Deploying to gh-pages from @ sehugg/8bitworkshop@d11c1d1664 🚀

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sehugg 2023-10-31 16:38:21 +00:00
parent 620a0790d9
commit 1b7862e27e
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presets/vcs/ecs/airsea.ecs Normal file
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//#resource "vcs-ca65.h"
import "vcslib.ecs"
import "sprites.ecs"
import "score.ecs"
import "sound.ecs"
import "velocity.ecs"
import "kernel1.ecs"
import "random.ecs"
demo Main
using FrameLoop
using Kernel2Digit, BCDMath
using StandardKernel, Kernel1Sprite
using KernelMissile, KernelCollide
using SetXPos, SetHorizPos
entity Blank [Bitmap,Colormap]
decode vcs_sprite
---
........ 00
---
end
entity Explode1 [Bitmap,Colormap]
decode vcs_sprite
---
x......x 08
.x....x. 0a
..x..x.. 0c
........ 0e
xx....xx 0e
........ 0e
..x..x.. 0c
.x....x. 0a
x......x 08
---
end
entity Explode2 [Bitmap,Colormap]
decode vcs_sprite
---
..x..x.. 08
.x....x. 0a
x......x 0c
...xx... 0e
..x..x.. 0e
...xx... 0e
x......x 0c
.x....x. 0a
..x..x.. 08
---
end
entity Explode3 [Bitmap,Colormap]
decode vcs_sprite
---
x..xx..x 08
..x..x.. 0a
.x....x. 0c
..x..x.. 0e
x......x 0e
..x..x.. 0e
.x....x. 0c
..x..x.. 0a
x..xx..x 08
---
end
entity Weird [Bitmap,Colormap]
decode vcs_sprite
---
.x...... 12
.xx..... 14
.xxx.... 16
.x.xx... 18
.xx.xx.. 1a
.xxx.xx. 1c
.x.x.x.x 1e
.x.x.x.x 18
---
end
entity Cool [Bitmap,Colormap]
decode vcs_sprite
---
...xx... 48
..xxxx.. 4a
.xxxxxx. 4c
xxxxxxxx 4e
x..xx..x 4e
x.xxx.xx 4e
xxxxxxxx 4e
xxxxxxxx 4e
xxxxxxxx 4e
xx....xx 4e
xxxxxxxx 4e
.xxxxxx. 4c
..xxxx.. 4a
---
end
entity PlayerBC [Bitmap,Colormap]
decode vcs_sprite
---
..xxxx.. 1a
...xx... 1c
...xx... 2e
..xxxx.. 3c
.xxxxxx. 4e
xx.xx.xx 5e
xxx..xxx 6e
xx.xx.xx 7e
xxxxxxxx 8e
.xxxxxx. 9e
---
end
entity [BCDScore2]
init scorecolor = $4e
end
/*
entity [BCDScore2]
init scorecolor = $ce
end
*/
// TODO
entity [KernelSection,BGColor,Sprite,HasBitmap,HasXpos,HasColormap,HasYpos,TinyVelX]
const lines = 30
const bgcolor = $72
var plyrflags = 0
var xpos = 120
var ypos = 22
var bitmap = #Cool
var colormap = #Cool
var xvel = 11
end
entity [KernelSection,BGColor,Sprite,HasBitmap,HasXpos,HasColormap,HasYpos,TinyVelX]
const lines = 35
const bgcolor = $74
var plyrflags = 3
var xpos = 60
var ypos = 10
var bitmap = #Weird
var colormap = #Weird
var xvel = 5
end
entity [KernelSection,BGColor,Sprite,HasBitmap,HasXpos,HasColormap,HasYpos,TinyVelX]
const lines = 40
const bgcolor = $76
var plyrflags = 0
var xpos = 20
var ypos = 15
var bitmap = #Weird
var colormap = #Cool
var xvel = 9
end
entity Player1 [KernelSection,BGColor,Sprite,HasBitmap,HasColormap,HasXpos,HasYpos,Player]
const lines = 45
const bgcolor = $78
var plyrflags = 0
var xpos = 70
var ypos = 35
var bitmap = #PlayerBC
var colormap = #PlayerBC
end
entity PlayerMissile [HasXpos,HasYpos,Missile,FGColor]
var xpos = 75
var ypos = 100
