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updated comments for all vcs examples
This commit is contained in:
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@ -6,6 +6,12 @@ GPLv2
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---
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https://github.com/gasman/jsspeccy2
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GPLv3
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---
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https://github.com/sehugg/javatari.js
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GNU Affero General Public License v3.0
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@ -69,6 +69,7 @@ TODO:
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- C/asm formatter
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- fix WebAudio (https://news.ycombinator.com/item?id=18066474)
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- Safari: verilog scope doesn't work
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- no errors for verilog inline asm
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WEB WORKER FORMAT
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@ -5,6 +5,8 @@
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org $f000
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;
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; Now, we'll finally put everything together and
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; make a little person with a hat that can move
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; back and forth and throw rocks. We'll use one player
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@ -21,6 +23,8 @@
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;
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; Note: the Y coordinate goes bottom-top, not top-bottom
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; as in the next section.
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;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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counter equ $81 ; increments each frame
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yplyr equ $82 ; player y pos
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@ -1,9 +1,23 @@
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processor 6502
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include "vcs.h"
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include "macro.h"
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include "xmacro.h"
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;
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; The VCS only supports 4096 bytes of address space for
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; cartridge ROMs, but you can use 8192 or more bytes by
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; using a bank-switching scheme. This lets you map segments
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; of address space to multiple ROM segments.
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;
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; This example demonstrates standard Atari bank-switching,
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; which just lets you switch multiple segments into the main
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; $1000 bytes of cartridge ROM. Because all bytes must be
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; switched at once, this forces you to build a trampoline --
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; a segment of code that remains valid during the bank-switch
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; process.
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;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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seg.u Variables
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@ -4,6 +4,18 @@
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include "macro.h"
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include "xmacro.h"
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;
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; This example demonstrates 48-pixel sprites.
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; We'll use a technique similar to the Asynchronous Playfields
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; trick -- reprogramming the TIA registers on-the-fly, writing
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; to each register multiple times during the scanline. If we
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; time our writes carefully, we'll be able to draw six unique
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; sprites per scanline, for example to draw a six-digit
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; scoreboard, or one large 48-pixel sprite.
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;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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seg.u Variables
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org $80
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@ -12,8 +24,6 @@ LoopCount byte
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THREE_COPIES equ %011
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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seg Code
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org $f000
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@ -4,11 +4,17 @@
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include "macro.h"
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include "xmacro.h"
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;
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; This example demonstrates an asymmetric playfield, which
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; allows different patterns for the left and right sides of
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; the playfield, giving you 40 unique playfied pixels per line.
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;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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seg.u Variables
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org $80
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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seg Code
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org $f000
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@ -1,22 +1,24 @@
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j
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processor 6502
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include "vcs.h"
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include "macro.h"
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include "xmacro.h"
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;
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; We've got collisions working, but now we'd like some more
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; interaction. We can make a little "breakout" style game
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; where the ball knocks out rows of bricks. We'll need to
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; draw several rows of bricks, any or all of which might be
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; missing.
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;
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; We'll use a technique called "asychronous playfields".
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; Remember that the playfield is either symmetric (20 pixels
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; followed by the same 20 pixels reversed) or repeated (20 pixels
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; repeated twice). But if we change the playfield registers
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; *during* the scanline, we can make the second half a
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; different bitmap than the first half.
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;
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; We're going to move away from the HMPx/HMOVE method of
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; setting object position and use the SetHorizPos method, since
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; we really need to know the X position of both player and ball
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@ -24,13 +26,15 @@ j
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; two scanlines per object. But we do it during the overscan
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; period at the end of the frame, and we've got the cycles
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; to spare.
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;
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; Also, we're going to keep score and have a rudimentary
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; scoreboard, which makes this sort of an actual game!
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;
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; Fun fact: Messing with the HMOVE register causes a "comb"
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; effect on the left 8 pixels of the screen, which can be seen
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; at the bottom of the screen in the overscan region.
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;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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seg.u Variables
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org $80
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@ -7,6 +7,8 @@
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seg.u Variables
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org $80
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;
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; In this example, we're going to tackle collision detection,
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; which is one thing in the VCS that's easier than expected.
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; The TIA has 15 different collision flags that can detect a
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@ -14,19 +16,21 @@
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; and playfield. You can check these flags at any time (at the
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; end of the frame is pretty common). When you're done checking
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; you clear them all at once by writing to CXCLR.
