Ground work on title screen

This commit is contained in:
blondie7575 2023-07-23 14:59:55 -07:00
parent 2c1100f0b8
commit 1eb235fc4c
11 changed files with 271 additions and 24 deletions

BIN
Art/Assets/TitleScreen.gif Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.0 KiB

BIN
Art/Assets/TitleScreen.xcf Normal file

Binary file not shown.

View File

@ -18,6 +18,8 @@
701E708E2A67844B0030C35D /* loaderGraphics.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = loaderGraphics.s; sourceTree = "<group>"; };
701E708F2A69CE520030C35D /* loadingBar.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = loadingBar.s; sourceTree = "<group>"; };
701E70902A6A23800030C35D /* sharedGraphics.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = sharedGraphics.s; sourceTree = "<group>"; };
701E70912A6DA4D80030C35D /* GenerateRawImage.py */ = {isa = PBXFileReference; lastKnownFileType = text.script.python; path = GenerateRawImage.py; sourceTree = "<group>"; };
701E70922A6DC5910030C35D /* titleScreen.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = titleScreen.s; sourceTree = "<group>"; };
705456862A43E03B00A2B866 /* GeneratePixelCircle.py */ = {isa = PBXFileReference; lastKnownFileType = text.script.python; path = GeneratePixelCircle.py; sourceTree = "<group>"; };
705456882A4D336200A2B866 /* animation.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = animation.s; sourceTree = "<group>"; };
7059502B1F37A0BE00BBE90F /* GenerateVRAMTable.py */ = {isa = PBXFileReference; lastKnownFileType = text.script.python; path = GenerateVRAMTable.py; sourceTree = "<group>"; };
@ -64,9 +66,10 @@
701E708E2A67844B0030C35D /* loaderGraphics.s */,
701E708F2A69CE520030C35D /* loadingBar.s */,
701E70902A6A23800030C35D /* sharedGraphics.s */,
70E9D8601F2BD95400555C19 /* graphics.s */,
701E70922A6DC5910030C35D /* titleScreen.s */,
70E9D8611F2BD95400555C19 /* gscats.s */,
70A80FB01F43D7F200BD34C9 /* gamemanager.s */,
70E9D8601F2BD95400555C19 /* graphics.s */,
7099E3841F41022100182A82 /* gameobject.s */,
70F011D123B989B800C8873F /* random.s */,
706DF1651F2D4A8100AA6680 /* terrain.s */,
@ -95,6 +98,7 @@
7076E9222A57AED90006E295 /* CompileFont.py */,
70FE79D21F8814A600E0095C /* MerlinToCA65.sh */,
700F72872112428D00225B17 /* RenumberSpriteFiles.sh */,
701E70912A6DA4D80030C35D /* GenerateRawImage.py */,
7088096D1F2ECE8D00D4C950 /* GenerateRenderSpans.py */,
7059502B1F37A0BE00BBE90F /* GenerateVRAMTable.py */,
7099E3851F4107B100182A82 /* GenerateVRAMYOffset.py */,

24
GenerateRawImage.py Executable file
View File

@ -0,0 +1,24 @@
#!/usr/bin/python3
import sys
import PIL
from PIL import Image
from numpy import asarray
def main(argv):
image = Image.open(argv[0])
outputFilename = argv[1]
pixels = asarray(image)
with open(outputFilename, 'bw') as output:
for y in range(0,image.size[1]):
for x in range(0,image.size[0],2):
highPixel = pixels[y][x] << 4
lowPixel = pixels[y][x+1]
byte = highPixel | lowPixel
output.write(bytes([byte]))
if __name__ == "__main__":
main(sys.argv[1:])

