;======================================================================= ; Based on BASIC program posted by FozzTexx, originally written in 1987 ;======================================================================= ; State: ; 0: Launch Rocket -> goes to 1 ; 1: Move Rocket -> repeats 1 until CS done, then 2 ; 2: Start Explosion -> goes to 3 ; 3: Continue Explosion -> repeats 3 until done. ; then randomly might go to 2 ; before going to 0 STATE_LAUNCH_ROCKET = 0 STATE_MOVE_ROCKET = 1 STATE_START_EXPLOSION = 2 STATE_CONTINUE_EXPLOSION = 3 ; Constants NUMSTARS = 16 YSIZE = 160 XSIZE = 280 MARGIN = 24 ; Zero page addresses STATE = $EE OFFSET = $EF COLOR_GROUP = $F0 X_VELOCITY = $F1 Y_VELOCITY_H = $F2 Y_VELOCITY_L = $F3 MAX_STEPS = $F4 XPOS_H = $F5 XPOS_L = $F6 YPOS_H = $F7 YPOS_L = $F8 PEAK = $F9 CURRENT_STEP = $FA Y_OLD = $FB Y_OLDER = $FC X_OLD = $FD X_OLDER = $FE TEMPY = $FF draw_fireworks: jsr HOME ; clear screen jsr hgr ; set high-res, clear screen, page0 lda #STATE_LAUNCH_ROCKET sta STATE jsr draw_stars ; draw the stars fireworks_state_machine: ; see if key pressed lda KEYPRESS ; check if keypressed bmi done_fireworks ; if so, exit lda STATE cmp #STATE_LAUNCH_ROCKET bne s1 jsr launch_firework jmp fireworks_state_machine s1: cmp #STATE_MOVE_ROCKET bne s2 jsr move_rocket jmp fireworks_state_machine s2: cmp #STATE_START_EXPLOSION bne s3 jsr start_explosion jmp fireworks_state_machine s3: jsr continue_explosion jmp fireworks_state_machine done_fireworks: rts ;=========================== ; LAUNCH_FIREWORK ;=========================== ; cycles= 54+60+67+60+56+56+15+8+21+11 = 408 launch_firework: jsr random16 ; 6+42 lda SEEDL ; 3 and #$4 ; 2 sta COLOR_GROUP ; HGR color group (0 PG or 4 BO) ; 3 ;============ ; 54 jsr random16 ; 6+42 lda SEEDL ; 3 and #$3 ; 2 clc ; 2 adc #$1 ; 2 sta X_VELOCITY ; x velocity = 1..4 ; 3 ;=========== ; 60 jsr random16 ; 6+42 lda SEEDL ; 3 and #$3 ; 2 clc ; 2 adc #$2 ; 2 eor #$ff ; 2 sta Y_VELOCITY_H ; y velocity = -3..-6 ; 3 lda #0 ; 2 sta Y_VELOCITY_L ; it's 8:8 fixed point ; 3 ;============ ; 67 jsr random16 ; 6+42 lda SEEDL ; 3 and #$1f ; 2 clc ; 2 adc #33 ; 2 sta MAX_STEPS ; 33..64 ; 3 ;============ ; 60 ; launch from the two hills jsr random16 ; 6+42 lda SEEDL ; 3 and #$3f ; 2 sta XPOS_L ; base of 0..63 ; 3 ;============ ; 56 jsr random16 ; 6+42 lda SEEDL ; 3 and #$1 ; 2 beq right_hill ; 3 ;============ ; 56 left_hill: ;-1 lda X_VELOCITY ; nop ; 3 lda X_VELOCITY ; nop ; 3 lda X_VELOCITY ; nop ; 3 nop ; 2 lda #24 ; make it 24..87 ; 2 jmp done_hill ; 3 ;=========== ; 15 right_hill: lda X_VELOCITY ; 3 eor #$ff ; 2 sta X_VELOCITY ; 3 inc X_VELOCITY ; aim toward middle ; 5 lda #191 ; make it 191..254 ; 2 ;=========== ; 15 done_hill: clc ; 2 adc XPOS_L ; 3 sta XPOS_L ; 3 ;=========== ; 8 lda #YSIZE ; 2 sta YPOS_H ; 3 lda #0 ; fixed point 8:8 ; 2 sta YPOS_L ; start at ground ; 3 lda YPOS_H ; 3 sta PEAK ; peak starts at ground ; 3 lda #1 ; 2 sta CURRENT_STEP ; 3 ;=========== ; 21 lda #STATE_MOVE_ROCKET ; 2 sta STATE ; move to launch ; 3 rts ; 6 ;============ ; 11 ;========================================================================== ; Move rocket ;========================================================================== ; cycles=24+11+20+18+14+53 = 140 move_rocket: ; save old values lda Y_OLD ; 3 sta Y_OLDER ; 3 lda YPOS_H ; 3 sta Y_OLD ; 3 lda X_OLD ; 3 sta X_OLDER ; 3 lda XPOS_L ; 3 sta X_OLD ; 3 ;=========== ; 24 ; Move xpos lda XPOS_L ; 3 clc ; 2 adc X_VELOCITY ; 3 sta XPOS_L ; 3 ;============ ; 11 ; Move ypos, 16-bit add clc ; 2 lda YPOS_L ; 3 adc Y_VELOCITY_L ; 3 sta YPOS_L ; 3 lda YPOS_H ; 3 adc Y_VELOCITY_H ; 3 sta YPOS_H ; 3 ;=========== ; 20 ; adjust Y velocity, slow it down clc ; 2 lda Y_VELOCITY_L ; 3 adc #$20 ; $20 = 0.125 ; 2 sta Y_VELOCITY_L ; 3 lda Y_VELOCITY_H ; 3 adc #0 ; 2 sta Y_VELOCITY_H ; 3 ;=========== ; 18 ; if we went higher, adjust peak lda YPOS_H ; 3 cmp PEAK ; 3 bmi no_peak_nop ; 3 ;-1 sta PEAK ; 3 jmp no_peak ; 3 no_peak_nop: nop ; 2 jmp no_peak ; 3 no_peak: ;============= ; 14 ;======================================== ; Check if out of bounds and stop moving ;======================================== lda XPOS_L ; if (xpos_l<=margin) too far left ; 3 cmp #MARGIN ; 2 bcc done_moving_first ; 3 ; Due to 256 wraparound, the above will catch this case??? ; cmp #XSIZE-MARGIN ; if (xpos_l>=(xsize-margin)) too far right ; bcs done_moving ; -1 lda YPOS_H ; if (ypos_h<=margin) too far up ; 3 cmp #MARGIN ; 2 bcc done_moving_second ; 3 ;====================== ; if falling downward ;====================== ; -1 lda Y_VELOCITY_H ; 3 bmi going_up ; if (y_velocity_h>0) ; 3 ; if too close to ground, explode ; -1 lda YPOS_H ; if (ypos_h>=ysize-margin) ; 3 cmp #(YSIZE-MARGIN) ; 2 bcs done_moving_third ; 3 ; if fallen a bit past peak, explode ; -1 sec ; if (ypos_h>ysize-(ysize-peak)/2) ; 2 lda #YSIZE ; 2 sbc PEAK ; 3 lsr ; 2 eor #$FF ; 2 sec ; 2 adc #YSIZE ; 2 cmp YPOS_H ; 3 bcc done_moving ; 3 ;=========== ; 20 ;-1 done_moving_ft: nop ; 2 nop ; 2 jmp done_bounds_checking ; 3 going_up: ; 30 cycles lda MAX_STEPS ; 3 lda MAX_STEPS ; 3 lda MAX_STEPS ; 3 lda MAX_STEPS ; 3 lda MAX_STEPS ; 3 lda MAX_STEPS ; 3 nop ; 2 jmp done_moving_ft ; 3+7 done_moving_first: ; 7 cycles lda MAX_STEPS ; 3 nop ; 2 nop ; 2 done_moving_second: ; 12 cycles lda MAX_STEPS ; 3 nop ; 2 lda MAX_STEPS ; 3 nop ; 2 nop ; 2 done_moving_third: ; 20 cycles lda MAX_STEPS ; 3 lda MAX_STEPS ; 3 lda MAX_STEPS ; 3 lda MAX_STEPS ; 3 lda MAX_STEPS ; 3 lda MAX_STEPS ; 3 nop ; 2 done_moving: lda MAX_STEPS ; 3 sta CURRENT_STEP ; 3 done_bounds_checking: ;======================================================================= ; draw rocket ;======================================================================= ; draw_rocket: lda CURRENT_STEP ; 3 cmp MAX_STEPS ; 3 beq erase_rocket ; ? ; set hcolor to proper white (3 or 7) clc ; 2 lda COLOR_GROUP ; 3 adc #3 ; 2 tax ; 2 lda colortbl,X ; get color from table ; 4+ sta HGR_COLOR ; 3 ; HPLOT X,Y: X= (y,x), Y=a ldx X_OLD ; 3 lda Y_OLD ; 3 ldy #0 ; 2 jsr hplot0 ; hplot(x_old,y_old); ;6+244 ; HPLOT TO X,Y X=(x,a), y=Y ldx XPOS_L ldy #0 lda YPOS_H jsr hplot0 ; lda