8bitworkshop/test/ecs/sprites1.txt

515 lines
9.9 KiB
Plaintext

EVENT__start = 1
EVENT__preframe = 1
EVENT__kernel = 1
EVENT__scanline1 = 1
EVENT__postframe = 1
EVENT__joyleft = 1
EVENT__joyright = 1
EVENT__joyup = 1
EVENT__joydown = 1
EVENT__SetHorizPos = 1
.scope Main
.zeropage
HasBitmap_bitmap_b0:
.res 1
.res 1
.res 1
.res 1
HasXpos_xpos_b0:
.res 1
.res 1
.res 1
.res 1
HasYpos_ypos_b0:
.res 1
.res 1
.res 1
.res 1
SpriteSlot_sprite_b0:
.res 1
.res 1
.res 1
.res 1
HasColormap_colormap_b0:
.res 1
.res 1
.res 1
.res 1
TEMP:
Kernel2Sprite__2__tmp:
Joystick__3__tmp:
SpriteHider__9__tmp:
.res 1
SpriteShuffler__8__tmp:
.res 1
.res 1
.res 1
.res 1
.res 1
.res 1
.res 1
.res 1
.res 1
.res 1
.res 1
.res 1
.code
KernelSection_lines_b0:
.byte 192
BGColor_bgcolor_b0:
.byte 162
Bitmap_bitmapdata_b0:
.byte <(Bitmap_bitmapdata_e1_b0+31)
.byte <(Bitmap_bitmapdata_e2_b0+31)
Bitmap_bitmapdata_b8:
.byte >(Bitmap_bitmapdata_e1_b0+31)
.byte >(Bitmap_bitmapdata_e2_b0+31)
Bitmap_bitmapdata_e1_b0:
.byte 1
.byte 1
.byte 3
.byte 7
.byte 15
.byte 31
.byte 63
.byte 127
Bitmap_height_b0:
.byte 8
.byte 8
Bitmap_bitmapdata_e2_b0:
.byte 24
.byte 62
.byte 255
.byte 255
.byte 255
.byte 255
.byte 62
.byte 24
Colormap_colormapdata_b0:
.byte <(Colormap_colormapdata_e3_b0+31)
Colormap_colormapdata_b8:
.byte >(Colormap_colormapdata_e3_b0+31)
Colormap_colormapdata_e3_b0:
.byte 6
.byte 3
.byte 6
.byte 9
.byte 12
.byte 14
.byte 31
.byte 63
Sprite_plyrflags_b0:
.byte 0
.byte 3
.byte 0
.byte 0
Main__INITDATA:
.byte 1
.byte 0
.byte 1
.byte 0
.byte 50
.byte 100
.byte 80
.byte 40
.byte 150
.byte 60
.byte 90
.byte 150
.byte 0
.byte 1
.byte 2
.byte 3
.byte 0
.byte 0
.byte 0
.byte 0
__Start:
;;; start action Init__main_init__1
.include "vcs-ca65.h"
.macpack longbranch
.define PAL 0
__NMI:
__Reset:
__BRK:
CLEAN_START
ldy #20
: lda Main__INITDATA-1,y
sta HasBitmap_bitmap_b0-1,y
dey
bne :-
;;; start action FrameLoop__start__2
FrameLoop__start__2__NextFrame:
FRAME_START
;;; start action Kernel2Sprite__preframe__3
.define KLINES #192
.define KPAD 32
;;; end action Kernel2Sprite__preframe__3
;;; start action Kernel2Sprite__preframe__4
ldy #0
Kernel2Sprite__preframe__4____each:
ldx SpriteSlot_sprite_b0,y
; set player object flags
lda Sprite_plyrflags_b0,x
sta NUSIZ0,y
sta REFP0,y
; calculate screen height - ypos
lda KLINES+KPAD
sec
sbc HasYpos_ypos_b0,x
sta Kernel2Sprite__2__tmp+11
; calculate bitmap pointer
stx Kernel2Sprite__2__tmp+12 ; save X (Sprite index)
lda HasBitmap_bitmap_b0,x ; deref bitmap
tax
lda Bitmap_bitmapdata_b0,x
sec
sbc Kernel2Sprite__2__tmp+11
sta Kernel2Sprite__2__tmp+0,y ; Y = sprite slot index
lda Bitmap_bitmapdata_b8,x
sbc #0
sta Kernel2Sprite__2__tmp+2,y
; get bitmap height
lda Bitmap_height_b0,x
sta Kernel2Sprite__2__tmp+8,y
; calculate colormap pointer
ldx Kernel2Sprite__2__tmp+12 ; restore X
lda HasColormap_colormap_b0,x ; deref colormap
tax
lda Colormap_colormapdata_b0,x
sec
sbc Kernel2Sprite__2__tmp+11
sta Kernel2Sprite__2__tmp+4,y
lda Colormap_colormapdata_b8,x
sbc #0
sta Kernel2Sprite__2__tmp+6,y
; save ypos
ldx Kernel2Sprite__2__tmp+12 ; restore X
