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8bitworkshop/presets/atari8-800/hellopm.dasm
2022-08-30 19:37:30 -05:00

193 lines
6.2 KiB
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; Atari 8-bit sample code
; Written by Daniel Boris (danlb_2000@yahoo.com)
; Modified by Steven Hugg @8bitworkshop
; Assemble with DASM
;
processor 6502
include "atari.inc"
;*************** Variable ***********************
line equ $20 ;Current DLI line
pm0pos equ $21 ;Current pos of P0
;*************** Start of Code *******************
org $a000 ;Start of cartridge area
Start
;************* Setup display list *******************
ldx #$21 ;Number of bytes in list
dlloop ;Copy display list to RAM
lda dlist,x ;Get byte
sta $1000,x ;Copy to RAM
dex ;next byte
bpl dlloop
;************* Setup hardware registers *************
lda #$22 ;Set color PF0
sta COLOR0
lda #$0F ;Set color PF1
sta COLOR1
lda #$84 ;Set color PF2
sta COLOR2
lda #$00 ;Set Display list pointer
sta SDLSTL
lda #$10
sta SDLSTH
lda #$f8 ;Set Charcter Set Base
sta CHBAS
lda #$22 ;Enable DMA
sta SDMCTL
; load display list interrupt address
lda #<dli
sta VDSLST
lda #>dli
sta VDSLST+1
; activate display list interrupt and vertical blank interrupt
lda #$C0
sta NMIEN
;************ Draw display graphics *******************
ldy #$02 ;Draw bars on screen
lda #$18 ;Screen memory starts at $1800
sta $81
lda #$00
sta $80
ldx #$18
crloop5
lda #$FF ;Bar 4 pixels wide of color 3
sta ($80),y ;Store data
iny
iny ;Skip 4 pixels
lda #$55 ;Bar 4 pixels wide of color 1
sta ($80),y ;Store data
iny
iny ;Skip 4 pixels
lda #$AA ;Bar 4 pixels wide of color 2
sta ($80),y ;Store data
tya
clc
adc #$06 ;Move pointer to next line
tay
dex ;Next line
bne crloop5 ;Branch if not done
;************* Setup Player/Missile registers ***************
lda #$3A ;Enable DMA (single line resolution/
sta SDMCTL ;normal background)
lda #$20 ;Set PM base address ($200)
sta PMBASE
lda #$03 ;Enable players and missiles
sta GRACTL
lda #$16 ;Color of player 0
sta PCOLR0
ldy #$00
lda #$02 ;Size of player 0
sta SIZEP0
lda #$01 ;Give players priority over playfield
sta GPRIOR
;************ Copy player data to RAM ********************************
pmloop1
lda pm1,y ;Get data
sta $2430,y ;Write it into RAM
sta $24C0,y
iny
cpy #$08 ;Copy 8 bytes
bne pmloop1
;************ Move player ********************************************
ldx #$20 ;Starting position of player
mvloop1
jsr waitvb ;Wait for a vertical bank
lda #$00 ;Reset line counter
sta line
stx HPOSP0 ;Set position of player
stx pm0pos ;Save position for DLI
inx
cpx #$C0 ;Check for end of move
bne mvloop1 ;If not keep moving right
lda #$04 ;Give playfield priority player
sta GPRIOR
mvloop2
jsr waitvb ;Wait for a vertical blank
lda #$00 ;Reset line counter
sta line
stx HPOSP0 ;Set position of player
stx pm0pos ;Save position for DLI
dex
cpx #$30 ;Check for end of move
bne mvloop2 ;If not keep moving left
lda #$01 ;Give player priority over playfield
sta GPRIOR
jmp mvloop1 ;Continue looping
;************ Wait for vertical blank ************************
waitvb
lda RTCLOK+2 ;Read timer (this is incremented during VB)
waitvb2
cmp RTCLOK+2 ;Did it change?
beq waitvb2 ;If not keep waiting
rts
;************ Display list interrupt ************************
dli
pha ;Save A
inc line ;Increment the line counter
lda line ;Past the fifth DLI?
cmp #$05
bne done ;If not then exit DLI
lda pm0pos ;Get player 0 position
eor #$FF ;Invert it
sta HPOSP0 ;Set player 0 position
lda #$0F ;Change player color
sta COLPM0 ;
; Note: Player color is changed in hardware register not the shadow
; register so it takes effect immediatly.
done
pla ;Restore A
rti ;Done
;************* Display list data ****************************
; starts at $1000
dlist .byte $70,$70,$70 ;24 blank scanlines
.byte $48,$00,$18 ;Mode 8 and Load memory scan $1800
.byte $88,$88,$88,$88,$88,$88,$88 ;23 more line of mode 8
.byte $88,$88,$88,$88,$88,$88,$88,$88,$88,$88,$88,$88,$88
.byte $88,$88,$88
.byte $41,$00,$10 ;Jump back to start at $1000
;************* Player shape *********************************
pm1 .byte %00111100
.byte %01000010
.byte %10100101
.byte %10000001
.byte %10100101
.byte %10011001
.byte %01000010
.byte %00111100
;************** Cart reset vector **************************
;Cartridge footer
org CARTCS
.word Start ; cold start address
.byte $00 ; 0 == cart exists
.byte $04 ; boot cartridge
.word Start ; start