mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-11-21 07:33:14 +00:00
c64: presets
This commit is contained in:
parent
f33dc817f3
commit
66017f8316
@ -385,8 +385,9 @@ void refresh_floor(byte floor) {
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byte explode_timer = 0;
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#define SPRITE_SHAPE_FIRST 192
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#define SPRITE_XPLODE 7
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#define SHAPE_XPLODE0 (32+10)
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#define SHAPE_XPLODE0 (SPRITE_SHAPE_FIRST+10)
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#define NUM_XPLODE_SHAPES 3
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void explode(int x, byte y) {
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@ -459,7 +460,7 @@ void draw_actor(byte i) {
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a->onscreen = 0;
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return; // offscreen vertically
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}
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name = 32 + (a->state - WALKING);
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name = SPRITE_SHAPE_FIRST + (a->state - WALKING);
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switch (a->state) {
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case INACTIVE:
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a->onscreen = 0;
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@ -760,9 +761,9 @@ void play_scene() {
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// main display list
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void game_displaylist(void) {
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VIC.bordercolor = 2;
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// VIC.bordercolor = 2;
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sid_update();
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VIC.bordercolor = 0;
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// VIC.bordercolor = 0;
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// DLIST_NEXT(42);
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// VIC.bordercolor = 3;
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DLIST_RESTART(20);
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@ -777,7 +778,7 @@ void main() {
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// set up sprites
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sprite_clear();
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for (i=0; i<NUM_SPRITE_PATTERNS; i++) {
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sprite_shape(hidbuf, 32+i, SPRITE_DATA[i]);
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sprite_shape(SPRITE_SHAPE_FIRST+i, SPRITE_DATA[i]);
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}
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sprshad.spr_mcolor = 0xff;
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VIC.spr_mcolor0 = 0x0f;
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@ -1,10 +1,18 @@
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#include "common.h"
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void raster_wait(unsigned char line) {
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void raster_wait(byte line) {
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while (VIC.rasterline < line) ;
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}
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void wait_vblank(void) {
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raster_wait(255);
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}
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static byte VIC_BANK_PAGE[4] = {
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0xc0, 0x80, 0x40, 0x00
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};
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char* get_vic_bank_start(void) {
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return (char*)(VIC_BANK_PAGE[CIA2.pra & 3] << 8);
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}
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@ -12,7 +12,11 @@ typedef enum { false, true } bool;
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#define COLS 40
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#define ROWS 25
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void raster_wait(unsigned char line);
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#define DEFAULT_SCREEN ((void*)0x400)
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void raster_wait(byte line);
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void wait_vblank(void);
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char* get_vic_bank_start(void);
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#endif
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@ -1,94 +1,71 @@
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// ported from
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// https://odensskjegg.home.blog/2018/12/29/recreating-the-commodore-64-user-guide-code-samples-in-cc65-part-three-sprites/
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#include <conio.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <conio.h>
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#include <peekpoke.h>
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#include <string.h>
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#include <c64.h>
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#include <cbm_petscii_charmap.h>
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#include <joystick.h>
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/*{w:24,h:21,bpp:1,brev:1}*/
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const char sprite[3*21] = {
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0x00,0x7F,0x00,0x01,0xFF,0xC0,0x03,0xFF,0xE0,
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0x03,0xE7,0xE0,0x07,0xD9,0xF0,0x07,0xDF,0xF0,
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0x07,0xD9,0xF0,0x03,0xE7,0xE0,0x03,0xFF,0xE0,
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0x03,0xFF,0xE0,0x02,0xFF,0xA0,0x01,0x7F,0x40,
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0x01,0x3E,0x40,0x00,0x9C,0x80,0x00,0x9C,0x80,
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0x00,0x49,0x00,0x00,0x49,0x00,0x00,0x3E,0x00,
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0x00,0x3E,0x00,0x00,0x3E,0x00,0x00,0x1C,0x00
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/*{w:24,h:21,bpp:1,brev:1,count:1}*/
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const char SPRITE_DATA[64] = {
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0x0f,0xff,0x80,0x17,0xff,0x40,0x2b,0xfe,
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0xa0,0x7f,0xff,0xf0,0xff,0xc0,0x3f,0xe0,
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0x3f,0xc0,0x17,0xbe,0xc0,0x2d,0x7f,0xf0,
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0x2b,0x7f,0xf8,0x2a,0xff,0xf8,0x15,0xf6,
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0x00,0x3f,0xf8,0x00,0xfd,0xfc,0x00,0xfd,
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0xff,0x00,0xfe,0xff,0x80,0xff,0x7f,0xc0,
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0xff,0xff,0xc0,0xff,0xff,0xc0,0x0a,0xa8,