lda HasYpos_ypos_b0,x
sta Kernel2Sprite__2__tmp+10,y
iny
cpy #2
jne Kernel2Sprite__preframe__4____each
Kernel2Sprite__preframe__4____exit:
;;; end action Kernel2Sprite__preframe__4
;;; start action Kernel2Sprite__preframe__5
; L0 L1 H0 H1 -> L0 H0 L1 H1
lda Kernel2Sprite__2__tmp+1
ldy Kernel2Sprite__2__tmp+2
sty Kernel2Sprite__2__tmp+1
sta Kernel2Sprite__2__tmp+2
lda Kernel2Sprite__2__tmp+5
ldy Kernel2Sprite__2__tmp+6
sty Kernel2Sprite__2__tmp+5
sta Kernel2Sprite__2__tmp+6
;;; end action Kernel2Sprite__preframe__5
;;; start action Kernel2Sprite__preframe__6
lda #162
sta COLUBK
;;; end action Kernel2Sprite__preframe__6
;;; start action Kernel2Sprite__preframe__7
;;; end action Kernel2Sprite__preframe__7
;;; start action SetXPos__preframe__8
sta HMCLR
;;; end action SetXPos__preframe__8
;;; start action SetXPos__preframe__9
ldy #0
SetXPos__preframe__9____each:
ldx SpriteSlot_sprite_b0,y
lda HasXpos_xpos_b0,x
;;; start action SetHorizPos__SetHorizPos__10
; SetHorizPos routine
; A = X coordinate
; Y = player number (0 or 1)
sta WSYNC ; start a new line
sec ; set carry flag
nop
SetHorizPos__SetHorizPos__10__DivideLoop:
sbc #15 ; subtract 15
bcs SetHorizPos__SetHorizPos__10__DivideLoop ; branch until negative
eor #7 ; calculate fine offset
asl
asl
asl
asl
sta RESP0,y ; fix coarse position
sta HMP0,y ; set fine offset
;;; end action SetHorizPos__SetHorizPos__10
iny
cpy #2
jne SetXPos__preframe__9____each
SetXPos__preframe__9____exit:
;;; end action SetXPos__preframe__9
;;; start action SetXPos__preframe__11
;;; end action SetXPos__preframe__11
;;; start action SetXPos__preframe__12
sta WSYNC
sta HMOVE
;;; end action SetXPos__preframe__12
KERNEL_START
;;; start action Kernel2Sprite__kernel__13
ldy #0
sty VDELP0
iny
sta VDELP1
;;; end action Kernel2Sprite__kernel__13
;;; start action Kernel2Sprite__kernel__14
; define macro for each line
.macro Kernel2Sprite__kernel__14__DrawLine do_wsync
.local DoDraw1
.local DoDraw2
; draw player 0
lda Kernel2Sprite__2__tmp+8 ; height
dcp Kernel2Sprite__2__tmp+10 ; ypos
bcs DoDraw1
lda #0
.byte $2C
DoDraw1:
lda (Kernel2Sprite__2__tmp+0),y
.if do_wsync
sta WSYNC
.endif
sta GRP0
lda (Kernel2Sprite__2__tmp+4),y
sta COLUP0
; draw player 1
lda Kernel2Sprite__2__tmp+9 ; height
dcp Kernel2Sprite__2__tmp+11 ; ypos
bcs DoDraw2
lda #0
.byte $2C
DoDraw2:
lda (Kernel2Sprite__2__tmp+2),y
sta GRP1
lda (Kernel2Sprite__2__tmp+6),y
sta COLUP1
.endmacro
ldy #192
Kernel2Sprite__kernel__14__LVScan:
;;; start action Kernel2Sprite__scanline1__15
;;; end action Kernel2Sprite__scanline1__15
Kernel2Sprite__kernel__14__DrawLine 1 ; macro: draw scanline w/ WSYNC
dey ; next scanline
Kernel2Sprite__kernel__14__DrawLine 0 ; macro: draw scanline no WSYNC
dey ; next scanline
bne Kernel2Sprite__kernel__14__LVScan ; repeat until out of lines
;;; end action Kernel2Sprite__kernel__14
;;; start action Kernel2Sprite__kernel__16
lda #0
sta GRP0
sta GRP1
sta GRP0
sta GRP1
;;; end action Kernel2Sprite__kernel__16
KERNEL_END
;;; start action Joystick__postframe__17
; 2 control inputs share a single byte, 4 bits each
lda SWCHA
