dos33fsprogs/tfv/tfv_flying.s

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2017-08-27 04:11:53 +00:00
;===========
; CONSTANTS
;===========
CONST_SHIPX EQU 15
CONST_TILE_W EQU 64
CONST_TILE_H EQU 64
CONST_MAP_MASK EQU (CONST_TILE_W - 1)
CONST_LOWRES_W EQU 40
CONST_LOWRES_H EQU 40
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CONST_BETA_I EQU $ff
CONST_BETA_F EQU $80
CONST_SCALE_I EQU $14
CONST_SCALE_F EQU $00
flying_start:
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;===================
; Clear screen/pages
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;===================
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jsr clear_screens
jsr set_gr_page0
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jsr init_multiply_tables
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;===============
; Init Variables
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;===============
lda #20
sta SHIPY
lda #0
sta TURNING
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sta ANGLE
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sta SPACEX_I
sta SPACEY_I
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sta CX_I
sta CX_F
sta CY_I
sta CY_F
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sta DRAW_SPLASH
sta SPEED
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sta SPLASH_COUNT
sta OVER_WATER
lda #1
sta ANGLE
lda #4
sta SPACEZ_I
lda #$80
sta SPACEZ_F
flying_loop:
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lda SPLASH_COUNT ; 3
beq flying_keyboard ; 2nt/3
dec SPLASH_COUNT ; decrement splash count ; 5
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flying_keyboard:
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jsr get_key ; get keypress ; 6
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lda LASTKEY ; 3
; cmp #('Q') ; if quit, then return
; bne skipskip
; rts
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;skipskip:
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cmp #('W') ; 2
bne check_down ; 3/2nt
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;===========
; UP PRESSED
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;===========
lda SHIPY
cmp #17
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bcc check_down ; bgt, if shipy>16
dec SHIPY
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dec SHIPY ; move ship up
inc SPACEZ_I ; incement height
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lda #0
sta SPLASH_COUNT
check_down:
cmp #('S')
bne check_left
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;=============
; DOWN PRESSED
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;=============
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lda SHIPY
cmp #28
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bcs splashy ; ble, if shipy < 28
inc SHIPY
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inc SHIPY ; move ship down
dec SPACEZ_I ; decrement height
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bcc check_left
splashy:
lda #10
sta SPLASH_COUNT
check_left:
cmp #('A')
bne check_right
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;=============
; LEFT PRESSED
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;=============
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lda TURNING
bmi turn_left
beq turn_left
lda #$0
sta TURNING
clv
bvc check_right
turn_left:
lda #253 ; -3
sta TURNING
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dec ANGLE
check_right:
cmp #('D')
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bne check_speedup
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;==============
; RIGHT PRESSED
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;==============
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lda TURNING ;; FIXME: optimize me
bpl turn_right
lda #0
sta TURNING
clv
bvc check_speedup
turn_right:
lda #3
sta TURNING
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inc ANGLE
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check_speedup:
cmp #('Z')
bne check_speeddown
;=========
; SPEED UP
;=========
lda #$3
cmp SPEED
beq check_speeddown
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inc SPEED
check_speeddown:
cmp #('X')
bne check_brake
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;===========
; SPEED DOWN
;===========
lda SPEED
beq check_brake
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dec SPEED
check_brake:
cmp #(' '+128)
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bne check_land
;============
; BRAKE
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;============
lda #$0
sta SPEED
check_land:
cmp #13
bne check_help
;=====
; LAND
;=====
; finds value in space_x.i,space_y.i
; returns color in A
lda CX_I
sta SPACEX_I
lda CY_I
sta SPACEY_I
jsr lookup_map
cmp #COLOR_BOTH_LIGHTGREEN
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bne must_land_on_grass
landing_loop:
jsr draw_background_mode7
; Draw Shadow
lda #>shadow_forward
sta INH
lda #<shadow_forward
sta INL
lda #(CONST_SHIPX+3)
sta XPOS
clc
lda SPACEZ_I
adc #31
and #$fe ; make sure it's even
sta YPOS
jsr put_sprite
lda #>ship_forward
sta INH
lda #<ship_forward
sta INL
lda #CONST_SHIPX
sta XPOS
lda SHIPY
sta YPOS
jsr put_sprite
jsr page_flip
dec SPACEZ_I
bpl landing_loop
rts ; finish flying
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must_land_on_grass:
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lda #10
sta CH ; HTAB 11
lda #21
sta CV ; VTAB 22
lda #>(grass_string)
sta OUTH
lda #<(grass_string)
sta OUTL
jsr print_both_pages ; "NEED TO LAND ON GRASS!"
