c64: presets

This commit is contained in:
Steven Hugg 2022-08-09 09:47:55 -05:00
parent f33dc817f3
commit 66017f8316
16 changed files with 119 additions and 100 deletions

View File

@ -385,8 +385,9 @@ void refresh_floor(byte floor) {
byte explode_timer = 0;
#define SPRITE_SHAPE_FIRST 192
#define SPRITE_XPLODE 7
#define SHAPE_XPLODE0 (32+10)
#define SHAPE_XPLODE0 (SPRITE_SHAPE_FIRST+10)
#define NUM_XPLODE_SHAPES 3
void explode(int x, byte y) {
@ -459,7 +460,7 @@ void draw_actor(byte i) {
a->onscreen = 0;
return; // offscreen vertically
}
name = 32 + (a->state - WALKING);
name = SPRITE_SHAPE_FIRST + (a->state - WALKING);
switch (a->state) {
case INACTIVE:
a->onscreen = 0;
@ -760,9 +761,9 @@ void play_scene() {
// main display list
void game_displaylist(void) {
VIC.bordercolor = 2;
// VIC.bordercolor = 2;
sid_update();
VIC.bordercolor = 0;
// VIC.bordercolor = 0;
// DLIST_NEXT(42);
// VIC.bordercolor = 3;
DLIST_RESTART(20);
@ -777,7 +778,7 @@ void main() {
// set up sprites
sprite_clear();
for (i=0; i<NUM_SPRITE_PATTERNS; i++) {
sprite_shape(hidbuf, 32+i, SPRITE_DATA[i]);
sprite_shape(SPRITE_SHAPE_FIRST+i, SPRITE_DATA[i]);
}
sprshad.spr_mcolor = 0xff;
VIC.spr_mcolor0 = 0x0f;

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@ -1,10 +1,18 @@
#include "common.h"
void raster_wait(unsigned char line) {
void raster_wait(byte line) {
while (VIC.rasterline < line) ;
}
void wait_vblank(void) {
raster_wait(255);
}
static byte VIC_BANK_PAGE[4] = {
0xc0, 0x80, 0x40, 0x00
};
char* get_vic_bank_start(void) {
return (char*)(VIC_BANK_PAGE[CIA2.pra & 3] << 8);
}

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@ -12,7 +12,11 @@ typedef enum { false, true } bool;
#define COLS 40
#define ROWS 25
void raster_wait(unsigned char line);
#define DEFAULT_SCREEN ((void*)0x400)
void raster_wait(byte line);
void wait_vblank(void);
char* get_vic_bank_start(void);
#endif

