prog8/examples/wizzine.p8

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%target c64
%import syslib
%zeropage basicsafe
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; TODO fix code that has become slower (should be fixed after all the new comparison expression code is done)
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spritedata $0a00 {
; this memory block contains the sprite data
; it must start on an address aligned to 64 bytes.
%option force_output ; make sure the data in this block appears in the resulting program
ubyte[] balloonsprite = [ %00000000,%01111111,%00000000,
%00000001,%11111111,%11000000,
%00000011,%11111111,%11100000,
%00000011,%11100011,%11100000,
%00000111,%11011100,%11110000,
%00000111,%11011101,%11110000,
%00000111,%11011100,%11110000,
%00000011,%11100011,%11100000,
%00000011,%11111111,%11100000,
%00000011,%11111111,%11100000,
%00000010,%11111111,%10100000,
%00000001,%01111111,%01000000,
%00000001,%00111110,%01000000,
%00000000,%10011100,%10000000,
%00000000,%10011100,%10000000,
%00000000,%01001001,%00000000,
%00000000,%01001001,%00000000,
%00000000,%00111110,%00000000,
%00000000,%00111110,%00000000,
%00000000,%00111110,%00000000,
%00000000,%00011100,%00000000 ]
}
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main {
sub start() {
ubyte i
for i in 0 to 7 {
c64.SPRPTR[i] = $0a00/64
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}
c64.SPENA = 255 ; enable all sprites
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c64.set_rasterirq(220) ; enable animation
}
}
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irq {
ubyte angle
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sub irq() {
angle++
c64.MSIGX=0
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ubyte @zp spri
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for spri in 7 downto 0 {
c64.EXTCOL++
uword @zp x = sin8u(angle*2-spri*16) as uword + 50
ubyte @zp y = cos8u(angle*3-spri*16) / 2 + 70
c64.SPXYW[spri] = mkword(y, lsb(x))
c64.MSIGX <<= 1
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if msb(x) c64.MSIGX++ ; TODO has this become badly translated to asm?? it makes the loop quite slow
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}
c64.EXTCOL-=8
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}
}