mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-11-28 08:50:22 +00:00
519 lines
9.7 KiB
Plaintext
519 lines
9.7 KiB
Plaintext
.scope Main
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.zeropage
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HasBitmap_bitmap_b0:
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.res 1
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.res 1
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.res 1
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.res 1
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HasXpos_xpos_b0:
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.res 1
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.res 1
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.res 1
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.res 1
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HasYpos_ypos_b0:
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.res 1
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.res 1
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.res 1
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.res 1
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SpriteSlot_sprite_b0:
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.res 1
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.res 1
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.res 1
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.res 1
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HasColormap_colormap_b0:
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.res 1
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.res 1
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.res 1
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.res 1
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TEMP:
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Kernel2Sprite__2__tmp:
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Joystick__3__tmp:
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.res 1
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SpriteShuffler__8__tmp:
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.res 1
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.res 1
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SpriteHider__9__tmp:
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.res 1
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.res 1
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.res 1
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.res 1
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.res 1
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.res 1
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.res 1
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.res 1
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.res 1
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.res 1
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.code
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KernelSection_lines_b0:
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.byte 192
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BGColor_bgcolor_b0:
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.byte 162
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Bitmap_bitmapdata_b0:
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.byte <(Bitmap_bitmapdata_e1_b0+31)
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.byte <(Bitmap_bitmapdata_e2_b0+31)
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Bitmap_bitmapdata_b8:
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.byte >(Bitmap_bitmapdata_e1_b0+31)
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.byte >(Bitmap_bitmapdata_e2_b0+31)
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Bitmap_bitmapdata_e1_b0:
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.byte 1
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.byte 1
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.byte 3
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.byte 7
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.byte 15
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.byte 31
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.byte 63
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.byte 127
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Bitmap_height_b0:
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.byte 8
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.byte 8
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Bitmap_bitmapdata_e2_b0:
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.byte 24
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.byte 62
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.byte 255
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.byte 255
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.byte 255
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.byte 255
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.byte 62
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.byte 24
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Colormap_colormapdata_b0:
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.byte <(Colormap_colormapdata_e3_b0+31)
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Colormap_colormapdata_b8:
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.byte >(Colormap_colormapdata_e3_b0+31)
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Colormap_colormapdata_e3_b0:
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.byte 6
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.byte 3
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.byte 6
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.byte 9
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.byte 12
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.byte 14
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.byte 31
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.byte 63
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Sprite_plyrflags_b0:
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.byte 0
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.byte 3
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.byte 0
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.byte 0
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Main__INITDATA:
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.byte 1
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.byte 0
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.byte 1
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.byte 0
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.byte 50
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.byte 100
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.byte 80
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.byte 40
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.byte 150
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.byte 60
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.byte 90
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.byte 150
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.byte 0
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.byte 1
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.byte 2
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.byte 3
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.byte 0
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.byte 0
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.byte 0
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.byte 0
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__Start:
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.code
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;;; start action Init 10 main_init
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.include "vcs-ca65.h"
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.macpack longbranch
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.define PAL 0
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__NMI:
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__Reset:
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__BRK:
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CLEAN_START
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ldy #20
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: lda Main__INITDATA-1,y
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sta HasBitmap_bitmap_b0-1,y
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dey
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bne :-
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; initialize data segment
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.code
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;;; start action FrameLoop 1 start
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FrameLoop__start__2__NextFrame:
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FRAME_START
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.code
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;;; start action Kernel2Sprite 2 preframe
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.define KLINES #192
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.define KPAD 32
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;;; end action Kernel2Sprite 2 preframe
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;;; start action Kernel2Sprite 2 preframe
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ldy #0
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Kernel2Sprite__preframe__4____each:
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ldx SpriteSlot_sprite_b0,y
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; set player object flags
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lda Sprite_plyrflags_b0,x
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sta NUSIZ0,y
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sta REFP0,y
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; calculate screen height - ypos
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lda KLINES+KPAD
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sec
