asmgen/hisprite.s

264 lines
3.4 KiB
ArmAsm

;
; hisprite.s
;
; Created by Quinn Dunki on 7/19/16
; Copyright (c) 2015 One Girl, One Laptop Productions. All rights reserved.
;
.org $6000
.include "macros.s"
; Softswitches
TEXT = $c050
HIRES1 = $c057
HIRES2 = $c058
; 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
MAXSPRITEINDEX = 5 ; Sprite count - 1
MAXPOSX = 127 ; This demo doesn't wanna do 16 bit math
MAXPOSY = 127
; Macros
.macro BLITBYTE xPos,yPos,addr
lda #xPos
sta PARAM0
lda #yPos
sta PARAM1
lda #<addr
sta PARAM2
lda #>addr
sta PARAM3
jsr BlitSpriteOnByte
.endmacro
.macro BLIT xPos,yPos,addr
lda #xPos
sta PARAM0
lda #yPos
sta PARAM1
lda #<addr
sta PARAM2
lda #>addr
sta PARAM3
jsr BlitSprite
.endmacro
.macro WAIT
lda #$80
jsr $fca8
.endmacro
main:
jsr EnableHires
lda #$00
jsr VenetianFill
mainLoop:
; Draw sprites
renderLoop:
; Find our sprite pointer
lda spriteNum
asl
tax
lda META_BUFFERS+1,x
sta SPRITEPTR_H
lda META_BUFFERS,x
sta SPRITEPTR_L
; Find Y coordinate
ldy #1
lda (SPRITEPTR_L),y
sta PARAM1
; Find X coordinate
ldy #0
lda (SPRITEPTR_L),y
sta PARAM0
jsr BOXW_MAG
; Next sprite
dec spriteNum
bmi restartList
jmp renderLoop
restartList:
lda #MAXSPRITEINDEX
sta spriteNum
VBL_SYNC
; Background restore
backgroundLoop:
; Find our sprite pointer
lda spriteNum
asl
tax
lda META_BUFFERS+1,x
sta SPRITEPTR_H
lda META_BUFFERS,x
sta SPRITEPTR_L
; Find Y coordinate
ldy #1
lda (SPRITEPTR_L),y
sta PARAM1
; Find X coordinate
ldy #0
lda (SPRITEPTR_L),y
sta PARAM0
jsr BlackRect
; Next sprite
dec spriteNum
bmi backgroundRestartList
jmp backgroundLoop
backgroundRestartList:
lda #MAXSPRITEINDEX
sta spriteNum
jmp mainLoop ; Skip movement
movementLoop:
; Find our sprite pointer
lda spriteNum
asl
tax
lda META_BUFFERS+1,x
sta SPRITEPTR_H
lda META_BUFFERS,x
sta SPRITEPTR_L
; Apply X velocity to X coordinate
clc
ldy #0
lda (SPRITEPTR_L),y
ldy #2
adc (SPRITEPTR_L),y
bmi flipX
cmp #MAXPOSX
bpl flipX
; Store the new X
ldy #0
sta (SPRITEPTR_L),y
adjustY:
; Apply Y velocity to Y coordinate
clc
ldy #1
lda (SPRITEPTR_L),y
ldy #3
adc (SPRITEPTR_L),y
bmi flipY
cmp #MAXPOSY
bpl flipY
; Store the new Y
ldy #1
sta (SPRITEPTR_L),y
continueMovementList:
dec spriteNum
bmi movementRestartList
jmp movementLoop
flipX:
lda (SPRITEPTR_L),y
eor #$ff
inc
sta (SPRITEPTR_L),y
bra adjustY
flipY:
lda (SPRITEPTR_L),y
eor #$ff
inc
sta (SPRITEPTR_L),y
bra continueMovementList
movementRestartList:
lda #MAXSPRITEINDEX
sta spriteNum
jmp renderLoop
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; delayShort
; Sleeps for ~1/30th second
;
delayShort:
SAVE_AXY
ldy #$06 ; Loop a bit
delayShortOuter:
ldx #$ff
delayShortInner:
nop
nop
nop
nop
nop
nop
nop
dex
bne delayShortInner
dey
bne delayShortOuter
RESTORE_AXY
rts
spriteNum:
.byte MAXSPRITEINDEX
bgFilename:
.byte "KOL",0
.include "graphics.s"
.include "hgrtableX.s"
.include "hgrtableY.s"
.include "spriteBuffers.s"
.include "spritegen0.s"
;.include "spritegen1.s"
;.include "spritegen2.s"
;.include "spritegen3.s"
;.include "spritegen4.s"
; Suppress some linker warnings - Must be the last thing in the file
.SEGMENT "ZPSAVE"
.SEGMENT "EXEHDR"
.SEGMENT "STARTUP"
.SEGMENT "INIT"
.SEGMENT "LOWCODE"