1
0
mirror of https://github.com/sehugg/8bitworkshop.git synced 2024-11-26 10:49:17 +00:00
8bitworkshop/presets/vcs/examples/multisprite2.a
2018-09-30 21:07:45 -04:00

573 lines
14 KiB
Plaintext

processor 6502
include "vcs.h"
include "macro.h"
include "xmacro.h"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; For lots of games, we'd like to display more than two sprites.
; There are lots of different ways to tackle this on the VCS,
; but we're going to try for a generalized approach that lets
; use have N different sprites at any X-Y coordinate, each with
; its own bitmap and color table. This is tricky because we can
; only do so much on each scanline.
;
; Our approach is to separate the problem into three phases.
; In the sort phase, we sort all sprites by Y coordinate.
; We do one sort pass per frame, so it may take several frames
; for the sort to stabilize.
; In the positioning phase, we look at the sprites in Y-sorted
; order, looking several lines ahead to see if a sprite is
; coming up. We then allocate it to one of the two player
; objects in hardware and set its position using the SetHorizPos
; method. We can set one or both of the player objects this way.
;
; In the display phase, we display the objects which we previously
; assigned and positioned. First we figure out how many scanlines are
; required. If only one object is scheduled, we just use its height.
; If two objects are scheduled, we go until the bottommost line has
; been displayed. We then loop through, fetching pixels and colors
; for one or both objects (up to four lookup tables) and setting
; registers at the appropriate time. We don't have time to do much
; else, so we don't look for any new objects to schedule until
; we're done with this loop.
;
; This scheme can only display up to two objects on a given
; scanline, so if the system tries to schedule a third, it will
; be ignored. Also, the positioning routine takes a few scanlines
; to complete, so if the top of a sprite is too close to the
; bottom of another sprite, the latter may not be displayed.
;
; To mitigate this, we increment a priority counter when a
; sprite entry is missed. In the sort phase, we move those sprites
; ahead of lower priority sprites in the sort order. This makes
; overlapping sprites flicker instead of randomly disappear.
;
; Note that we sprinkle NEWLINE macros around the codebase. This
; macro increments the 'scanline' variable and then does a WSYNC
; to sync to the next line. These locations are carefully selected
; so that we don't run out of CPU time on any line.
; (If you open the Console on your browser, you'll see debug
; statements printed when this happens)
;
; There are still some timing issues to fix as you'll see when you
; move the adventure person around with the joystick. These might
; add additional lines to the display.
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
seg.u Variables
org $80
Scanline byte ; scanline to draw next
CurIndex byte ; current sprite # to try to schedule
PData0 word ; pointer (lo/hi) to player 0 bitmap data
PColr0 word ; pointer to player 0 color data
PData1 word ; pointer to player 1 bitmap data
PColr1 word ; pointer to player 1 color data
SIndx0 byte ; next y-position to draw player 0
; or during draw, index into sprite
; zero means not assigned
SIndx1 byte ; ... for player 1
SSize0 byte ; sprite size for player 0
SSize1 byte ; sprite size for player 1
NSprites equ 8 ; max # of sprites
XPos0 ds NSprites ; x coord for each sprite
YPos0 ds NSprites ; y coord for each sprite
Sorted0 ds NSprites ; sorted list of sprite indices
Priority0 ds NSprites ; sprite priority list, if missed
; Macro to go to the next line so we don't forget
; to increment 'scanline'.
MAC NEWLINE
inc Scanline
sta WSYNC
ENDM
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
seg Code
org $f000
; Initialize and set initial X and Y offsets of objects.
