mirror of
https://github.com/sehugg/8bitworkshop.git
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132 lines
3.5 KiB
Plaintext
132 lines
3.5 KiB
Plaintext
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//#resource "vcs-ca65.h"
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import "vcslib.ecs"
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component Bitmap48
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bitmap0: array of 0..0xff
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bitmap1: array of 0..0xff
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bitmap2: array of 0..0xff
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bitmap3: array of 0..0xff
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bitmap4: array of 0..0xff
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bitmap5: array of 0..0xff
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height: 0..255
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end
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system Kernel48Pixel
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locals 2
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on kernelsetup do if [Bitmap48] ---
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lda {{<height}}
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sta {{$0}} ; scanline counter
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lda #$22
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sta COLUP0 ; show how players alternate
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lda #$12
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sta COLUP1 ; by having different colors
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lda #3
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sta NUSIZ0
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sta NUSIZ1 ; both players have 3 copies
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sta WSYNC
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SLEEPH 34
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sta RESP0 ; position 1st player
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sta RESP1 ; ...and 2nd player
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lda #$10
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sta HMP1 ; 1 pixel to the left
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sta WSYNC
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sta HMOVE ; apply HMOVE
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SLEEPH 24 ; sleep 24 cycles
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sta HMCLR ; clear HMOVE registers
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lda #1
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sta VDELP0 ; we need the VDEL registers
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sta VDELP1 ; so we can do our 4-store trick
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---
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/* already exists on StaticKernel
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on kernelsetup do if [BGColor] ---
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lda {{<bgcolor}}
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sta COLUBK
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---
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*/
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on kernelsetup do if [PFColor] ---
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lda {{<pfcolor}}
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sta COLUP0
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sta COLUP1
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---
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on kerneldraw do if [Bitmap48] ---
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txa
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pha
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@Loop:
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ldy {{$0}} ; counts backwards
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sta WSYNC ; sync to next scanline
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lda {{data bitmap0}},y ; load B0 (1st sprite byte)
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sta GRP0 ; B0 -> [GRP0]
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lda {{data bitmap1}},y ; load B1 -> A
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sta GRP1 ; B1 -> [GRP1], B0 -> GRP0
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lda {{data bitmap2}},y ; load B2 -> A
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sta GRP0 ; B2 -> [GRP0], B1 -> GRP1
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lda {{data bitmap5}},y ; load B5 -> A
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sta {{$1}} ; B5 -> temp
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ldx {{data bitmap4}},y ; load B4 -> X
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lda {{data bitmap3}},y ; load B3 -> A
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ldy {{$1}} ; load B5 -> Y
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sta GRP1 ; B3 -> [GRP1]; B2 -> GRP0
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stx GRP0 ; B4 -> [GRP0]; B3 -> GRP1
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sty GRP1 ; B5 -> [GRP1]; B4 -> GRP0
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sta GRP0 ; ?? -> [GRP0]; B5 -> GRP1
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dec {{$0}} ; go to next line
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bpl @Loop ; repeat until < 0
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pla
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tax
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---
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end
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demo Main
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//using FrameLoop, StaticKernel, Kernel48Pixel
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using FrameLoop, Kernel48Pixel, StaticKernel
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// TODO
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entity [KernelSection, BGColor]
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const lines = 10
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const bgcolor = $a0
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end
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entity [KernelSection, BGColor]
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const lines = 10
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const bgcolor = $a2
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end
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entity [KernelSection, BGColor, PFColor, Bitmap48]
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const lines = 2
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const bgcolor = 0xa4
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const pfcolor = 0xfc
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decode vcs_bitmap48 ---
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x.............................................xx
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xx.........................................xxx.x
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xxxx....................................xxx....x
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xx..xxxx..............................xx.......x
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xx......xx...........................x.........x
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xx...x....x............xx............x.........x
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xx...x....x...........x..x.........xx..........x
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xx...x..x..x....x......xx.....x...x............x
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xx...xxxx...x...xxx...x..x..xxx..x.............x
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xx...x..x..x......x....xx...x.....x............x
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xx...x....x...........x..x.........xx..........x
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xx......xx.............xx............x.........x
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xx..xxxx..............................xx.......x
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xxxx....................................xxxxxxxx
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................................................
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---
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end
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entity [KernelSection, BGColor]
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const lines = 10
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const bgcolor = $a2
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end
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entity [KernelSection, BGColor]
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const lines = 10
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const bgcolor = $a0
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end
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end
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