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8bitworkshop/test/ecs/titles.txt

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.scope Main
.zeropage
TEMP:
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Kernel48Pixel__2__tmp:
.res 1
.res 1
.code
KernelSection_lines_b0:
.byte 10
.byte 10
.byte 2
.byte 10
.byte 10
BGColor_bgcolor_b0:
.byte 160
.byte 162
.byte 164
.byte 162
.byte 160
PFColor_pfcolor_b0:
.byte 252
Bitmap48_bitmap0_b0:
.byte <Bitmap48_bitmap0_e2_b0
Bitmap48_bitmap0_b8:
.byte >Bitmap48_bitmap0_e2_b0
Bitmap48_bitmap0_e2_b0:
.byte 0
.byte 240
.byte 207
.byte 192
.byte 196
.byte 196
.byte 199
.byte 196
.byte 196
.byte 196
.byte 192
.byte 207
.byte 240
.byte 192
.byte 128
Bitmap48_bitmap1_b0:
.byte <Bitmap48_bitmap1_e2_b0
Bitmap48_bitmap1_b8:
.byte >Bitmap48_bitmap1_e2_b0
Bitmap48_bitmap1_e2_b0:
.byte 0
.byte 0
.byte 0
.byte 192
.byte 32
.byte 144
.byte 136
.byte 144
.byte 32
.byte 32
.byte 192
.byte 0
.byte 0
.byte 0
.byte 0
Bitmap48_bitmap2_b0:
.byte <Bitmap48_bitmap2_e2_b0
Bitmap48_bitmap2_b8:
.byte >Bitmap48_bitmap2_e2_b0
Bitmap48_bitmap2_e2_b0:
.byte 0
.byte 0
.byte 0
.byte 1
.byte 2
.byte 33
.byte 226
.byte 129
.byte 2
.byte 1
.byte 0
.byte 0
.byte 0
.byte 0
.byte 0
Bitmap48_bitmap3_b0:
.byte <Bitmap48_bitmap3_e2_b0
Bitmap48_bitmap3_b8:
.byte >Bitmap48_bitmap3_e2_b0
Bitmap48_bitmap3_e2_b0:
.byte 0
.byte 0
.byte 0
.byte 128
.byte 64
.byte 136
.byte 78
.byte 130
.byte 64
.byte 128
.byte 0
.byte 0
.byte 0
.byte 0
.byte 0
Bitmap48_bitmap4_b0:
.byte <Bitmap48_bitmap4_e2_b0
Bitmap48_bitmap4_b8:
.byte >Bitmap48_bitmap4_e2_b0
Bitmap48_bitmap4_e2_b0:
.byte 0
.byte 0
.byte 3
.byte 4
.byte 24
.byte 32
.byte 64
.byte 32
.byte 24
.byte 4
.byte 4
.byte 3
.byte 0
.byte 0
.byte 0
Bitmap48_bitmap5_b0:
.byte <Bitmap48_bitmap5_e2_b0
Bitmap48_bitmap5_b8:
.byte >Bitmap48_bitmap5_e2_b0
Bitmap48_bitmap5_e2_b0:
.byte 0
.byte 255
.byte 1
.byte 1
.byte 1
.byte 1
.byte 1
.byte 1
.byte 1
.byte 1
.byte 1
.byte 1
.byte 225
.byte 29
.byte 3
Bitmap48_height_b0:
.byte 14
__Start:
.code
;;; start action Init 4 main_init
.include "vcs-ca65.h"
.macpack longbranch
.define PAL 0
__NMI:
__Reset:
__BRK:
CLEAN_START
; initialize data segment
.code
;;; start action FrameLoop 1 start
FrameLoop__start__2__NextFrame:
FRAME_START
.code
;;; start action StaticKernel 3 preframe
.code
;;; start action Kernel48Pixel 2 kernelsetup
;;; end action Kernel48Pixel 2 kernelsetup
;;; start action Kernel48Pixel 2 kernelsetup
;;; end action Kernel48Pixel 2 kernelsetup
;;; start action StaticKernel 3 kernelsetup
lda #160
sta COLUBK
;;; end action StaticKernel 3 kernelsetup
;;; start action StaticKernel 3 kernelsetup
;;; end action StaticKernel 3 kernelsetup
;;; start action StaticKernel 3 kernelsetup
;;; end action StaticKernel 3 kernelsetup
;;; end action StaticKernel 3 preframe
KERNEL_START
.code
;;; start action StaticKernel 3 kernel
ldx #0
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StaticKernel__kernel__9____each:
sta WSYNC
.code
;;; start action Kernel48Pixel 2 kernelsetup
cpx #2+1
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jcs Kernel48Pixel__kernelsetup__10____skipxhi
cpx #2
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jcc Kernel48Pixel__kernelsetup__10____skipxlo
lda #14
sta Kernel48Pixel__2__tmp+0 ; scanline counter
lda #$22
sta COLUP0 ; show how players alternate
lda #$12
sta COLUP1 ; by having different colors
lda #3
sta NUSIZ0
sta NUSIZ1 ; both players have 3 copies
sta WSYNC
SLEEPH 34
sta RESP0 ; position 1st player
sta RESP1 ; ...and 2nd player
lda #$10
sta HMP1 ; 1 pixel to the left
sta WSYNC
sta HMOVE ; apply HMOVE
SLEEPH 24 ; sleep 24 cycles
sta HMCLR ; clear HMOVE registers
lda #1
sta VDELP0 ; we need the VDEL registers
sta VDELP1 ; so we can do our 4-store trick
