mirror of
https://github.com/sehugg/8bitworkshop.git
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245 lines
7.0 KiB
Plaintext
245 lines
7.0 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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include "xmacro.h"
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;
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; Now that we know how to draw extra-wide sprites, we can
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; apply this technique to another type of object: text.
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;
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; We can draw scoreboards and other kinds of text using the
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; playfield registers. However, these are pretty blocky, and
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; limited to 40 pixels in width. But we can draw lines of text
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; that are 48 pixels width by five pixels high using the
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; sprite retriggering trick.
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;
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; Instead of fetching our bitmap data from ROM, we build a
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; bitmap in RAM using lookup tables. Building the bitmap array
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; efficiently is a challenge, because we've got to look up 60
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; bytes in memory and combine those into 30 bytes. If we did
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; this without regard to performance, it might consume a few
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; thousand CPU cycles, which would require 30 or 40 scanlines
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; just to set up the sprite.
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;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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seg.u Variables
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org $80
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Temp .byte
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WriteOfs .byte ; offset into dest. array FontBuf
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LoopCount .byte ; counts scanline when drawing
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StrPtr .word ; pointer to text string
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StrLen .byte ; counts chars when building string
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TempSP .byte ; temp. storage for stack pointer
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FontBuf ; 30 bytes for text bitmap
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REPEAT 30
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.byte
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REPEND
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LoChar equ #41 ; lowest character value
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HiChar equ #90 ; highest character value
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THREE_COPIES equ %011 ; for NUSIZ registers
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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seg Code
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org $f000
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Start
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CLEAN_START
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NextFrame
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VERTICAL_SYNC
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TIMER_SETUP 37
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lda #$18
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sta COLUP0
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lda #$28
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sta COLUP1
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lda #THREE_COPIES
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sta NUSIZ0
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sta NUSIZ1
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sta WSYNC
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SLEEP 20
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sta RESP0
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sta RESP1
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lda #$10
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sta HMP1
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sta WSYNC
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sta HMOVE
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sta HMCLR
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lda #1
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sta VDELP0
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sta VDELP1
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TIMER_WAIT
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TIMER_SETUP 192
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lda #<String0
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sta StrPtr
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lda #>String0
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sta StrPtr+1
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jsr BuildText ; build the 48x5 bitmap
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jsr DrawText ; draw the bitmap
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lda #<String1
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sta StrPtr
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lda #>String1
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sta StrPtr+1
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jsr BuildText ; build the 48x5 bitmap
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jsr DrawText ; draw the bitmap
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TIMER_WAIT
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TIMER_SETUP 29
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TIMER_WAIT
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jmp NextFrame
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; Create the 48x5 bitmap of a line of text, using
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; 12 characters pointed to by StrPtr.
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; The bitmap is stored in a 30-byte array starting at FontBuf.
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BuildText subroutine
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lda #$80
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sta COLUBK
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; First, save the original stack pointer.
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tsx
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stx TempSP
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; Initialize WriteOfs (dest offset)
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; and StrLen (source offset)
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lda #FontBuf+4 ; +4 because PHA goes in decreasing order
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sta WriteOfs ; offset into dest. array FontBuf
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ldy #0
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sty StrLen ; start at first character
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.CharLoop
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; Get next pair of characters.
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; Get first character
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lda (StrPtr),y ; load next character
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sec
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sbc #LoChar ; subtract 32 (1st char is Space)
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sta Temp
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asl
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asl
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adc Temp ; multiply by 5
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tax ; first character offset -> X
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; Get second character
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iny
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lda (StrPtr),y ; load next character
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sec
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sbc #LoChar ; subtract 32 (1st char is Space)
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sta Temp
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asl
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asl
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adc Temp ; multiply by 5
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iny
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sty StrLen ; StrLen += 2
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tay ; second character offset -> Y
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; Setup stack pointer so that successive PHA copy bytes
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; to decreasing addresses, starting at WriteOfs.