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check_help:
cmp #('H')
bne check_done
;=====
; HELP
;=====
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jsr print_help
check_done:
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;================
; Wrap the Angle
;================
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; FIXME: only do this in right/left routine?
lda ANGLE ; 3
and #$f ; 2
sta ANGLE ; 3
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;================
; Handle Movement
;================
speed_move:
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ldx SPEED ; 3
beq draw_background ; 2nt/3
;=============
lda ANGLE ; dx.i=fixed_sin[(angle+4)&0xf].i; // cos() ; 3
clc ; 2
adc #4 ; 2
and #$f ; 2
asl ; 2
tay ; 2
lda fixed_sin_scale,Y ; 4
sta DX_I ; 3
iny ; dx.f=fixed_sin[(angle+4)&0xf].f; // cos() ; 2
lda fixed_sin_scale,Y ; 4
sta DX_F ; 3
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lda ANGLE ; dy.i=fixed_sin[angle&0xf].i; // sin() ; 3
and #$f ; 2
asl ; 2
tay ; 2
lda fixed_sin_scale,Y ; 4
sta DY_I ; 3
iny ; dx.f=fixed_sin[angle&0xf].f; // sin() ; 2
lda fixed_sin_scale,Y ; 4
sta DY_F ; 3
;============
; 54
speed_loop:
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clc ; fixed_add(&cx,&dx,&cx); ; 2
lda CX_F ; 3
adc DX_F ; 3
sta CX_F ; 3
lda CX_I ; 3
adc DX_I ; 3
sta CX_I ; 3
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clc ; fixed_add(&cy,&dy,&cy); ; 2
lda CY_F ; 3
adc DY_F ; 3
sta CY_F ; 3
lda CY_I ; 3
adc DY_I ; 3
sta CY_I ; 3
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dex ; 2
bne speed_loop ; 2nt/3
;============
; 45
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;====================
; Draw the background
;====================
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draw_background:
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jsr draw_background_mode7 ; 6
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; Calculate whether to draw the splash
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lda #0 ; set splash drawing to 0 ; 2
sta DRAW_SPLASH ; 3
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lda SPEED ; if speed==0, no splash ; 3
beq no_splash ; 2nt/3
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lda TURNING ; 3
beq no_turning_splash ; 2nt/3
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lda SHIPY ; 3
cmp #27 ; 2
bcc no_turning_splash ; blt if shipy<25 skip ; 2nt/3
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lda #1 ; 2
sta SPLASH_COUNT ; 3
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no_turning_splash:
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lda OVER_WATER ; no splash if over land ; 3
beq no_splash ; 2nt/3
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lda SPLASH_COUNT ; no splash if splash_count expired ; 3
beq no_splash ; 2nt/3
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lda #1 ; 2
sta DRAW_SPLASH ; 3
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no_splash:
;==============
; Draw the ship
;==============
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clv ; 2
lda TURNING ; 3
beq draw_ship_forward ; 2nt/3
bpl draw_ship_right ; 2nt/3
bmi draw_ship_left ;; FIXME: optimize order ; 2nt/3
draw_ship_forward:
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lda DRAW_SPLASH ; 2
beq no_forward_splash ; 2nt/3
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; Draw Splash
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lda #>splash_forward ; 2
sta INH ; 3
lda #<splash_forward ; 2
sta INL ; 3
lda #(CONST_SHIPX+1) ; 2
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sta XPOS ; 3
clc ; 2
lda SHIPY ; 3
