prog8/examples/cx16/bobs.p8

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2021-03-04 01:06:22 +00:00
%target cx16
%import palette
%import conv
%import textio
main {
sub start() {
cx16.screen_set_mode(0)
txt.print("\n\n how many sprites does\n the commander x16 have?\n")
sys.wait(180)
txt.print("\n\n the manual says: '128'.\n")
sys.wait(80)
txt.print("\n\n but that's just a manual...\n")
sys.wait(80)
txt.print("\n\n let's find out for ourselves,\n shall we?")
sys.wait(180)
; enable bitmap mode 320x240, 1 bpp, only layer 1
cx16.VERA_DC_VIDEO = (cx16.VERA_DC_VIDEO & %11001111) | %00100000
cx16.VERA_DC_HSCALE = 64
cx16.VERA_DC_VSCALE = 64
cx16.VERA_L1_CONFIG = %00000100
cx16.VERA_L1_MAPBASE = 0
cx16.VERA_L1_TILEBASE = 0
; limit display heigth to 200 pixels to have enough vram for 14 backbuffers
const ubyte vstart = 20
const ubyte vheight = 200
cx16.VERA_CTRL = %00000010
cx16.VERA_DC_VSTART = vstart
cx16.VERA_DC_VSTOP = vstart + vheight - 1
init_buffers()
palette.set_color(0, $000)
palette.set_color(1, $af8)
cx16.set_irq(&irq, false)
repeat {
; don't exit
%asm {{
wai
}}
}
}
const ubyte num_backbuffers = 12 ; there is vram space for 14 backbuffers. reduce to make tighter "loops"
uword num_bobs = 0
ubyte backbuffer = num_backbuffers-1
ubyte blitbuffer = 0
uword anim1 = $0432
uword anim2 = $0123
uword anim3 = $4321
uword anim4 = $8500
sub irq() {
; palette.set_color(0, $f00) ; debug rastertime
; draw 2 bobs per frame to speed up bob count
ubyte vmembase = blitbuffer*4 ; 2048 * 4 per backbuffer
blit(vmembase)
blitbuffer++
if blitbuffer==num_backbuffers
blitbuffer=0
vmembase = blitbuffer*4 ; 2048 * 4 per backbuffer
blit(vmembase)
blitbuffer++
if blitbuffer==num_backbuffers
blitbuffer=0
backbuffer++
if backbuffer==num_backbuffers {
backbuffer=0
num_bobs+=2
}
vmembase = backbuffer*4 ; 2048 * 4 per backbuffer
draw_number(vmembase, num_bobs)
cx16.VERA_L1_TILEBASE = vmembase << 2 ; flip to next backbuffer
; palette.set_color(0, $000)
}
sub init_buffers() {
; erase all vram
cx16.vaddr(0, 0, 0, true)
repeat $ffff
cx16.VERA_DATA0 = 0
repeat $f960
cx16.VERA_DATA0 = 0
}
sub blit(ubyte vmembase) {
ubyte bank = vmembase>=32
uword vmem = vmembase * 2048 ; mkword(vmembase,0) * 8
uword blit_x = (cos8u(msb(anim1)) as uword) + sin8u(msb(anim2))/5
ubyte blit_y = sin8u(msb(anim3))/2 + cos8u(msb(anim4))/5
vmem += blit_x/8 + (blit_y as uword) * 40
bitshift(lsb(blit_x) & 7)
; left column of the (shifted)sprite
; TODO don't call vaddr, inline it here
cx16.vaddr(bank, vmem, 0, false)
cx16.VERA_ADDR_H &= 1
cx16.VERA_ADDR_H |= %10110000 ; increment 40 for read (next line)
cx16.vaddr(bank, vmem, 1, false)
cx16.VERA_ADDR_H &= 1
cx16.VERA_ADDR_H |= %10110000 ; increment 40 for write (next line)
ubyte ix
for ix in 0 to len(shifted_sprite)-1 step 3 {
;cx16.VERA_DATA1 = cx16.VERA_DATA0 & shifted_mask[ix] | shifted_sprite[ix]
%asm {{
ldy ix
lda cx16.VERA_DATA0
and shifted_mask,y
ora shifted_sprite,y
sta cx16.VERA_DATA1
}}
}
; middle column of the (shifted)sprite
cx16.vaddr(bank, vmem+1, 0, false)
cx16.VERA_ADDR_H &= 1
cx16.VERA_ADDR_H |= %10110000 ; increment 40 for read (next line)
cx16.vaddr(bank, vmem+1, 1, false)
cx16.VERA_ADDR_H &= 1
cx16.VERA_ADDR_H |= %10110000 ; increment 40 for write (next line)
for ix in 1 to len(shifted_sprite)-1 step 3 {
;cx16.VERA_DATA1 = cx16.VERA_DATA0 & shifted_mask[ix] | shifted_sprite[ix]
%asm {{
ldy ix
lda cx16.VERA_DATA0
and shifted_mask,y
ora shifted_sprite,y
sta cx16.VERA_DATA1
}}
}
; right column of the (shifted)sprite
cx16.vaddr(bank, vmem+2, 0, false)
cx16.VERA_ADDR_H &= 1
cx16.VERA_ADDR_H |= %10110000 ; increment 40 for read (next line)
cx16.vaddr(bank, vmem+2, 1, false)
cx16.VERA_ADDR_H &= 1
