8bitworkshop/presets/c64/hello.wiz

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import "c64.wiz";
bank zeropage @ 0x02 : [vardata; 254];
bank stackpage @ 0x100 : [vardata; 256];
bank textscrn @ 0x400 : [vardata; 0x400];
bank ram @ 0x2000 : [vardata; 0x7800];
bank prghdr @ 0x7ff : [prgdata; 0x2];
bank prg @ 0x801 : [varinitdata; 0x7000];
in textscrn {
var scrn: [u8; 40*25];
var _unused: [u8; 16];
var spriteptr: [u8; 8];
}
extern var vicbank @ 0x0000 : VICBank;
// PRG file header
in prghdr {
const prgstart : u16 = 0x801;
}
// BASIC header
in prg {
namespace prgheader {
const nextline = &BASIC_END;
const linenum : u16 = 10;
const sysstmt = "\x9e 2062\0";
BASIC_END:
const hdrend : u16 = 0;
}
PRG_START:
/*
c64.kernal.ioinit();
c64.kernal.rantam();
c64.kernal.restor();
c64.kernal.cint();
*/
c64.vic.bordercolor = a = c64.color.ORANGE;
c64.kernal.chrout('A');
for x in 0..250 {
// scrn[x] = a = x;
// (&scrn[40*8])[x] = a = x;
// (0x600 as *u8)[x] = a = x;
(&scrn[40*12])[x] = a = message[x] + 0xc0;
}
for x in 0..255 {
a = message[x];
break if zero;
a += 0xc0;
(&scrn[40*20])[x] = a;
}
upandaway();
return;
const message = "HELLO WORLD!\0";
const SPRITE : [u8; 3*21] = [
/*{w:24,h:21,bpp:1,brev:1}*/
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
];
const yValues : [u8] = [
32, 35, 38, 41, 44, 47, 49, 52,
54, 56, 58, 60, 61, 62, 63, 63,
64, 63, 63, 62, 61, 60, 58, 56,
54, 52, 49, 47, 44, 41, 38, 35,
32, 28, 25, 22, 19, 16, 14, 11,
9, 7, 5, 3, 2, 1, 0, 0,
0, 0, 0, 1, 2, 3, 5, 7,
9, 11, 14, 16, 19, 22, 25, 28
];
const pwr2 : [u8] = [
0x01,0x02,0x04,0x08,0x10,0x20,0x40,0x80
];
in zeropage {
var b0, b1, b2, b3, b4, b5, b6, b7, b8, b9, b10, b11, b12, b13, b14, b15 : u8;
var w0 @ &b0, w2 @ &b2, w4 @ &b4, w6 @ &b6, w8 @ &b8, w10 @ &b10 : u16;
var ptr0 @ &b0, ptr2 @ &b2, ptr4 @ &b4, ptr6 @ &b6, ptr8 @ &b8, ptr10 @ &b10 : *u8;
}
inline func rasterWait(line : u8 in a) {
while (c64.vic.rasterline < line) { }
}
func upandaway() {
//unsigned char n, t;
//int rx, x;
//char sx, msb;
var xp : u16 in w0;
var rx : u16 in w2;
var msb : u8 in b4;
let sprdata = &vicbank.spritedata[13] as *u8;
c64.vic.bgcolor[0] = a = 3;
nointerrupt = true; // clear interrupts to avoid glitching
for y in 0..(sizeof(typeof(SPRITE)) - 1) {
sprdata[y] = a = SPRITE[y];
//POKE(832 + n, sprite[n]);
}
c64.vic.sprite.enable = a = 255;
for x in 0..7 {
spriteptr[x] = a = 13;
y = a = x<<1;
c64.vic.sprite.coord[y] = a = 50;
y ++;
c64.vic.sprite.coord[y] = a = 50;
//POKE(2040 + t, 13); // Set sprite x data from 13th block for all sprites
}
do {
<:xp = a = 0;
>:xp = a = 0;
//while (xp < 550) {
while (true) {
<:xp = a = <:xp + 1;
>:xp = a = >:xp +# 0;
msb = a = 0; // MSB of X coordinates
// Wait until raster hits position 250 before drawing upper sprites
rasterWait(250);
// Set border color, which indicates the raster position
c64.vic.bordercolor = a = 1;
<:rx = a = <:xp;
>:rx = a = >:xp;
for x in 0..7 {
<:rx = a = <:rx - 24;
>:rx = a = >:rx -# 0;
//if (rx >= 0 && rx < 366)
if (true) {
// if (rx > 255)
a = >:rx;
if (!zero) {
// Set MSB of x coordinate for sprite if x position > 255
a = msb;
a |= pwr2[x];
msb = a;
}
y = a = x<<1;
c64.vic.sprite.coord[y] = a = <:rx;
// Y position is an indirect Sinus function of X, using array
// index for retrieving the Y value
y = a = <:rx & 63;
a = yValues[y] + 40;
push(a);
y = a = (x<<1) + 1;
a = pop();
c64.vic.sprite.coord[y] = a;
} else {
c64.vic.sprite.pos[y].x = 0;
}
}
c64.vic.sprite.hi_x = a = msb; // Set MSB of x coordinate
// Wait until raster hits position 135 before drawing lower sprites
rasterWait(135);
c64.vic.bordercolor = a = 2; // Set border color
for x in 0..7 {
// Add 128 to current sprite Y position
y = a = (x<<1) + 1;
c64.vic.sprite.coord[y] = a = c64.vic.sprite.coord[y]+128;
}
cmp(a = >:xp, >:550);
if (zero) {
cmp(a = <:xp, <:550);
break if zero;
}
}
} while (true);
return;
}
}