; TODO ; + merge with spacebars code ; + make flame move (write to the sprite table directly) ; + end of game, fly to the right ; + implement shooting with space bar ; + implement both blasts ; + add meteor+explosion sprites ; Uses the 40x48d page1/page2 every-1-scanline pageflip mode ; self modifying code to get some extra colors (pseudo 40x192 mode) ; by deater (Vince Weaver) ; Zero Page FRAMEBUFFER = $00 ; $00 - $0F CH = $24 CV = $25 GBASL = $26 GBASH = $27 BASL = $28 BASH = $29 FRAME = $60 BLARGH = $69 DRAW_PAGE = $EE FIRE_X = $F0 YPOS = $F3 YADD = $F4 BLAST1 = $F5 BLAST2 = $F6 FIRE = $F7 TEMP = $FA WHICH = $FB TEMPY = $FC LEVEL_DONE = $FD OUTL = $FE OUTH = $FF ZERO = $80 ; Soft Switches KEYPRESS= $C000 KEYRESET= $C010 SET_GR = $C050 ; Enable graphics FULLGR = $C052 ; Full screen, no text PAGE0 = $C054 ; Page0 PAGE1 = $C055 ; Page1 LORES = $C056 ; Enable LORES graphics PADDLE_BUTTON0 = $C061 PADDL0 = $C064 PTRIG = $C070 ; ROM routines TEXT = $FB36 ;; Set text mode HOME = $FC58 ;; Clear the text screen WAIT = $FCA8 ;; delay 1/2(26+27A+5A^2) us start_sprites: ;=================== ; init screen jsr TEXT jsr HOME bit KEYRESET ;=================== ; init vars lda #0 sta DRAW_PAGE sta WHICH sta ZERO sta YADD sta LEVEL_DONE sta FIRE_X lda #64 sta YPOS ;============================= ; Load graphic page0 lda #$0c sta BASH lda #$00 sta BASL ; load image to $c00 lda WHICH asl asl ; which*4 tay lda pictures,Y sta GBASL lda pictures+1,Y sta GBASH jsr load_rle_gr lda #4 sta DRAW_PAGE jsr gr_copy_to_current ; copy to page1 ; GR part bit PAGE1 bit LORES ; 4 bit SET_GR ; 4 bit FULLGR ; 4 ; jsr wait_until_keypressed ;============================= ; Load graphic page1 lda #$0c sta BASH lda #$00 sta BASL ; load image to $c00 lda WHICH asl asl ; which*4 tay lda pictures+2,Y sta GBASL lda pictures+3,Y sta GBASH jsr load_rle_gr lda #0 sta DRAW_PAGE jsr gr_copy_to_current ; ; GR part bit PAGE0 ; jsr wait_until_keypressed ;============================== ; setup graphics for vapor lock ;============================== jsr vapor_lock ; vapor lock returns with us at beginning of hsync in line ; 114 (7410 cycles), so with 5070 lines to go ; GR part bit LORES ; 4 bit SET_GR ; 4 bit FULLGR ; 4 jsr gr_copy_to_current ; 6+ 9292 ; 5070 + 4550 = 9620 ; 9292 ; 12 ; 6 ; ==== ; 310 ; - 3 for jmp ; 307 ; Try X=9 Y=6 cycles=307 ldy #6 ; 2 loopA: ldx #9 ; 2 loopB: dex ; 2 bne loopB ; 2nt/3 dey ; 2 bne loopA ; 2nt/3 jmp display_loop ; 3 .align $100 ;================================================ ; Display Loop ;================================================ ; each scan line 65 cycles ; 1 cycle each byte (40cycles) + 25 for horizontal ; Total of 12480 cycles to draw screen ; Vertical blank = 4550 cycles (70 scan lines) ; Total of 17030 cycles to get back to where was ; We want to alternate between page1 and page2 every 65 cycles ; vblank = 4550 cycles to do scrolling display_loop: .include "sprites_screen.s" ;====================================================== ; We have 4550 cycles in the vblank, use them wisely ;====================================================== ; 4550 -- VBLANK ; 1821 -- draw ship (130*14)+1 ; 829 -- erase ship (100*8)+(14*2)+1 ; -31 -- move ship ; -17 -- move fire ; -61 -- keypress ; -8 -- loop ;======= ; 1783 ;================ ; erase old ship ldy YPOS ; 3 ; 0 jsr erase_line ; 6+94 iny ; 2 ; 1 jsr erase_line ; 6+94 iny ; 2 ; 2 jsr erase_line ; 6+94 iny ; 2 ; 3 jsr erase_line ; 6+94 ; note, to be complete should erase all these ; only an issue if moving up/down really fast iny ; 2 ; 4 ; jsr erase_line ; 6+94 iny ; 2 ; 5 ; jsr erase_line ; 6+94 iny ; 2 ; 6 ; jsr erase_line ; 6+94 iny ; 2 ; 7 ; jsr erase_line ; 6+94 iny ; 2 ; 8 ; jsr erase_line ; 6+94 iny ; 2 ; 9 ; jsr erase_line ; 6+94 iny ; 2 ; 10 jsr erase_line ; 6+94 iny ; 2 ; 11 jsr erase_line ; 6+94 iny ; 2 ; 12 jsr erase_line ; 6+94 iny ; 2 ; 13 jsr erase_line ; 6+94 ;========================== ; erase the fire ;========================== ;========================== ; move the fire ;========================== ; no-fire: 6+7 = 13 [4] ; too-far: 6+4+7 = 17 ; moving: 6+4+7 = 17 lda FIRE_X ; 3 beq no_fire ; 3 ; -1 cmp #$39 ; 2 bcs kill_fire ; bge 3 ; -1 inc FIRE_X ; 5 jmp done_move_fire ; 3 no_fire: nop nop kill_fire: nop ; 2 lda #0 ; 2 sta FIRE_X ; 3 done_move_fire: ;========================== ; move the ship ; in bounds: 14+5 = 19 [12] ; too small: 14+10 = 24 [7] ; too big: 14+5+12 = 31 clc ; 2 lda YPOS ; 3 adc YADD ; 3 sta YPOS ; 3 bpl not_minus ; 3 minus: ; -1 lda #$0 ; 2 sta YPOS ; 3 sta YADD ; 3 jmp done_move_delay_7 ; 3 not_minus: cmp #104 ; 2 bcc done_move_delay_12 ; blt ; 3 ; -1 lda #$0 ; 2 sta YADD ; 3 lda #103 ; 2 sta YPOS ; 3 jmp done_move ; 3 done_move_delay_12: lda TEMP ; 3 nop ; 2 done_move_delay_7: lda TEMP ; 3 nop ; 2 nop ; 2 done_move: ;========================== ; draw the ship ; at Y=64 for now ldy YPOS ; 3 ; line 0 ldx #0 ; 2 jsr sprite_line ; 6+120 ;==== ; 128 ; line 1 iny ; 2 ldx #7 ; 2 jsr sprite_line ; 6+120 ;==== ; 130 ; line 2 iny ; 2 ldx #14 ; 2 jsr sprite_line ; 6+120 ;==== ; 130 ; line 3 iny ; 