mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-09-10 08:54:51 +00:00
248 lines
3.8 KiB
ArmAsm
248 lines
3.8 KiB
ArmAsm
; move a ball
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; very slowly
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; 133 bytes -- first attempt
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; 130 bytes -- convert jmp to branches
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; 132 bytes -- don't start at 0,0
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; 128 bytes -- bit trick
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; 126 bytes -- remove old code
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; 145 bytes -- rounded edges
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; 143 bytes -- optimize rounded edges
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; 137 bytes -- move XX into X
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; 136 bytes -- jmp back to loop
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; 130 bytes -- paramaterize wall collision
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; 125 bytes -- turn wall collision into loop
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; 148 bytes -- add purple line
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; 144 bytes -- move line to #$55 (same as purple)
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; 142 bytes -- HCLR has Y at 0 at end
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; 141 bytes -- hopefully useless CLC?
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HGR_BITS = $1C
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GBASL = $26
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GBASH = $27
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HGR_X = $E0
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HGR_Y = $E2
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HGR_COLOR = $E4
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HGRPAGE = $E6
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MX = $F7
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MY = $F8
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XDIR = $F9
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YDIR = $FA
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XC = $FB
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YC = $FC
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;XX = $FE
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YY = $FF
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PAGE0 = $C054
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PAGE1 = $C055
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HGR = $F3E2
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HGR2 = $F3D8
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HCLR = $F3F2
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BKGND = $F3F6
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HPOSN = $F411 ;; (Y,X) = X, A = Y
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;; line addr in GBASL/GBASH
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;; with offset in HGR.HORIZ, Y
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HPLOT0 = $F457 ;; plot at (Y,X), (A)
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HGLIN = $F53A ;; line to (A,X), (Y)
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;===============================
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;===============================
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;===============================
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;===============================
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ball:
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jsr HGR2 ; clear page1
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; HGRPAGE now $40
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; A is 0
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; A is 0
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sta MX
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lda #$40
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sta MY
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; xdir and ydir start at 2?
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ldy #$2
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sty YDIR
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sty XDIR
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;=====================================
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; loop
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;=====================================
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move_ball_loop:
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;====================
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; flip pages
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; 16 bytes, can't seem to do better
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;====================
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bit HGRPAGE ; V set if $40 ; 2
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bvc show_page1 ; 2
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show_page2:
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bit PAGE1 ; 3
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lsr HGRPAGE ; 2
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bne done_page ; 2
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show_page1:
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bit PAGE0 ; 3
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asl HGRPAGE ; 2
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done_page:
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clear_screen:
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;=======================
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; clear screen to black
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;=======================
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jsr HCLR ; clear screen
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; X untouched
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; A and Y are 0?
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;=======================
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; draw purple line
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;=======================
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purple_line:
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; draw purple line
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; ldy #0
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inx
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; ldx #0 ; can we assume X is FF?
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lda #$55 ; purple
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sta HGR_COLOR
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; lda #100 ; also line location
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jsr HPLOT0 ;; (Y,X) = X, (A) = Y
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lda #150
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ldx #0
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ldy #$55
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jsr HGLIN ;; (A,X), (Y)
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;===========================
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; draw ball
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;===========================
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draw_ball:
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lda MY ; actual Y
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sta YY ; current Y
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lda #13 ; 13 lines tall
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sta YC ; count
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ball_loop_y:
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ldx MX ; load actual X
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lda #14 ; 14 pixels wide
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; check if rounded corders
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ldy YC
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cpy #13
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beq make_round
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cpy #1
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bne write_xc
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make_round:
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inx ; start indented
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inx
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lda #10 ; and shorter
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write_xc:
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sta XC ; update xcount
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ball_loop_x:
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set_color:
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txa ; XX more interesting than XC?
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eor YC
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and #$4
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beq set_orange
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set_white:
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lda #$FF ; white2
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.byte $2C ; bit trick
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set_orange:
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lda #$AA ; orange
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set_hgr_color:
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sta HGR_COLOR
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hplot_time:
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; hplot
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ldy #0
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; ; XX already in X
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lda YY ; put YY into A
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jsr HPLOT0 ;; (Y,X) = X, A = Y
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;; destroys X, Y, A
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;; but, X is in HGR.X and Y is in HGR.X+1
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;; AA is in HGR.Y
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ldx HGR_X ; restore XX into X
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inx ; inc XX
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dec XC
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bne ball_loop_x
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inc YY
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dec YC
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bne ball_loop_y
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;===========================
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; move sprite
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;===========================
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ldx #1
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handle_wall_loop:
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;=================================
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; handle wall
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;=================================
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handle_wall:
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lda MX,X ; load X location
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; clc
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adc XDIR,X ; add in our direction/speed
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bmi switch_xdir ; if <0 or > 127 then switch direction
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sta MX,X
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bpl noswitch_xdir ; otherwise store and skip
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switch_xdir:
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lda XDIR,X ; get direction and inverse
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eor #$FF
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sta XDIR,X
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inc XDIR,X ; two's complement
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noswitch_xdir:
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dex
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bpl handle_wall_loop
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bmi move_ball_loop
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;==============
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; so we can call from basic
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jmp ball
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