mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-08-18 10:29:04 +00:00
79 lines
1.9 KiB
Plaintext
79 lines
1.9 KiB
Plaintext
|
|
processor 6502
|
|
include "vcs.h"
|
|
include "macro.h"
|
|
|
|
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.
|
|
; There's no way to position the X or Y coordinate directly.
|
|
; To position X, you have to wait until the TIA clock hits a
|
|
; given X position and then write to a register to lock it in.
|
|
; 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
|
|
|
|
Start CLEAN_START
|
|
|
|
NextFrame
|
|
; This macro efficiently gives us 3 lines of VSYNC
|
|
VERTICAL_SYNC
|
|
|
|
; 37 lines of VBLANK
|
|
ldx #37
|
|
LVBlank sta WSYNC
|
|
dex
|
|
bne LVBlank
|
|
|
|
; For the last VBLANK line, we'll lock in our sprites' X position.
|
|
; The first one will be 20 TIA clocks from the left, plus whatever the
|
|
; DEX and BNE instructions in the previous loop took.
|
|
; There are 68 TIA clocks *before* the scanline starts, and there are
|
|
; 3 TIA clocks per CPU cycle, so counting clocks (or trial-and-error)
|
|
; is neccessary to get exact positioning.
|
|
|
|
SLEEP 20 ; this macro hard-codes a 20 cycle delay (60 TIA clocks)
|
|
sta RESP0 ; set position of sprite #1
|
|
SLEEP 35 ; wait 35 more cycles (105 TIA clocks)
|
|
sta RESP1 ; set position of sprite #2
|
|
|
|
; Draw the 192 scanlines
|
|
; We'll draw both sprites all the way down the screen
|
|
ldx #192
|
|
lda #0 ; changes every scanline
|
|
ldy Counter ; changes every frame
|
|
ScanLoop
|
|
sta WSYNC ; wait for next scanline
|
|
sta COLUBK ; set the background color
|
|
sta GRP0 ; set sprite 0 pixels
|
|
sta GRP1 ; set sprite 1 pixels
|
|
adc #1 ; increment A to cycle through colors and bitmaps
|
|
dex
|
|
bne ScanLoop
|
|
|
|
; Clear the background color and sprites before overscan
|
|
; (We don't need to use VBLANK neccessarily...)
|
|
stx COLUBK
|
|
stx GRP0
|
|
stx GRP1
|
|
; 30 lines of overscan
|
|
ldx #30
|
|
LVOver sta WSYNC
|
|
dex
|
|
bne LVOver
|
|
|
|
; Cycle the sprite colors for the next frame
|
|
inc Counter
|
|
lda Counter
|
|
sta COLUP0
|
|
sta COLUP1
|
|
jmp NextFrame
|
|
|
|
org $fffc
|
|
.word Start
|
|
.word Start
|