diff --git a/presets/vcs/examples/brickgame.a b/presets/vcs/examples/brickgame.a index 06d2a789..a60a102d 100644 --- a/presets/vcs/examples/brickgame.a +++ b/presets/vcs/examples/brickgame.a @@ -97,8 +97,6 @@ Start CLEAN_START sta XBall ldx #4 jsr SetHorizPos2 - sta WSYNC - sta HMOVE ; Set ball initial velocity lda #1 sta YBallVel @@ -235,7 +233,7 @@ ScanLoop3a DRAW_BALL ; draw the ball on this line? ScanSkipSync sta WSYNC -< stx COLUPF ; change colors for bricks + stx COLUPF ; change colors for bricks ; Load the first byte of bricks ; Bricks are stored in six contiguous arrays (row-major) lda Bricks+NBL*0,y @@ -492,14 +490,10 @@ SkipMoveRight lda XBall ldx #4 jsr SetHorizPos2 - sta WSYNC - sta HMOVE ; Set player position using SetHorizPos lda XPlyr ldx #0 jsr SetHorizPos2 - sta WSYNC - sta HMOVE ; Play audio from shadow register? ldx AVol0 @@ -571,10 +565,11 @@ NoBrickFound ; X=3: missile 1 ; X=4: ball ; This routine does a WSYNC both before and after, followed by -; a HMOVE and HMCLR. So it takes two scanlines to complete. +; HMOVE. So it takes two scanlines to complete. SetHorizPos2 - sta WSYNC ; start a new line sec ; set carry flag + sta WSYNC ; start a new line + sta HMCLR DivideLoop sbc #15 ; subtract 15 bcs DivideLoop ; branch until negative @@ -587,7 +582,6 @@ DivideLoop sta RESP0,x ; fix coarse position sta WSYNC sta HMOVE ; apply the previous fine position(s) - sta HMCLR ; reset the old horizontal position(s) rts ; return to caller ; Height of our sprite in lines @@ -654,18 +648,17 @@ ColorFrame0 .byte #$F4; ; Bitmap pattern for digits - -DigitsBitmap ;;{w:8,h:6,count:10,brev:1};; - .byte $EE,$AA,$AA,$AA,$EE,$00 - .byte $22,$22,$22,$22,$22,$00 - .byte $EE,$22,$EE,$88,$EE,$00 - .byte $EE,$22,$66,$22,$EE,$00 - .byte $AA,$AA,$EE,$22,$22,$00 - .byte $EE,$88,$EE,$22,$EE,$00 - .byte $EE,$88,$EE,$AA,$EE,$00 - .byte $EE,$22,$22,$22,$22,$00 - .byte $EE,$AA,$EE,$AA,$EE,$00 - .byte $EE,$AA,$EE,$22,$EE,$00 +DigitsBitmap ;;{w:8,h:5,count:10,brev:1};; + .byte $EE,$AA,$AA,$AA,$EE + .byte $22,$22,$22,$22,$22 + .byte $EE,$22,$EE,$88,$EE + .byte $EE,$22,$66,$22,$EE + .byte $AA,$AA,$EE,$22,$22 + .byte $EE,$88,$EE,$22,$EE + .byte $EE,$88,$EE,$AA,$EE + .byte $EE,$22,$22,$22,$22 + .byte $EE,$AA,$EE,$AA,$EE + .byte $EE,$AA,$EE,$22,$EE ; Playfield bitmasks for all 40 brick columns PFMaskTable @@ -674,6 +667,7 @@ PFMaskTable .byte #$80,#$40,#$20,#$10,#$08,#$04,#$02,#$01 .byte #$01,#$02,#$04,#$08,#$10,#$20,#$40,#$80 REPEND + ; Brick array byte offsets for all 40 brick columns PFOfsTable .byte NBL*0,NBL*0,NBL*0,NBL*0 diff --git a/presets/vcs/examples/retrigger.a b/presets/vcs/examples/retrigger.a index 00e85062..593cbfb9 100644 --- a/presets/vcs/examples/retrigger.a +++ b/presets/vcs/examples/retrigger.a @@ -317,6 +317,7 @@ NoFireButton ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Set horizontal position of object SetHorizPos + sta HMCLR sta WSYNC ; start a new line sec ; set carry flag DivideLoop @@ -331,7 +332,6 @@ DivideLoop sta RESP0,x ; fix coarse position sta WSYNC sta HMOVE - sta HMCLR rts ; return to caller ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; diff --git a/presets/vcs/examples/road.a b/presets/vcs/examples/road.a index a7ddcd07..2a7bd551 100644 --- a/presets/vcs/examples/road.a +++ b/presets/vcs/examples/road.a @@ -193,6 +193,7 @@ SetupRoadComponents subroutine lda #$90 ; right 7 pixels ldy #$70 ; left 7 pixels ldx #$00 ; no movement + SLEEP 14 ; wait until safe to set regs sta HMM0 sty HMM1 stx HMBL diff --git a/src/platform/vcs.js b/src/platform/vcs.js index 6735f808..f17a4dde 100644 --- a/src/platform/vcs.js +++ b/src/platform/vcs.js @@ -295,6 +295,15 @@ var VCSMAMEPlatform = function(mainElement) { return "dasm"; } this.getDefaultExtension = function() { return ".a"; }; + + this.getOriginPC = function() { + return (this.readAddress(0xfffc) | (this.readAddress(0xfffd) << 8)) & 0xffff; + } + /* + this.getOpcodeMetadata = function(opcode, offset) { + return Javatari.getOpcodeMetadata(opcode, offset); + } + */ } ////////////////