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0x00,0x0f,0xf8,0x00,0x0f,0xff,0x80,0x03,
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};
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/*{w:12,h:21,bpp:2,brev:1}*/
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const char spritemc[3*21] = {
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0x00,0xFF,0xC0,0x03,0xFF,0xF0,0x0F,0xFF,0xFC,
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0x0F,0xFB,0xFC,0x0F,0xEE,0xFC,0x0F,0xEF,0xFC,
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0x0F,0xEE,0xFC,0x0F,0xFB,0xFC,0x0F,0xFF,0xFC,
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0x09,0xFF,0xD8,0x08,0x7F,0x48,0x08,0x1D,0x08,
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0x02,0x0C,0x20,0x02,0x0C,0x20,0x02,0x0C,0x20,
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0x00,0x8C,0x80,0x00,0x8C,0x80,0x00,0x55,0x40,
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0x00,0x77,0x40,0x00,0x5D,0x40,0x00,0x15,0x00
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/*{w:12,h:21,bpp:2,brev:1,count:1,aspect:2}*/
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const char SPRITE_MC_DATA[64] = {
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0x0a,0xaa,0x80,0x0a,0xaa,0x80,0x2a,0xaa,
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0xa0,0x2a,0xaa,0xa0,0xaa,0xaa,0xaa,0xff,
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0xd5,0x40,0x0d,0xd7,0x40,0x3d,0xd5,0x54,
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0x37,0x55,0x54,0x37,0x55,0x54,0x35,0x55,
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0x00,0x3a,0xa0,0x00,0xea,0xa8,0x00,0xab,
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0xaa,0x00,0xab,0xaa,0x00,0xab,0xaa,0x80,
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0xaa,0xea,0x80,0xaa,0xaa,0x80,0x0f,0xfc,
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0x00,0x0f,0xfc,0x00,0x0f,0xff,0xc0,0x83,
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};
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// Raster wait with line argument
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void rasterWait(unsigned char line) {
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while (VIC.rasterline < line) ;
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}
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void main(void) {
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// variables
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int x = 172; // sprite X position (16-bit)
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char y = 145; // sprite Y position (8-bit)
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char bgcoll; // sprite background collision flags
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char joy; // joystick flags
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int main (void)
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{
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int n;
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int x,y;
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char bgcoll;
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// install the joystick driver
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joy_install (joy_static_stddrv);
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// set background color
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VIC.bgcolor0 = 3;
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// clear interrupts to avoid glitching
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__asm__("SEI");
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// set sprite bitmap data
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for (n = 0 ; n < sizeof(sprite) ; n++) {
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POKE(0x340 + n, sprite[n]);
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POKE(0x380 + n, spritemc[n]);
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}
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// enable 1st and 2nd sprite
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VIC.spr_ena = 0x03;
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VIC.spr_mcolor = 0x02;
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// set colors
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VIC.spr_mcolor0 = 4;
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VIC.spr_mcolor1 = 7;
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// 2x zoom 1st sprite
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VIC.spr_exp_x = 0x01;
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VIC.spr_exp_y = 0x01;
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// set address of sprite data
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POKE(0x7f8, 13);
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POKE(0x7f9, 14);
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// set initial x/y positions
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x = 160;
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y = 128;
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// loop
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// copy sprite pattern to RAM address 0x3800
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memcpy((char*)0x3800, SPRITE_DATA, sizeof(SPRITE_DATA));
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// set sprite #0 shape entry (224)
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POKE(0x400 + 0x3f8, 0x3800 / 64);
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// enable sprite #0
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VIC.spr_ena = 0b00000001;
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// loop forever
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while (1) {
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// get joystick bits
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char joy = joy_read(0);
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// move sprite based on arrow keys
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joy = joy_read(0);
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// move sprite based on joystick
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if (JOY_LEFT(joy)) --x;
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if (JOY_UP(joy)) --y;
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if (JOY_RIGHT(joy)) ++x;
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if (JOY_DOWN(joy)) ++y;
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// set VIC registers based on position
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// set sprite registers based on position
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VIC.spr0_x = x;
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VIC.spr0_y = y-32;
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VIC.spr1_x = x;
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VIC.spr1_y = y+32;
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VIC.spr_hi_x = (x & 256) ? 1 : 0;
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// change color when we collide with background
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VIC.spr0_y = y;
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VIC.spr_hi_x = (x & 256) ? 1 : 0; // set X hi bit?