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Kernel48Pixel__kernelsetup__10____skipxlo:
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Kernel48Pixel__kernelsetup__10____skipxhi:
;;; end action Kernel48Pixel 2 kernelsetup
;;; start action Kernel48Pixel 2 kernelsetup
cpx #2+1
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jcs Kernel48Pixel__kernelsetup__11____skipxhi
cpx #2
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jcc Kernel48Pixel__kernelsetup__11____skipxlo
lda #252
sta COLUP0
sta COLUP1
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Kernel48Pixel__kernelsetup__11____skipxlo:
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Kernel48Pixel__kernelsetup__11____skipxhi:
;;; end action Kernel48Pixel 2 kernelsetup
;;; start action StaticKernel 3 kernelsetup
lda BGColor_bgcolor_b0,x
sta COLUBK
;;; end action StaticKernel 3 kernelsetup
;;; start action StaticKernel 3 kernelsetup
cpx #2+1
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jcs StaticKernel__kernelsetup__13____skipxhi
cpx #2
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jcc StaticKernel__kernelsetup__13____skipxlo
lda #252
sta COLUPF
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StaticKernel__kernelsetup__13____skipxlo:
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StaticKernel__kernelsetup__13____skipxhi:
;;; end action StaticKernel 3 kernelsetup
;;; start action StaticKernel 3 kernelsetup
;;; end action StaticKernel 3 kernelsetup
.code
;;; start action Kernel48Pixel 2 kerneldraw
cpx #2+1
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jcs Kernel48Pixel__kerneldraw__15____skipxhi
cpx #2
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jcc Kernel48Pixel__kerneldraw__15____skipxlo
txa
pha
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Kernel48Pixel__kerneldraw__15__Loop:
ldy Kernel48Pixel__2__tmp+0 ; counts backwards
sta WSYNC ; sync to next scanline
lda Bitmap48_bitmap0_e2_b0,y ; load B0 (1st sprite byte)
sta GRP0 ; B0 -> [GRP0]
lda Bitmap48_bitmap1_e2_b0,y ; load B1 -> A
sta GRP1 ; B1 -> [GRP1], B0 -> GRP0
lda Bitmap48_bitmap2_e2_b0,y ; load B2 -> A
sta GRP0 ; B2 -> [GRP0], B1 -> GRP1
lda Bitmap48_bitmap5_e2_b0,y ; load B5 -> A
sta Kernel48Pixel__2__tmp+1 ; B5 -> temp
ldx Bitmap48_bitmap4_e2_b0,y ; load B4 -> X
lda Bitmap48_bitmap3_e2_b0,y ; load B3 -> A
ldy Kernel48Pixel__2__tmp+1 ; load B5 -> Y
sta GRP1 ; B3 -> [GRP1]; B2 -> GRP0
stx GRP0 ; B4 -> [GRP0]; B3 -> GRP1
sty GRP1 ; B5 -> [GRP1]; B4 -> GRP0
sta GRP0 ; ?? -> [GRP0]; B5 -> GRP1
dec Kernel48Pixel__2__tmp+0 ; go to next line
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bpl Kernel48Pixel__kerneldraw__15__Loop ; repeat until < 0
pla
tax
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Kernel48Pixel__kerneldraw__15____skipxlo:
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Kernel48Pixel__kerneldraw__15____skipxhi:
;;; end action Kernel48Pixel 2 kerneldraw
;;; start action StaticKernel 3 kerneldraw
ldy KernelSection_lines_b0,x
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StaticKernel__kerneldraw__16__loop:
sta WSYNC
dey
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bne StaticKernel__kerneldraw__16__loop
;;; end action StaticKernel 3 kerneldraw
inx
cpx #5
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jne StaticKernel__kernel__9____each
StaticKernel__kernel__9____exit:
;;; end action StaticKernel 3 kernel
KERNEL_END
.code
FRAME_END
.code
jmp FrameLoop__start__2__NextFrame ; loop to next frame
;;; end action FrameLoop 1 start
; start main routine
.segment "VECTORS"
Return: .word $6060
VecNMI:
VecReset: .word Main::__Reset
VecBRK: .word Main::__BRK
;;; end action Init 4 main_init
.endscope
Main__Start = Main::__Start