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8bitworkshop/presets/vcs/examples/procgen1.a

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2016-12-16 01:21:51 +00:00
processor 6502
include "vcs.h"
include "macro.h"
include "xmacro.h"
2018-10-01 01:07:45 +00:00
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; This example uses a linear-feedback shift register to
; procedurally generate random rooms for the player to walk
; through.
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
2016-12-16 01:21:51 +00:00
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 37-4
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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
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 30+4
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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