XPOS_L ; 3 ; ldx #0 ; 2 ; ldy YPOS_H ; 3 ; jsr hglin ; hplot_to(xpos_l,ypos_h); ;????? erase_rocket: ; erase with proper color black (0 or 4) ldx COLOR_GROUP lda colortbl,X ; get color from table sta HGR_COLOR ; HPLOT X,Y: X= (y,x), Y=a ldx X_OLDER lda Y_OLDER ldy #0 jsr hplot0 ; hplot(x_old,y_old); ; HPLOT TO X,Y X=(x,a), y=Y ldx X_OLD ldy #0 lda Y_OLD jsr hplot0 ; lda X_OLD ; ldx #0 ; ldy Y_OLD ; jsr hglin ; hplot_to(x_old,y_old); done_with_loop: lda CURRENT_STEP cmp MAX_STEPS bne not_done_with_launch lda #STATE_START_EXPLOSION sta STATE not_done_with_launch: lda #$c0 jsr WAIT inc CURRENT_STEP rts ;====================================================================== ; Start explosion near x_old, y_old ;====================================================================== ; cycles = ; start_explosion: lda #0 ; 2 sta XPOS_H ; 3 ; Set X position jsr random16 ; 6+42 lda SEEDL ; 3 and #$f ; 0..15 ; 2 sec ; 2 sbc #8 ; -8..7 ; 2 clc bmi blahblah adc X_OLD ; 3 sta XPOS_L ; xpos=x_old+(random()%16)-8; x +/- 8 ; 3 lda #0 adc XPOS_H sta XPOS_H jmp blahblah2 blahblah: adc X_OLD ; 3 sta XPOS_L ; xpos=x_old+(random()%16)-8; x +/- 8 ; 3 lda #$ff adc XPOS_H sta XPOS_H blahblah2: ; FIXME: XPOS from 255-280. A hard problem. Makes everything ; more complicated, 16-bit math ; set Y position jsr random16 ; 6+42 lda SEEDL ; 3 and #$f ; 0..15 ; 2 sec ; 2 sbc #8 ; -8..7 ; 2 adc Y_OLD ; 3 sta YPOS_H ; ypos_h=y_old+(random()%16)-8; y +/- 8 ; 3 ; draw white (with fringes) lda COLOR_GROUP ; 3 clc ; 2 adc #$3 ; 2 tax ; 2 lda colortbl,X ; get color from table ; 4+ sta HGR_COLOR ; 3 ; hplot(xpos,ypos_h); // draw at center of explosion ; HPLOT X,Y: X= (y,x), Y=a ldx XPOS_L ; 3 lda YPOS_H ; 3 ldy #0 ; never above 255? ; 3 jsr hplot0 ; hplot(x_old,y_old); ; 6+244 ; Spread the explosion ldy #1 ; 2 sty TEMPY ; save Y ; 3 ; move to continue explosion lda #STATE_CONTINUE_EXPLOSION ; 2 sta STATE ; 3 rts ; 6 ;========================================================================== ; Continue Explosion ;========================================================================== ; ; cycles cpy!=9 : 8+2230+2227+13+5 = 4483 ; cpy==9 : 8+ +2227+13+62 = 2310 continue_explosion: ldy TEMPY ; 3 ;================================ ; Draw spreading dots in white cpy #9 ; 2 beq explosion_erase ; 3 ;=========== ; 8 ; -1 ; hcolor_equals(color_group+3); lda COLOR_GROUP ; 3 clc ; 2 adc #$3 ; 2 tax ; 2 lda colortbl,X ; get color from table ; 4+ sta HGR_COLOR ; 3 ldx TEMPY ; 3 stx OFFSET ; 3 jsr explosion ; 6+2203 ;============ ; 2230 explosion_erase: ;====================== ; erase old ; erase with proper color black (0 or 4) ldx COLOR_GROUP ; 3 lda colortbl,X ; get color from table ; 4+ sta HGR_COLOR ; 3 ldx TEMPY ; 3 dex ; 2 stx OFFSET ; 3 jsr explosion ; 6+2203 ;============== ; 2227 done_with_explosion: lda #$c0 ; jsr WAIT ; inc TEMPY ; 5 lda TEMPY ; 3 cmp #10 ; 2 beq explosion_done ; 3 ;============= ; 13 ; -1 rts ; 6 explosion_done: ;================================== ; randomly draw more explosions ;================================== jsr