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8bitworkshop/presets/vcs/examples/retrigger.a
2019-03-26 08:45:46 -04:00

414 lines
10 KiB
Plaintext

processor 6502
include "vcs.h"
include "macro.h"
include "xmacro.h"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; The sprite retrigger trick relies on a behavior when the
; NUSIZ register is set to display multiple copies of objects
; (usually two). Basically, if the RESPx register is strobed
; multiple times on a given scanline, the first (leftmost) copy
; of the object will be hidden, and the TIA will draw the other
; copy. You can keep strobing the register to output multiple
; copies on the same scanline.
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
org $f000
CurRow equ $8f
NumRows equ 5
EnemyRows0 equ $80
EnemyYpos0 equ $85
EnemyXofs0 equ $8a
Temp equ $90
MissileY0 equ $91
MissileY1 equ $92
MissileX0 equ $93
BaseX equ $94
ZPRoutine equ $a0
ZPWrites equ ZPRoutine+(KernelStores-KernelStart)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Start
CLEAN_START
; Copy Grid Kernel routine into RAM so we can modify it.
ldx #KernelEnd-KernelStart-1
CopyRoutineLoop
lda KernelStart,x
sta ZPRoutine,x
dex
bpl CopyRoutineLoop
; Set up interlocuters
lda #$ff
sta EnemyRows0+4
sta EnemyRows0+3
sta EnemyRows0+2
sta EnemyRows0+1
sta EnemyRows0+0
lda #190
sta EnemyYpos0+4
lda #170
sta EnemyYpos0+3
lda #150
sta EnemyYpos0+2
lda #130
sta EnemyYpos0+1
lda #110
sta EnemyYpos0+0
lda #40
sta MissileY0
lda #50
sta MissileY1
lda #65
sta BaseX
lda #$df
sta COLUPF ; use the ball for the player's missile
; Try out the Grid Kernel (not neccessary except for the IDE to get timing)
ldy #0 ; just one line
jsr KernelStart
NextFrame
VERTICAL_SYNC
; VBLANK
TIMER_SETUP 37
jsr ReadControls
jsr MoveMissiles
TIMER_WAIT
; Main frame
TIMER_SETUP 192
jsr DrawEnemyFormation
jsr DrawBelowFormation
jsr DrawPlayerBase
lda #$10
sta COLUBK ; set ground color, just in time!
lda #0
sta ENABL
sta ENAM1 ; turn off missile and ball
; Overscan
TIMER_SETUP 29
TIMER_WAIT
lda #0
sta COLUBK ; clear ground color
; Jump to next frame
jmp NextFrame
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Draw all lines of the enemy formation.
DrawEnemyFormation
lda #4
sta CurRow
; We're going to use the timer to wait for the
; scanline to approach the next row of enemies.
; We'll draw any missiles while we're waiting.
WaitForRow
jsr DrawMissiles
ldx CurRow
lda EnemyYpos0,x
cmp INTIM
bcc WaitForRow
; We've reached the right scanline, so we'll
; set up the NUSIZ registers and clear collisions.
lda #1 ; two copies, close for NUSIZ
sta NUSIZ0
sta NUSIZ1
sta CXCLR ; clear collisions
; WSYNC and draw the row of sprites.
sta WSYNC
jsr DrawFormation
; See if any of the player objects collided with ball.
lda CXP0FB
ora CXP1FB
and #$c0
beq NoCollision
; We've got a collision, now we need to see where it is.
; Our grid spacing is 12 pixels, so we need to divide by 12.
; We'll have to account for the X offset of the sprites, too.
lda MissileX0
ldx #$ff
sec
sbc #13
DivideBy12
inx
sbc #12
bcs DivideBy12
txa
; Now we lookup the bitmask to use, and erase the
; bit that corresponds to the enemy.
tax
lda PowersOf2,x
eor #$ff
ldx CurRow
and EnemyRows0,x
sta EnemyRows0,x
; Now we destroy the missile too.
lda #0
sta MissileY0
NoCollision
dec CurRow
bpl WaitForRow
lda #0 ; turn off two-copy mode
sta NUSIZ0
sta NUSIZ1
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;
; Draw a line of the formation.
; First we'll modify the routine in RAM,
; then we'll transfer control to it.
DrawFormation
ldx CurRow
lda EnemyRows0,x
ldx #1 ; start at KernelStores+1
ShiftLoop
ldy #RESP0
ror
bcs NoClearEnemy0
ldy #$30 ; no-op
NoClearEnemy0
sty ZPWrites,x
inx
inx
ldy #RESP1
ror
bcs NoClearEnemy1
ldy #$30 ; no-op
NoClearEnemy1
sty ZPWrites,x
inx
inx
cpx #16 ; 8*2 bytes
bcc ShiftLoop
; Now we jump to our newly-modified kernel in RAM
; to draw the row of sprites.
ldy EnemyColorFrame0 ; get height -> Y
jsr ZPRoutine ; draw sprites
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; The Grid Kernel, which we'll copy into RAM at the
; start of the program. We'll use the "STA RESPn,x"
; instruction since it takes up 4 cycles, which gives
; us a horizontal spacing of 12 pixels.