cx16.VERA_ADDR_H |= %10110000 ; increment 40 for write (next line)
for ix in 2 to len(shifted_sprite)-1 step 3
;cx16.VERA_DATA1 = cx16.VERA_DATA0 & shifted_mask[ix] | shifted_sprite[ix]
%asm {{
ldy ix
lda cx16.VERA_DATA0
and shifted_mask,y
ora shifted_sprite,y
sta cx16.VERA_DATA1
}}
anim1 += 217
anim2 += 190
anim3 += 222
anim4 += 195
; anim1 += 107
; anim2 += 80
; anim3 += 122
; anim4 += 93
}
sub bitshift(ubyte shift) {
ubyte yix
ubyte yy
for yy in 0 to 15 {
uword @zp sprw = sprite[yy]
uword @zp maskw = mask[yy]
ubyte @zp sprite_3 = 0
ubyte @zp mask_3 = 255
repeat shift {
sprw >>= 1
ror(sprite_3)
sys.set_carry()
ror(maskw)
ror(mask_3)
}
shifted_sprite[yix] = msb(sprw)
shifted_mask[yix] = msb(maskw)
yix++
shifted_sprite[yix] = lsb(sprw)
shifted_mask[yix] = lsb(maskw)
yix++
shifted_sprite[yix] = sprite_3
shifted_mask[yix] = mask_3
yix++
}
}
sub draw_number(ubyte vmembase, uword number) {
uword vmem = vmembase * 2048 ; mkword(vmembase,0) * 8
ubyte bank = vmembase>=32
vmem += 35
ubyte thousands
ubyte hundreds
ubyte tens
ubyte ones
void conv.uword2decimal(number)
%asm {{
lda conv.uword2decimal.decThousands
and #15
sta thousands
lda conv.uword2decimal.decHundreds
and #15
sta hundreds
lda conv.uword2decimal.decTens
and #15
sta tens
lda conv.uword2decimal.decOnes
and #15
sta ones
}}
uword pixelsptr = &numberpixels + thousands*7
ubyte pix
cx16.vaddr(bank, vmem, 0, false)
cx16.VERA_ADDR_H &= 1
cx16.VERA_ADDR_H |= %10110000 ; increment 40 for read (next line)
for pix in 0 to 6
cx16.VERA_DATA0 = pixelsptr[pix]
vmem++
cx16.vaddr(bank, vmem, 0, false)
cx16.VERA_ADDR_H &= 1
cx16.VERA_ADDR_H |= %10110000 ; increment 40 for read (next line)
pixelsptr = &numberpixels + hundreds*7
for pix in 0 to 6
cx16.VERA_DATA0 = pixelsptr[pix]
vmem++
cx16.vaddr(bank, vmem, 0, false)
cx16.VERA_ADDR_H &= 1
cx16.VERA_ADDR_H |= %10110000 ; increment 40 for read (next line)
pixelsptr = &numberpixels + tens*7
for pix in 0 to 6
cx16.VERA_DATA0 = pixelsptr[pix]
vmem++
cx16.vaddr(bank, vmem, 0, false)
cx16.VERA_ADDR_H &= 1
cx16.VERA_ADDR_H |= %10110000 ; increment 40 for read (next line)
pixelsptr = &numberpixels + ones*7
for pix in 0 to 6
cx16.VERA_DATA0 = pixelsptr[pix]
}
ubyte[10*7] numberpixels = [
%00111000,
%01000100,
%10000100,
%10000100,
%10000100,
%01111000,
%00000000,
%00010000,
%00110000,
%01010000,
%00010000,
%00010000,
%01111100,
%00000000,
%01111000,
%10000100,
%00011000,
%00110000,
%01100000,
%11111100,
%00000000,
%01111000,
%00000100,
%00111000,
%00000100,
%00000100,
%11111000,
%00000000,
%00010100,
%00100100,
%01000100,
%11111100,
%00000100,
%00000100,
%00000000,
%11111000,
%10000000,
%11111000,
%00000100,
%00000100,
%11111000,
%00000000,
%01111000,
%10000000,
%11111000,
%10000100,
%10000100,
%01111000,
%00000000,
%11111100,
%00001000,
%00010000,
%00010000,
%00010000,
%00010000,
%00000000,
%01111000,
%10000100,
%01111000,
%10000100,
%10000100,
%01111000,
%00000000,
%01111000,
%10000100,
%01111100,
%00000100,
%10000100,
%01111000,
%00000000
]
uword[16] sprite = [
%0000000000000000,
%0110001110000000,
%0101001001000000,
%0100111001000000,
%0100000000100000,
%0101001000100000,
%0101001000110000,
%0100100000101000,
%0101111000101000,
%0010000001010100,
%0001111110010100,
%0001000000010000,
%0001000000010000,
%0001010111010000,
%0001101100110000,
%0000000000000000
]
uword[16] mask = [
%1111111111111111,
%1000000001111111,
%1000000000111111,
%1000000000111111,
%1000000000011111,
%1000000000011111,
%1000000000001111,
%1000000000000111,
%1000000000000111,
%1100000000001011,
%1110000000001011,
%1110000000001111,
%1110000000001111,
%1110000000001111,
%1110010011001111,
%1111111111111111
]
ubyte[16*3] shifted_sprite
ubyte[16*3] shifted_mask
}