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sbc HasYpos_ypos_b0,x
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sta Kernel2Sprite__2__tmp+11
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; calculate bitmap pointer
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stx Kernel2Sprite__2__tmp+12 ; save X (Sprite index)
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lda HasBitmap_bitmap_b0,x ; deref bitmap
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tax
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lda Bitmap_bitmapdata_b0,x
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sec
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sbc Kernel2Sprite__2__tmp+11
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sta Kernel2Sprite__2__tmp+0,y ; Y = sprite slot index
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lda Bitmap_bitmapdata_b8,x
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sbc #0
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sta Kernel2Sprite__2__tmp+2,y
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; get bitmap height
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lda Bitmap_height_b0,x
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sta Kernel2Sprite__2__tmp+8,y
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; calculate colormap pointer
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ldx Kernel2Sprite__2__tmp+12 ; restore X
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lda HasColormap_colormap_b0,x ; deref colormap
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tax
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lda Colormap_colormapdata_b0,x
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sec
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sbc Kernel2Sprite__2__tmp+11
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sta Kernel2Sprite__2__tmp+4,y
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lda Colormap_colormapdata_b8,x
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sbc #0
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sta Kernel2Sprite__2__tmp+6,y
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; save ypos
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ldx Kernel2Sprite__2__tmp+12 ; restore X
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lda HasYpos_ypos_b0,x
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sta Kernel2Sprite__2__tmp+10,y
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iny
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cpy #2
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jne Kernel2Sprite__preframe__4____each
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Kernel2Sprite__preframe__4____exit:
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;;; end action Kernel2Sprite 2 preframe
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;;; start action Kernel2Sprite 2 preframe
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; L0 L1 H0 H1 -> L0 H0 L1 H1
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lda Kernel2Sprite__2__tmp+1
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ldy Kernel2Sprite__2__tmp+2
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sty Kernel2Sprite__2__tmp+1
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sta Kernel2Sprite__2__tmp+2
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lda Kernel2Sprite__2__tmp+5
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ldy Kernel2Sprite__2__tmp+6
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sty Kernel2Sprite__2__tmp+5
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sta Kernel2Sprite__2__tmp+6
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;;; end action Kernel2Sprite 2 preframe
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;;; start action Kernel2Sprite 2 preframe
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lda #162
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sta COLUBK
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;;; end action Kernel2Sprite 2 preframe
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;;; start action Kernel2Sprite 2 preframe
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;;; end action Kernel2Sprite 2 preframe
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;;; start action SetXPos 6 preframe
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sta HMCLR
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;;; end action SetXPos 6 preframe
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;;; start action SetXPos 6 preframe
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ldy #0
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SetXPos__preframe__9____each:
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ldx SpriteSlot_sprite_b0,y
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lda HasXpos_xpos_b0,x
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.code
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;;; start action SetHorizPos 7 SetHorizPos
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; SetHorizPos routine
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; A = X coordinate
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; Y = player number (0 or 1)
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sta WSYNC ; start a new line
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sec ; set carry flag
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nop
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SetHorizPos__SetHorizPos__10__DivideLoop:
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sbc #15 ; subtract 15
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bcs SetHorizPos__SetHorizPos__10__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,y ; fix coarse position
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sta HMP0,y ; set fine offset
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;;; end action SetHorizPos 7 SetHorizPos
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iny
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cpy #2
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jne SetXPos__preframe__9____each
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SetXPos__preframe__9____exit:
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;;; end action SetXPos 6 preframe
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;;; start action SetXPos 6 preframe
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;;; end action SetXPos 6 preframe
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;;; start action SetXPos 6 preframe
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sta WSYNC
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sta HMOVE
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;;; end action SetXPos 6 preframe
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KERNEL_START
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.code
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;;; start action Kernel2Sprite 2 kernel
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ldy #0
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sty VDELP0
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iny
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sta VDELP1
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;;; end action Kernel2Sprite 2 kernel
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;;; start action Kernel2Sprite 2 kernel
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; define macro for each line
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.macro Kernel2Sprite__kernel__14__DrawLine do_wsync
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.local DoDraw1
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.local DoDraw2
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; draw player 0
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lda Kernel2Sprite__2__tmp+8 ; height
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dcp Kernel2Sprite__2__tmp+10 ; 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 (Kernel2Sprite__2__tmp+0),y
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.if do_wsync
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sta WSYNC
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.endif
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sta GRP0
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lda (Kernel2Sprite__2__tmp+4),y
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sta COLUP0
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; draw player 1
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lda Kernel2Sprite__2__tmp+9 ; height
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dcp Kernel2Sprite__2__tmp+11 ; ypos
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bcs DoDraw2
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lda #0
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.byte $2C
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DoDraw2:
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lda (Kernel2Sprite__2__tmp+2),y
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sta GRP1
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lda (Kernel2Sprite__2__tmp+6),y
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sta COLUP1
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.endmacro
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ldy #192
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Kernel2Sprite__kernel__14__LVScan:
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.code
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;;; start action Kernel2Sprite 2 scanline1
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;;; end action Kernel2Sprite 2 scanline1
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Kernel2Sprite__kernel__14__DrawLine 1 ; macro: draw scanline w/ WSYNC
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dey ; next scanline
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.code
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Kernel2Sprite__kernel__14__DrawLine 0 ; macro: draw scanline no WSYNC
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dey ; next scanline