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// grab and reset collision flags
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bgcoll = VIC.spr_bg_coll;
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VIC.spr0_color = (bgcoll & 1) ? 10 : 0;
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VIC.spr1_color = (bgcoll & 2) ? 10 : 0;
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// change color when we collide with background
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VIC.spr0_color = (bgcoll & 1) ? 10 : 3;
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// wait for end of frame
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rasterWait(255);
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waitvsync();
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}
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// uninstall joystick driver (not really necessary)
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joy_uninstall();
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return EXIT_SUCCESS;
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}
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@ -78,7 +78,13 @@ DLIST_ACK:
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clc
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rts
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.else
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JMP $EA31 ; jump into KERNAL's standard interrupt service routine to handle keyboard scan, cursor display etc.
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pla
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tay
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pla
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tax
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pla
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rti ; return from interrupt
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; JMP $EA31 ; jump into KERNAL's standard interrupt service routine to handle keyboard scan, cursor display etc.
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.endif
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NullDlist:
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@ -45,13 +45,13 @@ void scroll_draw_row(byte row) {
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/*{w:24,h:21,bpp:1,brev:1}*/
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const char SPRITE1[3*21] = {
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0x00,0x7F,0x00,0x01,0xFF,0xC0,0x03,0xFF,0xE0,
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0x80,0x7F,0x01,0x01,0xFF,0xC0,0x03,0xFF,0xE0,
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0x03,0xE7,0xE0,0x07,0xD9,0xF0,0x07,0xDF,0xF0,
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0x07,0xD9,0xF0,0x03,0xE7,0xE0,0x03,0xFF,0xE0,
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0x03,0xFF,0xE0,0x02,0xFF,0xA0,0x01,0x7F,0x40,
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0x01,0x3E,0x40,0x00,0x9C,0x80,0x00,0x9C,0x80,
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0x00,0x49,0x00,0x00,0x49,0x00,0x00,0x3E,0x00,
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0x00,0x3E,0x00,0x00,0x3E,0x00,0x00,0x1C,0x00
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0x00,0x3E,0x00,0x00,0x3E,0x00,0x80,0x1C,0x01
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};
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void main(void) {
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@ -69,7 +69,7 @@ void main(void) {
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// setup sprite library and copy sprite to VIC bank
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sprite_clear();
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sprite_shape(hidbuf, 32, SPRITE1);
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sprite_shape(192, SPRITE1);
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// install the joystick driver
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joy_install (joy_static_stddrv);
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@ -87,7 +87,10 @@ void main(void) {
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if (JOY_RIGHT(joy)) scroll_horiz(speed);
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if (JOY_DOWN(joy)) scroll_vert(speed);
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// animate sprite in shadow sprite ram
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sprite_draw(0, n++, 70, 32);
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//VIC.ctrl1 |= 0x08; // 24 lines
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//VIC.ctrl2 |= 0x08; // 38 columns
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sprite_draw(0, n++, 70, 192);
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sprite_draw(0, 172, 145, 192);
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// wait for vblank
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wait_vblank();
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// update scroll registers
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@ -60,7 +60,7 @@ int camerax = 0;
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int cameray = 0;
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void update_player() {
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sprite_draw(0, playerx-camerax+160, playery-cameray+140, 32);