View File

@ -19,6 +19,7 @@ CODEBANK=CODEBANK\#060000
EXEC=$(PGM)\#06$(ADDR)
SOUNDBANK=SOUNDBANK\#060000
FONTBANK=FONTBANK\#060000
TITLESCREEN=TITLE\#060000
PGM=gscats
MRSPRITE=../MrSprite/mrsprite
@ -31,7 +32,7 @@ SPRITEBANK=$(SPRITES)\#060000
FLIPLIST=$(wildcard Art/*Fan.gif) $(wildcard Art/*Spit*.gif)
REMOTESYMBOLS= # -Wl $(shell ./ParseMapFile.py *.map) <- Use this to share symbols across code banks
all: clean diskimage fonts $(PGM) loader emulate
all: clean diskimage fonts titlescreen $(PGM) loader emulate
emulate:
# Leading hypen needed because GSPlus maddeningly returns code 1 (error) always and for no reason
@ -51,8 +52,10 @@ $(PGM):
$(CAD) ADDFILE $(PGM).2mg /$(VOLNAME) $(SPRITEBANK)
$(CAD) ADDFILE $(PGM).2mg /$(VOLNAME) $(SOUNDBANK)
$(CAD) ADDFILE $(PGM).2mg /$(VOLNAME) $(FONTBANK)
$(CAD) ADDFILE $(PGM).2mg /$(VOLNAME) $(TITLESCREEN)
rm -f $(CODEBANK)
rm -f $(FONTBANK)
rm -f $(TITLESCREEN)
rm -f $(PGM).o
loader:
@ -62,16 +65,23 @@ loader:
rm -f loader.o
fonts:
rm -rf $(FONTBANK)
rm -f $(FONTBANK)
./CompileFont.py 4 5 48 0 "tinyNum" "Art/Assets/TinyNumbers.gif" > fonts.s
./CompileFont.py 8 8 32 0 "font8" "Art/Assets/Font8x8.gif" >> fonts.s
# ./CompileFont.py 16 16 32 14 "font16" "Art/Assets/Font16x16.gif" > font16x16.s
@PATH=$(PATH):/usr/local/bin; $(CL65) -t apple2enh -C linkerConfig --cpu 65816 --start-addr 0000 -lfontEngine.lst fontEngine.s -o $(FONTBANK)
rm -f fontEngine.o
titlescreen:
rm -f $(TITLESCREEN)
./GenerateRawImage.py "Art/Assets/TitleScreen.gif" "$(TITLESCREEN)"
clean:
rm -f $(PGM)
rm -f $(PGM).o
rm -f $(CODEBANK)
rm -f $(FONTBANK)
rm -f $(TITLESCREEN)
rm -f loader
rm -f loader.o
rm -f Art/*m.gif

View File

@ -13,15 +13,6 @@ beginGameplay:
lda #1
jsr seedRandom
; Set up sprite rendering
BITS8
lda #3
sta SpriteBankBank00+3 ; Tell compiled sprites what bank they are in
BITS16
; Set up audio
jsr initSoundSystem
; Erase the screen
ldx #$0000
ldy #200

View File

@ -22,7 +22,7 @@ mainBank2:
sta TEXTCOLOR
BITS16
jmp beginGameplay
jmp titleScreen
quitGame:
NORMALMEMORY
@ -49,6 +49,7 @@ quitGame:
.include "dirt.s"
.include "crosshair.s"
.include "progressBar.s"
.include "titleScreen.s"
endMainBank2:

40
input.s
View File

@ -5,9 +5,44 @@
; Created by Quinn Dunki on 8/15/17
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; kbdScanTitle
; Processes keyboard input for title screen
;
; Trashes A
;
kbdScanTitle:
BITS8
lda KBD
bpl kbdScanTitleDone
sta KBDSTROBE
cmp #(8 + $80)
beq kbdScanLeftArrowTitle
kbdScanTitleDone:
BITS16
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Title Screen Key Handlers
;
kbdScanLeftArrowTitle:
BITS16
lda #1
sta menuActionRequested
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; kbdScanGameplay/Debug
; Processes keyboard input
; Processes keyboard input for gameplay
;
; Trashes A
;
@ -58,6 +93,9 @@ kbdScanDebugPiggyback:
bra kbdScanDone
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Gameplay Key Handlers
;
kbdScanRightArrow:
BITS16

