asmgen/multitest.s
2017-06-26 12:32:55 -07:00

206 lines
2.9 KiB
ArmAsm

; 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
; constants
MAXPOSX = 127 ; This demo doesn't wanna do 16 bit math
MAXPOSY = 127
*= $6000
start
bit CLRTEXT ; start with HGR page 1, full screen
bit CLRMIXED
bit TXTPAGE1
bit SETHIRES
;jsr clrscr
jsr initsprites
gameloop
jsr renderstart
jsr movestart
jsr wait
jsr erasestart
jmp gameloop
initsprites
nop
rts
; Draw sprites by looping through the list of sprites
renderstart
ldy #0
renderloop
lda sprite_active,y
bmi renderend ; end of list if negative
beq renderskip ; skip if zero
lda sprite_l,y
sta jsrsprite+1
lda sprite_h,y
sta jsrsprite+2
lda sprite_x,y
sta PARAM0
lda sprite_y,y
sta PARAM1
jsrsprite
jsr $ffff ; wish you could JSR ($nnnn)
renderskip
iny
bne renderloop ; branch always because always positive; otherwise limited to 255 sprites (haha)
renderend
rts
movestart
ldy #0
moveloop
lda sprite_active,y
bmi moveend
beq movenext
movex
; Apply X velocity to X coordinate
clc
lda sprite_x,y
adc sprite_dx,y
bmi flipX
cmp #MAXPOSX
bpl flipX
; Store the new X
sta sprite_x,y
movey
; Apply Y velocity to Y coordinate
clc
lda sprite_y,y
adc sprite_dy,y
bmi flipY
cmp #MAXPOSY
bpl flipY
; Store the new Y
sta sprite_y,y
movenext
iny
bne moveloop
moveend
rts
flipX
lda sprite_dx,y
eor #$ff
clc
adc #1
sta sprite_dx,y
jmp movey
flipY
lda sprite_dy,y
eor #$ff
clc
adc #1
sta sprite_dy,y
jmp moveloop
erasestart
rts
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_active
.byte 1, 1, 0, $ff ; 1 = active, 0 = skip, $ff = end of list
sprite_l
.byte <COLORSPRITE, <BWSPRITE, 0, 0
sprite_h
.byte >COLORSPRITE, >BWSPRITE, 0, 0
sprite_x
.byte 80, 64, 0, 0
sprite_y
.byte 116, 126, 0, 0
sprite_dx
.byte -1, 4, 0, 0
sprite_dy
.byte -3, 1, 0, 0
.include colorsprite.s
.include bwsprite.s
.include rowlookup.s
.include collookupbw.s
.include collookupcolor.s