asmgen/multitest.s

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; os memory map
CLRTEXT = $c050
SETTEXT = $c051
CLRMIXED = $c052
SETMIXED = $c053
TXTPAGE1 = $c054
TXTPAGE2 = $c055
CLRHIRES = $c056
SETHIRES = $c057
; ROM entry points
COUT = $fded
ROMWAIT = $fca8
; Zero page locations we use (unused by Monitor, Applesoft, or ProDOS)
PARAM0 = $06
PARAM1 = $07
PARAM2 = $08
PARAM3 = $09
SCRATCH0 = $19
SCRATCH1 = $1a
SPRITEPTR_L = $1b
SPRITEPTR_H = $1c
RENDERCOUNT = $ce
BGSTORE = $fa
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BGTOP = $c0 ; page number of first byte beyond top of backing store stack
; constants
MAXPOSX = 250
MAXPOSY = 192 - 16
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*= $6000
start
bit CLRTEXT ; start with HGR page 1, full screen
bit CLRMIXED
bit TXTPAGE1
bit SETHIRES
;jsr clrscr
jsr initsprites
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gameloop
jsr renderstart
jsr movestart
dec fasttoggle
bpl gofast
jsr wait
gofast
jsr restorebg_driver
jmp gameloop
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fasttoggle
.byte 0
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initsprites
jsr restorebg_init
rts
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; Draw sprites by looping through the list of sprites
renderstart
lda #sprite_l - sprite_active
sta RENDERCOUNT
inc renderroundrobin+1
renderroundrobin
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ldy #0
sty PARAM3
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renderloop
lda PARAM3
and #sprite_l - sprite_active - 1
tay
lda sprite_active,y
beq renderskip ; skip if zero
lda sprite_l,y
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sta jsrsprite+1
lda sprite_h,y
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sta jsrsprite+2
lda sprite_x,y
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sta PARAM0
lda sprite_y,y
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sta PARAM1
jsrsprite
jsr $ffff ; wish you could JSR ($nnnn)
renderskip
inc PARAM3
dec RENDERCOUNT
bne renderloop
renderend
rts
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movestart
lda #sprite_l - sprite_active
sta RENDERCOUNT
ldy #0
moveloop
lda sprite_active,y
bmi moveend
beq movenext
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movex
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; Apply X velocity to X coordinate
lda sprite_dirx,y
bpl move_right
sec
lda sprite_x,y
sbc sprite_dx,y
cmp #MAXPOSX
bcc movex_end
lda #1
sta sprite_dirx,y
lda #0
sta sprite_x,y
bpl movey
move_right
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clc
lda sprite_x,y
adc sprite_dx,y
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cmp #MAXPOSX
bcc movex_end
lda #-1
sta sprite_dirx,y
lda #MAXPOSX
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movex_end
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; Store the new X
sta sprite_x,y
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movey
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; Apply Y velocity to Y coordinate
lda sprite_diry,y
bpl move_down
sec
lda sprite_y,y
sbc sprite_dy,y
cmp #MAXPOSY ; checking wraparound
bcc movey_end ; less than => not wrapped
lda #1
sta sprite_diry,y
lda #0
sta sprite_y,y
bpl movenext
move_down
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clc
lda sprite_y,y
adc sprite_dy,y
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cmp #MAXPOSY
bcc movey_end
lda #-1
sta sprite_diry,y
lda #MAXPOSY
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movey_end
; Store the new X
sta sprite_y,y
movenext
iny
dec RENDERCOUNT
bne moveloop
moveend
rts
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wait
ldy #$06 ; Loop a bit
wait_outer
ldx #$ff
wait_inner
nop
nop
nop
nop
nop
nop
nop
dex
bne wait_inner
dey
bne wait_outer
rts
clrscr
lda #0
sta clr1+1
lda #$20
sta clr1+2
clr0
lda #$81
ldy #0
clr1
sta $ffff,y
iny
bne clr1
inc clr1+2
ldx clr1+2
cpx #$40
bcc clr1
rts
; Sprite data is interleaved so a simple indexed mode can be used. This is not
; convenient to set up but makes faster accessing because you don't have to
; increment the index register. For example, all the info about sprite #2 can
; be indexed using Y = 2 on the indexed operators, e.g. "lda sprite_active,y",
; "lda sprite_x,y", etc.
;
; Number of sprites must be a power of 2
sprite_active
.byte 1, 1, 1, 1, 1, 1, 1, 1 ; 1 = active, 0 = skip
sprite_l
.byte <APPLE_SPRITE9X11, <APPLE_SPRITE9X11, <APPLE_SPRITE9X11, <APPLE_SPRITE9X11, <APPLE_SPRITE9X11, <APPLE_SPRITE9X11, <MOLDY_BURGER, <MOLDY_BURGER
sprite_h
.byte >APPLE_SPRITE9X11, >APPLE_SPRITE9X11, >APPLE_SPRITE9X11, >APPLE_SPRITE9X11, >APPLE_SPRITE9X11, >APPLE_SPRITE9X11, >MOLDY_BURGER, >MOLDY_BURGER
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sprite_x
.byte 80, 164, 33, 245, 4, 9, 255, 18
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sprite_y
.byte 116, 126, 40, 60, 80, 100, 120, 140
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sprite_dx
.byte 1, 2, 3, 4, 1, 2, 3, 4
sprite_dirx
.byte -1, -1, -1, -1, 1, 1, 1, 1
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sprite_dy
.byte 4, 3, 2, 1, 4, 3, 2, 1
sprite_diry
.byte 1, 1, 1, 1, -1, -1, -1, -1
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.include multitest-sprite-driver.s
.include backingstore.s
.include backingstore-3x11.s