mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-11-23 06:32:11 +00:00
519 lines
11 KiB
Plaintext
519 lines
11 KiB
Plaintext
|
processor 6502
|
||
|
include "vcs.h"
|
||
|
include "macro.h"
|
||
|
include "xmacro.h"
|
||
|
|
||
|
seg.u Variables
|
||
|
org $80
|
||
|
|
||
|
PFOfs .byte ; offset into PFData (0-20)
|
||
|
SpritePtr0 .word ; pointer to bitmap for sprite 0
|
||
|
SpritePtr1 .word ; pointer to bitmap for sprite 1
|
||
|
ColorPtr0 .word ; pointer to colors for sprite 0
|
||
|
ColorPtr1 .word ; pointer to colors for sprite 1
|
||
|
|
||
|
YPos0 .byte ; current Y position of sprite 0
|
||
|
YPos1 .byte ; current Y position of sprite 1
|
||
|
XPos0 .byte ; current X position of sprite 0
|
||
|
XPos1 .byte ; current X position of sprite 1
|
||
|
XPosPrev .byte ; previous X position of sprite 0
|
||
|
YPosPrev .byte ; previous X position of sprite 1
|
||
|
|
||
|
RoomType .byte ; current room definition byte
|
||
|
|
||
|
; these are modified line-by-line by the sprite kernel
|
||
|
Colp0 .byte ; temp. colors for player 0
|
||
|
YP0 .byte ; counts y-position for player 0
|
||
|
YP1 .byte ; counts y-position for player 1
|
||
|
tmpPF0 .byte ; temp. PF0
|
||
|
tmpPF1 .byte ; temp. PF1
|
||
|
tmpPF2 .byte ; temp. PF2
|
||
|
|
||
|
Temp .byte
|
||
|
|
||
|
PFData equ $c0 ; 21-byte array of playfield bytes
|
||
|
|
||
|
SpriteHeight equ 16 ; hard-coded height of sprites
|
||
|
|
||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||
|
|
||
|
seg Code
|
||
|
org $f000
|
||
|
|
||
|
Start
|
||
|
CLEAN_START
|
||
|
Data0
|
||
|
lda #<Frame0
|
||
|
sta SpritePtr0
|
||
|
lda #>Frame0
|
||
|
sta SpritePtr0+1
|
||
|
lda #<ColorFrame0
|
||
|
sta ColorPtr0
|
||
|
lda #>ColorFrame0
|
||
|
sta ColorPtr0+1
|
||
|
lda #<Frame0
|
||
|
sta SpritePtr1
|
||
|
lda #>Frame0
|
||
|
sta SpritePtr1+1
|
||
|
lda #<ColorFrame1
|
||
|
sta ColorPtr1
|
||
|
lda #>ColorFrame1
|
||
|
sta ColorPtr1+1
|
||
|
lda #242
|
||
|
sta YPos0
|
||
|
lda #200
|
||
|
sta YPos1
|
||
|
lda #58
|
||
|
sta XPos0
|
||
|
sta XPos1
|
||
|
lda #1
|
||
|
sta VDELP0 ; updates to GRP0 will be delayed
|
||
|
lda #1
|
||
|
sta RoomType
|
||
|
jsr BuildRoom
|
||
|
|
||
|
NextFrame
|
||
|
VERTICAL_SYNC
|
||
|
|
||
|
; Set up VBLANK timer
|
||
|
; We'll do four fewer lines than usual, so we can
|
||
|
; load the playfield registers in the first four lines.