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@ -1,94 +1,71 @@
// ported from
// https://odensskjegg.home.blog/2018/12/29/recreating-the-commodore-64-user-guide-code-samples-in-cc65-part-three-sprites/
#include <conio.h>
#include <stdio.h>
#include <stdlib.h>
#include <conio.h>
#include <peekpoke.h>
#include <string.h>
#include <c64.h>
#include <cbm_petscii_charmap.h>
#include <joystick.h>
/*{w:24,h:21,bpp:1,brev:1}*/
const char sprite[3*21] = {
0x00,0x7F,0x00,0x01,0xFF,0xC0,0x03,0xFF,0xE0,
0x03,0xE7,0xE0,0x07,0xD9,0xF0,0x07,0xDF,0xF0,
0x07,0xD9,0xF0,0x03,0xE7,0xE0,0x03,0xFF,0xE0,
0x03,0xFF,0xE0,0x02,0xFF,0xA0,0x01,0x7F,0x40,
0x01,0x3E,0x40,0x00,0x9C,0x80,0x00,0x9C,0x80,
0x00,0x49,0x00,0x00,0x49,0x00,0x00,0x3E,0x00,
0x00,0x3E,0x00,0x00,0x3E,0x00,0x00,0x1C,0x00
/*{w:24,h:21,bpp:1,brev:1,count:1}*/
const char SPRITE_DATA[64] = {
0x0f,0xff,0x80,0x17,0xff,0x40,0x2b,0xfe,
0xa0,0x7f,0xff,0xf0,0xff,0xc0,0x3f,0xe0,
0x3f,0xc0,0x17,0xbe,0xc0,0x2d,0x7f,0xf0,
0x2b,0x7f,0xf8,0x2a,0xff,0xf8,0x15,0xf6,
0x00,0x3f,0xf8,0x00,0xfd,0xfc,0x00,0xfd,
0xff,0x00,0xfe,0xff,0x80,0xff,0x7f,0xc0,
0xff,0xff,0xc0,0xff,0xff,0xc0,0x0a,0xa8,
0x00,0x0f,0xf8,0x00,0x0f,0xff,0x80,0x03,
};
/*{w:12,h:21,bpp:2,brev:1}*/
const char spritemc[3*21] = {
0x00,0xFF,0xC0,0x03,0xFF,0xF0,0x0F,0xFF,0xFC,
0x0F,0xFB,0xFC,0x0F,0xEE,0xFC,0x0F,0xEF,0xFC,
0x0F,0xEE,0xFC,0x0F,0xFB,0xFC,0x0F,0xFF,0xFC,
0x09,0xFF,0xD8,0x08,0x7F,0x48,0x08,0x1D,0x08,
0x02,0x0C,0x20,0x02,0x0C,0x20,0x02,0x0C,0x20,
0x00,0x8C,0x80,0x00,0x8C,0x80,0x00,0x55,0x40,
0x00,0x77,0x40,0x00,0x5D,0x40,0x00,0x15,0x00
/*{w:12,h:21,bpp:2,brev:1,count:1,aspect:2}*/
const char SPRITE_MC_DATA[64] = {
0x0a,0xaa,0x80,0x0a,0xaa,0x80,0x2a,0xaa,
0xa0,0x2a,0xaa,0xa0,0xaa,0xaa,0xaa,0xff,
0xd5,0x40,0x0d,0xd7,0x40,0x3d,0xd5,0x54,
0x37,0x55,0x54,0x37,0x55,0x54,0x35,0x55,
0x00,0x3a,0xa0,0x00,0xea,0xa8,0x00,0xab,
0xaa,0x00,0xab,0xaa,0x00,0xab,0xaa,0x80,
0xaa,0xea,0x80,0xaa,0xaa,0x80,0x0f,0xfc,
0x00,0x0f,0xfc,0x00,0x0f,0xff,0xc0,0x83,
};
// Raster wait with line argument
void rasterWait(unsigned char line) {
while (VIC.rasterline < line) ;
}
void main(void) {
// variables
int x = 172; // sprite X position (16-bit)
char y = 145; // sprite Y position (8-bit)
char bgcoll; // sprite background collision flags
char joy; // joystick flags
int main (void)
{
int n;
int x,y;
char bgcoll;
// install the joystick driver
joy_install (joy_static_stddrv);
// set background color
VIC.bgcolor0 = 3;
// clear interrupts to avoid glitching
__asm__("SEI");
// set sprite bitmap data
for (n = 0 ; n < sizeof(sprite) ; n++) {
POKE(0x340 + n, sprite[n]);
POKE(0x380 + n, spritemc[n]);
}
// enable 1st and 2nd sprite
VIC.spr_ena = 0x03;
VIC.spr_mcolor = 0x02;
// set colors
VIC.spr_mcolor0 = 4;
VIC.spr_mcolor1 = 7;
// 2x zoom 1st sprite
VIC.spr_exp_x = 0x01;
VIC.spr_exp_y = 0x01;
// set address of sprite data
POKE(0x7f8, 13);
POKE(0x7f9, 14);
// set initial x/y positions
x = 160;
y = 128;
// loop
// copy sprite pattern to RAM address 0x3800
memcpy((char*)0x3800, SPRITE_DATA, sizeof(SPRITE_DATA));
// set sprite #0 shape entry (224)
POKE(0x400 + 0x3f8, 0x3800 / 64);
// enable sprite #0
VIC.spr_ena = 0b00000001;
// loop forever
while (1) {
// get joystick bits
char joy = joy_read(0);
// move sprite based on arrow keys
joy = joy_read(0);
// move sprite based on joystick
if (JOY_LEFT(joy)) --x;
if (JOY_UP(joy)) --y;
if (JOY_RIGHT(joy)) ++x;
if (JOY_DOWN(joy)) ++y;
// set VIC registers based on position
// set sprite registers based on position
VIC.spr0_x = x;
VIC.spr0_y = y-32;
VIC.spr1_x = x;
VIC.spr1_y = y+32;
VIC.spr_hi_x = (x & 256) ? 1 : 0;
// change color when we collide with background
VIC.spr0_y = y;
VIC.spr_hi_x = (x & 256) ? 1 : 0; // set X hi bit?
// grab and reset collision flags
bgcoll = VIC.spr_bg_coll;
VIC.spr0_color = (bgcoll & 1) ? 10 : 0;
VIC.spr1_color = (bgcoll & 2) ? 10 : 0;
// change color when we collide with background
VIC.spr0_color = (bgcoll & 1) ? 10 : 3;
// wait for end of frame
rasterWait(255);
waitvsync();
}
// uninstall joystick driver (not really necessary)
joy_uninstall();
return EXIT_SUCCESS;
}