adc #9 ; 2
and #$fe ; make sure it's even ; 2
sta YPOS ; 3
jsr put_sprite ; 6
;==========
; 33
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no_forward_splash:
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; Draw Shadow
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lda #>shadow_forward ; 2
sta INH ; 3
lda #<shadow_forward ; 2
sta INL ; 3
lda #(CONST_SHIPX+3) ; 2
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sta XPOS ; 3
clc ; 2
lda SPACEZ_I ; 3
adc #31 ; 2
and #$fe ; make sure it's even ; 2
sta YPOS ; 3
jsr put_sprite ; 6
lda #>ship_forward ; 2
sta INH ; 3
lda #<ship_forward ; 2
sta INL ; 3
bvc draw_ship ; 3
;===========
; 46
draw_ship_right:
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lda DRAW_SPLASH ; 3
beq no_right_splash ; 2nt/3
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; Draw Splash
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lda #>splash_right ; 2
sta INH ; 3
lda #<splash_right ; 2
sta INL ; 3
lda #(CONST_SHIPX+1) ; 2
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sta XPOS ; 3
clc ; 2
lda #36 ; 2
sta YPOS ; 3
jsr put_sprite ; 6
;===========
; 28
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no_right_splash:
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; Draw Shadow
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lda #>shadow_right ; 2
sta INH ; 3
lda #<shadow_right ; 2
sta INL ; 3
lda #(CONST_SHIPX+3) ; 2
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sta XPOS ; 3
clc ; 2
lda SPACEZ_I ; 3
adc #31 ; 2
and #$fe ; make sure it's even ; 2
sta YPOS ; 3
jsr put_sprite ; 6
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lda #>ship_right ; 2
sta INH ; 3
lda #<ship_right ; 2
sta INL ; 3
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dec TURNING ; 5
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bvc draw_ship ; 3
;==========
; 51
draw_ship_left:
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lda DRAW_SPLASH ; 3
beq no_left_splash ; 2nt/3
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; Draw Splash
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lda #>splash_left ; 2
sta INH ; 3
lda #<splash_left ; 2
sta INL ; 3
lda #(CONST_SHIPX+1) ; 2
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sta XPOS ; 3
clc ; 2
lda #36 ; 2
sta YPOS ; 3
jsr put_sprite ; 6
;===========
; 28
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no_left_splash:
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; Draw Shadow
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lda #>shadow_left ; 2
sta INH ; 3
lda #<shadow_left ; 2
sta INL ; 3
lda #(CONST_SHIPX+3) ; 2
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sta XPOS ; 3
clc ; 2
lda SPACEZ_I ; 3
adc #31 ; 2
and #$fe ; make sure it's even ; 2
sta YPOS ; 3
jsr put_sprite ; 6
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lda #>ship_left ; 2
sta INH ; 3
lda #<ship_left ; 2
sta INL ; 3
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inc TURNING ; 5
;==========
; 48
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draw_ship:
lda #CONST_SHIPX ; 2
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sta XPOS ; 3
lda SHIPY ; 3
sta YPOS ; 3
jsr put_sprite ; 6
;===========
; 17
;==================
; flip pages
;==================
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jsr page_flip ; 6
;==================
; loop forever
;==================
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jmp flying_loop ; 3
;===========================
; Draw the Mode7 Background
;===========================
draw_background_mode7:
; Draw Sky
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; FIXME: the sky never changes?