|
||
|
TIMER_SETUP 33
|
||
|
lda #$68
|
||
|
sta COLUP0 ; player color
|
||
|
lda #1
|
||
|
sta CTRLPF ; symmetry
|
||
|
lda #72
|
||
|
sta PFOfs ; reset playfield offset
|
||
|
; Set temporary Y counter and set horizontal position
|
||
|
lda YPos0
|
||
|
sta YP0 ; yp0 = temporary counter
|
||
|
lda YPos1
|
||
|
sta YP1 ; yp0 = temporary counter
|
||
|
lda XPos0
|
||
|
ldx #0
|
||
|
jsr SetHorizPos
|
||
|
lda XPos1
|
||
|
ldx #1
|
||
|
jsr SetHorizPos
|
||
|
sta WSYNC
|
||
|
sta HMOVE ; gotta apply HMOVE
|
||
|
sta CXCLR ; clear collisions
|
||
|
; Wait for end of VBLANK
|
||
|
TIMER_WAIT
|
||
|
sta WSYNC
|
||
|
|
||
|
KernelLoop
|
||
|
; Phase 0: Fetch PF0 byte
|
||
|
jsr DrawSprites
|
||
|
jsr FetchPlayfield
|
||
|
sta tmpPF0
|
||
|
; Phase 1: Fetch PF1 byte
|
||
|
jsr DrawSprites
|
||
|
jsr FetchPlayfield
|
||
|
sta tmpPF1
|
||
|
; Phase 2: Fetch PF2 byte
|
||
|
jsr DrawSprites
|
||
|
jsr FetchPlayfield
|
||
|
sta tmpPF2
|
||
|
; Phase 3: Write PF0/PF1/PF2 registers
|
||
|
jsr DrawSprites
|
||
|
lda tmpPF0
|
||
|
sta PF0
|
||
|
lda tmpPF1
|
||
|
sta PF1
|
||
|
lda tmpPF2
|
||
|
sta PF2
|
||
|
; Go to next scanline?
|
||
|
lda PFOfs
|
||
|
bne KernelLoop
|
||
|
|
||
|
NoMoreLines
|
||
|
|
||
|
; Set up overscan timer
|
||
|
; We'll take back those four lines we skipped earlier.
|
||
|
TIMER_SETUP 34
|
||
|
lda #0
|
||
|
sta PF0
|
||
|
sta PF1
|
||
|
sta PF2
|
||
|
; Did the player collide with the wall?
|
||
|
bit CXP0FB
|
||
|
bpl NoCollision
|
||
|
; Yes, load previous position
|
||
|
lda YPosPrev
|
||
|
sta YPos0
|
||
|
lda XPosPrev
|
||
|
sta XPos0
|
||
|
jmp NoMoveJoy
|
||
|
NoCollision
|
||
|
; No collision, update previous position and move player
|
||
|
lda YPos0
|
||
|
sta YPosPrev
|
||
|
lda XPos0
|
||
|
sta XPosPrev
|
||
|
jsr MoveJoystick
|
||
|
NoMoveJoy
|
||
|
TIMER_WAIT
|
||
|
jmp NextFrame
|
||
|
|
||
|
; DrawSprite subroutine called by kernel
|
||
|
DrawSprites subroutine
|
||
|
; Fetch sprite 0 values
|
||
|
lda #SpriteHeight ; height in 2xlines
|
||
|
sec
|
||
|
isb YP0 ; INC yp0, then SBC yp0
|
||
|
bcs DoDraw0 ; inside bounds?
|
||
|
lda #0 ; no, load the padding offset (0)
|
||
|
DoDraw0
|
||
|
tay ; -> Y
|
||
|
lda (ColorPtr0),y ; color for both lines
|
||
|
sta Colp0 ; -> colp0
|
||
|
lda (SpritePtr0),y ; bitmap for first line
|
||
|
sta GRP0 ; -> [GRP0] (delayed due to VDEL)
|
||
|
; Fetch sprite 1 values
|
||
|
lda #SpriteHeight ; height in 2xlines
|
||
|
sec
|
||
|
isb YP1 ; INC yp0, then SBC yp0
|
||
|
bcs DoDraw1 ; inside bounds?
|
||
|
lda #0 ; no, load the padding offset (0)
|
||
|
DoDraw1
|
||
|
tay ; -> Y
|
||
|
lda (ColorPtr1),y ; color for both lines
|
||
|
tax
|
||
|
lda (SpritePtr1),y ; bitmap for first line
|
||
|
tay
|
||
|
; WSYNC and store sprite values
|
||
|
lda Colp0
|
||
|
sta WSYNC
|
||
|
sty GRP1 ; GRP0 is also updated due to VDELP0 flag
|
||
|
stx COLUP1
|
||
|
sta COLUP0
|
||
|
; Return to caller
|
||
|
rts
|
||
|
|
||
|
; Fetch the next playfield byte.
