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8bitworkshop/test/ecs/score.ecs

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//#resource "vcs-ca65.h"
import "vcslib.ecs"
component BCDScore2
digits: 0..0xff
end
component BCDScore4
digits: 0..0xffff
end
component BCDScore6
digits: 0..0xffffff
end
system Kernel6Digit
locals 15
on preframe do with [BCDScore6]
---
Digit0 = {{$0}}
Digit1 = {{$2}}
Digit2 = {{$4}}
Digit3 = {{$6}}
Digit4 = {{$8}}
Digit5 = {{$10}}
@BCD0 = {{$12}}
@BCD1 = {{$13}}
@BCD2 = {{$14}}
lda {{get digits 0}}
sta @BCD0
lda {{get digits 8}}
sta @BCD1
lda {{get digits 16}}
sta @BCD2
ldx #0 ; leftmost bitmap
ldy #2 ; start from most-sigificant BCD value
@Loop:
lda @BCD0,y ; get BCD value
and #$f0 ; isolate high nibble (* 16)
lsr ; shift right 1 bit (* 8)
clc
adc #<{{^FontTable}}
sta Digit0,x ; store pointer lo byte
lda #>{{^FontTable}}
adc #0
sta Digit0+1,x ; store pointer hi byte
inx
inx ; next bitmap pointer
lda @BCD0,y ; get BCD value (again)
and #$f ; isolate low nibble
asl
asl
asl ; * 8
clc
adc #<{{^FontTable}}
sta Digit0,x ; store pointer lo byte
lda #>{{^FontTable}}
adc #0
sta Digit0+1,x ; store pointer hi byte
inx
inx ; next bitmap pointer
dey ; next BCD value
bpl @Loop ; repeat until < 0
---
on kernel do with [BCDScore6,PFColor]
---
lda {{<pfcolor}}
sta COLUP0
sta COLUP1
lda #3
sta NUSIZ0
sta NUSIZ1
; set horizontal position of player objects
sta WSYNC
sta HMCLR
SLEEPR 24
sta RESP0
sta RESP1
lda #$10
sta HMP1
sta WSYNC
sta HMOVE
SLEEPR 24 ; wait 24 cycles between write to HMOVE and HMxxx
sta HMCLR
lda #1
sta VDELP0
sta VDELP1
---
on kernel do with [BCDScore6,BGColor]
---
; Display the resulting 48x8 bitmap
; using the Digit0-5 pointers.
@LoopCount = {{$12}}
@Temp = {{$13}}
lda {{<bgcolor}}
sta WSYNC
sta COLUBK
lda #7
sta @LoopCount
SLEEPR 20 ; TODO?
@BigLoop:
ldy @LoopCount ; counts backwards
lda (Digit0),y ; load B0 (1st sprite byte)
sta GRP0 ; B0 -> [GRP0]
lda (Digit1),y ; load B1 -> A
sta GRP1 ; B1 -> [GRP1], B0 -> GRP0
sta WSYNC ; sync to next scanline
lda (Digit2),y ; load B2 -> A
sta GRP0 ; B2 -> [GRP0], B1 -> GRP1
lda (Digit5),y ; load B5 -> A
sta @Temp ; B5 -> temp
lda (Digit4),y ; load B4
tax ; -> X
lda (Digit3),y ; load B3 -> A
ldy @Temp ; load B5 -> Y
sta GRP1 ; B3 -> [GRP1]; B2 -> GRP0
stx GRP0 ; B4 -> [GRP0]; B3 -> GRP1
sty GRP1 ; B5 -> [GRP1]; B4 -> GRP0
sta GRP0 ; ?? -> [GRP0]; B5 -> GRP1
dec @LoopCount ; go to next line
bpl @BigLoop ; repeat until < 0
lda #0 ; clear the sprite registers
sta WSYNC
sta GRP0
sta GRP1
sta GRP0
sta GRP1
sta COLUBK
---
end
resource FontTable ---
; Font table for digits 0-9 (8x8 pixels)
;;{w:8,h:8,count:10,brev:1,flip:1};;
.byte $00,$3c,$66,$66,$76,$6e,$66,$3c,$00,$7e,$18,$18,$18,$38,$18,$18
.byte $00,$7e,$60,$30,$0c,$06,$66,$3c,$00,$3c,$66,$06,$1c,$06,$66,$3c
.byte $00,$06,$06,$7f,$66,$1e,$0e,$06,$00,$3c,$66,$06,$06,$7c,$60,$7e
.byte $00,$3c,$66,$66,$7c,$60,$66,$3c,$00,$18,$18,$18,$18,$0c,$66,$7e
.byte $00,$3c,$66,$66,$3c,$66,$66,$3c,$00,$3c,$66,$06,$3e,$66,$66,$3c
---
system Kernel2Digit
locals 3
on kernel do select [BCDScore2,PFColor]
---
lda #$02
sta CTRLPF
; TODO: should be constants
; and it's wrong, too!