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lda #COLOR_BOTH_MEDIUMBLUE ; MEDIUMBLUE color ; 2
sta COLOR ; 3
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lda #0 ; 2
sta OVER_WATER ; 3
;===========
; 10
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sky_loop: ; draw line across screen
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ldy #40 ; from y=0 to y=6 ; 2
sty V2 ; 3
ldy #0 ; 2
pha ; 3
jsr hlin_double ; hlin y,V2 at A ; 63+(X*16)
pla ; 4
clc ; 2
adc #2 ; 2
cmp #6 ; 2
bne sky_loop ; 3/2nt
;=============
; (23+63+(X*16))*5
; Draw Horizon
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lda #COLOR_BOTH_GREY ; Horizon is Grey ; 2
sta COLOR ; 3
lda #6 ; draw single line at 6/7 ; 2
ldy #40 ; 2
sty V2 ; hlin Y,V2 at A ; 3
ldy #0 ; 2
jsr hlin_double ; hlin 0,40 at 6 ; 63+(X*16)
;===========
; 63+(X*16)+14
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; fixed_mul(&space_z,&BETA,&factor);
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lda SPACEZ_I ; 3
sta NUM1H ; 3
lda SPACEZ_F ; 3
sta NUM1L ; 3
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lda #CONST_BETA_I ; BETA_I ; 2
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sta NUM2H ; 3
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lda #CONST_BETA_F ; BETA_F ; 2
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sta NUM2L ; 3
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sec ; 2
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jsr multiply ; 6
;===========
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; 30
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lda RESULT+2 ; 4
sta FACTOR_I ; 4
lda RESULT+1 ; 4
sta FACTOR_F ; 4
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;; SPACEZ=78 * ff80 = FACTOR=66
;; C
;; GOOD 4 80 * ffffffff 80 = fffffffd c0
;; BAD 4 80 * ffffffff 80 = 42 40
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lda #8 ; 2
sta SCREEN_Y ; 4
;=============
; 22
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screeny_loop:
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ldy #0 ; 2
jsr hlin_setup ; y-coord in a, x-coord in y ; 41
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; sets up GBASL/GBASH
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;=============
; 43
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lda #0 ; horizontal_scale.i = 0 ; 2
sta HORIZ_SCALE_I ; 3
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;horizontal_scale.f=
; horizontal_lookup[space_z.i&0xf][(screen_y-8)/2];
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lda SPACEZ_I ; 3
and #$f ; 2
asl ; 2
asl ; 2
asl ; 2
asl ; 2
sta TEMP_I ; 3
sec ; 2
lda SCREEN_Y ; 3
sbc #8 ; 2
lsr ; 2
clc ; 2
adc TEMP_I ; 3
tay ; 2
lda horizontal_lookup,Y ; 4
sta HORIZ_SCALE_F ; 3
;============
; 44
;; brk ASM, horiz_scale = 00:73
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; calculate the distance of the line we are drawing
; fixed_mul(&horizontal_scale,&scale,&distance);
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lda HORIZ_SCALE_I ; 3
sta NUM1H ; 4
lda HORIZ_SCALE_F ; 3
sta NUM1L ; 4
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lda #CONST_SCALE_I ; SCALE_I ; 2
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sta NUM2H ; 4
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lda #CONST_SCALE_F ; SCALE_F ; 2
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sta NUM2L ; 4
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sec ; 2
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jsr multiply ; 6
lda RESULT+2 ; 4
sta DISTANCE_I ; 2
lda RESULT+1 ; 4
sta DISTANCE_F ; 2
;==========
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; 46
;; brk ASM, distance = 08:fc
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; calculate the dx and dy of points in space when we step
; through all points on this line