View File

@ -12,8 +12,8 @@
.include "equates.s"
.include "macros.s"
LOADBUFFER = $1000 ; Clear of this loader code
BUFFERSIZE = $8200 ; About max size we can fit between buffer and this loader code
LOADBUFFER = $1100 ; Clear of this loader code
BUFFERSIZE = $8000 ; About max size we can fit between buffer and this loader code
MAINENTRY = $020000
.org $800
@ -240,7 +240,7 @@ mainContinue2:
addProgress LOADSTEP
; EMULATION
EMULATION
; Load rest of font data into bank 0 (needed if font size exceeds BUFFERSIZE)
; jsr PRODOS
@ -249,9 +249,9 @@ mainContinue2:
; bne ioErrorJmp
; Close the file
; jsr PRODOS
; .byte $cc
; .addr fileClose
jsr PRODOS
.byte $cc
.addr fileClose
; NATIVE
@ -262,6 +262,50 @@ mainContinue2:
; ldy #BUFFERSIZE
; jsr copyBytes
bra mainContinue3
ioErrorJmp:
jmp ioError
mainContinue3:
; EMULATION
; Open the title screen file
jsr PRODOS
.byte $c8
.addr fileOpenTitle
bne ioErrorJmp
NATIVE
addProgress LOADSTEP
EMULATION
; Load the title screen data into bank 0
jsr PRODOS
.byte $ca
.addr fileRead
bne ioErrorJmp
NATIVE
addProgress LOADSTEP
; Copy title screen data into bank 6
ldx fileReadLen
lda #6
ldy #0
jsr copyBytes
EMULATION
; Close the file
jsr PRODOS
.byte $cc
.addr fileClose
NATIVE
addProgress LOADSTEP
; Set up a long jump into bank 2, and
; a way for game code to get back here to exit
; properly to ProDOS 8
@ -287,9 +331,6 @@ returnToProDOS:
sta TEXTCOLOR
rts
ioErrorJmp:
jmp ioError
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
@ -385,6 +426,13 @@ fileOpenFonts:
.byte 0 ; Result (file handle)
.byte 0 ; Padding
fileOpenTitle:
.byte 3
.addr titlePath
.addr $9200 ; 1k below BASIC.SYSTEM
.byte 0 ; Result (file handle)
.byte 0 ; Padding
codePath:
pstring "/GSAPP/CODEBANK"
spritePath:
@ -393,6 +441,8 @@ soundPath:
pstring "/GSAPP/SOUNDBANK"
fontPath:
pstring "/GSAPP/FONTBANK"
titlePath:
pstring "/GSAPP/TITLE"
.include "sharedGraphics.s"
.include "loaderGraphics.s"

View File

@ -134,7 +134,7 @@ CBR_VRAM = 6
currentLoadingBar:
.word 0 ; Active
.word 0 ; Current progress in bytes
.word 57 ; Final progress in bytes
.word 66 ; Final progress in bytes
.word $5eb4 ; VRAM position (top left)

129
titleScreen.s Normal file
View File

@ -0,0 +1,129 @@
;
; titleScreen
; A friendly place to start the game
;
; Created by Quinn Dunki on 7/23/23
;
.a16
.i16
titlePalette:
.word $06af,$0072,$0072,$0861,$0c93,$0eb4,$0d66,$0f9a,$0777,$0d00,$0bbb,$ddd,$007b,$0a5b,$0000,$0fff
TITLE_ANIMATION_FRAMES = 5
CAT_DELAY = 300
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; titleScreen
;
; Shows the title screen and main game menu
;
titleScreen:
lda #%10000000 ; Set all SCBs to 320, no interrupts, palette 0
jsr initSCBs
; Copy title screen art from where it was loaded in bank 6
; This isn't fast, but doesn't need to be
ldx #0
titleScreenCopyLoop:
lda $060000,x
sta VRAM,x
inx
inx
cpx #$7d00
bne titleScreenCopyLoop
; Set up sprite rendering
BITS8
lda #3
sta SpriteBankBank00+3 ; Tell compiled sprites what bank they are in
BITS16
; Set up audio
jsr initSoundSystem
; Fade in
lda #titlePalette
sta PARAML2
jsr paletteFade
titleScreenMainLoop:
; Track animations
jsr nextVBL
lda titleAnimationCounter
inc
cmp TITLE_ANIMATION_FRAMES
jsr titleScreenResetAnimation
; Time animations of cats
lda animationDelay0
dec
bne titleScreenStillCat
lda #CAT_DELAY
sta animationDelay0
; Render next frame of cats
lda #titleAnimationPos0
sta PARAML0
ldx #TITLE_ANIMATION_FRAMES
ldy #30
lda #ANIMATION_SIZE_16x32
jsr renderAnimation
bra titleScreenNextCat
titleScreenStillCat:
sta animationDelay0
ldy #$5d79
lda #29
jsr drawSpriteBankSafe
titleScreenNextCat:
lda animationDelay1
dec
bne titleScreenStillCat2
lda #CAT_DELAY
sta animationDelay1
lda #titleAnimationPos1
sta PARAML0
ldx #TITLE_ANIMATION_FRAMES
ldy #21
lda #ANIMATION_SIZE_16x32
jsr renderAnimation
bra titleScreenKeyboard
titleScreenStillCat2:
sta animationDelay1
ldy #$5da0
lda #20
jsr drawSpriteBankSafe
titleScreenKeyboard:
; Check for selection
jsr kbdScanTitle
lda menuActionRequested
beq titleScreenMainLoop
jmp beginGameplay
titleScreenResetAnimation:
stz titleAnimationCounter
rts
titleAnimationCounter:
.word 0
titleAnimationPos0:
.word 130,120
titleAnimationPos1:
.word 208,120
animationDelay0:
.word CAT_DELAY/2
animationDelay1:
.word CAT_DELAY
menuActionRequested:
.word 0