mirror of
https://github.com/sehugg/8bitworkshop.git
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148 lines
2.6 KiB
Plaintext
148 lines
2.6 KiB
Plaintext
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//#resource "vcs-ca65.h"
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import "vcslib.ecs"
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import "sprites.ecs"
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system Kernel1Sprite
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locals 7
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on kernelsetup do with [Sprite]
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---
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; set player object flags
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lda {{<plyrflags}}
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sta NUSIZ0
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sta REFP0
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---
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on kernelsetup do with
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[Sprite,HasBitmap,HasColormap,HasYpos]
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---
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; calculate screen height - ypos
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lda {{<lines}}
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clc
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adc #32
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sec
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sbc {{<ypos}}
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sta {{$5}}
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; calculate bitmap pointer
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stx {{$6}} ; save X (Sprite index)
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lda {{<bitmap}} ; deref bitmap
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tax
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lda {{<Bitmap:bitmapdata}},x
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sec
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sbc {{$5}}
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sta {{$0}} ; Y = sprite slot index
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lda {{>Bitmap:bitmapdata}},x
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sbc #0
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sta {{$1}}
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; get bitmap height
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lda {{<Bitmap:height}},x
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sta {{$4}}
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; calculate colormap pointer
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ldx {{$6}} ; restore X
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lda {{<colormap}} ; deref colormap
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tax
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lda {{<Colormap:colormapdata}},x
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sec
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sbc {{$5}}
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sta {{$2}}
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lda {{>Colormap:colormapdata}},x
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sbc #0
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sta {{$3}}
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; save ypos
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ldx {{$6}} ; restore X
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lda {{<ypos}}
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sta {{$5}}
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@nosprite:
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---
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// TODO: what if > 1 player? or missile?
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on kernelsetup do with [Sprite,HasXpos]
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---
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ldy #0
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lda {{<xpos}}
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{{!SetHorizPos}}
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sta HMOVE
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---
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on prescanline do once
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---
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; draw player 0
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lda {{$4}} ; height
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dcp {{$5}} ; ypos
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bcs @DoDraw1
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lda #0
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.byte $2C
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@DoDraw1:
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lda ({{$0}}),y
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---
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on scanline do once
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---
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sta GRP0
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lda ({{$2}}),y
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sta COLUP0
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---
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on kerneldone do once
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---
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lda #0
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sta GRP0
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sta GRP1
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sta GRP0
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sta GRP1
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---
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end
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system KernelMissile
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locals 1
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// TODO: unroll loops
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on preframe do foreach [Missile,HasYpos] limit 1
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---
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lda {{<ypos}}
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sta {{$0}}
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---
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on scanline do foreach [Missile,HasYpos] limit 1
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---
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dec {{$0}}
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php
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pla
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sta ENAM0+{{const index}}-2
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---
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on kerneldone do foreach [Missile,HasYpos] limit 1
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---
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; skip 3 lines each kernel section
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lda #0
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sta ENAM0+{{const index}}-2
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dec {{$0}}
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dec {{$0}}
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dec {{$0}}
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---
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end
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system KernelCollide
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locals 1
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on preframe do once
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---
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lda #$ff
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sta {{$0}} ; object index if collision
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---
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on kernelsetup do once
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---
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sta CXCLR ; clear collision flags
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---
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on kerneldone do with [Sprite]
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---
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lda CXM1P
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bpl @nocollide ; missile 1 <-> player 0?
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stx {{$0}} ; save object index
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@nocollide:
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---
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// TODO: somehow avoid select? pass arg to explode?
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on postframe do select [Sprite]
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---
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ldx {{$0}} ; get object index
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bmi @noexplode ; was there collision?
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{{!explode}}
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@noexplode:
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---
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end
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