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@ -78,7 +78,13 @@ DLIST_ACK:
clc
rts
.else
JMP $EA31 ; jump into KERNAL's standard interrupt service routine to handle keyboard scan, cursor display etc.
pla
tay
pla
tax
pla
rti ; return from interrupt
; JMP $EA31 ; jump into KERNAL's standard interrupt service routine to handle keyboard scan, cursor display etc.
.endif
NullDlist:

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@ -45,13 +45,13 @@ void scroll_draw_row(byte row) {
/*{w:24,h:21,bpp:1,brev:1}*/
const char SPRITE1[3*21] = {
0x00,0x7F,0x00,0x01,0xFF,0xC0,0x03,0xFF,0xE0,
0x80,0x7F,0x01,0x01,0xFF,0xC0,0x03,0xFF,0xE0,
0x03,0xE7,0xE0,0x07,0xD9,0xF0,0x07,0xDF,0xF0,
0x07,0xD9,0xF0,0x03,0xE7,0xE0,0x03,0xFF,0xE0,
0x03,0xFF,0xE0,0x02,0xFF,0xA0,0x01,0x7F,0x40,
0x01,0x3E,0x40,0x00,0x9C,0x80,0x00,0x9C,0x80,
0x00,0x49,0x00,0x00,0x49,0x00,0x00,0x3E,0x00,
0x00,0x3E,0x00,0x00,0x3E,0x00,0x00,0x1C,0x00
0x00,0x3E,0x00,0x00,0x3E,0x00,0x80,0x1C,0x01
};
void main(void) {
@ -69,7 +69,7 @@ void main(void) {
// setup sprite library and copy sprite to VIC bank
sprite_clear();
sprite_shape(hidbuf, 32, SPRITE1);
sprite_shape(192, SPRITE1);
// install the joystick driver
joy_install (joy_static_stddrv);
@ -87,7 +87,10 @@ void main(void) {
if (JOY_RIGHT(joy)) scroll_horiz(speed);
if (JOY_DOWN(joy)) scroll_vert(speed);
// animate sprite in shadow sprite ram
sprite_draw(0, n++, 70, 32);
//VIC.ctrl1 |= 0x08; // 24 lines
//VIC.ctrl2 |= 0x08; // 38 columns
sprite_draw(0, n++, 70, 192);
sprite_draw(0, 172, 145, 192);
// wait for vblank
wait_vblank();
// update scroll registers

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@ -60,7 +60,7 @@ int camerax = 0;
int cameray = 0;
void update_player() {
sprite_draw(0, playerx-camerax+160, playery-cameray+140, 32);
sprite_draw(0, playerx-camerax+160, playery-cameray+140, 192);
}
void camera_follow(byte moving) {
@ -96,7 +96,7 @@ void main(void) {
// setup sprite library and copy sprite to VIC bank
sprite_clear();
sprite_shape(hidbuf, 32, SPRITE1);
sprite_shape(192, SPRITE1);
sprshad.spr_color[0] = 13;
// install the joystick driver

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@ -115,7 +115,6 @@ void scroll_left(void) {
++origin_x;
scroll_draw_column(COLS-1);
swap_needed = true;
VIC.bordercolor = 0;
}
void scroll_up(void) {
@ -171,7 +170,7 @@ void scroll_vert(sbyte delta_y) {
void scroll_setup(void) {
scroll_fine_x = scroll_fine_y = 0;
origin_x = origin_y = 0x80;
origin_x = origin_y = 0;
swap_needed = true;
copy_needed = true;

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@ -30,4 +30,19 @@ void scroll_update(void);
void scroll_draw_column(byte col);
void scroll_draw_row(byte row);
/* incremental scrolling library */
extern int pixofs_x; // X scroll pixel offset
extern int pixofs_y; // Y scroll pixel offset
void scroll_start(byte dir);
void scroll_finish(void);
void scroll_refresh(void);
#define SCROLL_LEFT 1
#define SCROLL_RIGHT 2
#define SCROLL_UP 4
#define SCROLL_DOWN 8
#endif

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@ -43,7 +43,7 @@ void move_sprites(void) {
byte i;
for (i=0; i<8; i++) {
//VIC.bordercolor = i;
sprite_draw(i, (xpos[i]>>7)+0x80, (ypos[i]>>8)+0x80, 255);
sprite_draw(i, (xpos[i]>>7)+0x80, (ypos[i]>>8)+0x80, 192);
// update position
xpos[i] += xvel[i];
ypos[i] += yvel[i];
@ -134,7 +134,7 @@ void main(void) {
// setup sprite library and copy sprite to VIC bank
sprite_clear();
sprite_shape((void*)0x0, 255, SPRITEMC);
sprite_shape(192, SPRITEMC);
// set colors
sprshad.spr_mcolor = 0xff;