Start
CLEAN_START
ldx #0
lda #10
ldy #40
InitLoop
sty XPos0,x
sta YPos0,x
clc
adc #20
iny
iny
iny
iny
inx
cpx #NSprites
bne InitLoop
; Initialize initial sort order
ldx #0
InitLoop2
txa
sta Sorted0,x
inx
cpx #NSprites
bne InitLoop2
; Next frame loop
NextFrame
; VSYNC and VBLANK periods
VERTICAL_SYNC
TIMER_SETUP 37
; Do joystick movement
jsr MoveJoystick
; Do one iteration of bubble sort on sprite indices
ldx #NSprites-2
SortLoop
jsr SwapSprites
dex
bpl SortLoop ; loop until <= 0
; Reset scanline counter and sprite objects
ldx #0
stx Scanline
stx CurIndex
stx SIndx0
stx SIndx1
stx SSize0
stx SSize1
TIMER_WAIT
; end of VBLANK
; Scanline loop
; Start with WSYNC so we are at a known state
lda #$60
NEWLINE
sta COLUBK ; set the background color
NextFindSprite
; Schedule a player to a sprite
jsr FindAnotherSprite
; See if time to draw
jsr DrawSpritesIfTime
; repeat until all scanlines drawn
lda Scanline
cmp #192
bcc NextFindSprite
; end of Scanline loop
NoMoreScanlines
; Clear all colors to black before overscan
ldx #0
stx COLUBK
stx COLUP0
stx COLUP1
stx COLUPF
; 30 lines of overscan
TIMER_SETUP 30
TIMER_WAIT
; Go to next frame
jmp NextFrame
; We were too late to display a sprite.
; Put it earlier in the sort order and try next frame.
; X = sort index
.MissedSprite subroutine
; Have we already looked at all the sprites?
cpx #NSprites
bcs .OutOfSprites
; Increment priority for this sort entry
inc Priority0,x
; Go to next sort index, until we get to the end
inx
stx CurIndex
.OutOfSprites
NEWLINE
rts
; Try to assign the next sprite in the sort order into
; one of the two player slots.
; Uses 1 line (if no sprite found) or 3 lines (if sprite found)
FindAnotherSprite ; subroutine entry point
ldx CurIndex
ldy Sorted0,x ; get sprite index # in Y-sorted order
lda YPos0,y ; get Y position of sprite
sec
sbc Scanline ; SpriteY - Scanline
; Don't schedule the sprite if it's too soon or its scanline
; has already passed -- mark it missed
bmi .MissedSprite ; passed it? (or > 127 lines away)
cmp #3
bcc .MissedSprite ; less than 3 scanlines away
.SpriteUpcoming
; A sprite is starting soon, now we need to schedule it
; to either one of the player objects
lda XPos0,y
; Is player 1 available?
ldx SIndx1
bne .Plyr1NotReady
; Due to timing issues, we have artifacts if player 1 is
; too close to the left edge of the screen. So we'd prefer to
; put those sprites in the player 0 slot.
cmp #34 ; X < 34
bcc .Plyr1NotReady
; First let's set its horizontal offset (requires 2 lines)
ldx #1
jsr SetHorizPos ; set horizontal position (does WSYNC)
; Assign the sprite's Y position to player 1
lda YPos0,y
sta SIndx1
; Get index into SpriteDataMap (index * 4)
lda MultBy4,y
tay
; Copy addresses of pixel/color maps to player 1
lda SpriteDataMap,y
sta PData1
lda SpriteDataMap+1,y
sta PData1+1
lda SpriteDataMap+2,y
sta PColr1
lda SpriteDataMap+3,y
sta PColr1+1
; Get the sprite height as the first byte of the color map
ldy #0
lda (PColr1),y
sta SSize1
jmp .SetupDone
.Plyr1NotReady
ldx SIndx0
bne .NoNearSprite ; both players in use
; Player 0 is available
; This is essentially the same as the player 1 routine
ldx #0
jsr SetHorizPos
lda YPos0,y
sta SIndx0
lda MultBy4,y
tay
lda SpriteDataMap,y
sta PData0
lda SpriteDataMap+1,y
sta PData0+1
lda SpriteDataMap+2,y
sta PColr0
lda SpriteDataMap+3,y
sta PColr0+1
ldy #0
lda (PColr0),y
sta SSize0
.SetupDone
inc CurIndex ; go to next sprite in sort order
.NoNearSprite
NEWLINE
sta HMOVE ; apply the previous fine position(s)
sta HMCLR ; reset the old horizontal position(s)
rts
; Draw sprites if they are starting in the next few scanlines.