random16 ; 6+42 lda SEEDL ; 3 and #$2 ; 2 sta STATE ; 3 ; if 0, then move to state 0 (start over) ; if 2, then move to state 2 (new random explosion) rts ; 6 ;============ ; 62 ;=============================== ; Draw explosion rays ;=============================== ; ; Note: the western pixels don't do the full 16-bit math ; as currently it's not possible for those to overflow 256 ; ; cycles = 275+275+270+270+272+278+278+279+6=2203 explosion: ; HPLOT X,Y: X= (y,x), Y=a ; Southeast pixel clc ; 2 lda XPOS_L ; 3 adc OFFSET ; 3 tax ; 2 lda XPOS_H ; 3 adc #0 ; 2 tay ; 2 clc ; 2 lda YPOS_H ; 3 adc OFFSET ; 3 jsr hplot0 ; hplot(xpos+o,ypos_h+o); ; 6+244 ;============== ; 275 ; Northeast Pixel clc ; 2 lda XPOS_L ; 3 adc OFFSET ; 3 tax ; 2 lda XPOS_H ; 3 adc #0 ; 2 tay ; 2 sec ; 2 lda YPOS_H ; 3 sbc OFFSET ; 3 jsr hplot0 ; hplot(xpos+o,ypos_h-o); ; 6+244 ;============== ; 275 ; Northwest Pixel sec ; 2 lda XPOS_L ; 3 sbc OFFSET ; 3 tax ; 2 ldy #0 ; 2 sec ; 2 lda YPOS_H ; 3 sbc OFFSET ; 3 jsr hplot0 ; hplot(xpos-o,ypos_h-o); NW ; 6+244 ;============== ; 270 ; Southwest Pixel sec ; 2 lda XPOS_L ; 3 sbc OFFSET ; 3 tax ; 2 ldy #0 ; 2 clc ; 2 lda YPOS_H ; 3 adc OFFSET ; 3 jsr hplot0 ; hplot(xpos-o,ypos_h+o); SW ; 6+244 ;============= ; 270 ; HPLOT X,Y: X= (y,x), Y=a ; South Pixel ldx XPOS_L ; 3 ldy XPOS_H ; 3 clc ; 2 lda OFFSET ; 3 adc OFFSET ; 3 adc OFFSET ; 3 lsr ; 2 adc YPOS_H ; 3 jsr hplot0 ; hplot(xpos,ypos_h+(o*1.5)); S ; 6+244 ;============= ; 272 ; North Pixel ldx XPOS_L ; 3 ldy XPOS_H ; 3 clc ; O O*1.5 NEG ; 2 lda OFFSET ; 0 = 0 0 ; 3 adc OFFSET ; 1 = 1 -1 ; 3 adc OFFSET ; 2 = 3 -3 ; 3 lsr ; 3 = 4 -4 ; 2 eor #$FF ; 4 = 6 -6 ; 2 clc ; 2 adc #1 ; 2 adc YPOS_H ; 3 jsr hplot0 ; hplot(xpos,ypos_h-(o*1.5)); N ; 6+244 ;============== ; 278 ; HPLOT X,Y: X= (y,x), Y=a ; East Pixel clc ; 2 lda OFFSET ; 3 adc OFFSET ; 3 adc OFFSET ; 3 lsr ; 2 adc XPOS_L ; 3 tax ; 2 lda #0 ; 2 adc XPOS_H ; 3 tay ; 2 lda YPOS_H ; 3 jsr hplot0 ; hplot(xpos+(o*1.5),ypos_h); E ; 6+244 ;============== ; 278 ; West Pixel clc ; O O*1.5 NEG ; 2 lda OFFSET ; 0 = 0 0 ; 3 adc OFFSET ; 1 = 1 -1 ; 3 adc OFFSET ; 2 = 3 -3 ; 3 lsr ; 3 = 4 -4 ; 2 eor #$FF ; 4 = 6 -6 ; 2 clc ; 2 adc #1 ; 2 adc XPOS_L ; 3 tax ; 2 ldy #0 ; 2 lda YPOS_H ; 3 jsr hplot0 ; hplot(xpos-(o*1.5),ypos_h); W ; 6+244 ;============== ; 279 rts ; 6 ;========================================================================= ; Draw the stars ;========================================================================= ; 7+ 280X + 5 ; 16 stars = 4492 .align $100 draw_stars: ; HCOLOR = 3, white (though they are drawn purple) lda #$7f ; 2 sta HGR_COLOR ; 3 ldy #0 ; 2 ;=========== ; 7 star_loop: tya ; 2 pha ; 3 ; HPLOT X,Y ; X= (y,x), Y=a ldx stars,Y ; 4+ lda stars+1,Y ; 4+ ldy #0 ; 2 jsr hplot0 ;6+244 pla ; 4 tay ; 2 iny ; 2 iny ; 2 cpy #NUMSTARS*2 ; 2 bne star_loop ; 3 ;============ ; 279 ; -1 rts ; 6 stars: ; even x so they are purple .byte 28,107, 108, 88, 126, 88, 136, 95 .byte 150,108, 148,120, 172,124, 180,109 .byte 216, 21, 164, 40, 124, 18, 60, 12 .byte 240,124, 94,125, 12, 22, 216,116