8bitworkshop/presets/examples/fullgame.a

396 lines
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processor 6502
include "vcs.h"
include "macro.h"
include "xmacro.h"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
seg.u Variables
org $80
Temp byte
PlyrXPos byte ; player X position
PlyrYPos byte ; player Y position
TrailFrac byte ; 8-bit fractional trail position
TrailPos word ; current 16-bit position along trail
Speed byte ; velocity along trail
Random word
PF1Mask byte
PF2Mask byte
YP0 byte ; sprite 0 vertical counter
YP1 byte ; sprite 1 vertical counter
SpritePtr0 word ; sprite 0 pointer
SpritePtr1 word ; sprite 1 pointer
YStop byte ; temp. register
NextHeight byte ; next sprite height
ObsIndex byte ; current obstacle index (0-7)
; Y offset into first obstacle
TrailObsYOffset byte
; next 8 bytes of trail data, starting from top of screen
TrailData ds 8
; Data for all 8 obstacle sprites
ObsXpos ds 8
ObsColor ds 8
ObsPtrLo ds 8
ObsPtrHi ds 8
SpriteHeight equ 20 ; Height of all sprites
TrailDisplayHeight equ 160 ; Height of trail dispaly area
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
seg Code
org $f000
Start
CLEAN_START
lda #1
sta Random
lda #70
sta PlyrXPos
lda #70
sta ObsXpos+0
lda #$7f
sta ObsColor+0
lda #<Frame0
sta ObsPtrLo+0
lda #>Frame0
sta ObsPtrHi+0
lda #40
sta ObsXpos+1
lda #$68
sta ObsColor+1
lda #<Frame0
sta ObsPtrLo+1
lda #>Frame0
sta ObsPtrHi+1
lda #60
sta ObsXpos+2
lda #$28
sta ObsColor+2
lda #<Frame0
sta ObsPtrLo+2
lda #>Frame0
sta ObsPtrHi+2
lda #$40
sta Speed
NextFrame
VERTICAL_SYNC
TIMER_SETUP 37
lda #150
sta YP0
lda #$ff
sta PF1Mask
lda #$0f
sta PF2Mask
lda #<Frame0
sta SpritePtr0
lda #>Frame0
sta SpritePtr0+1
lda #$ff
sta COLUP0
lda PlyrXPos
ldx #0
jsr SetHorizPos
sta WSYNC
sta HMOVE
TIMER_WAIT
TIMER_SETUP 192
jsr DrawTrail
TIMER_WAIT
TIMER_SETUP 30
jsr MoveAlongTrail
TIMER_WAIT
jmp NextFrame
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Move player along the trail
MoveAlongTrail subroutine
lda TrailFrac
sec
adc Speed
sta TrailFrac
php
lda TrailPos
adc #0
sta TrailPos
lda TrailPos+1
adc #0
sta TrailPos+1
plp
lda TrailObsYOffset
adc #0
cmp #SpriteHeight+4
bcc .NoNextObstacle
; Move obstacles up one slot
ldx #6
.MoveLoop
lda ObsXpos,x
sta ObsXpos+1,x
lda ObsColor,x
sta ObsColor+1,x
lda ObsPtrLo,x
sta ObsPtrLo+1,x
lda ObsPtrHi,x
sta ObsPtrHi+1,x
dex
bpl .MoveLoop
; Generate new obstacle
jsr NextRandom
sta ObsColor
and #$5f
sta ObsXpos
; Reset TrailObsYOffset
lda #0
.NoNextObstacle
sta TrailObsYOffset
rts
; Put the trail edges into the PF1 and PF2 registers.
; X = trail position lo byte
MAC TRAIL_PLAYFIELD
lda PF1Mask
and $f000,x
sta PF1
lda PF2Mask
and $f100,x
sta PF2
dex
ENDM
; Get next bitmap byte of sprite 0
MAC DRAW_SPRITE0
sec ; ensure carry set for subtraction
lda #SpriteHeight
isb YP0 ; INC yp0, then SBC yp0
tay
bcs .DoDraw ; outside bounds?
lda #0 ; clear bitmap
.byte $2c ; (BIT aaaa, skips next 2 bytes)
.DoDraw
lda (SpritePtr0),y ; lookup sprite bitmap
sta GRP0 ; A -> GRP0
ENDM
; Draw the trail
DrawTrail subroutine
lda TrailObsYOffset
sta NextHeight
lda #$c4
sta COLUPF
lda #$F0
sta PF0
lda #%0000001
sta CTRLPF
; lda #1
; sta VDELP0
; Set up ObsIndex (index of next obstacle to draw)
ldy #0
sty ObsIndex
; Set up X register with trail position lo byte,
; which displays the scrolling "forest" mask.