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sprite_draw(0, playerx-camerax+160, playery-cameray+140, 192);
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}
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void camera_follow(byte moving) {
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@ -96,7 +96,7 @@ void main(void) {
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// setup sprite library and copy sprite to VIC bank
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sprite_clear();
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sprite_shape(hidbuf, 32, SPRITE1);
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sprite_shape(192, SPRITE1);
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sprshad.spr_color[0] = 13;
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// install the joystick driver
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@ -115,7 +115,6 @@ void scroll_left(void) {
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++origin_x;
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scroll_draw_column(COLS-1);
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swap_needed = true;
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VIC.bordercolor = 0;
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}
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void scroll_up(void) {
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@ -171,7 +170,7 @@ void scroll_vert(sbyte delta_y) {
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void scroll_setup(void) {
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scroll_fine_x = scroll_fine_y = 0;
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origin_x = origin_y = 0x80;
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origin_x = origin_y = 0;
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swap_needed = true;
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copy_needed = true;
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@ -30,4 +30,19 @@ void scroll_update(void);
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void scroll_draw_column(byte col);
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void scroll_draw_row(byte row);
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/* incremental scrolling library */
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extern int pixofs_x; // X scroll pixel offset
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extern int pixofs_y; // Y scroll pixel offset
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void scroll_start(byte dir);
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void scroll_finish(void);
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void scroll_refresh(void);
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#define SCROLL_LEFT 1
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#define SCROLL_RIGHT 2
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#define SCROLL_UP 4
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#define SCROLL_DOWN 8
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#endif
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@ -43,7 +43,7 @@ void move_sprites(void) {
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byte i;
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for (i=0; i<8; i++) {
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//VIC.bordercolor = i;
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sprite_draw(i, (xpos[i]>>7)+0x80, (ypos[i]>>8)+0x80, 255);
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sprite_draw(i, (xpos[i]>>7)+0x80, (ypos[i]>>8)+0x80, 192);
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// update position
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xpos[i] += xvel[i];
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ypos[i] += yvel[i];
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@ -134,7 +134,7 @@ void main(void) {
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// setup sprite library and copy sprite to VIC bank
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sprite_clear();
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sprite_shape((void*)0x0, 255, SPRITEMC);
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sprite_shape(192, SPRITEMC);
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// set colors
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sprshad.spr_mcolor = 0xff;
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@ -32,15 +32,17 @@ const char SPRITE_MC_DATA[64] = {
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};
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void main(void) {
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// clear the screen
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clrscr();
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// copy sprite pattern to RAM address 0x3800
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memcpy((char*)0x3800, SPRITE_DATA, sizeof(SPRITE_DATA));
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// set sprite shape entry (224)
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// set sprite #0 shape entry (224)
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POKE(0x400 + 0x3f8, 0x3800 / 64);
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// set X and Y coordinate
