/nes/road.asm

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include "nesdefs.asm"
;;;;; ZERO-PAGE VARIABLES
seg.u ZEROPAGE
org $0
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
Heading .word ; sky scroll pos.
XCenter = 128
NumRoadSegments = 28
; Preprocessing result: X positions for all track segments
RoadX0 ds NumRoadSegments
; Generated track curve data
TrackLen equ 5
TrackData ds TrackLen
InitialSpeed equ 10 ; starting speed
;;;;; OTHER VARIABLES
seg.u RAM
org $300
;;;;; NES CARTRIDGE HEADER
NES_HEADER 0,2,1,0 ; mapper 0, 2 PRGs, 1 CHR, horiz. mirror
;;;;; START OF CODE
Start:
NES_INIT ; set up stack pointer, turn off PPU
jsr WaitSync ; wait for VSYNC
jsr ClearRAM ; clear RAM
jsr WaitSync ; wait for VSYNC (and PPU warmup)
jsr SetPalette ; set palette colors
jsr FillVRAM ; set PPU video RAM
jsr RoadSetup
lda #0
sta PPU_ADDR
sta PPU_ADDR ; PPU addr = $0000
sta PPU_SCROLL
sta PPU_SCROLL ; scroll = $0000
lda #CTRL_NMI
sta PPU_CTRL ; enable NMI
lda #MASK_BG|MASK_SPR
sta PPU_MASK ; enable rendering
.endless
jmp .endless ; endless loop
;;;;; ROAD SUBS
RoadSetup: subroutine
lda #1
sta Random
lda #InitialSpeed
sta Speed
lda #0
sta TimeOfDay+1
lda #0
sta Weather
rts
RoadPreSetup: subroutine
; Set up some values for road curve computation,
; since we have some scanline left over.
lda #0
sta XVel
sta XVel+1
sta XPos
sta XPos+1
lda TrackFrac
sta TPos
lda #0
sta TPos+1
lda #10 ; initial lookahead
sta TrackLookahead
rts
RoadPostFrame: subroutine
; 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 #$35
ror
sta Weather
.NoTODInc
lda Heading
sec
sbc XPos+1
sta Heading
bit XPos+1
bmi .NegHeading
lda Heading+1
sbc #0
sta Heading+1
rts
.NegHeading
lda Heading+1
sbc #$ff
sta Heading+1
rts
; 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
; 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
lda Random
jsr NextRandom ; get a random value
sta Random
and #$3f ; range 0..63
sec
sbc #$1f ; range -31..32
sta GenTarget ; -> target
cmp GenCur
bmi .TargetBelow ; current > target?
lda Random
jsr NextRandom ; get a random value
sta Random
and #$f ; mask to 0..15
jmp .TargetAbove
.TargetBelow
lda Random
jsr NextRandom
sta Random
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
; fill video RAM
FillVRAM: subroutine
txa
ldy #$20
sty PPU_ADDR
sta PPU_ADDR
ldy #$10
.loop:
sta PPU_DATA
adc #7
inx
bne .loop
dey
bne .loop
rts
; set palette colors
SetPalette: subroutine
ldy #$00
lda #$3f
sta PPU_ADDR
sty PPU_ADDR
ldx #32
.loop:
lda Palette,y
sta PPU_DATA
iny
dex
bne .loop
rts
; set sprite 0
SetSprite0: subroutine
sta $200 ;y
lda #1 ;code
sta $201
lda #0 ;flags
sta $202
lda #8 ;xpos
sta $203
rts
;;;;; COMMON SUBROUTINES
include "nesppu.asm"
;;;;; INTERRUPT HANDLERS
MAC SLEEP ;usage: SLEEP n (n>1)
.CYCLES SET {1}
IF .CYCLES < 2
ECHO "MACRO ERROR: 'SLEEP': Duration must be > 1"
ERR
ENDIF
IF .CYCLES & 1
bit $00
.CYCLES SET .CYCLES - 3
ENDIF
REPEAT .CYCLES / 2
nop
REPEND
ENDM
NMIHandler: subroutine
SAVE_REGS
; setup sky scroll
lda Heading+1
sta PPU_SCROLL
lda #0
sta PPU_SCROLL
; load sprites
lda #112
jsr SetSprite0
lda #$02
sta PPU_OAM_DMA
; do road calc
jsr RoadPreSetup
jsr PreprocessCurve
jsr RoadPostFrame
; wait for sprite 0
.wait0 bit PPU_STATUS
bvs .wait0
.wait1 bit PPU_STATUS
bvc .wait1
; alter horiz. scroll position for each scanline
ldy #0
.loop
tya
lsr
lsr
tax
lda RoadX0,x
sta PPU_SCROLL ; horiz byte
lda #0
sta PPU_SCROLL ; vert byte
SLEEP 84
iny
cpy #112
bne .loop
RESTORE_REGS
rti
;;;;; CONSTANT DATA
align $100
Palette:
hex 1f ;background
hex 09092c00 ;bg0
hex 09091900 ;bg1
hex 09091500 ;bg2
hex 09092500 ;bg3
;;;;; CPU VECTORS
NES_VECTORS
;;;;; TILE SETS
org $10000
; background (tile) pattern table
REPEAT 10
;;{w:8,h:8,bpp:1,count:48,brev:1,np:2,pofs:8,remap:[0,1,2,4,5,6,7,8,9,10,11,12]};;
hex 00000000000000000000000000000000
hex 7e42424646467e007e42424646467e00
hex 08080818181818000808081818181800
hex 3e22023e30303e003e22023e30303e00
hex 3c24041e06263e003c24041e06263e00
hex 4444447e0c0c0c004444447e0c0c0c00
hex 3c20203e06263e003c20203e06263e00
hex 3e22203e26263e003e22203e26263e00
hex 3e020206060606003e02020606060600
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hex 3e22223e060606003e22223e06060600
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hex 7c44447e62627e007c44447e62627e00
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hex 10101018181818001010101818181800
hex 0404040606467e000404040606467e00
hex 4444447e626262004444447e62626200
hex 2020203030303e002020203030303e00
hex fe9292d2d2d2d200fe9292d2d2d2d200
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hex 7e46464242427e007e46464242427e00
hex 7e42427e606060007e42427e60606000
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hex 7c44447e626262007c44447e62626200
hex 7e42407e06467e007e42407e06467e00
hex 7e101018181818007e10101818181800
hex 4242426262627e004242426262627e00
hex 646464642c2c3c00646464642c2c3c00
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hex 4242423c626262004242423c62626200
hex 4242427e181818004242427e18181800
hex 7e42027e60627e007e42027e60427e00
hex 10101818180018001010181818001800
hex 187e407e067e1800187e407e067e1800
hex 00180018180000000018001818000000
hex 00003c3c0000000000003c3c00000000
hex 00000018180000000000001818000000
hex 18180810000000001818081000000000
hex 00000018180810000000001818081000
hex 7c7c7c7c7c7c7c007c7c7c7c7c7c7c00
hex 0000000000007c000000000000007c00
hex 00000000000000000000000000000000
hex 00000000000000000000000000000000
;;
REPEND
REPEAT 32
hex 00000000000000000000000000000000
REPEND