2 ldx #21 ; 2 jsr sprite_line ; 6+120 ;==== ; 130 ; line 4 iny ; 2 ldx #28 ; 2 jsr sprite_line ; 6+120 ;==== ; 130 ; line 5 iny ; 2 ldx #35 ; 2 jsr sprite_line ; 6+120 ;==== ; 130 ; line 6 iny ; 2 ldx #42 ; 2 jsr sprite_line ; 6+120 ;==== ; 130 ; line 7 iny ; 2 ldx #49 ; 2 jsr sprite_line ; 6+120 ;==== ; 130 ; line 8 iny ; 2 ldx #56 ; 2 jsr sprite_line ; 6+120 ;==== ; 130 ; line 9 iny ; 2 ldx #63 ; 2 jsr sprite_line ; 6+120 ;==== ; 130 ; line 10 iny ; 2 ldx #70 ; 2 jsr sprite_line ; 6+120 ;==== ; 130 ; line 11 iny ; 2 ldx #77 ; 2 jsr sprite_line ; 6+120 ;==== ; 130 ; line 12 iny ; 2 ldx #84 ; 2 jsr sprite_line ; 6+120 ;==== ; 130 ; line 13 iny ; 2 ldx #91 ; 2 jsr sprite_line ; 6+120 ;==== ; 130 pad_time: ;============================ ; WAIT for VBLANK to finish ;============================ nop nop nop nop nop nop nop nop nop nop wait_loop: ; Try X=175 Y=2 cycles=1763 R20 ldy #2 ; 2 loop1: ldx #175 ; 2 loop2: dex ; 2 bne loop2 ; 2nt/3 dey ; 2 bne loop1 ; 2nt/3 wait_loop_end: ;=============== ; check keypress jsr handle_keypress ; 6+55 ;=============== ; check for end lda LEVEL_DONE ; 3 bne done_level ; 2 jmp display_loop ; 3 done_level: rts .align $100 ;======================= ; handle keypress ;======================= ; separate function so we an align to avoid branches ; crossing page boundaries ; ; NONE = 6+7 = 13 [42] ; ESC = doesn't matter ; ' ' = 6+6+9+5+7 = 33 [22] [[20]] ; '.' = 6+6+9+5+5+7 = 48 [17] [[5]] ; ',' = 6+6+9+5+5+5+7 = 43 [12] [[5]] ; 'A' = 6+6+9+5+5+5+7+7 = 50 [5] [[7]] ; 'Z' = 6+6+9+5+5+5+7+5+7 = 55 [0] [[5]] ; unkno= 6+6+9+5+5+5+7+5+3+[4] = 55 [0] handle_keypress: lda KEYPRESS ; 4 bpl key_delay_42 ; 3 ; -1 bit KEYRESET ; clear strobe ; 4 cmp #27+$80 ; 2 bne key_not_escape ; 3 lda #1 sta LEVEL_DONE rts key_not_escape: cmp #' '+$80 ; 2 bne key_not_space ; 3 ; -1 lda #1 ; 2 sta FIRE ; 3 jmp key_delay_22 ; 3 key_not_space: cmp #'.'+$80 ; 2 bne key_not_period ; 3 ; -1 lda #1 ; 2 sta BLAST1 ; 3 jmp key_delay_17 ; 3 key_not_period: cmp #','+$80 ; 2 bne key_not_comma ; 3 ; -1 lda #1 ; 2 sta BLAST2 ; 3 jmp key_delay_12 ; 3 key_not_comma: and #$5f ; make uppercase ; 2 cmp #'A' ; 2 bne key_not_a ; 3 ; -1 dec YADD ; 5 jmp key_delay_5 ; 3 key_not_a: cmp #'Z' ; 2 bne key_not_z ; 3 ; -1 inc YADD ; 5 jmp keypress_done ; 3 key_not_z: nop ; 2 nop ; 2 jmp keypress_done ; 3 key_delay_42: inc TEMP ; 5 dec TEMP ; 5 inc TEMP ; 5 dec TEMP ; 5 key_delay_22: nop ; 2 lda TEMP ; 3 key_delay_17: nop ; 2 lda TEMP ; 3 key_delay_12: nop ; 2 nop ; 2 lda TEMP ; 3 key_delay_5: nop ; 2 lda TEMP ; 3 