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// set X and Y coordinate for sprite #0
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VIC.spr_pos[0].x = 172;
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VIC.spr_pos[0].y = 145;
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// set color
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// set color for sprite #0
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VIC.spr_color[0] = COLOR_GREEN;
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// enable sprite 0
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// enable sprite #0
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VIC.spr_ena = 0b00000001;
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}
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@ -20,12 +20,14 @@ void sprite_update(char* screenmem) {
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VIC.spr_mcolor = sprshad.spr_mcolor;
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}
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void sprite_shape(char* vicbank, byte index, const char* sprite_data) {
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memcpy(vicbank + index*64, sprite_data, 64);
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void sprite_shape(byte index, const char* sprite_data) {
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memcpy(get_vic_bank_start() + index * 64,
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sprite_data,
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64);
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}
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const byte BITS[8] = {
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0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80,
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0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80
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};
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void sprite_draw(byte i, word x, byte y, byte shape) {
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@ -3,8 +3,6 @@
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#include "common.h"
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#define DEFAULT_SCREEN ((void*)0x400)
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typedef struct {
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struct {
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byte x; /* X coordinate */
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@ -24,7 +22,7 @@ extern SpriteShadow sprshad;
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void sprite_clear(void);
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void sprite_update(char* screenmem);
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void sprite_shape(char* vicbank, byte index, const char* sprite_data);
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void sprite_shape(byte index, const char* sprite_data);
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void sprite_draw(byte i, word x, byte y, byte shape);
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byte sprite_get_closest_collision(byte i, byte spr_coll);
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||||
|
@ -4,6 +4,7 @@
|
||||
#include <c64.h>
|
||||
#include <cbm_petscii_charmap.h>
|
||||
|
||||
//#link "common.c"
|
||||
#include "common.h"
|
||||
|
||||
//#link "rasterirq.ca65"
|
||||
@ -25,6 +26,7 @@ const char spriteshape[3*21] = {
|
||||
|
||||
void dlist_example(void) {
|
||||
static byte i = 0;
|
||||
|
||||
VIC.bordercolor = 6;
|
||||
VIC.bordercolor = 5;
|
||||
VIC.ctrl1 = 0x18;
|
||||
@ -50,13 +52,13 @@ void main(void) {
|
||||
clrscr();
|
||||
|
||||
sprite_clear();
|
||||
sprite_shape((void*)0x400, 32/2, spriteshape);
|
||||
sprite_shape(192, spriteshape);
|
||||
|
||||
// set colors
|
||||
sprshad.spr_exp_x = 0xff;
|
||||
for (i=0; i<8; i++) {
|
||||
sprshad.spr_color[i] = i+3;
|
||||
sprite_draw(i, i*38+24, 248, 32);
|
||||
sprite_draw(i, i*38+24, 248, 192);
|
||||
}
|
||||
// TODO: can't do in IRQ
|
||||
|
||||
|
@ -9,6 +9,7 @@ const C64_PRESETS = [
|
||||
{id:'eliza.c', name:'Eliza (C)'},
|
||||
{id:'tgidemo.c', name:'TGI Graphics Demo (C)'},
|
||||
{id:'upandaway.c', name:'Up, Up and Away (C)'},
|
||||
{id:'sprite_test.c', name:'Sprite Setup (C)'},
|
||||
{id:'joymove.c', name:'Joystick Movement (C)'},
|
||||
{id:'siegegame.c', name:'Siege Game (C)'},
|
||||
{id:'scroll1.c', name:'Scrolling 1 (C)'},
|
||||
|
@ -44,6 +44,7 @@ async function doBuild(msgs, callback, outlen, nlines, nerrors, options) {
|
||||
}
|
||||
assert.ok(err.msg);
|
||||
}
|
||||
if (nerrors != msg.errors.length) console.log(msg);
|
||||
assert.equal(nerrors, msg.errors.length);
|
||||
} else {
|
||||
assert.equal(nerrors||0, 0);
|
||||
@ -242,7 +243,7 @@ describe('Worker', function() {
|
||||
});
|
||||
it('should compile C64 cc65 skeleton', function(done) {
|
||||
var csource = ab2str(fs.readFileSync('presets/c64/skeleton.cc65'));
|
||||
compile('cc65', csource, 'c64.wasm', done, 2663, 2, 0);
|
||||
compile('cc65', csource, 'c64.wasm', done, 3001, 3, 0);
|
||||
});
|
||||
it('should compile zmachine inform6 skeleton', function(done) {
|
||||
var csource = ab2str(fs.readFileSync('presets/zmachine/skeleton.inform6'));
|
||||
|
Loading…
Reference in New Issue
Block a user