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8bitworkshop/presets/vcs/examples/timing2.a
2017-01-04 12:48:44 -05:00

178 lines
4.3 KiB
Plaintext

processor 6502
include "vcs.h"
include "macro.h"
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,
; we can only access 1 out of 3 possible positions using
; 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
start CLEAN_START
nextframe
VERTICAL_SYNC
; 37 lines of VBLANK
ldx #35
lvblank sta WSYNC
dex
bne lvblank
; Instead of representing the horizontal position in CPU clocks,
; we're going to use TIA clocks.
lda counter ; load the counter as horizontal position
and #$7f ; force range to (0-127)
; We're going to divide the horizontal position by 15.
; The easy way on the 6502 is to subtract in a loop.
; Note that this also conveniently adds 5 CPU cycles
; (15 TIA clocks) per iteration.
sta WSYNC ; 36th line
sta HMCLR ; reset the old horizontal position
DivideLoop
sbc #15 ; subtract 15
bcs DivideLoop ; branch until negative
; A now contains (the remainder - 15).
; We'll convert that into a fine adjustment, which has
; the range -8 to +7.
eor #7
asl ; HMOVE only uses the top 4 bits, so shift by 4
asl
asl
asl
; The fine offset goes into HMP0
sta HMP0
; Now let's fix the coarse position of the player, which as you
; remember is solely based on timing. If you rearrange any of the
; previous instructions, position 0 won't be exactly on the left side.
sta RESP0
; Finally we'll do a WSYNC followed by HMOVE to apply the fine offset.
sta WSYNC ; 37th line
sta HMOVE ; apply offset
; We'll see this method again, and it can be made into a subroutine
; that works on multiple objects.
; Now draw the 192 scanlines, drawing the sprite.
; We've already set its horizontal position for the entire frame,
; but we'll try to draw something real this time, some digits
; lifted from another game.
ldx #192
lda #0 ; changes every scanline
ldy #0 ; sprite data index
lvscan
sta WSYNC ; wait for next scanline
sty COLUBK ; set the background color
lda NUMBERS,y
sta GRP0 ; set sprite 0 pixels
iny
cpy #60
bcc wrap1
ldy #0
wrap1
dex
bne lvscan
; Clear the background color and sprites before overscan
stx COLUBK
stx GRP0
; 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
jmp nextframe
; Bitmap pattern for digits
NUMBERS .byte $0E ; | XXX | $F5C5 Leading zero is not drawn
.byte $0A ; | X X | $F5C6 because it's never used.
.byte $0A ; | X X | $F5C7
.byte $0A ; | X X | $F5C8
.byte $0E ; | XXX | $F5C9
.byte $00
.byte $22 ; | X X | $F5CA
.byte $22 ; | X X | $F5CB
.byte $22 ; | X X | $F5CC
.byte $22 ; | X X | $F5CD
.byte $22 ; | X X | $F5CE
.byte $00
.byte $EE ; |XXX XXX | $F5CF
.byte $22 ; | X X | $F5D0
.byte $EE ; |XXX XXX | $F5D1
.byte $88 ; |X X | $F5D2
.byte $EE ; |XXX XXX | $F5D3
.byte $00
.byte $EE ; |XXX XXX | $F5D4
.byte $22 ; | X X | $F5D5
.byte $66 ; | XX XX | $F5D6
.byte $22 ; | X X | $F5D7
.byte $EE ; |XXX XXX | $F5D8
.byte $00
.byte $AA ; |X X X X | $F5D9
.byte $AA ; |X X X X | $F5DA
.byte $EE ; |XXX XXX | $F5DB
.byte $22 ; | X X | $F5DC
.byte $22 ; | X X | $F5DD
.byte $00
.byte $EE ; |XXX XXX | $F5DE
.byte $88 ; |X X | $F5DF
.byte $EE ; |XXX XXX | $F5E0
.byte $22 ; | X X | $F5E1
.byte $EE ; |XXX XXX | $F5E2
.byte $00
.byte $EE ; |XXX XXX | $F5E3
.byte $88 ; |X X | $F5E4
.byte $EE ; |XXX XXX | $F5E5
.byte $AA ; |X X X X | $F5E6
.byte $EE ; |XXX XXX | $F5E7
.byte $00
.byte $EE ; |XXX XXX | $F5E8
.byte $22 ; | X X | $F5E9
.byte $22 ; | X X | $F5EA
.byte $22 ; | X X | $F5EB
.byte $22 ; | X X | $F5EC
.byte $00
.byte $EE ; |XXX XXX | $F5ED
.byte $AA ; |X X X X | $F5EE
.byte $EE ; |XXX XXX | $F5EF
.byte $AA ; |X X X X | $F5F0
.byte $EE ; |XXX XXX | $F5F1
.byte $00
.byte $EE ; |XXX XXX | $F5F2
.byte $AA ; |X X X X | $F5F3
.byte $EE ; |XXX XXX | $F5F4
.byte $22 ; | X X | $F5F5
.byte $EE ; |XXX XXX | $F5F6
.byte $00
; Epilogue
org $fffc
.word start
.word start
; QUESTION: What if you don't set the fine offset?
; QUESTION: What if you don't set the coarse offset?