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;
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; For this example we'll use the ball object, and detect collisions
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; between it and the playfield and the player. We only know
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; the Y position of the ball and player (the X position is in
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; the TIA chip) so we'll base our bounce decisions on the Y position
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; of the ball (for playfield bounces) or the relative Y position of
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; ball and player (for player bounces).
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;
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; Note: You can press the button to capture the ball.
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;
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; We're going to also include sound, which is generated by writing
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; a volume register, a frequency register, and a mode register for
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; one of two channels.
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;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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counter byte ; increments each frame
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yplyr byte ; player y pos
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@ -4,6 +4,13 @@
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include "macro.h"
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include "xmacro.h"
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;
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; This example demonstrates a scene with a full-screen
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; playfield, and a single sprite overlapping it.
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;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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seg.u Variables
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org $80
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include "macro.h"
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include "xmacro.h"
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;
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; This example demonstrates a scene with a full-screen
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; playfield, and two sprites overlapping it. This takes more
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; CPU time, so our kernel operates in 4-line chunks.
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;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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seg.u Variables
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org $80
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include "macro.h"
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include "xmacro.h"
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;
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; This example draws a moving line using 16-bit fixed-point
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; math and a missile object.
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;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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seg.u Variables
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org $80
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include "vcs.h"
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include "macro.h"
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org $f000
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;
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; Besides the two 8x1 sprites ("players") the TIA has
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; two "missiles" and one "ball", which are just variable-length
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; dots or dashes. They have similar positioning and display
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@ -12,6 +12,10 @@
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; set the horizontal position of any of them.
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; But we can also use the HMPx/HMOVE registers directly to move the
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; objects by small offsets without using this routine every time.
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;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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org $f000
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counter equ $81
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include "macro.h"
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include "xmacro.h"
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;
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; For lots of games, we'd like to display more than two sprites.
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; There are lots of different ways to tackle this on the VCS,
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; but we're going to try for a generalized approach that lets
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; use have N different sprites at any X-Y coordinate, each with
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; its own bitmap and color table. This is tricky because we can
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; only do so much on each scanline.
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;
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; Our approach is to separate the problem into three phases.
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; In the sort phase, we sort all sprites by Y coordinate.
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; We do one sort pass per frame, so it may take several frames
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@ -20,7 +22,7 @@
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; coming up. We then allocate it to one of the two player
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; objects in hardware and set its position using the SetHorizPos
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; method. We can set one or both of the player objects this way.
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;
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; In the display phase, we display the objects which we previously
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; assigned and positioned. First we figure out how many scanlines are
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; required. If only one object is scheduled, we just use its height.
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@ -30,7 +32,7 @@
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; registers at the appropriate time. We don't have time to do much
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; else, so we don't look for any new objects to schedule until
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; we're done with this loop.
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;
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; This scheme can only display up to two objects on a given
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; scanline, so if the system tries to schedule a third, it will
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; be ignored. Also, the positioning routine takes a few scanlines
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@ -52,6 +54,8 @@
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; There are still some timing issues to fix as you'll see when you
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; move the adventure person around with the joystick. These might
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; add additional lines to the display.
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;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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seg.u Variables
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org $80
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include "macro.h"
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include "xmacro.h"
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;
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; For lots of games, we'd like to display more than two sprites.
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; There are lots of different ways to tackle this on the VCS,
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; but we're going to try for a generalized approach that lets
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; use have N different sprites at any X-Y coordinate, each with
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; its own bitmap and color table. This is tricky because we can
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; only do so much on each scanline.
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;
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; Our approach is to separate the problem into three phases.
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; In the sort phase, we sort all sprites by Y coordinate.
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; We do one sort pass per frame, so it may take several frames
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@ -20,7 +22,7 @@
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; coming up. We then allocate it to one of the two player
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; objects in hardware and set its position using the SetHorizPos
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; method. We can set one or both of the player objects this way.
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;
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; In the display phase, we display the objects which we previously
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; assigned and positioned. First we figure out how many scanlines are
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; required. If only one object is scheduled, we just use its height.
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@ -30,7 +32,7 @@
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; registers at the appropriate time. We don't have time to do much
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; else, so we don't look for any new objects to schedule until
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; we're done with this loop.
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;
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; This scheme can only display up to two objects on a given
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; scanline, so if the system tries to schedule a third, it will
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; be ignored. Also, the positioning routine takes a few scanlines
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@ -41,6 +43,8 @@
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; sprite entry is missed. In the sort phase, we move those sprites
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; ahead of lower priority sprites in the sort order. This makes
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; overlapping sprites flicker instead of randomly disappear.
