mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-11-22 14:33:51 +00:00
276 lines
6.4 KiB
Plaintext
276 lines
6.4 KiB
Plaintext
|
|
processor 6502
|
|
include "vcs.h"
|
|
include "macro.h"
|
|
include "xmacro.h"
|
|
|
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
;
|
|
; This example demonstrates a scene with a full-screen
|
|
; playfield, and a single sprite overlapping it.
|
|
;
|
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
|
|
seg.u Variables
|
|
org $80
|
|
|
|
PFPtr word ; pointer to playfield data
|
|
PFIndex byte ; offset into playfield array
|
|
PFCount byte ; lines left in this playfield segment
|
|
Temp byte ; temporary
|
|
YPos byte ; Y position of player sprite
|
|
XPos byte ; X position of player sprite
|
|
SpritePtr word ; pointer to sprite bitmap table
|
|
ColorPtr word ; pointer to sprite color table
|
|
|
|
; Temporary slots used during kernel
|
|
Bit2p0 byte
|
|
Colp0 byte
|
|
YP0 byte
|
|
|
|
; Height of sprite in scanlines
|
|
SpriteHeight equ 9
|
|
|
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
|
|
seg Code
|
|
org $f000
|
|
|
|
Start
|
|
CLEAN_START
|
|
; Set up initial pointers and player position
|
|
lda #<PlayfieldData
|
|
sta PFPtr
|
|
lda #>PlayfieldData
|
|
sta PFPtr+1
|
|
lda #<Frame0
|
|
sta SpritePtr
|
|
lda #>Frame0
|
|
sta SpritePtr+1
|
|
lda #<ColorFrame0
|
|
sta ColorPtr
|
|
lda #>ColorFrame0
|
|
sta ColorPtr+1
|
|
lda #242
|
|
sta YPos
|
|
lda #38
|
|
sta XPos
|
|
|
|
NextFrame
|
|
VERTICAL_SYNC
|
|
|
|
; Set up VBLANK timer
|
|
TIMER_SETUP 37
|
|
lda #$88
|
|
sta COLUBK ; bg color
|
|
lda #$5b
|
|
sta COLUPF ; fg color
|
|
lda #$68
|
|
sta COLUP0 ; player color
|
|
lda #1
|
|
sta CTRLPF ; symmetry
|
|
lda #0
|
|
sta PFIndex ; reset playfield offset
|
|
; Set temporary Y counter and set horizontal position
|
|
lda YPos
|
|
sta YP0 ; yp0 = temporary counter
|
|
lda XPos
|
|
ldx #0
|
|
jsr SetHorizPos
|
|
sta WSYNC
|
|
sta HMOVE ; gotta apply HMOVE
|
|
; Wait for end of VBLANK
|
|
TIMER_WAIT
|
|
lda #0
|
|
sta VBLANK
|
|
|
|
; Set up timer (in case of bugs where we don't hit exactly)
|
|
TIMER_SETUP 192
|
|
SLEEP 10 ; to make timing analysis work out
|
|
|
|
NewPFSegment
|
|
; Load a new playfield segment.
|
|
; Defined by length and then the 3 PF registers.
|
|
; Length = 0 means stop
|
|
ldy PFIndex ; load index into PF array
|
|
lda (PFPtr),y ; load length of next segment
|
|
beq NoMoreSegs ; == 0, we're done
|
|
sta PFCount ; save for later
|
|
; Preload the PF0/PF1/PF2 registers for after WSYNC
|
|
iny
|
|
lda (PFPtr),y ; load PF0
|
|
tax ; PF0 -> X
|
|
iny
|
|
lda (PFPtr),y ; load PF1
|
|
sta Temp ; PF1 -> Temp
|
|
iny
|
|
lda (PFPtr),y ; load PF2
|
|
iny
|
|
sty PFIndex
|
|
tay ; PF2 -> Y
|
|
; WSYNC, then store playfield registers
|
|
; and also the player 0 bitmap for line 2
|
|
sta WSYNC
|
|
stx PF0 ; X -> PF0
|
|
lda Temp
|
|
sta PF1 ; Temp -> PF1
|
|
lda Bit2p0 ; player bitmap
|
|
sta GRP0 ; Bit2p0 -> GRP0
|
|
sty PF2 ; Y -> PF2
|
|
; Load playfield length, we'll keep this in X for the loop
|
|
ldx PFCount
|
|
KernelLoop
|
|
; Does this scanline intersect our sprite?
|
|
lda #SpriteHeight ; height in 2xlines
|
|
isb YP0 ; INC yp0, then SBC yp0
|
|
bcs .DoDraw ; inside bounds?