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bne Kernel2Sprite__kernel__14__LVScan ; repeat until out of lines
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;;; end action Kernel2Sprite 2 kernel
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;;; start action Kernel2Sprite 2 kernel
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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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;;; end action Kernel2Sprite 2 kernel
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KERNEL_END
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.code
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;;; start action Joystick 3 postframe
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; 2 control inputs share a single byte, 4 bits each
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lda SWCHA
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sta Joystick__3__tmp+0
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;;; end action Joystick 3 postframe
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;;; start action Joystick 3 postframe
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ldx #0
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Joystick__postframe__18____each:
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asl Joystick__3__tmp+0
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bcs Joystick__postframe__18__SkipMoveRight
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.code
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;;; start action MoveJoyX 4 joyright
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lda HasXpos_xpos_b0,x
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clc
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adc #1
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cmp #152
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bcs MoveJoyX__joyright__19__nomove
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sta HasXpos_xpos_b0,x
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MoveJoyX__joyright__19__nomove:
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;;; end action MoveJoyX 4 joyright
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Joystick__postframe__18__SkipMoveRight:
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asl Joystick__3__tmp+0
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bcs Joystick__postframe__18__SkipMoveLeft
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.code
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;;; start action MoveJoyX 4 joyleft
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lda HasXpos_xpos_b0,x
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sec
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sbc #1
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bcc MoveJoyX__joyleft__20__nomove
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sta HasXpos_xpos_b0,x
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MoveJoyX__joyleft__20__nomove:
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;;; end action MoveJoyX 4 joyleft
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Joystick__postframe__18__SkipMoveLeft:
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asl Joystick__3__tmp+0
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bcs Joystick__postframe__18__SkipMoveDown
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.code
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;;; start action MoveJoyY 5 joydown
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lda HasYpos_ypos_b0,x
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clc
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adc #1
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cmp #220
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bcs MoveJoyY__joydown__21__nomove
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sta HasYpos_ypos_b0,x
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MoveJoyY__joydown__21__nomove:
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;;; end action MoveJoyY 5 joydown
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Joystick__postframe__18__SkipMoveDown:
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asl Joystick__3__tmp+0
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bcs Joystick__postframe__18__SkipMoveUp
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.code
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;;; start action MoveJoyY 5 joyup
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lda HasYpos_ypos_b0,x
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sec
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sbc #1
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bcc MoveJoyY__joyup__22__nomove
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sta HasYpos_ypos_b0,x
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MoveJoyY__joyup__22__nomove:
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;;; end action MoveJoyY 5 joyup
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Joystick__postframe__18__SkipMoveUp:
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inx
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cpx #4
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jne Joystick__postframe__18____each
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Joystick__postframe__18____exit:
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;;; end action Joystick 3 postframe
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;;; start action SpriteShuffler 8 postframe
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; load two sprite slots at left side of array
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lda SpriteSlot_sprite_b0
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sta SpriteShuffler__8__tmp+0
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lda SpriteSlot_sprite_b0+1
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sta SpriteShuffler__8__tmp+1
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; move two slots to the left
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ldx #0
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SpriteShuffler__postframe__23__loop:
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lda SpriteSlot_sprite_b0+2,x
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sta SpriteSlot_sprite_b0,x
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inx
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cpx #4-2
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bne SpriteShuffler__postframe__23__loop
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; store two sprite slots at right side of array
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lda SpriteShuffler__8__tmp+0
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sta SpriteSlot_sprite_b0+4-2
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lda SpriteShuffler__8__tmp+1
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sta SpriteSlot_sprite_b0+4-1
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;;; end action SpriteShuffler 8 postframe
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;;; start action SpriteHider 9 postframe
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lda #4-1
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sta SpriteHider__9__tmp+0
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;;; end action SpriteHider 9 postframe
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;;; start action SpriteHider 9 postframe
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ldy #0
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SpriteHider__postframe__25____each:
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ldx SpriteSlot_sprite_b0,y
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lda HasYpos_ypos_b0,x
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cmp #192
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bcc SpriteHider__postframe__25__skip
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; swap this sprite slot with slot at end of array
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lda SpriteSlot_sprite_b0,y
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pha
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ldx SpriteHider__9__tmp+0 ; clobbers X, but no longer used
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lda SpriteSlot_sprite_b0,x
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sta SpriteSlot_sprite_b0,y
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pla
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sta SpriteSlot_sprite_b0,x
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dec SpriteHider__9__tmp+0
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SpriteHider__postframe__25__skip:
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iny
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cpy #2
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jne SpriteHider__postframe__25____each
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SpriteHider__postframe__25____exit:
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;;; end action SpriteHider 9 postframe
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FRAME_END
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.code
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jmp FrameLoop__start__2__NextFrame ; loop to next frame
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;;; end action FrameLoop 1 start
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; start main routine
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.segment "VECTORS"
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Return: .word $6060
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VecNMI:
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VecReset: .word Main::__Reset
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VecBRK: .word Main::__BRK
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;;; end action Init 10 main_init
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.endscope
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Main__Start = Main::__Start |