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;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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seg.u Variables
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org $80
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@ -6,26 +6,30 @@
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org $f000
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;
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; This program demonstrates a VCS music player based on tracks
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; and patterns. A pattern is a list of variable-length notes,
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; each of which is defined by a pitch and duration.
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; There are two tracks, one for each audio channel.
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; Each track consists of a list of patterns, each entry being
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; a byte offset into the Patterns array.
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;
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; The patterns in the tracks are played in-order until one ends,
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; and then both tracks are restarted. It's up to the composer
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; to make sure the durations in each track line up properly.
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;
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; Patterns consist of NOTE or TONE commands. TONE sets the
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; tone of the channel (the AUDCx register) and NOTE plays a note
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; with a duration taken from a lookup table.
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; TONE 0 ends a pattern.
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;
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; Both channels share the same logical array for tracks and patterns,
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; so both tracks can take up to 255 bytes total, and all patterns
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; can use up to 255 bytes total.
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; The music player uses 8 bytes of RAM (not counting stack).
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;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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Trk0idx equ $e0 ; offset into tracks for channel 0
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Trk1idx equ $e1 ; offset into tracks for channel 1
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@ -6,6 +6,8 @@
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org $f000
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;
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; To output a PAL signal, you need the following:
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;
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; - 3 scanlines of VSYNC
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@ -14,23 +16,25 @@
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; - 36 blank lines
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;
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; Total = 312 lines (vs 262 for NTSC)
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;
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; PAL runs at 50 Hz (vs 60 Hz for NTSC)
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; so your game will run more slowly.
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; Since you have extra cycles to play with, you could just
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; call your position update routine twice every five frames.
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;
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; Note also that PAL has different colors than NTSC.
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; (See http://www.randomterrain.com/atari-2600-memories-tia-color-charts.html)
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;
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; The TIMER_SETUP macro only goes up to 215 lines,
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; so for the PAL visible frame you would need to use
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; multiple sections (say 215 + 13 = 228) or count manually
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; like we do in this example.
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;
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; Many VCS games use conditional defines
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; (IFCONST and IFNCONST in DASM)
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; to switch between NTSC and PAL constants.
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;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; background color
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BGColor equ $81
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include "macro.h"
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org $f000
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;
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; We're going to mess with the playfield registers, PF0, PF1 and PF2.
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; Between them, they represent 20 bits of bitmap information
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; which are replicated over 40 wide pixels for each scanline.
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; By changing the registers before each scanline, we can draw bitmaps.
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;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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Counter equ $81
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include "macro.h"
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include "xmacro.h"
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;
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; This example uses a linear-feedback shift register to
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; procedurally generate random rooms for the player to walk
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; through.
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;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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seg.u Variables
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org $80
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@ -4,6 +4,18 @@
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include "macro.h"
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include "xmacro.h"
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;
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; The sprite retrigger trick relies on a behavior when the
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; NUSIZ register is set to display multiple copies of objects
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; (usually two). Basically, if the RESPx register is strobed
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; multiple times on a given scanline, the first (leftmost) copy
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; of the object will be hidden, and the TIA will draw the other
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; copy. You can keep strobing the register to output multiple
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; copies on the same scanline.
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;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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org $f000
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CurRow equ $8f
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|
@ -3,6 +3,30 @@
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include "macro.h"
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include "xmacro.h"
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;
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; This example draws a pseudo-3D road using the two missiles
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; and ball objects. With these, we'll draw the two shoulders
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; of the road, and also the dashed center line.
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;
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; Our plan is this: The two missiles and ball all start at the
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; same position on the horizon. As we go down the screen, we'll
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; move the three objects slightly based on the curve of the road.