; We decrement this value every scanline and when it
; hits "YStop" we are done drawing.
lda TrailPos
sta YStop
clc
adc #TrailDisplayHeight
tax
; Set position of sprite
.SetSpritePos
sta HMCLR ; clear fine offsets
DRAW_SPRITE0
; Set up more values for sprite 1
ldy ObsIndex
lda ObsPtrLo,y
sta SpritePtr1
lda ObsPtrHi,y
sta SpritePtr1+1
lda ObsColor,y
sta COLUP1
; Update the playfield masks
; lda PFMask1,x
; sta PFMask1
; lda PFMask2,x
; sta PFMask2
; Set next height
lda NextHeight
sta YP1
lda #SpriteHeight
sta NextHeight
; Make sure grass texture is aligned
dex
cpx YStop
beq .NoMoreObjects
dex
cpx YStop
beq .NoMoreObjects
dex
cpx YStop
beq .NoMoreObjects
; Redraw sprite
DRAW_SPRITE0
; Position object horizontally
sta WSYNC
ldy ObsIndex
lda ObsXpos,y
iny
sty ObsIndex
sec
.DivideLoop
sbc #15 ; subtract 15
bcs .DivideLoop ; branch until negative
eor #7
asl
asl
asl
asl
sta HMP1 ; set fine offset
sta RESP1 ; fix coarse position
.Loop
sta WSYNC
; Draw sprite 0, with skipdraw
DRAW_SPRITE0
; Draw the playfield
TRAIL_PLAYFIELD
; Should we exit?
cpx YStop
beq .NoMoreObjects
; Draw sprite 1, no skipdraw
ldy YP1
lda (SpritePtr1),y
dey
sty YP1 ; YP1--
sta GRP1 ; A -> GRP1
; repeat until sprite 1 finished drawing (YP1<0)
bpl .Loop
; If not out of scanlines, position next sprite and continue
jmp .SetSpritePos
; Clean up playfield
.NoMoreObjects
lda #0
sta PF0
sta PF1
sta PF2
sta GRP0
sta GRP1
rts
; Random number generation
NextRandom subroutine
lda Random
lsr
ror Random+1
bcc .NoEor
eor #$d4
.NoEor:
sta Random
eor Random+1
rts
PrevRandom subroutine
lda Random
asl
rol Random+1
bcc .NoEor
eor #$a9
.NoEor:
sta Random
eor Random+1
rts
SetHorizPos
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
rts ; return to caller
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
align $100
PFMask1
byte #%00000000
byte #%10000000
byte #%11000000
byte #%11100000
byte #%11110000
byte #%11111000
byte #%11111100
byte #%11111110
byte #%11111111
byte #%11111111
byte #%11111111
byte #%11111111
byte #%11111111
byte #%11111111
byte #%11111111
byte #%11111111
byte #%11111111
PFMask2
byte #%00000000
byte #%00000000
byte #%00000000
byte #%00000000
byte #%00000000
byte #%00000000
byte #%00000000
byte #%00000000
byte #%00000001
byte #%00000011
byte #%00000111
byte #%00001111
byte #%00011111
byte #%00111111
byte #%01111111
byte #%11111111
; Bitmap data "standing" position
Frame0
.byte #0
.byte #%01101100;$F6
.byte #%00101000;$86
.byte #%00101000;$86
.byte #%00111000;$86
.byte #%10111010;$C2
.byte #%10111010;$C2
.byte #%01111100;$C2
.byte #%00111000;$C2
.byte #%00111000;$16
.byte #%01000100;$16
.byte #%01111100;$16
.byte #%01111100;$18
.byte #%01010100;$18
.byte #%01111100;$18
.byte #%11111110;$F2
.byte #%00111000;$F4
.byte 0,0,0,0,0,0,0
HMoveTable
hex 7060504030201000f0e0d0c0b0a09080
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Epilogue
org $fffc
.word Start
.word Start