|
||
|
FetchPlayfield subroutine
|
||
|
dec PFOfs
|
||
|
ldx PFOfs
|
||
|
ldy PFOffsets,x ; get index into PFData array
|
||
|
lda PFData,y ; load playfield byte
|
||
|
rts
|
||
|
|
||
|
SetHorizPos subroutine
|
||
|
sta WSYNC ; start a new line
|
||
|
bit 0 ; waste 3 cycles
|
||
|
sec ; set carry flag
|
||
|
DivideLoop
|
||
|
sbc #15 ; subtract 15
|
||
|
bcs DivideLoop ; branch until negative
|
||
|
eor #7 ; calculate fine offset
|
||
|
asl
|
||
|
asl
|
||
|
asl
|
||
|
asl
|
||
|
sta RESP0,x ; fix coarse position
|
||
|
sta HMP0,x ; set fine offset
|
||
|
rts ; return to caller
|
||
|
|
||
|
; Read joystick movement and apply to object 0
|
||
|
MoveJoystick subroutine
|
||
|
; Move vertically
|
||
|
ldx YPos0
|
||
|
lda #%00100000 ;Down?
|
||
|
bit SWCHA
|
||
|
bne SkipMoveDown
|
||
|
dex
|
||
|
cpx #175
|
||
|
bcs SkipMoveDown
|
||
|
; If we move off the top of the screen,
|
||
|
; go to the next room in the sequence
|
||
|
ldy #1
|
||
|
jsr MoveNextRoom
|
||
|
jsr BuildRoom
|
||
|
ldx #254
|
||
|
bne SkipMoveUp
|
||
|
SkipMoveDown
|
||
|
lda #%00010000 ;Up?
|
||
|
bit SWCHA
|
||
|
bne SkipMoveUp
|
||
|
inx
|
||
|
cpx #254
|
||
|
bcc SkipMoveUp
|
||
|
; If we move off the top of the screen,
|
||
|
; go to the previous room in the sequence
|
||
|
ldy #1
|
||
|
jsr MovePrevRoom
|
||
|
jsr BuildRoom
|
||
|
ldx #174
|
||
|
bne SkipMoveUp
|
||
|
SkipMoveUp
|
||
|
stx YPos0
|
||
|
; Move horizontally
|
||
|
ldx XPos0
|
||
|
lda #%01000000 ;Left?
|
||
|
bit SWCHA
|
||
|
bne SkipMoveLeft
|
||
|
dex
|
||
|
cpx #1
|
||
|
bcs SkipMoveLeft
|
||
|
; If we move off the left of the screen,
|
||
|
; go back 7 rooms
|
||
|
ldy #7
|
||
|
jsr MovePrevRoom
|
||
|
jsr BuildRoom
|
||
|
ldx #152
|
||
|
SkipMoveLeft
|
||
|
lda #%10000000 ;Right?
|
||
|
bit SWCHA
|
||
|
bne SkipMoveRight
|
||
|
inx
|
||
|
cpx #153
|
||
|
bcc SkipMoveRight
|
||
|
; If we move off the right of the screen,
|
||
|
; go forward 7 rooms
|
||
|
ldy #7
|
||
|
jsr MoveNextRoom
|
||
|
jsr BuildRoom
|
||
|
ldx #1
|
||
|
SkipMoveRight
|
||
|
stx XPos0
|
||
|
rts
|
||
|
|
||
|
; Build a room based on the RoomType byte.
|
||
|
; Bits 0-1 = top walls
|
||
|
; Bits 2-3 = middle walls
|
||
|
BuildRoom subroutine
|
||
|
; First fill in the top section.
|
||
|
lda RoomType
|
||
|
and #3
|
||
|
jsr MulBy3ToX
|
||
|
lda PFRoomTop0+0,x
|
||
|
sta PFData+0
|
||
|
lda PFRoomTop0+1,x
|
||
|
sta PFData+1
|
||
|
lda PFRoomTop0+2,x
|
||
|
sta PFData+2
|
||
|
lda PFRoomTop1+0,x
|
||
|
sta PFData+3
|
||
|
lda PFRoomTop1+1,x
|
||
|
sta PFData+4
|
||
|
lda PFRoomTop1+2,x
|
||
|
sta PFData+5
|
||
|
; Now the middle section.