keypress_done: rts ; 6 ;======================== ; Draw a line of a sprite ;======================== ; Y = y value ; x = location in sprite ; 17+10+(7*12)+3+6 = 120 sprite_line: sty TEMPY ; 3 lda y_lookup_l,Y ; 4 sta OUTL ; 3 lda y_lookup_h,Y ; 4 sta OUTH ; 3 ;======= ; 17 ; XPOS lda #1 ; xpos=1 ; 2 ldy #0 ; 2 sta (OUTL),Y ; 6 ;======= ; 10 ; COL0 ldy #2 ; 2 lda ship_sprite+0,X ; 4 sta (OUTL),Y ; 6 ;======= ; 12 ; COL1 ldy #7 ; 2 lda ship_sprite+1,X ; 4 sta (OUTL),Y ; 6 ;======= ; 12 ; COL2 ldy #12 ; 2 lda ship_sprite+2,X ; 4 sta (OUTL),Y ; 6 ;======= ; 12 ; COL3 ldy #17 ; 2 lda ship_sprite+3,X ; 4 sta (OUTL),Y ; 6 ;======= ; 12 ; COL4 ldy #22 ; 2 lda ship_sprite+4,X ; 4 sta (OUTL),Y ; 6 ;======= ; 12 ; COL5 ldy #27 ; 2 lda ship_sprite+5,X ; 4 sta (OUTL),Y ; 6 ;======= ; 12 ; COL6 ldy #32 ; 2 lda ship_sprite+6,X ; 4 sta (OUTL),Y ; 6 ;======= ; 12 ldy TEMPY ; 3 rts ; 6 ;======================== ; Erase a line of a sprite ;======================== ; Y = y value ; 17+10+2+(7*8)+3+6 = 94 erase_line: sty TEMPY ; 3 lda y_lookup_l,Y ; 4 sta OUTL ; 3 lda y_lookup_h,Y ; 4 sta OUTH ; 3 ;======= ; 17 ; XPOS lda #1 ; xpos=1 ; 2 ldy #0 ; 2 sta (OUTL),Y ; 6 ;======= ; 10 lda #0 ; 2 ; COL0 ldy #2 ; 2 sta (OUTL),Y ; 6 ; COL1 ldy #7 ; 2 sta (OUTL),Y ; 6 ; COL2 ldy #12 ; 2 sta (OUTL),Y ; 6 ; COL3 ldy #17 ; 2 sta (OUTL),Y ; 6 ; COL4 ldy #22 ; 2 sta (OUTL),Y ; 6 ; COL5 ldy #27 ; 2 sta (OUTL),Y ; 6 ; COL6 ldy #32 ; 2 sta (OUTL),Y ; 6 ldy TEMPY ; 3 rts ; 6 .include "gr_simple_clear.s" .include "../asm_routines/gr_unrle.s" ;.include "../asm_routines/keypress.s" .align $100 .include "sprites_table.s" .include "gr_offsets.s" ;.include "movement_table.s" .include "gr_copy.s" .include "vapor_lock.s" .include "delay_a.s" .assert >gr_offsets = >gr_offsets_done, error, "gr_offsets crosses page" .assert >wait_loop = >(wait_loop_end-1), error, "wait_loop crosses page" pictures: .word earth_low,earth_high .include "earth.inc" .align $100 ship_sprite: ; l0: 0 1 2 3 4 5 6 .byte $00,$00,$00,$ff,$00,$00,$00 ; l1: .byte $00,$00,$00,$ff,$00,$00,$00 ; l2: .byte $00,$00,$00,$ff,$00,$00,$00 ; l3: .byte $00,$00,$00,$ff,$00,$00,$00 ; l4: .byte $00,$00,$00,$77,$00,$00,$00 ; l5: .byte $00,$00,$00,$ff,$ff,$22,$00 ; l6: .byte $00,$00,$22,$ff,$ff,$22,$00 ; l7: .byte $00,$dd,$66,$11,$22,$22,$00 ; l8: .byte $dd,$99,$22,$44,$44,$22,$22 ; l9: .byte $99,$11,$66,$ff,$ff,$22,$22 ; l10: .byte $dd,$99,$22,$ff,$ff,$22,$22 ; l11: .byte $00,$dd,$66,$77,$77,$77,$ff ; l12: .byte $00,$00,$22,$ff,$ff,$77,$ff ; l13: .byte $00,$00,$00,$ff,$ff,$77,$ff