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@ -32,15 +32,17 @@ const char SPRITE_MC_DATA[64] = {
};
void main(void) {
// clear the screen
clrscr();
// copy sprite pattern to RAM address 0x3800
memcpy((char*)0x3800, SPRITE_DATA, sizeof(SPRITE_DATA));
// set sprite shape entry (224)
// set sprite #0 shape entry (224)
POKE(0x400 + 0x3f8, 0x3800 / 64);
// set X and Y coordinate
// set X and Y coordinate for sprite #0
VIC.spr_pos[0].x = 172;
VIC.spr_pos[0].y = 145;
// set color
// set color for sprite #0
VIC.spr_color[0] = COLOR_GREEN;
// enable sprite 0
// enable sprite #0
VIC.spr_ena = 0b00000001;
}

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@ -20,12 +20,14 @@ void sprite_update(char* screenmem) {
VIC.spr_mcolor = sprshad.spr_mcolor;
}
void sprite_shape(char* vicbank, byte index, const char* sprite_data) {
memcpy(vicbank + index*64, sprite_data, 64);
void sprite_shape(byte index, const char* sprite_data) {
memcpy(get_vic_bank_start() + index * 64,
sprite_data,
64);
}
const byte BITS[8] = {
0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80,
0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80
};
void sprite_draw(byte i, word x, byte y, byte shape) {

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@ -3,8 +3,6 @@
#include "common.h"
#define DEFAULT_SCREEN ((void*)0x400)
typedef struct {
struct {
byte x; /* X coordinate */
@ -24,7 +22,7 @@ extern SpriteShadow sprshad;
void sprite_clear(void);
void sprite_update(char* screenmem);
void sprite_shape(char* vicbank, byte index, const char* sprite_data);
void sprite_shape(byte index, const char* sprite_data);
void sprite_draw(byte i, word x, byte y, byte shape);
byte sprite_get_closest_collision(byte i, byte spr_coll);

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@ -4,6 +4,7 @@
#include <c64.h>
#include <cbm_petscii_charmap.h>
//#link "common.c"
#include "common.h"
//#link "rasterirq.ca65"
@ -25,6 +26,7 @@ const char spriteshape[3*21] = {
void dlist_example(void) {
static byte i = 0;
VIC.bordercolor = 6;
VIC.bordercolor = 5;
VIC.ctrl1 = 0x18;
@ -50,13 +52,13 @@ void main(void) {
clrscr();
sprite_clear();
sprite_shape((void*)0x400, 32/2, spriteshape);
sprite_shape(192, spriteshape);
// set colors
sprshad.spr_exp_x = 0xff;
for (i=0; i<8; i++) {
sprshad.spr_color[i] = i+3;
sprite_draw(i, i*38+24, 248, 32);
sprite_draw(i, i*38+24, 248, 192);
}
// TODO: can't do in IRQ

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@ -9,6 +9,7 @@ const C64_PRESETS = [
{id:'eliza.c', name:'Eliza (C)'},
{id:'tgidemo.c', name:'TGI Graphics Demo (C)'},
{id:'upandaway.c', name:'Up, Up and Away (C)'},
{id:'sprite_test.c', name:'Sprite Setup (C)'},
{id:'joymove.c', name:'Joystick Movement (C)'},
{id:'siegegame.c', name:'Siege Game (C)'},
{id:'scroll1.c', name:'Scrolling 1 (C)'},

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@ -44,6 +44,7 @@ async function doBuild(msgs, callback, outlen, nlines, nerrors, options) {
}
assert.ok(err.msg);
}
if (nerrors != msg.errors.length) console.log(msg);
assert.equal(nerrors, msg.errors.length);
} else {
assert.equal(nerrors||0, 0);
@ -242,7 +243,7 @@ describe('Worker', function() {
});
it('should compile C64 cc65 skeleton', function(done) {
var csource = ab2str(fs.readFileSync('presets/c64/skeleton.cc65'));
compile('cc65', csource, 'c64.wasm', done, 2663, 2, 0);
compile('cc65', csource, 'c64.wasm', done, 3001, 3, 0);
});
it('should compile zmachine inform6 skeleton', function(done) {
var csource = ab2str(fs.readFileSync('presets/zmachine/skeleton.inform6'));