KernelStart
KernelLoop
lda EnemyFrame0,y ; load bitmap
sta WSYNC
ldx EnemyColorFrame0,y ; load color
sta GRP0
sta GRP1
stx COLUP0
stx COLUP1
ldx #0 ; so we can do the STA RESPn,x variant
KernelStores
; These STAs are meant to be modified
sta RESP0,x
sta RESP1,x
sta RESP0,x
sta RESP1,x
sta RESP0,x
sta RESP1,x
sta RESP0,x
sta RESP1,x
; End of modifiable section
dey ; also acts as 2-cycle delay
stx.w GRP0 ; clear player 0 bitmap (4-cycle version)
sta RESP0 ; reset player 0 position
stx GRP1 ; clear player 1 bitmap
sta RESP1 ; reset player 1 position
bpl KernelLoop ; repeat until Y < 0
rts
KernelEnd
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Draw the empty space in between interlocuters
; and the base, which consists of missiles.
DrawBelowFormation
lda #$FF ; set missile colors
sta COLUP0
sta COLUP1
jsr DrawMissiles
lda INTIM
cmp #17 ; are we close to the bottom?
bcs DrawBelowFormation
sta WSYNC ; exit in a known state
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Read the timer to see if we should draw either
; or both missiles.
; We do this in constant time by using the carry flag of
; the CMP operation.
DrawMissiles
lda INTIM ; load timer value
pha
sec
sbc MissileY0
cmp #8 ; within 8 lines of missile?
lda #3 ; bit 1 now set
adc #0 ; if carry set, bit 1 cleared
sta ENABL ; enable/disable ball
pla
sec
sbc MissileY1
cmp #8 ; within 8 lines of missile?
lda #3 ; bit 1 now set
adc #0 ; if carry set, bit 1 cleared
sta ENAM1 ; enable/disable missile
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Draw the player's base
DrawPlayerBase
lda BaseX
ldx #0
jsr SetHorizPos ; first set the horizontal position
ldy ColorFrame0 ; get sprite height
DrawBaseLoop
lda Frame0,y
ldx ColorFrame0,y
sta WSYNC
sta GRP0
stx COLUP0
dey
bpl DrawBaseLoop ; repeat until Y < 0
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Move missiles
; Missile 0 moves up, missile 1 moves down.
MoveMissiles
lda MissileY0
beq NoMoveMiss0
inc MissileY0
NoMoveMiss0
lda MissileY1
beq NoMoveMiss1
dec MissileY1
NoMoveMiss1
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Move player and shoot missiles with joystick/button
ReadControls
ldx BaseX
bit SWCHA ; read joystick
bvs NoMoveLeft ; bit 7 set?
lda #%0
sta REFP0 ; reset sprite flip
dex
bne NoMoveRight
NoMoveLeft
bmi NoMoveRight ; bit 6 set?
lda #%1000
sta REFP0 ; set sprite flip
inx
bmi NoStoreX
NoMoveRight
stx BaseX
NoStoreX
; Shoot a missile when fire button pressed
bit INPT4 ; read button
bmi NoFireButton ; bit 7 set?
lda #10
sta MissileY0 ; reset missile
lda BaseX
clc
adc #6
sta MissileX0
ldx #4
jsr SetHorizPos ; set ball X pos to player's X
NoFireButton
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Set horizontal position of object
SetHorizPos
sta HMCLR
sta WSYNC ; start a new line
sec ; set carry flag
DivideLoop
sbc #15 ; subtract 15
bcs DivideLoop ; branch until negative
eor #7 ; calculate fine offset
asl
asl
asl
asl
sta HMP0,x ; set fine offset
sta RESP0,x ; fix coarse position
sta WSYNC
sta HMOVE
rts ; return to caller
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Make sure the bitmap tables used by the Grid Kernel
; do not cross page boundaries, because if so the CPU will
; add an extra cycle and mess up our timing!
org $ff00
;; Enemy cat-head graphics data
;;{w:8,h:8,brev:1,flip:1};;
EnemyFrame0
.byte #0
.byte #%00111100;$AE
.byte #%01000010;$AE
.byte #%11100111;$AE
.byte #%11111111;$AC
.byte #%10011001;$8E
.byte #%01111110;$8E
.byte #%11000011;$98
.byte #%10000001;$98
;;{pal:"vcs"};;
EnemyColorFrame0
.byte #8 ; height
.byte #$AE;
.byte #$AC;
.byte #$A8;
.byte #$AC;
.byte #$8E;
.byte #$8E;
.byte #$98;
.byte #$94;
;; Player graphics data, such bitmap
;;{w:8,h:10,brev:1,flip:1};;
Frame0
.byte #0
.byte #%11111111;$0E
.byte #%11111111;$0E
.byte #%11101111;$0E
.byte #%10010111;$0E
.byte #%10011111;$FE
.byte #%11111111;$FE
.byte #%11010111;$FE
.byte #%01111110;$FA
.byte #%00111110;$FA
.byte #%01000001;$FA
;;{pal:"vcs"};;
ColorFrame0
.byte #10 ; height
.byte #$0E;
.byte #$0E;
.byte #$0E;
.byte #$0E;
.byte #$FE;
.byte #$FE;
.byte #$FE;
.byte #$FA;
.byte #$FA;
.byte #$FA;
;;
PowersOf2
.byte #$1,#$2,#$4,#$8,#$10,#$20,#$40,#$80
; Epilogue
org $fffc
.word Start
.word Start