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https://github.com/sehugg/8bitworkshop.git
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175 lines
4.0 KiB
Plaintext
175 lines
4.0 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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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;
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; Besides the two 8x1 sprites ("players") the TIA has
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; two "missiles" and one "ball", which are just variable-length
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; dots or dashes. They have similar positioning and display
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; requirements, so we're going to make a subroutine that can
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; set the horizontal position of any of them.
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; But we can also use the HMPx/HMOVE registers directly to move the
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; objects by small offsets without using this routine every time.
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;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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org $f000
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counter equ $81
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; Initialize and set initial offsets of objects.
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start CLEAN_START
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lda #10
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ldx #0
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jsr SetHorizPos ; set player 0 horiz. pos
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inx
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lda #130
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jsr SetHorizPos ; set player 1 horiz. pos
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inx
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lda #40
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jsr SetHorizPos ; set missile 0 horiz. pos
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lda #$10
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sta NUSIZ0 ; make missile 0 2x-wide
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inx
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lda #70
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jsr SetHorizPos ; set missile 1 horiz. pos
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lda #$20
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sta NUSIZ1 ; make missile 1 4x-wide
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inx
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lda #100
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jsr SetHorizPos ; set ball horiz. pos
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lda #$30
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sta CTRLPF ; set ball 8x-wide
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sta WSYNC
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sta HMOVE
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; We've technically generated an invalid frame because
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; these operations have generated superfluous WSYNCs.
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; But it's just at the beginning of our program, so whatever.
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; Next frame loop
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nextframe
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VERTICAL_SYNC
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; 36 lines of VBLANK
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ldx #36
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lvblank sta WSYNC
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dex
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bne lvblank
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; Draw 192 scanlines
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; We're going to draw both players, both missiles, and the ball
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; straight down the screen. We can draw various kinds of vertical
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; lines this way.
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ldx #192
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stx COLUBK ; set the background color
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lda #0 ; A changes every scanline
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ldy #0 ; Y is sprite data index
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lvscan
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sta WSYNC ; wait for next scanline
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lda NUMBERS,y
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sta GRP0 ; set sprite 0 pixels
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sta GRP1 ; set sprite 1 pixels
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tya ; we'll use the Y position, only the 2nd bit matters
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sta ENAM0 ; enable/disable missile 0
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sta ENAM1 ; enable/disable missile 1
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sta ENABL ; enable/disable ball
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iny
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cpy #60
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bne wrap1 ; wrap Y at 60 to 0
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ldy #0
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wrap1
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dex
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bne lvscan ; repeat next scanline until finished
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; Clear all colors to black before overscan
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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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ldx #25
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lvover sta WSYNC
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dex
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bne lvover
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; Move all the objects by a different offset using HMP/HMOVE registers
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; We'll hard-code the offsets in a table for now
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ldx #0
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hmoveloop
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lda MOVEMENT,x
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sta HMCLR
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sta HMP0,x
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sta WSYNC
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sta HMOVE
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inx
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cpx #5
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bcc hmoveloop
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; This loop also gave us 5 extra scanlines = 30 total
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; Cycle the sprite colors for the next frame
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inc counter
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lda counter
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sta COLUP0
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clc
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ror
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sta COLUP1
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clc
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ror
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sta COLUPF
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jmp nextframe
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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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; This routine does a WSYNC and HMOVE before executing,
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; so whatever you do here will not take effect until you
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; call the routine again or do your own WSYNC and HMOVE.
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SetHorizPos
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sta WSYNC ; start a new line
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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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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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rts ; return to caller
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; Hard-coded values for movement registers
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MOVEMENT
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.byte $f0 ; +1 pixels
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.byte $e0 ; +2 pixels
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.byte $c0 ; +4 pixels
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.byte $10 ; -1 pixels
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.byte $20 ; -2 pixels
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; Bitmap pattern for digits
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NUMBERS ;;{w:8,h:6,count:10,brev:1};;
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.byte $EE,$AA,$AA,$AA,$EE,$00
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.byte $22,$22,$22,$22,$22,$00
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.byte $EE,$22,$EE,$88,$EE,$00
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.byte $EE,$22,$66,$22,$EE,$00
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.byte $AA,$AA,$EE,$22,$22,$00
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.byte $EE,$88,$EE,$22,$EE,$00
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.byte $EE,$88,$EE,$AA,$EE,$00
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.byte $EE,$22,$22,$22,$22,$00
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.byte $EE,$AA,$EE,$AA,$EE,$00
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.byte $EE,$AA,$EE,$22,$EE,$00
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; Epilogue
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org $fffc
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.word start
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.word start
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