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164 lines
5.0 KiB
Lua
164 lines
5.0 KiB
Lua
; Galencia starfield ported to Prog8. Original: https://github.com/JasonAldred/C64-Starfield
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; This is for the C64 only.
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%option no_sysinit
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main {
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const uword starScreenChar = $0400 ; Screen address
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const uword StarScreenCols = $d800 ; Character attribute address
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const uword charBase = $3000 ; Address of our character set
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const uword star1Init = charBase+$1d0 ; Init address for each star
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const uword star2Init = charBase+$298
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const uword star3Init = charBase+$240
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const uword star4Init = charBase+$2e0
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const uword star1Limit = charBase+$298 ; Limit for each star
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const uword star2Limit = charBase+$360 ; Once limit is reached, they are reset
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const uword star3Limit = charBase+$298
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const uword star4Limit = charBase+$360
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const uword star1Reset = charBase+$1d0 ; Reset address for each star
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const uword star2Reset = charBase+$298
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const uword star3Reset = charBase+$1d0
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const uword star4Reset = charBase+$298
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const uword staticStar1 = charBase+$250 ; 2 Locations for blinking static stars
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const uword staticStar2 = charBase+$1e0
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const ubyte starColourLimit = 20 ; use values 1 to 20
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; Galencia uses these values
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; 1 = mono
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; 2 = duo
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; 20 = full colour
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; 4 x pointers for moving stars
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uword @zp starfieldPtr1
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uword @zp starfieldPtr2
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uword @zp starfieldPtr3
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uword @zp starfieldPtr4
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ubyte rasterCount ; Counter that increments each frame
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sub start () {
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sys.set_irqd()
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sys.memset(charBase, 8*256, 0) ; clear charset data
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c64.EXTCOL = 0
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c64.BGCOL0 = 0
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c64.VMCSB = (charBase/1024) | %00010000 ; Characters at $3000
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initStarfield()
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createStarScreen()
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repeat {
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sys.waitvsync()
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rasterCount ++
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doStarfield()
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}
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}
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sub doStarfield() {
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; This routine does 3 things:
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; 1) Erases stars
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; 2) Moves stars
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; 3) Draws stars in new position
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@(starfieldPtr1) = 0
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@(starfieldPtr2) = 0
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@(starfieldPtr3) = 0
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@(starfieldPtr4) = 0
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if rasterCount & 1 !=0 {
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starfieldPtr1++
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if starfieldPtr1==star1Limit
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starfieldPtr1=star1Reset
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}
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starfieldPtr2++
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if starfieldPtr2==star2Limit
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starfieldPtr2=star2Reset
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if rasterCount & 3 == 0 {
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starfieldPtr3++
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if starfieldPtr3==star3Limit
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starfieldPtr3=star3Reset
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}
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starfieldPtr4 += 2
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if starfieldPtr4==star4Limit
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starfieldPtr4=star4Reset
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; 2 static stars that flicker
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if rasterCount >= 230
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@(staticStar1) = 0
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else
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@(staticStar1) = 192
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if rasterCount ^ $80 >= 230
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@(staticStar2) = 0
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else
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@(staticStar2) = 192
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; Plot new stars
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@(starfieldPtr1) |= 3
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@(starfieldPtr2) |= 3
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@(starfieldPtr3) |= 12
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@(starfieldPtr4) |= 48
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}
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sub initStarfield() {
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starfieldPtr1 = star1Init
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starfieldPtr2 = star2Init
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starfieldPtr3 = star3Init
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starfieldPtr4 = star4Init
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}
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sub createStarScreen() {
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; Creates the starfield charmap and colour charmap
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; This routine paints vertical stripes of colour into the colourmap
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; so the stars are different colours
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; It also plots the correct characters to the screen, wrapping them around
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; at the correct char count to give to the starfield effect.
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uword @zp ptr
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ubyte x
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for x in 0 to 39 {
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ubyte limit
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ubyte char = starfieldRow[x]
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if char >= 58+25
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limit = 58+50
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else
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limit = 58+25
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ubyte start = limit - 25
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ptr = starScreenChar
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repeat 25 {
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ptr[x] = char
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ptr += 40
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char ++
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if char == limit
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char = start
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}
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}
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; Fill colour map with vertical stripes of colour for starfield
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ptr = StarScreenCols
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ubyte ci = 0
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repeat 25 {
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for x in 0 to 39 {
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ptr[x] = starfieldCols[ci]
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ci ++
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if ci==starColourLimit
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ci=0
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}
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ptr += 40
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}
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}
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; Dark starfield so it doesnt distract from bullets and text
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ubyte[20] starfieldCols = [
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14,10,12,15,14,13,12,11,10,14,
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14,10,14,15,14,13,12,11,10,12
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]
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; Star positions, 40 X positions, range 58-107
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ubyte[40] starfieldRow = [
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058,092,073,064,091,062,093,081,066,094,
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086,059,079,087,080,071,076,067,082,095,
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100,078,099,060,075,063,084,065,083,096,
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068,088,074,061,090,098,085,101,097,077
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]
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}
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