|
||
|
lda RoomType
|
||
|
ror
|
||
|
ror
|
||
|
and #3
|
||
|
jsr MulBy3ToX
|
||
|
lda PFRoomMid0+0,x
|
||
|
sta PFData+6
|
||
|
lda PFRoomMid0+1,x
|
||
|
sta PFData+7
|
||
|
lda PFRoomMid0+2,x
|
||
|
sta PFData+8
|
||
|
lda PFRoomMid1+0,x
|
||
|
sta PFData+9
|
||
|
lda PFRoomMid1+1,x
|
||
|
sta PFData+10
|
||
|
lda PFRoomMid1+2,x
|
||
|
sta PFData+11
|
||
|
lda PFRoomMid2+0,x
|
||
|
sta PFData+12
|
||
|
lda PFRoomMid2+1,x
|
||
|
sta PFData+13
|
||
|
lda PFRoomMid2+2,x
|
||
|
sta PFData+14
|
||
|
; And finally, the bottom.
|
||
|
lda RoomType
|
||
|
jsr NextRandom
|
||
|
pha
|
||
|
and #3
|
||
|
jsr MulBy3ToX
|
||
|
lda PFRoomTop1+0,x
|
||
|
sta PFData+15
|
||
|
lda PFRoomTop1+1,x
|
||
|
sta PFData+16
|
||
|
lda PFRoomTop1+2,x
|
||
|
sta PFData+17
|
||
|
lda PFRoomTop0+0,x
|
||
|
sta PFData+18
|
||
|
lda PFRoomTop0+1,x
|
||
|
sta PFData+19
|
||
|
lda PFRoomTop0+2,x
|
||
|
sta PFData+20
|
||
|
; Set the room colors and position the Green Man
|
||
|
lda RoomType
|
||
|
and #$f0
|
||
|
sta COLUBK
|
||
|
and #$7f
|
||
|
sta XPos1
|
||
|
pla ; next random value, stored
|
||
|
ora #$08
|
||
|
sta COLUPF ; fg color
|
||
|
ora #$80
|
||
|
sta YPos1
|
||
|
rts
|
||
|
; Helper function that computes X <- A*3
|
||
|
MulBy3ToX
|
||
|
sta Temp
|
||
|
asl
|
||
|
clc
|
||
|
adc Temp
|
||
|
tax
|
||
|
rts
|
||
|
|
||
|
; Get next random value
|
||
|
NextRandom subroutine
|
||
|
lsr
|
||
|
bcc .NoEor
|
||
|
eor #$d4
|
||
|
.NoEor:
|
||
|
rts
|
||
|
; Get previous random value
|
||
|
PrevRandom subroutine
|
||
|
asl
|
||
|
bcc .NoEor
|
||
|
eor #$a9
|
||
|
.NoEor:
|
||
|
rts
|
||
|
; Move to next room(s)
|
||
|
; Y = number of iterations
|
||
|
MoveNextRoom subroutine
|
||
|
lda RoomType
|
||
|
jsr NextRandom
|
||
|
dey
|
||
|
sta RoomType
|
||
|
bne MoveNextRoom
|
||
|
rts
|
||
|
; Move to previous room(s)
|
||
|
; Y = number of iterations
|
||
|
MovePrevRoom subroutine
|
||
|
lda RoomType
|
||
|
jsr PrevRandom
|
||
|
dey
|
||
|
sta RoomType
|
||
|
bne MovePrevRoom
|
||
|
rts
|
||
|
|
||
|
; Table used to get offsets to playfield bytes in memory
|
||
|
; 24 3-byte entries, one for each 8-pixel section
|
||
|
; in reverse order
|
||
|
PFOffsets
|
||
|
.byte 20,19,18
|
||
|
.byte 20,19,18
|
||
|
.byte 17,16,15
|
||
|
.byte 17,16,15
|
||
|
.byte 17,16,15
|
||
|
.byte 17,16,15
|
||
|
.byte 17,16,15
|
||
|
.byte 17,16,15
|
||
|
.byte 14,13,12
|
||
|
.byte 11,10,9
|
||
|
.byte 11,10,9
|
||
|
.byte 11,10,9
|
||
|
.byte 11,10,9
|
||
|
.byte 11,10,9
|
||
|
.byte 11,10,9
|
||
|
.byte 11,10,9
|
||
|
.byte 8,7,6
|
||
|
.byte 5,4,3
|
||
|
