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8bitworkshop/test/ecs/vcslib.ecs

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//#resource "vcs-ca65.h"
system Init
on main_init do once
---
.include "vcs-ca65.h"
.macpack longbranch
.define PAL 0
__NMI:
__Reset:
__BRK:
CLEAN_START
{{bss_init}} ; initialize data segment
{{!start}} ; start main routine
.segment "VECTORS"
Return: .word $6060
VecNMI:
VecReset: .word Main::__Reset
VecBRK: .word Main::__BRK
---
end
component Player
end
component KernelSection
lines: 1..255
end
component BGColor
bgcolor: 0..255
end
component PFColor
pfcolor: 0..255
end
component Playfield
pf: 0..0xffffff
end
component AsymPlayfield
pfleft: 0..0xffffff
pfright: 0..0xffffff
end
component VersatilePlayfield
data: array of 0..255 baseoffset -1
end
system FrameLoop
on start do once
---
@NextFrame:
FRAME_START
{{emit preframe}}
KERNEL_START
{{emit kernel}}
KERNEL_END
{{emit postframe}}
FRAME_END
{{emit nextframe}}
jmp @NextFrame ; loop to next frame
---
end
system ResetSwitch
on nextframe do once
---
lsr SWCHB ; test Game Reset switch
bcs @NoStart
{{!resetswitch}}
@NoStart:
---
end
system ResetConsole
on resetswitch do once
---
jmp Main::__Reset ; jump to Reset handler
---
end
system JoyButton
on postframe do foreach [Player]
---
lda {{index INPT4}} ;read button input
bmi @NotPressed
{{emit joybutton}}
@NotPressed:
---
end
system Joystick
locals 1
on postframe do once
---
; 2 control inputs share a single byte, 4 bits each
lda SWCHA
sta {{$0}}
---
on postframe do foreach [Player]
---
asl {{$0}}
bcs @SkipMoveRight
{{!joyright}}
@SkipMoveRight:
asl {{$0}}
bcs @SkipMoveLeft
{{!joyleft}}
@SkipMoveLeft:
asl {{$0}}
bcs @SkipMoveDown
{{!joydown}}
@SkipMoveDown:
asl {{$0}}
bcs @SkipMoveUp
{{!joyup}}
@SkipMoveUp:
---
end
system SetHorizPos
on SetHorizPos do once
---
; SetHorizPos routine
; A = X coordinate
; Y = player number (0 or 1)
sta WSYNC ; start a new line
sec ; set carry flag
nop
@DivideLoop:
sbc #15 ; subtract 15
bcs @DivideLoop ; branch until negative
eor #7 ; calculate fine offset
asl
asl
asl
asl
sta RESP0,y ; fix coarse position
sta HMP0,y ; set fine offset
---
end
system StaticKernel
on preframe do foreach [KernelSection] limit 1
---
{{!kernelsetup}}
---
on kernel do foreach [KernelSection]
---
sta WSYNC
{{!kernelsetup}}
{{!kerneldraw}}
{{!kerneldone}}
---
on kerneldraw do with [KernelSection]
---
ldy {{<lines}}
@loop:
sta WSYNC
{{!scanline}}
dey
bne @loop
---
on kernelsetup do if [BGColor]
---
lda {{<bgcolor}}
sta COLUBK
---
on kernelsetup do if [PFColor]
---
lda {{get pfcolor}}
sta COLUPF
---
on kernelsetup do if [Playfield]
---
lda {{get pf 0}}
sta PF0
lda {{get pf 8}}
sta PF1
lda {{get pf 16}}
sta PF2
---
end
///
demo Main
using FrameLoop, ResetSwitch, ResetConsole
using StaticKernel, JoyButton
entity [Player]
end
entity [KernelSection,BGColor]
const lines = 2
const bgcolor = $18
end
entity [KernelSection,BGColor]
const lines = 2
const bgcolor = $16
end
entity [KernelSection,BGColor]
const lines = 2
const bgcolor = $14
end
entity [KernelSection,BGColor]
const lines = 2
const bgcolor = $12
end
entity [KernelSection,BGColor,Playfield]
const lines = 10
const bgcolor = $14
const pf = 0x125244
end
entity Trees [KernelSection,BGColor,PFColor,Playfield]
const lines = 50
const bgcolor = $14
const pf = 0x112244
end
entity [KernelSection,BGColor,PFColor,Playfield]
const lines = 50
const bgcolor = $16
const pf = 0x124
end
entity [KernelSection,BGColor,Playfield]
const lines = 10
const bgcolor = $18
const pf = 0
end
system Local
locals 1
on joybutton do foreach [PFColor] limit 1 ---
inc {{$0}}
inc {{set Trees.pfcolor}}
---
end
end