const fgcolor = $fe
const index = 3
end
system ShootingStuff
// TODO
on kernelsetup do foreach [Missile,FGColor]
---
lda {{<fgcolor}}
ldy {{<index}}
sta COLUP0-2,y
---
on postframe do foreach [Missile]
---
lda {{<ypos}}
beq @nomissile
dec {{<ypos}}
@nomissile:
---
// TODO: nice to have constants here
on joybutton do once
---
lda #138
sta {{<PlayerMissile.ypos}}
lda {{<Player1.xpos}}
clc
adc #4
sta {{<PlayerMissile.xpos}}
{{!playsound 0 2 5}}
---
// TODO: nice if we could do "with"
on explode do select [Sprite,HasBitmap,HasColormap]
---
lda #{{eid Explode3}}-{{eid Blank}}
sta {{base bitmap}},x
sta {{base colormap}},x
---
// TODO: need to limit to cur player
on explode do foreach [BCDScore2]
---
{{!AddBCD2 1}}
---
// TODO: nice if we could do "with"
on explode do with [Missile]
---
lda #0
sta {{<ypos}}
{{!playsound 0 1 10}}
---
on preframeloop do once
---
nop
---
end
system BounceEnemies
// TODO: event1, event2 in handler?
on xlimit_right do with [TinyVelX]
---
lda {{<xvel}}
eor #$0f
sta {{<xvel}}
---
on xlimit_left do with [TinyVelX]
---
lda {{<xvel}}
eor #$0f
sta {{<xvel}}
---
end
system ExplodingAnimation
on postframe do with [FrameCount]
---
lda {{<frame}}
and #$0f
bne @noframe16
{{!frame16}}
@noframe16:
and #$07
bne @noframe8
{{!frame8}}
@noframe8:
---
// TODO: forward jump conversion
on frame16 do foreach [Sprite,-Player]
//if bitmap > 0 and bitmap < #Blank then bitmap--
---
lda {{<bitmap}}
beq @noinc
cmp #{{eid Explode3}}-{{eid Blank}}+1
bcs @noinc
dec {{<bitmap}}
@noinc:
---
end
using Random
entity [Random8]
var seed = 1
end
system SpawnEnemies
on preframeloop do foreach [Sprite,-Player]
---
{{!nextrand8}}
and #15
;sta {{<xvel}}
---
end
entity [FrameCount]
end
using FrameCounter, TinyMover
using Joystick, JoyButton, MoveJoyX with [Player]
using SoundEngine
entity SFXNull [SoundEffect]
const duration = 0
const sounddata = [0]
end
entity SFXExplode [SoundEffect]
const duration = 10
const sounddata = [$02,$03,$04,$08,$10,$20,$40,$20,$10,$a4]
end
entity SFXFire [SoundEffect]
const duration = 10
const sounddata = [$70,$60,$50,$40,$20,$10,$00,$50,$a4,$84]
end
entity SFX1 [SoundChannel]
end
entity SFX2 [SoundChannel]
end
end demo

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.include "vcs-ca65.inc"
.global _set_horiz_pos
.export _reset_gfx
.export _reset_sprites
.export Return
;;;
; SetHorizPos routine
; A = X coordinate
; X = player number (0 or 1)
; must be in rodata segment because of alignment
.rodata
.align $10
.proc _set_horiz_pos
sec ; set carry flag
sta WSYNC ; start a new line
:
sbc #15 ; subtract 15
bcs :- ; branch until negative
eor #7 ; calculate fine offset
asl
asl
asl
asl
sta HMP0,x ; set fine offset
sta RESP0,x ; fix coarse position
sta WSYNC ; won't overrun if X < 150
rts
.endproc
.code
;;;
_reset_gfx:
lda #0
sta PF0
sta PF1
sta PF2
_reset_sprites:
lda #0
sta GRP0
sta GRP1
sta GRP0
sta GRP1
Return:
rts