sprites: start adding putsprite for asteroids

This commit is contained in:
Vince Weaver 2019-06-13 11:47:58 -04:00
parent 5db8dcc53a
commit 93e0f4af41
2 changed files with 95 additions and 10 deletions

View File

@ -0,0 +1,80 @@
;=============================================
; put_sprite
;=============================================
; Sprite to display in INH,INL
; Location is SPRITE_XPOS,SPRITE_YPOS
; Note, only works if SPRITE_YPOS is multiple of two
; NO TRANSPARENCY
; 28+ Y*(34+17+X*(18+13) + 5
; 33 + Y*(51+31*X)
; so if 3*2 = 321 cycles??
put_sprite:
ldy #0 ; byte 0 is xsize ; 2
lda (INL),Y ; 5
sta CH ; xsize is in CH ; 3
iny ; 2
lda (INL),Y ; byte 1 is ysize ; 5
sta CV ; ysize is in CV ; 3
iny ; 2
lda SPRITE_YPOS ; make a copy of ypos ; 3
sta TEMPY ; as we modify it ; 3
;===========
; 28
put_sprite_loop:
sty TEMP ; save sprite pointer ; 3
ldy TEMPY ; 3
lda gr_offsets,Y ; lookup low-res memory address ; 4
clc ; 2
adc SPRITE_XPOS ; add in xpos ; 3
sta OUTL ; store out low byte of addy ; 3
lda gr_offsets+1,Y ; look up high byte ; 4
adc DRAW_PAGE ; ; 3
sta OUTH ; and store it out ; 3
ldy TEMP ; restore sprite pointer ; 3
; OUTH:OUTL now points at right place
ldx CH ; load xsize into x ; 3
;===========
; 34
put_sprite_pixel:
lda (INL),Y ; get sprite colors ; 5
iny ; increment sprite pointer ; 2
sty TEMP ; save sprite pointer ; 3
ldy #$0 ; 2
sta (OUTL),Y ; and write it out ; 6
;============
; 18
put_sprite_done_draw:
ldy TEMP ; restore sprite pointer ; 3
inc OUTL ; increment output pointer ; 5
dex ; decrement x counter ; 2
bne put_sprite_pixel ; if not done, keep looping ; 3
;==============
; 13
; -1
inc TEMPY ; each line has two y vars ; 5
inc TEMPY ; 5
dec CV ; decemenet total y count ; 5
bne put_sprite_loop ; loop if not done ; 3
;==============
; 17
; -1
rts ; return ; 6

View File

@ -23,20 +23,25 @@ BASL = $28
BASH = $29
FRAME = $60
BLARGH = $69
SPRITE_XPOS = $E0
SPRITE_YPOS = $E1
DRAW_PAGE = $EE
FIRE_X = $F0
FIRE_Y = $F1
YPOS = $F2
YADD = $F3
BLAST1 = $F4
BLAST2 = $F5
FIRE = $F6
TEMP = $F7
WHICH = $F8
TEMPY = $F9
LEVEL_DONE = $FA
YPOS = $F3
YADD = $F4
BLAST1 = $F5
BLAST2 = $F6
FIRE = $F7
TEMP = $FA
WHICH = $FB
TEMPY = $FC
LEVEL_DONE = $FD
INL = $FC
INH = $FD
OUTL = $FE
OUTH = $FF
@ -1013,7 +1018,7 @@ erase_fire:
.include "gr_copy.s"
.include "vapor_lock.s"
.include "delay_a.s"
.include "gr_putsprite.s"
.assert >gr_offsets = >gr_offsets_done, error, "gr_offsets crosses page"
.assert >wait_loop = >(wait_loop_end-1), error, "wait_loop crosses page"