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sprites: start adding putsprite for asteroids
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80
interlace_demo/gr_putsprite.s
Normal file
80
interlace_demo/gr_putsprite.s
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;=============================================
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; put_sprite
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;=============================================
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; Sprite to display in INH,INL
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; Location is SPRITE_XPOS,SPRITE_YPOS
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; Note, only works if SPRITE_YPOS is multiple of two
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; NO TRANSPARENCY
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; 28+ Y*(34+17+X*(18+13) + 5
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; 33 + Y*(51+31*X)
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; so if 3*2 = 321 cycles??
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put_sprite:
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ldy #0 ; byte 0 is xsize ; 2
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lda (INL),Y ; 5
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sta CH ; xsize is in CH ; 3
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iny ; 2
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lda (INL),Y ; byte 1 is ysize ; 5
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sta CV ; ysize is in CV ; 3
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iny ; 2
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lda SPRITE_YPOS ; make a copy of ypos ; 3
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sta TEMPY ; as we modify it ; 3
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;===========
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; 28
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put_sprite_loop:
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sty TEMP ; save sprite pointer ; 3
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ldy TEMPY ; 3
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lda gr_offsets,Y ; lookup low-res memory address ; 4
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clc ; 2
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adc SPRITE_XPOS ; add in xpos ; 3
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sta OUTL ; store out low byte of addy ; 3
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lda gr_offsets+1,Y ; look up high byte ; 4
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adc DRAW_PAGE ; ; 3
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sta OUTH ; and store it out ; 3
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ldy TEMP ; restore sprite pointer ; 3
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; OUTH:OUTL now points at right place
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ldx CH ; load xsize into x ; 3
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;===========
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; 34
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put_sprite_pixel:
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lda (INL),Y ; get sprite colors ; 5
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iny ; increment sprite pointer ; 2
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sty TEMP ; save sprite pointer ; 3
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ldy #$0 ; 2
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sta (OUTL),Y ; and write it out ; 6
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;============
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; 18
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put_sprite_done_draw:
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ldy TEMP ; restore sprite pointer ; 3
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inc OUTL ; increment output pointer ; 5
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dex ; decrement x counter ; 2
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bne put_sprite_pixel ; if not done, keep looping ; 3
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;==============
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; 13
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; -1
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inc TEMPY ; each line has two y vars ; 5
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inc TEMPY ; 5
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dec CV ; decemenet total y count ; 5
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bne put_sprite_loop ; loop if not done ; 3
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;==============
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; 17
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; -1
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rts ; return ; 6
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@ -23,20 +23,25 @@ BASL = $28
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BASH = $29
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BASH = $29
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FRAME = $60
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FRAME = $60
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BLARGH = $69
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BLARGH = $69
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SPRITE_XPOS = $E0
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SPRITE_YPOS = $E1
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DRAW_PAGE = $EE
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DRAW_PAGE = $EE
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FIRE_X = $F0
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FIRE_X = $F0
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FIRE_Y = $F1
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FIRE_Y = $F1
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YPOS = $F2
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YADD = $F3
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BLAST1 = $F4
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BLAST2 = $F5
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FIRE = $F6
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TEMP = $F7
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WHICH = $F8
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TEMPY = $F9
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LEVEL_DONE = $FA
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YPOS = $F3
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INL = $FC
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YADD = $F4
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INH = $FD
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BLAST1 = $F5
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BLAST2 = $F6
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FIRE = $F7
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TEMP = $FA
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WHICH = $FB
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TEMPY = $FC
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LEVEL_DONE = $FD
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OUTL = $FE
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OUTL = $FE
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OUTH = $FF
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OUTH = $FF
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@ -1013,7 +1018,7 @@ erase_fire:
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.include "gr_copy.s"
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.include "gr_copy.s"
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.include "vapor_lock.s"
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.include "vapor_lock.s"
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.include "delay_a.s"
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.include "delay_a.s"
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.include "gr_putsprite.s"
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.assert >gr_offsets = >gr_offsets_done, error, "gr_offsets crosses page"
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.assert >gr_offsets = >gr_offsets_done, error, "gr_offsets crosses page"
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.assert >wait_loop = >(wait_loop_end-1), error, "wait_loop crosses page"
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.assert >wait_loop = >(wait_loop_end-1), error, "wait_loop crosses page"
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