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txa
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ldx WriteOfs
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txs
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tax
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; Write the character to FontBuf, copying all 5 bytes.
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; Because we are using PHA, we have essentially three
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; registers to work with.
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lda FontTableLo+4,y
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ora FontTableHi+4,x
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pha
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lda FontTableLo+3,y
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ora FontTableHi+3,x
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pha
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lda FontTableLo+2,y
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ora FontTableHi+2,x
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pha
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lda FontTableLo+1,y
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ora FontTableHi+1,x
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pha
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lda FontTableLo+0,y
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ora FontTableHi+0,x
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pha
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; Go to next WriteOfs (skip 5 bytess)
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lda WriteOfs
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clc
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adc #5
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sta WriteOfs
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.NoIncOfs
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; Repeat until we run out of characters.
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ldy StrLen
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cpy #12
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bne .CharLoop
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; Restore stack pointer.
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ldx TempSP
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txs
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rts
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; Display the resulting 48x5 bitmap from FontBuf
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DrawText subroutine
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sta WSYNC
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SLEEP 40 ; start near end of scanline
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lda #4
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sta LoopCount
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BigLoop
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ldy LoopCount ; counts backwards
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lda FontBuf+0,y ; load B0 (1st sprite byte)
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sta GRP0 ; B0 -> [GRP0]
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lda FontBuf+5,y ; load B1 -> A
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sta GRP1 ; B1 -> [GRP1], B0 -> GRP0
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sta WSYNC ; sync to next scanline
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lda FontBuf+10,y ; load B2 -> A
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sta GRP0 ; B2 -> [GRP0], B1 -> GRP1
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lda FontBuf+25,y ; load B5 -> A
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sta Temp ; B5 -> temp
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ldx FontBuf+20,y ; load B4 -> X
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lda FontBuf+15,y ; load B3 -> A
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ldy Temp ; load B5 -> Y
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sta GRP1 ; B3 -> [GRP1]; B2 -> GRP0
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stx GRP0 ; B4 -> [GRP0]; B3 -> GRP1
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sty GRP1 ; B5 -> [GRP1]; B4 -> GRP0
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sta GRP0 ; ?? -> [GRP0]; B5 -> GRP1
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dec LoopCount ; go to next line
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bpl BigLoop ; repeat until < 0
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lda #0 ; clear the sprite registers
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sta GRP0
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sta GRP1
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sta GRP0
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sta GRP1
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rts
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; Unpacked font tables. Each character consists of 5 nibbles
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; packed into 5 bytes. There's a table with the bitmap data in
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; the low nibble, and one with the bitmap data in the high nibble.
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align $100 ; make sure data doesn't cross page boundary
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FontTableLo
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hex 0402020204050205000002070200000402000000070000000004000000000404
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hex 0201010605050503020202060207040201060601020106010107050506010604
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hex 0707050704030404020107070507050706010705070400040000040200020001
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hex 0204020107000700000402010204020002010703040705020505070502060506
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hex 0506030404040306050505060704070407040407040703050704030505070505
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hex 0702020207020501010105050605050704040404050507070505070707050205
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hex 0505020404060506030705050205060705060601020403020202020703050505
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hex 0502020505050507070505050502050502020205050704020107000000000000
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align $100 ; make sure data doesn't cross page boundary
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FontTableHi
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hex 4020202040502050000020702000004020000000700000000040000000004040
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hex 2010106050505030202020602070402010606010201060101070505060106040
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hex 7070507040304040201070705070507060107050704000400000402000200010
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hex 2040201070007000004020102040200020107030407050205050705020605060
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hex 5060304040403060505050607040704070404070407030507040305050705050
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hex 7020202070205010101050506050507040404040505070705050707070502050
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hex 5050204040605060307050502050607050606010204030202020207030505050
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hex 5020205050505070705050505020505020202050507040201070000000000000
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String0 dc "HELLO[WORLD?"
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String1 dc "TEXT[IS[NICE"
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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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