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lda ANGLE ; dx.i=fixed_sin[(angle+8)&0xf].i; // -sin() ; 3
clc ; 2
adc #8 ; 2
and #$f ; 2
asl ; 2
tay ; 2
lda fixed_sin,Y ; 4
sta DX_I ; 3
iny ; dx.f=fixed_sin[(angle+8)&0xf].f; // -sin() ; 2
lda fixed_sin,Y ; 4
sta DX_F ; 3
;==========
; 29
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; fixed_mul(&dx,&horizontal_scale,&dx);
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lda HORIZ_SCALE_I ; 3
sta NUM1H ; 4
lda HORIZ_SCALE_F ; 3
sta NUM1L ; 4
lda DX_I ; 3
sta NUM2H ; 4
lda DX_F ; 3
sta NUM2L ; 4
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sec ; 2
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jsr multiply ; 6
lda RESULT+2 ; 4
sta DX_I ; 3
lda RESULT+1 ; 4
sta DX_F ; 3
;==========
; 48
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;; ANGLE
;; brk ASM, dx = 00:00
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lda ANGLE ; dy.i=fixed_sin[(angle+4)&0xf].i; // cos() ; 3
clc ; 2
adc #4 ; 2
and #$f ; 2
asl ; 2
tay ; 2
lda fixed_sin,Y ; 4
sta DY_I ; 3
iny ; dy.f=fixed_sin[(angle+4)&0xf].f; // cos() ; 2
lda fixed_sin,Y ; 4
sta DY_F ; 3
;==========
; 29
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; fixed_mul(&dy,&horizontal_scale,&dy);
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lda HORIZ_SCALE_I ; 3
sta NUM1H ; 4
lda HORIZ_SCALE_F ; 3
sta NUM1L ; 4
lda DY_I ; 3
sta NUM2H ; 4
lda DY_F ; 3
sta NUM2L ; 4
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sec ; 2
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jsr multiply ; 6
lda RESULT+2 ; 4
sta DY_I ; 3
lda RESULT+1 ; 4
sta DY_F ; 3
;==========
; 48
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;; brk ASM, dy = 00:73
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; calculate the starting position
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; fixed_add(&distance,&factor,&space_x);
clc ; fixed_add(&distance,&factor,&space_y); ; 2
lda DISTANCE_F ; 3
adc FACTOR_F ; 3
sta SPACEY_F ; 3
sta SPACEX_F ; 3
lda DISTANCE_I ; 3
adc FACTOR_I ; 3
sta SPACEY_I ; 3
sta SPACEX_I ; 3
;==========
; 26
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;; brk space_x = 06:bc
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lda ANGLE ; temp.i=fixed_sin[(angle+4)&0xf].i; // cos ; 3
clc ; 2
adc #4 ; 2
and #$f ; 2
asl ; 2
tay ; 2
lda fixed_sin,Y ; 4
sta TEMP_I ; 3
iny ; temp.f=fixed_sin[(angle+4)&0xf].f; // cos ; 2
lda fixed_sin,Y ; 4
sta TEMP_F ; 3
;==========
; 29
; fixed_mul(&space_x,&temp,&space_x);
lda SPACEX_I ; 3
sta NUM1H ; 4
lda SPACEX_F ; 3
sta NUM1L ; 4
lda TEMP_I ; 3
sta NUM2H ; 4
lda TEMP_F ; 3
sta NUM2L ; 4
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sec ; 2
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jsr multiply ; 6
lda RESULT+2 ; 4
sta SPACEX_I ; 3
lda RESULT+1 ; 4
sta SPACEX_F ; 3
;==========
; 48
clc ; fixed_add(&space_x,&cx,&space_x); ; 2
lda SPACEX_F ; 3
adc CX_F ; 3
sta SPACEX_F ; 3
lda SPACEX_I ; 3
adc CX_I ; 3
sta SPACEX_I ; 3
lda #$ec ; temp.i=0xec; // -20 (LOWRES_W/2) ; 2
sta TEMP_I ; 3
lda #0 ; temp.f=0; ; 2
sta TEMP_F ; 3
;==========
; 30
; fixed_mul(&temp,&dx,&temp);
lda TEMP_I ; 3
sta NUM1H ; 4
lda TEMP_F ; 3
sta NUM1L ; 4
lda DX_I ; 3
sta NUM2H ; 4
lda DX_F ; 3
sta NUM2L ; 4
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sec ; 2
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jsr multiply ; 6
lda RESULT+2 ; 4
sta TEMP_I ; 3
lda RESULT+1 ; 4
sta TEMP_F ; 3
;==========
; 48
clc ; fixed_add(&space_x,&temp,&space_x); ; 2
lda SPACEX_F ; 3
adc TEMP_F ; 3
sta SPACEX_F ; 3
lda SPACEX_I ; 3
adc TEMP_I ; 3
sta SPACEX_I ; 3
;==========
; 20
; brk ; space_x = 06:bc
lda ANGLE ; temp.i=fixed_sin[angle&0xf].i; ; 3
and #$f ; 2
asl ; 2
tay ; 2
lda fixed_sin,Y ; 4
sta TEMP_I ; 3
iny ; fixed_temp.f=fixed_sin[angle&0xf].f; ; 2
lda fixed_sin,Y ; 4
sta TEMP_F ; 3
;==========
; 25