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; The left shoulder of the road will be biased a little more to
|
||||
; the left, and the right shoulder will bias a little more right.
|
||||
; We can use the HMOVE registers for movement, since each object
|
||||
; will not need to move more than seven pixels on any given
|
||||
; scanline.
|
||||
;
|
||||
; It'd be easier if the scanlines went from bottom to top,
|
||||
; because we could just start at the horizontal center of the
|
||||
; screen and follow the road curve to the horizon, ending up
|
||||
; wherever the road takes us. But scanlines go top to bottom,
|
||||
; so we have to also do some preprocessing before the frame begins
|
||||
; to figure out where the road ends up.
|
||||
;
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
|
||||
seg.u Variables
|
||||
org $80
|
||||
|
||||
|
@ -4,6 +4,13 @@
|
||||
include "macro.h"
|
||||
include "xmacro.h"
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;
|
||||
; This example uses the 48-pixel retriggering method to display
|
||||
; a six-digit scoreboard.
|
||||
;
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
|
||||
seg.u Variables
|
||||
org $80
|
||||
|
||||
|
@ -4,6 +4,15 @@
|
||||
include "macro.h"
|
||||
include "xmacro.h"
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;
|
||||
; This example draws a scoreboard using the playfield
|
||||
; and a 4x5 font. We encode the left and right digits in a
|
||||
; single byte, so we just mask one side or the other, and
|
||||
; combine them into a 8-bit byte to draw a digit.
|
||||
;
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
|
||||
seg.u Variables
|
||||
org $80
|
||||
|
||||
|
@ -5,6 +5,8 @@
|
||||
|
||||
org $f000
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;
|
||||
; Sprites are a tricky beast on the 2600.
|
||||
; You only have two of them.
|
||||
; They are 8 bits wide and 1 bit high.
|
||||
@ -14,6 +16,8 @@
|
||||
; To position Y, you simply wait until the desired scanline and
|
||||
; set the bits of your sprite to a non-zero value.
|
||||
; Having fun yet? :)
|
||||
;
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
|
||||
Counter equ $81
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
|
||||
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; 64K Tigervision bank-switching example
|
||||
|
@ -5,12 +5,16 @@
|
||||
|
||||
org $f000
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;
|
||||
; We're going to try to animate sprites horizontally.
|
||||
; Remember, we have to pause the CPU until the exact moment the
|
||||
; scanline hits the desired horizontal position of the sprite.
|
||||
; Since we can't hard-code the SLEEP macro we'll have to do it
|
||||
; dynamically somehow. But since the TIA beam is racing so much
|
||||
; faster than the CPU clock, we'll have to be clever.
|
||||
;
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
|
||||
counter equ $81
|
||||
|
||||
|
@ -5,6 +5,8 @@
|
||||
|
||||
org $f000
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;
|
||||
; We're going to use a more clever way to position sprites
|
||||
; ("players") which relies on additional TIA features.
|
||||
; Because the CPU timing is 3 times as coarse as the TIA's,
|
||||
@ -12,6 +14,8 @@
|
||||
; CPU delays alone.
|
||||
; Additional TIA registers let us nudge the final position
|
||||
; by discrete TIA clocks and thus target all 160 positions.
|
||||
;
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
|
||||
counter equ $81
|
||||
|
||||
|
@ -4,10 +4,30 @@
|
||||
include "macro.h"
|
||||
include "xmacro.h"
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;
|
||||
; Now that we know how to draw extra-wide sprites, we can
|
||||
; apply this technique to another type of object: text.
|
||||
;
|
||||
; We can draw scoreboards and other kinds of text using the
|
||||
; playfield registers. However, these are pretty blocky, and
|
||||
; limited to 40 pixels in width. But we can draw lines of text
|
||||
; that are 48 pixels width by five pixels high using the
|
||||
; sprite retriggering trick.
|
||||
;
|
||||
; Instead of fetching our bitmap data from ROM, we build a
|
||||
; bitmap in RAM using lookup tables. Building the bitmap array
|
||||
; efficiently is a challenge, because we've got to look up 60
|
||||
; bytes in memory and combine those into 30 bytes. If we did
|
||||
; this without regard to performance, it might consume a few
|
||||
; thousand CPU cycles, which would require 30 or 40 scanlines
|
||||
; just to set up the sprite.
|
||||
;
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
|
||||
seg.u Variables
|
||||
org $80
|
||||
|
||||
|
||||
Temp .byte
|
||||
WriteOfs .byte ; offset into dest. array FontBuf
|
||||
LoopCount .byte ; counts scanline when drawing
|
||||
|
@ -4,6 +4,14 @@
|
||||
include "macro.h"
|
||||
include "xmacro.h"
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;
|
||||
; This example drives the VCS audio DAC directly to generate
|
||||
; 4-voice music. Unfortunately, the CPU is 100% utilized so
|
||||
; we can't display anything.
|
||||
;
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
|
||||
seg.u Variables
|
||||
org $80
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user