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