.byte 5,4,3
|
||
|
.byte 5,4,3
|
||
|
.byte 5,4,3
|
||
|
.byte 5,4,3
|
||
|
.byte 5,4,3
|
||
|
.byte 2,1,0
|
||
|
|
||
|
; Playfield components for rooms
|
||
|
PFRoomTop0
|
||
|
.byte #%11110000,#%11111111,#%00000111
|
||
|
.byte #%00110000,#%00001111,#%11111111
|
||
|
.byte #%00110000,#%00001111,#%11111111
|
||
|
.byte #%00110000,#%00000000,#%10000000
|
||
|
PFRoomTop1
|
||
|
.byte #%00110000,#%00000000,#%00000000
|
||
|
.byte #%00110000,#%00000000,#%00000000
|
||
|
.byte #%00110000,#%00000000,#%10000000
|
||
|
.byte #%00110000,#%00001111,#%11111111
|
||
|
PFRoomMid0
|
||
|
.byte #%00110000,#%00000000,#%00000000
|
||
|
.byte #%11110000,#%11111111,#%00000000
|
||
|
.byte #%11110000,#%11111111,#%00000000
|
||
|
.byte #%11110000,#%11111111,#%00000000
|
||
|
PFRoomMid1
|
||
|
.byte #%00000000,#%00000001,#%00000000
|
||
|
.byte #%00000000,#%00000001,#%00000000
|
||
|
.byte #%00000000,#%00000000,#%00000000
|
||
|
.byte #%00000000,#%00000000,#%00000000
|
||
|
PFRoomMid2
|
||
|
.byte #%11110000,#%11111111,#%00000000
|
||
|
.byte #%00110000,#%00000000,#%00000000
|
||
|
.byte #%00110000,#%00000000,#%00000000
|
||
|
.byte #%00110000,#%00000000,#%00000000
|
||
|
|
||
|
; Bitmap data "standing" position
|
||
|
Frame0
|
||
|
.byte #0
|
||
|
.byte #%01101100;$F6
|
||
|
.byte #%00101000;$86
|
||
|
.byte #%00101000;$86
|
||
|
.byte #%00111000;$86
|
||
|
.byte #%10111010;$C2
|
||
|
.byte #%10111010;$C2
|
||
|
.byte #%01111100;$C2
|
||
|
.byte #%00111000;$C2
|
||
|
.byte #%00111000;$16
|
||
|
.byte #%01000100;$16
|
||
|
.byte #%01111100;$16
|
||
|
.byte #%01111100;$18
|
||
|
.byte #%01010100;$18
|
||
|
.byte #%01111100;$18
|
||
|
.byte #%11111110;$F2
|
||
|
.byte #%00111000;$F4
|
||
|
|
||
|
; Color data for each line of sprite
|
||
|
ColorFrame0
|
||
|
.byte #$FF;
|
||
|
.byte #$F6;
|
||
|
.byte #$86;
|
||
|
.byte #$86;
|
||
|
.byte #$86;
|
||
|
.byte #$C2;
|
||
|
.byte #$C2;
|
||
|
.byte #$C2;
|
||
|
.byte #$C2;
|
||
|
.byte #$16;
|
||
|
.byte #$16;
|
||
|
.byte #$16;
|
||
|
.byte #$18;
|
||
|
.byte #$18;
|
||
|
.byte #$18;
|
||
|
.byte #$F2;
|
||
|
.byte #$F4;
|
||
|
|
||
|
; Color data for each line of sprite
|
||
|
ColorFrame1
|
||
|
.byte #$5F;
|
||
|
.byte #$56;
|
||
|
.byte #$36;
|
||
|
.byte #$36;
|
||
|
.byte #$36;
|
||
|
.byte #$32;
|
||
|
.byte #$32;
|
||
|
.byte #$32;
|
||
|
.byte #$32;
|
||
|
.byte #$c6;
|
||
|
.byte #$c6;
|
||
|
.byte #$c6;
|
||
|
.byte #$c8;
|
||
|
.byte #$c8;
|
||
|
.byte #$c8;
|
||
|
.byte #$02;
|
||
|
.byte #$02;
|
||
|
|
||
|
; Epilogue
|
||
|
org $fffc
|
||
|
.word Start
|
||
|
.word Start
|