sta Joystick__3__tmp+0
;;; end action Joystick__postframe__17
;;; start action Joystick__postframe__18
ldx #0
Joystick__postframe__18____each:
asl Joystick__3__tmp+0
bcs Joystick__postframe__18__SkipMoveRight
;;; start action MoveJoyX__joyright__19
lda HasXpos_xpos_b0,x
clc
adc #1
cmp #152
bcs MoveJoyX__joyright__19__nomove
sta HasXpos_xpos_b0,x
MoveJoyX__joyright__19__nomove:
;;; end action MoveJoyX__joyright__19
Joystick__postframe__18__SkipMoveRight:
asl Joystick__3__tmp+0
bcs Joystick__postframe__18__SkipMoveLeft
;;; start action MoveJoyX__joyleft__20
lda HasXpos_xpos_b0,x
sec
sbc #1
bcc MoveJoyX__joyleft__20__nomove
sta HasXpos_xpos_b0,x
MoveJoyX__joyleft__20__nomove:
;;; end action MoveJoyX__joyleft__20
Joystick__postframe__18__SkipMoveLeft:
asl Joystick__3__tmp+0
bcs Joystick__postframe__18__SkipMoveDown
;;; start action MoveJoyY__joydown__21
lda HasYpos_ypos_b0,x
clc
adc #1
cmp #220
bcs MoveJoyY__joydown__21__nomove
sta HasYpos_ypos_b0,x
MoveJoyY__joydown__21__nomove:
;;; end action MoveJoyY__joydown__21
Joystick__postframe__18__SkipMoveDown:
asl Joystick__3__tmp+0
bcs Joystick__postframe__18__SkipMoveUp
;;; start action MoveJoyY__joyup__22
lda HasYpos_ypos_b0,x
sec
sbc #1
bcc MoveJoyY__joyup__22__nomove
sta HasYpos_ypos_b0,x
MoveJoyY__joyup__22__nomove:
;;; end action MoveJoyY__joyup__22
Joystick__postframe__18__SkipMoveUp:
inx
cpx #4
jne Joystick__postframe__18____each
Joystick__postframe__18____exit:
;;; end action Joystick__postframe__18
;;; start action SpriteShuffler__postframe__23
; load two sprite slots at left side of array
lda SpriteSlot_sprite_b0
sta SpriteShuffler__8__tmp+0
lda SpriteSlot_sprite_b0+1
sta SpriteShuffler__8__tmp+1
; move two slots to the left
ldx #0
SpriteShuffler__postframe__23__loop:
lda SpriteSlot_sprite_b0+2,x
sta SpriteSlot_sprite_b0,x
inx
cpx #4-2
bne SpriteShuffler__postframe__23__loop
; store two sprite slots at right side of array
lda SpriteShuffler__8__tmp+0
sta SpriteSlot_sprite_b0+4-2
lda SpriteShuffler__8__tmp+1
sta SpriteSlot_sprite_b0+4-1
;;; end action SpriteShuffler__postframe__23
;;; start action SpriteHider__postframe__24
lda #4-1
sta SpriteHider__9__tmp+0
;;; end action SpriteHider__postframe__24
;;; start action SpriteHider__postframe__25
ldy #0
SpriteHider__postframe__25____each:
ldx SpriteSlot_sprite_b0,y
lda HasYpos_ypos_b0,x
cmp #192
bcc SpriteHider__postframe__25__skip
; swap this sprite slot with slot at end of array
lda SpriteSlot_sprite_b0,y
pha
ldx SpriteHider__9__tmp+0 ; clobbers X, but no longer used
lda SpriteSlot_sprite_b0,x
sta SpriteSlot_sprite_b0,y
pla
sta SpriteSlot_sprite_b0,x
dec SpriteHider__9__tmp+0
SpriteHider__postframe__25__skip:
iny
cpy #2
jne SpriteHider__postframe__25____each
SpriteHider__postframe__25____exit:
;;; end action SpriteHider__postframe__25
FRAME_END
jmp FrameLoop__start__2__NextFrame ; loop to next frame
;;; end action FrameLoop__start__2
; start main routine
.segment "VECTORS"
Return: .word $6060
VecNMI:
VecReset: .word Main::__Reset
VecBRK: .word Main::__BRK
;;; end action Init__main_init__1
.endscope
Main__Start = Main::__Start