lda {{<PFColor:pfcolor}}+0
sta COLUP0
lda {{<PFColor:pfcolor}}+1
sta COLUP1
---
on kernel do select [BCDScore2]
---
lda #7
sta {{$0}}
@Loop:
ldx #0
sta WSYNC
{{!compute2digit 0}}
inx
{{!compute2digit 1}}
; playfield
dec {{$0}}
bpl @Loop
; dex
; stx PF1
---
on compute2digit do once
---
lda {{$1}} ; load 1st pf
sta PF1 ; store 1st pf
; first digit
lda {{<BCDScore2:digits}} + {{#0}}
pha
and #$0f
asl
asl
asl
{{!fetchdigit}}
and #$0f
ldy {{$2}} ; load 2nd pf
sta {{$1}} + {{#0}}
; second digit
pla
and #$f0
lsr
sty PF1 ; store 2nd pf
{{!fetchdigit}}
and #$f0
ora {{$1}} + {{#0}}
sta {{$1}} + {{#0}}
---
on fetchdigit do once
---
adc {{$0}}
tay
; TODO: select your own?
lda {{^FontTablePF}},y
---
end
resource FontTablePF ---
; Font table for digits 0-9 (4x8 pixels)
;;{w:8,h:8,count:10,brev:1,flip:1};;
.byte $00,$00,$EE,$AA,$AA,$AA,$EE,$00
.byte $00,$00,$22,$22,$22,$22,$22,$00
.byte $00,$00,$EE,$88,$EE,$22,$EE,$00
.byte $00,$00,$EE,$22,$66,$22,$EE,$00
.byte $00,$00,$22,$22,$EE,$AA,$AA,$00
.byte $00,$00,$EE,$22,$EE,$88,$EE,$00
.byte $00,$00,$EE,$AA,$EE,$88,$EE,$00
.byte $00,$00,$22,$22,$22,$22,$EE,$00
.byte $00,$00,$EE,$AA,$EE,$AA,$EE,$00
.byte $00,$00,$EE,$22,$EE,$AA,$EE,$00
;;
---
resource FontTablePFFancy ---
; Font table for digits 0-9 (4x8 pixels)
;;{w:8,h:8,count:10,brev:1,flip:1};;
.byte $00,$44,$AA,$AA,$AA,$AA,$AA,$44
.byte $00,$EE,$44,$44,$44,$44,$CC,$44
.byte $00,$EE,$88,$88,$44,$22,$AA,$44
.byte $00,$CC,$22,$22,$66,$22,$22,$CC
.byte $00,$22,$22,$22,$EE,$AA,$AA,$88
.byte $00,$44,$AA,$22,$44,$88,$88,$EE
.byte $00,$44,$AA,$AA,$CC,$88,$AA,$44
.byte $00,$22,$22,$22,$22,$22,$AA,$EE
.byte $00,$44,$AA,$AA,$44,$AA,$AA,$44
.byte $00,$44,$AA,$22,$66,$AA,$AA,$44
;;
---
system BCDMath
locals 1
on AddBCD4 do with [BCDScore6]
---
.ifnblank {{arg 0}}
lda #<{{arg 0}}
ldy #>{{arg 0}}
.endif
; Adds value to 6-BCD-digit score.
; A = 1st BCD digit
; Y = 2nd BCD digit
sed ; enter BCD mode
clc ; clear carry
adc {{get digits}}
sta {{set digits}}
tya
adc {{get digits 8}}
sta {{set digits 8}}
lda {{get digits 16}}
adc #0
sta {{set digits 16}}
cld ; exit BCD mode
---
end
demo Main
using FrameLoop
using Kernel6Digit, FontTable
using Kernel2Digit, FontTablePF
using JoyButton, BCDMath
entity [Player,BCDScore6,PFColor,BGColor]
init digits = 0x123456
init pfcolor = $3c
init bgcolor = $02
end
entity [BCDScore2,PFColor]
init digits = 0x24
init pfcolor = $ce
end
entity [BCDScore2,PFColor]
init digits = 0x56
init pfcolor = $3e
end
system IncScore
on joybutton do with [Player,BCDScore6]
---
{{!AddBCD4 $0210}}
---
end
end