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8bitworkshop/presets/vcs/ecs/kernel1.ecs

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//#resource "vcs-ca65.h"
import "vcslib.ecs"
import "sprites.ecs"
system Kernel1Sprite
locals 7
on kernelsetup do with [Sprite]
---
; set player object flags
lda {{<plyrflags}}
sta NUSIZ0
sta REFP0
---
on kernelsetup do with
[Sprite,HasBitmap,HasColormap,HasYpos]
---
; calculate screen height - ypos
lda {{<lines}}
clc
adc #32
sec
sbc {{<ypos}}
sta {{$5}}
; calculate bitmap pointer
stx {{$6}} ; save X (Sprite index)
lda {{<bitmap}} ; deref bitmap
tax
lda {{<Bitmap:bitmapdata}},x
sec
sbc {{$5}}
sta {{$0}} ; Y = sprite slot index
lda {{>Bitmap:bitmapdata}},x
sbc #0
sta {{$1}}
; get bitmap height
lda {{<Bitmap:height}},x
sta {{$4}}
; calculate colormap pointer
ldx {{$6}} ; restore X
lda {{<colormap}} ; deref colormap
tax
lda {{<Colormap:colormapdata}},x
sec
sbc {{$5}}
sta {{$2}}
lda {{>Colormap:colormapdata}},x
sbc #0
sta {{$3}}
; save ypos
ldx {{$6}} ; restore X
lda {{<ypos}}
sta {{$5}}
@nosprite:
---
// TODO: what if > 1 player? or missile?
on kernelsetup do with [Sprite,HasXpos]
---
ldy #0
lda {{<xpos}}
{{!SetHorizPos}}
sta HMOVE
---
on prescanline do once
---
; draw player 0
lda {{$4}} ; height
dcp {{$5}} ; ypos
bcs @DoDraw1
lda #0
.byte $2C
@DoDraw1:
lda ({{$0}}),y
---
on scanline do once
---
sta GRP0
lda ({{$2}}),y
sta COLUP0
---
on kerneldone do once
---
lda #0
sta GRP0
sta GRP1
sta GRP0
sta GRP1
---
end
system KernelMissile
locals 1
// TODO: unroll loops
on preframe do foreach [Missile,HasYpos] limit 1
---
lda {{<ypos}}
sta {{$0}}
---
on scanline do foreach [Missile,HasYpos] limit 1
---
dec {{$0}}
php
pla
sta ENAM0+{{const index}}-2
---
on kerneldone do foreach [Missile,HasYpos] limit 1
---
; skip 3 lines each kernel section
lda #0
sta ENAM0+{{const index}}-2
dec {{$0}}
dec {{$0}}
dec {{$0}}
---
end
system KernelCollide
locals 1
on preframe do once
---
lda #$ff
sta {{$0}} ; object index if collision
---
on kernelsetup do once
---
sta CXCLR ; clear collision flags
---
on kerneldone do with [Sprite]
---
lda CXM1P
bpl @nocollide ; missile 1 <-> player 0?
stx {{$0}} ; save object index
@nocollide:
---
// TODO: somehow avoid select? pass arg to explode?
on postframe do select [Sprite]
---
ldx {{$0}} ; get object index
bmi @noexplode ; was there collision?
{{!explode}}
@noexplode:
---
end