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; fixed_mul(&space_y,&fixed_temp,&space_y);
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lda SPACEY_I ; 3
sta NUM1H ; 4
lda SPACEY_F ; 3
sta NUM1L ; 4
lda TEMP_I ; 3
sta NUM2H ; 4
lda TEMP_F ; 3
sta NUM2L ; 4
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sec ; 2
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jsr multiply ; 6
lda RESULT+2 ; 4
sta SPACEY_I ; 3
lda RESULT+1 ; 4
sta SPACEY_F ; 3
;==========
; 48
clc ; fixed_add(&space_y,&cy,&space_y); ; 2
lda SPACEY_F ; 3
adc CY_F ; 3
sta SPACEY_F ; 3
lda SPACEY_I ; 3
adc CY_I ; 3
sta SPACEY_I ; 3
lda #$ec ; temp.i=0xec; // -20 (LOWRES_W/2) ; 2
sta TEMP_I ; 3
lda #0 ; temp.f=0; ; 2
sta TEMP_F ; 3
;==========
; 30
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; fixed_mul(&fixed_temp,&dy,&fixed_temp);
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lda TEMP_I ; 3
sta NUM1H ; 4
lda TEMP_F ; 3
sta NUM1L ; 4
lda DY_I ; 3
sta NUM2H ; 4
lda DY_F ; 3
sta NUM2L ; 4
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sec ; 2
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jsr multiply ; 6
lda RESULT+2 ; 4
sta TEMP_I ; 3
lda RESULT+1 ; 4
sta TEMP_F ; 3
;==========
; 48
clc ; fixed_add(&space_y,&fixed_temp,&space_y); ; 2
lda SPACEY_F ; 3
adc TEMP_F ; 3
sta SPACEY_F ; 3
lda SPACEY_I ; 3
adc TEMP_I ; 3
sta SPACEY_I ; 3
; brk ; space_y = f7:04
lda #0 ; 2
sta SCREEN_X ; 3
;==========
; 25
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screenx_loop:
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jsr lookup_map ; get color in A ; 6
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ldy #0 ; 2
sta (GBASL),Y ; plot double height ; 6
inc GBASL ; point to next pixel ; 5
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; Check if over water
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cmp #$22 ; see if dark blue ; 2
bne not_watery ; 2nt/3
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lda SCREEN_Y ; only check pixel in middle of screen ; 3
cmp #38 ; 2
bne not_watery ; 2nt/3
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lda SCREEN_X ; only check pixel in middle of screen ; 3
cmp #20 ; 2
bne not_watery ; 2nt/3
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lda #$1 ; set over water ; 2
sta OVER_WATER ; 3
;============
; 42
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not_watery:
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; advance to the next position in space
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clc ; fixed_add(&space_x,&dx,&space_x); ; 2
lda SPACEX_F ; 3
adc DX_F ; 3
sta SPACEX_F ; 3
lda SPACEX_I ; 3
adc DX_I ; 3
sta SPACEX_I ; 3
clc ; fixed_add(&space_y,&dy,&space_y); ; 2
lda SPACEY_F ; 3
adc DY_F ; 3
sta SPACEY_F ; 3
lda SPACEY_I ; 3
adc DY_I ; 3
sta SPACEY_I ; 3
inc SCREEN_X ; 5
lda SCREEN_X ; 3
cmp #40 ; LOWRES width ; 2
bne screenx_loop ; 2nt/3
;=============
; 53
lda SCREEN_Y ; 3
clc ; 2
adc #2 ; 2
sta SCREEN_Y ; 3
cmp #40 ; LOWRES height ; 2
beq done_screeny ; 2nt/3
jmp screeny_loop ; 3
;=============
; 17
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done_screeny:
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rts ; 6
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;====================
; lookup_map
;====================
; finds value in space_x.i,space_y.i
; returns color in A
lookup_map:
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lda SPACEX_I ; 3
and #CONST_MAP_MASK ; 2
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sta TEMPY ; 3
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lda SPACEY_I ; 3
and #CONST_MAP_MASK ; wrap to 64x64 grid ; 2
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asl ; 2
asl ; 2
asl ; multiply by 8 ; 2
clc ; 2
adc TEMPY ; add in X value ; 2
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; (use OR instead?)