DrawSpritesIfTime subroutine
; See if either sprite is almost time to draw (within 4 lines)
lda SIndx0
sec
sbc Scanline
cmp #4
bcc .DrawSprites ; (ypos-scanline) < 4?
lda SIndx1
sec
sbc Scanline
cmp #4
bcs .NoSprites ; (ypos-scanline) < 4?
.DrawSprites
NEWLINE
; Calculate # of lines to draw for each sprite
; Sprite Y - current scanline + sprite height
lda SIndx0
beq .Empty0 ; sprite 0 is inactive?
sec
sbc Scanline
clc
adc SSize0
sta SIndx0 ; SIndx0 += SSize0 - Scanline
.Empty0
lda SIndx1
beq .Empty1 ; sprite 1 is inactive?
sec
sbc Scanline
clc
adc SSize1
sta SIndx1 ; SIndx1 += SSize1 - Scanline
.Empty1
; Find out the maximum # of lines to draw
; by taking the maximum of the two sprite heights
cmp SIndx0
bpl .Cmp1 ; sindx0 < sindx1?
lda SIndx0
.Cmp1 tax ; X = # of lines left to draw
; Add total draw height to scanline count
; Saves time rather than 'inc scanline' each line
clc
adc Scanline
sta Scanline
.DrawNextScanline
; Make sure player 0 index is within bounds
ldy SIndx0
cpy SSize0
bcs .Inactive0 ; index >= size? (or index < 0)
; Lookup pixels for player 0
lda (PData0),y
; Do WSYNC and then quickly store pixels for player 0
sta WSYNC
sta GRP0
; Lookup/store colors for player 0
lda (PColr0),y
sta COLUP0
.DrawSprite1
; Make sure player 1 index is within bounds
ldy SIndx1
cpy SSize1
bcs .Inactive1 ; index >= size? (or index < 0)
; Lookup/store pixels and colors for player 1
; Note that we are already 30-40 pixels into the scanline
; by this point...
lda (PData1),y
sta GRP1
lda (PColr1),y
sta COLUP1
.Inactive1
; Decrement the two sprite indices
dey
sty SIndx1
dec SIndx0
; Repeat until we've drawn all the scanlines for this job
dex
bne .DrawNextScanline
; Free up both player objects by zeroing them out
stx SIndx0
stx SIndx1
stx SSize0
stx SSize1
; WSYNC and then clear sprite data
NEWLINE
ldx #0
stx GRP0
stx GRP1
rts
; No sprites were drawn; just exit
.NoSprites
NEWLINE
rts
.Inactive0
; Alternate player 0 path when it is inactive
sta WSYNC
lda #0
sta GRP0
sta COLUP0
beq .DrawSprite1 ; always taken due to lda #0
; Perform one sort iteration
; X register contains sort index (0 to NSprites-1)
SwapSprites subroutine
; First compare Priority[i] and Priority[i+1]
lda Priority0,x
cmp Priority0+1,x
bcs .CompareYPos
; If Priority[i] < Priority[i+1], do the swap
; anyway after resetting priorities
lda #0
sta Priority0,x
sta Priority0+1,x ; reset
ldy Sorted0+1,x
bcc .DoSwap ; swap due to priority
.CompareYPos
; Compare Y[i] and Y[i+1]
ldy Sorted0,x
lda YPos0,y
ldy Sorted0+1,x
cmp YPos0,y
bcc .NoSwap ; Y[i] < Y[i+1]? don't swap
.DoSwap
; Swap Sorted[i] and Sorted[i+1]
lda Sorted0,x ; A <- Sorted[i]
sty Sorted0,x ; Y -> Sorted[i]
sta Sorted0+1,x ; A -> Sorted[i+1]
.NoSwap
rts
; Read joystick movement and apply to object 0
MoveJoystick subroutine
; Move vertically
ldx YPos0
lda #%00010000 ;Up?
bit SWCHA
bne .SkipMoveUp
cpx #8
bcc .SkipMoveUp
dex
.SkipMoveUp
lda #%00100000 ;Down?
bit SWCHA
bne .SkipMoveDown
cpx #170
bcs .SkipMoveDown
inx
.SkipMoveDown
stx YPos0
; Move horizontally
ldx XPos0
lda #%01000000 ;Left?
bit SWCHA
bne .SkipMoveLeft
cpx #5
bcc .SkipMoveLeft
dex
.SkipMoveLeft
lda #%10000000 ;Right?
bit SWCHA
bne .SkipMoveRight
cpx #140
bcs .SkipMoveRight
inx
.SkipMoveRight
stx XPos0
rts
; SetHorizPos - Sets the horizontal position of an object.