|
|
lda #0 ; no, load the padding offset (0)
|
|
.DoDraw
|
|
; Load color value for both lines, store in temp var
|
|
pha ; save original offset
|
|
tay ; -> Y
|
|
lda (ColorPtr),y ; color for both lines
|
|
sta Colp0 ; -> colp0
|
|
; Load bitmap value for each line, store in temp var
|
|
pla
|
|
asl ; offset * 2
|
|
tay ; -> Y
|
|
lda (SpritePtr),y ; bitmap for first line
|
|
sta Bit2p0 ; -> bit2p0
|
|
iny
|
|
lda (SpritePtr),y ; bitmap for second line
|
|
; WSYNC and store values for first line
|
|
sta WSYNC
|
|
sta GRP0 ; Bit1p0 -> GRP0
|
|
lda Colp0
|
|
sta COLUP0 ; Colp0 -> COLUP0
|
|
dex
|
|
beq NewPFSegment ; end of this playfield segment?
|
|
; WSYNC and store values for second line
|
|
sta WSYNC
|
|
lda Bit2p0
|
|
sta GRP0 ; Bit2p0 -> GRP0
|
|
jmp KernelLoop
|
|
NoMoreSegs
|
|
; Change colors so we can see when our loop ends
|
|
lda #0
|
|
sta COLUBK
|
|
; Wait for timer to finish
|
|
TIMER_WAIT
|
|
|
|
; Set up overscan timer
|
|
TIMER_SETUP 29
|
|
lda #2
|
|
sta VBLANK
|
|
jsr MoveJoystick
|
|
TIMER_WAIT
|
|
jmp NextFrame
|
|
|
|
SetHorizPos
|
|
sta WSYNC ; start a new line
|
|
bit 0 ; waste 3 cycles
|
|
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
|
|
rts ; return to caller
|
|
|
|
; Read joystick movement and apply to object 0
|
|
MoveJoystick
|
|
; Move vertically
|
|
; (up and down are actually reversed since ypos starts at bottom)
|
|
ldx YPos
|
|
lda #%00100000 ;Up?
|
|
bit SWCHA
|
|
bne SkipMoveUp
|
|
cpx #175
|
|
bcc SkipMoveUp
|
|
dex
|
|
SkipMoveUp
|
|
lda #%00010000 ;Down?
|
|
bit SWCHA
|
|
bne SkipMoveDown
|
|
cpx #254
|
|
bcs SkipMoveDown
|
|
inx
|
|
SkipMoveDown
|
|
stx YPos
|
|
; Move horizontally
|
|
ldx XPos
|
|
lda #%01000000 ;Left?
|
|
bit SWCHA
|
|
bne SkipMoveLeft
|
|
cpx #1
|
|
bcc SkipMoveLeft
|
|
dex
|
|
SkipMoveLeft
|
|
lda #%10000000 ;Right?
|
|
bit SWCHA
|
|
bne SkipMoveRight
|
|
cpx #153
|
|
bcs SkipMoveRight
|
|
inx
|
|
SkipMoveRight
|
|
stx XPos
|
|
rts
|
|
|
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
|
|
align $100; make sure data doesn't cross page boundary
|
|
PlayfieldData
|
|
.byte 4,#%00000000,#%11111110,#%00110000
|
|
.byte 8,#%11000000,#%00000001,#%01001000
|
|
.byte 15,#%00100000,#%01111110,#%10000100
|
|
.byte 20,#%00010000,#%10000000,#%00010000
|
|
.byte 20,#%00010000,#%01100011,#%10011000
|
|
.byte 15,#%00100000,#%00001100,#%01000100
|
|
.byte 8,#%11000000,#%00110000,#%00110010
|
|
.byte 4,#%00000000,#%11000000,#%00001100
|
|
.byte 0
|
|
|
|
;; Bitmap data "standing" position
|
|
Frame0
|
|
.byte #0
|
|
.byte #0
|
|
;;{w:8,h:16,brev:1,flip:1};;
|
|
.byte #%01101100;$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;$F4
|
|
;; Color data for each line of sprite
|
|
;;{pal:"vcs"};;
|
|
ColorFrame0
|
|
.byte #$FF;
|
|
.byte #$86;
|
|
.byte #$86;
|
|
.byte #$C2;
|
|
.byte #$C2;
|
|
.byte #$16;
|
|
.byte #$16;
|
|
.byte #$18;
|
|
.byte #$F4;
|
|
;;
|
|
; Epilogue
|
|
org $fffc
|
|
.word Start
|
|
.word Start
|