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126 lines
3.1 KiB
Plaintext
126 lines
3.1 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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org $f000
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;
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; We're going to use a more clever way to position sprites
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; ("players") which relies on additional TIA features.
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; Because the CPU timing is 3 times as coarse as the TIA's,
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; we can only access 1 out of 3 possible positions using
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; CPU delays alone.
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; Additional TIA registers let us nudge the final position
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; by discrete TIA clocks and thus target all 160 positions.
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;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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counter equ $81
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start CLEAN_START
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nextframe
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VERTICAL_SYNC
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; 34 lines of VBLANK
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ldx #34
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lvblank sta WSYNC
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dex
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bne lvblank
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; Instead of representing the horizontal position in CPU clocks,
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; we're going to use TIA clocks.
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lda counter ; load the counter as horizontal position
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and #$7f ; force range to (0-127)
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; We're going to divide the horizontal position by 15.
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; The easy way on the 6502 is to subtract in a loop.
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; Note that this also conveniently adds 5 CPU cycles
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; (15 TIA clocks) per iteration.
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sta WSYNC ; 35th line
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sta HMCLR ; reset the old horizontal position
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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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; A now contains (the remainder - 15).
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; We'll convert that into a fine adjustment, which has
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; the range -8 to +7.
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eor #7
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asl ; HMOVE only uses the top 4 bits, so shift by 4
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asl
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asl
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asl
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; The fine offset goes into HMP0
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sta HMP0
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; Now let's fix the coarse position of the player, which as you
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; remember is solely based on timing. If you rearrange any of the
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; previous instructions, position 0 won't be exactly on the left side.
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sta RESP0
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; Finally we'll do a WSYNC followed by HMOVE to apply the fine offset.
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sta WSYNC ; 36th line
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sta HMOVE ; apply offset
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; We'll see this method again, and it can be made into a subroutine
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; that works on multiple objects.
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; Now draw the 192 scanlines, drawing the sprite.
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; We've already set its horizontal position for the entire frame,
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; but we'll try to draw something real this time, some digits
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; lifted from another game.
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ldx #192
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lda #0 ; changes every scanline
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ldy #0 ; sprite data index
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lvscan
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sta WSYNC ; wait for next scanline
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sty COLUBK ; set the background color
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lda NUMBERS,y
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sta GRP0 ; set sprite 0 pixels
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iny
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cpy #60
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bcc wrap1
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ldy #0
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wrap1
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dex
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bne lvscan
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; Clear the background color and sprites before overscan
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stx COLUBK
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stx GRP0
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; 30 lines of overscan
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ldx #30
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lvover sta WSYNC
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dex
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bne lvover
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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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jmp nextframe
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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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;; end
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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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; QUESTION: What if you don't set the fine offset?
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; QUESTION: What if you don't set the coarse offset?
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