; The X register contains the index of the desired object:
; X=0: player 0
; X=1: player 1
; X=2: missile 0
; X=3: missile 1
; X=4: ball
; NOTE: This version of the routine does a NEWLINE after executing
; because when the beam is at the far right side of the screen
; there is little time to do so before wrapping to the next line.
; It does NOT do a HMOVE and HCLR.
SetHorizPos subroutine
; NEWLINE
sta WSYNC ; start a new line
inc Scanline
sec ; set carry flag
.DivideLoop
sbc #15 ; subtract 15
bcs .DivideLoop ; branch until negative
eor #7 ; calculate fine offset
asl
asl
asl
asl
sta RESP0,x ; fix coarse position
sta HMP0,x ; set fine offset
NEWLINE ; another WSYNC
rts ; return to caller
; Bitmap data "standing" position
Frame0
.byte #0
.byte #%01101100;$F6
.byte #%00101000;$86
.byte #%00101000;$86
.byte #%00111000;$86
.byte #%10111010;$C2
.byte #%10111010;$C2
.byte #%01111100;$C2
.byte #%00111000;$C2
.byte #%00111000;$16
.byte #%01000100;$16
.byte #%01111100;$16
.byte #%01111100;$18
.byte #%01010100;$18
.byte #%01111100;$18
.byte #%11111110;$F2
.byte #%00111000;$F4
; Bitmap data "throwing" position
Frame1
.byte #0
.byte #%01101100;$F6
.byte #%01000100;$86
.byte #%00101000;$86
.byte #%00111000;$86
.byte #%10111010;$C2
.byte #%10111101;$C2
.byte #%01111101;$C2
.byte #%00111001;$C2
.byte #%00111000;$16
.byte #%01101100;$16
.byte #%01111100;$16
.byte #%01111100;$18
.byte #%01010100;$18
.byte #%01111100;$18
.byte #%11111110;$F2
.byte #%00111000;$F4
; Color data for each line of sprite
ColorFrame0
.byte #17 ; height
.byte #$F6;
.byte #$86;
.byte #$86;
.byte #$86;
.byte #$C2;
.byte #$C2;
.byte #$C2;
.byte #$C2;
.byte #$16;
.byte #$16;
.byte #$16;
.byte #$18;
.byte #$18;
.byte #$18;
.byte #$F2;
.byte #$F4;
; Enemy cat-head graphics data
EnemyFrame0
.byte #0
.byte #%00111100;$AE
.byte #%01000010;$AE
.byte #%11100111;$AE
.byte #%11111111;$AC
.byte #%10011001;$8E
.byte #%01111110;$8E
.byte #%11000011;$98
.byte #%10000001;$98
; Enemy cat-head color data
EnemyColorFrame0
.byte #9 ; height
.byte #$AE;
.byte #$AC;
.byte #$A8;
.byte #$AC;
.byte #$8E;
.byte #$8E;
.byte #$98;
.byte #$94;
; Mapping of sprite objects (0-7) to sprite data
SpriteDataMap
.word Frame0,ColorFrame0
.word EnemyFrame0,EnemyColorFrame0
.word EnemyFrame0,EnemyColorFrame0
.word EnemyFrame0,EnemyColorFrame0
.word EnemyFrame0,EnemyColorFrame0
.word EnemyFrame0,EnemyColorFrame0
.word EnemyFrame0,EnemyColorFrame0
.word Frame1,ColorFrame0
; Multiplication by 4 table
; faster than tya/asl/asl/tay
MultBy4
.byte #$00,#$04,#$08,#$0c
.byte #$10,#$14,#$18,#$1c
.byte #$20,#$24,#$28,#$2c
.byte #$30,#$34,#$38,#$3c
; Epilogue
org $fffc
.word Start
.word Start