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ldy SPACEX_I ; 3
cpy #$8 ; 2
beq ocean_color ; bgt ; 2nt/3
bcs ocean_color ; 2nt/3
ldy SPACEY_I ; 3
cpy #$8 ; 2
beq ocean_color ; bgt ; 2nt/3
bcs ocean_color ; 2nt/3
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tay ; 2
lda flying_map,Y ; load from array ; 4
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rts ; 6
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ocean_color:
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and #$1f ; 2
tay ; 2
lda water_map,Y ; the color of the sea ; 4
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rts ; 6
flying_map:
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.byte $22,$ff,$ff,$ff, $ff,$ff,$ff,$22
.byte $dd,$cc,$cc,$88, $44,$44,$00,$dd
.byte $dd,$cc,$cc,$cc, $88,$44,$44,$dd
.byte $dd,$cc,$cc,$88, $44,$44,$44,$dd
.byte $dd,$cc,$99,$99, $88,$44,$44,$dd
.byte $dd,$cc,$99,$88, $44,$44,$44,$dd
.byte $dd,$cc,$99,$99, $11,$44,$44,$dd
.byte $22,$dd,$dd,$dd, $dd,$dd,$dd,$22
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water_map:
.byte $22,$22,$22,$22, $22,$22,$22,$22
.byte $ee,$22,$22,$22, $22,$22,$22,$22
.byte $22,$22,$22,$22, $22,$22,$22,$22
.byte $22,$22,$22,$22, $ee,$22,$22,$22
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.include "tfv_multiply.s"
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; 8.8 fixed point
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; should we store as two arrays, one I one F?
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fixed_sin:
.byte $00,$00 ; 0.000000=00.00
.byte $00,$61 ; 0.382683=00.61
.byte $00,$b5 ; 0.707107=00.b5
.byte $00,$ec ; 0.923880=00.ec
.byte $01,$00 ; 1.000000=01.00
.byte $00,$ec ; 0.923880=00.ec
.byte $00,$b5 ; 0.707107=00.b5
.byte $00,$61 ; 0.382683=00.61
.byte $00,$00 ; 0.000000=00.00
.byte $ff,$9f ; -0.382683=ff.9f
.byte $ff,$4b ; -0.707107=ff.4b
.byte $ff,$14 ; -0.923880=ff.14
.byte $ff,$00 ; -1.000000=ff.00
.byte $ff,$14 ; -0.923880=ff.14
.byte $ff,$4b ; -0.707107=ff.4b
.byte $ff,$9f ; -0.382683=ff.9f
fixed_sin_scale:
.byte $00,$00
.byte $00,$0c
.byte $00,$16
.byte $00,$1d
.byte $00,$20
.byte $00,$1d
.byte $00,$16
.byte $00,$0c
.byte $00,$00
.byte $ff,$f4
.byte $ff,$ea
.byte $ff,$e3
.byte $ff,$e0
.byte $ff,$e3
.byte $ff,$ea
.byte $ff,$f4
horizontal_lookup:
.byte $0C,$0A,$09,$08,$07,$06,$05,$05,$04,$04,$04,$04,$03,$03,$03,$03
.byte $26,$20,$1B,$18,$15,$13,$11,$10,$0E,$0D,$0C,$0C,$0B,$0A,$0A,$09
.byte $40,$35,$2D,$28,$23,$20,$1D,$1A,$18,$16,$15,$14,$12,$11,$10,$10
.byte $59,$4A,$40,$38,$31,$2C,$28,$25,$22,$20,$1D,$1C,$1A,$18,$17,$16
.byte $73,$60,$52,$48,$40,$39,$34,$30,$2C,$29,$26,$24,$21,$20,$1E,$1C
.byte $8C,$75,$64,$58,$4E,$46,$40,$3A,$36,$32,$2E,$2C,$29,$27,$25,$23
.byte $A6,$8A,$76,$68,$5C,$53,$4B,$45,$40,$3B,$37,$34,$30,$2E,$2B,$29
2017-11-18 19:31:03 +00:00
grass_string:
.asciiz "NEED TO LAND ON GRASS!"