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C02/vcs/include/arena.a02

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;arena.a02 - Two Line Arena Kernal for Atari 2600
;Requires Constants ARLINS, P0LINS and P1LINS
P0DRAW EQU $D0 ;Player 0 Draw Counter
P1DRAW EQU $D1 ;Player 1 Draw Counter
P0PTRL EQU $D2 ;Player 0 Graphics Pointer
P0PTRH EQU $D3
P1PTRL EQU $D4 ;Player 0 Graphics Pointer
P1PTRH EQU $D5
P0OFST: STA TEMP0 ;Save Multiplier
BEQ POFFSX ;If 0, Return
LDA #P0LINS ;Load # of Lines
BNE POFFST
P1OFST: STA TEMP0 ;Save Multiplier
BEQ POFFSX ;If 0, Return
LDA #P1LINS ;Load # of Lines
POFFST: STA TEMP1
POFFSL: TXA
CLC
ADC TEMP1
TAX
TYA
ADC #0
TAY
DEC TEMP0
BNE POFFSL
POFFSX: RTS
;p0prep() - Prepare Player 0 for Display
;Args: A - Y-Position
; X,Y - Address of Graphics Data
;Uses: ARLINS, P0LINS
;Sets: TEMP0 - Y-Position
;Affects; A,C,N,Z
P0PREP: LSR ;Divide by 2 for Two-line Position
STA TEMP0 ;Save Y Position
ROL ;Rotate Carry into Bit 1
EOR #1 ;Reverse It
STA VDELP0 ;and Store in Vertical Delay Register
LDA #ARLINS ;Draw = Top Line + Height - Y Position
CLC
ADC #P0LINS
SEC
SBC TEMP0
STA P0DRAW
TXA ;Pointer = GfxAddr + Height - 1 - Y Position
CLC
ADC #P0LINS-1
TAX
TYA
ADC #0
TAY
TXA
SEC
SBC TEMP0
STA P0PTRL
TYA
SBC #0
STA P0PTRH
RTS
;p1prep() - Prepare Player 1 for Display
;Args: A - Y-Position
; X,Y - Address of Graphics Data
;Uses: ARLINS, P1LINS
;Sets: TEMP1 - Y-Position
;Affects; A,C,N,Z
P1PREP: CLC ;Add 1 to Y-Position
ADC #1 ;to Compensate for GRP1 Priming
LSR ;Divide by 2 for Two-line Position
STA TEMP1 ;Save Y Position
ROL ;Rotate Carry into Bit 1
EOR #1 ;Reverse It
STA VDELP1 ;and Store in Vertical Delay Register
LDA #ARLINS ;Draw = Top Line + Height - Y Position + 1
CLC
ADC #P1LINS+1
SEC
SBC TEMP1
STA P1DRAW
TXA ;Pointer = GfxAddr + Height - 1 - Y Position
CLC
ADC #P1LINS-1
TAX
TYA
ADC #0
TAY
TXA
SEC
SBC TEMP1
STA P1PTRL
TYA
SBC #0
STA P1PTRH
RTS
;ardisp() - Kernel Display Routine
;Args: A = Playfield Color
;Uses: ARLINS, P0LINS, P1LINS, P0PTRL, P1PTRL
;Affects: A,X,Y,C,N,Z
ARDISP: STA COLUPF
LDY #ARLINS+1 ; 2 14 - Number of Kernal Lines (Scanlines / 2)
LDX #$FF ; - Initialize Playfield Index
LDA #1 ; - Reflect Playfield
STA CTRLPF ; - Set Playfield Control Register
LDA #P1LINS-1 ; - Preset GRP1 if Player 1 on Top Line
DCP P1DRAW ;
BCS ARDIS0 ;
LDA #0 ;
BYTE $2C ;
ARDIS0: LDA (P1PTRL),Y ;
STA GRP1 ; 3 6
DEY ; 2 ??
ARDISL: TYA ; 2 29 - Get Loop Counter
AND #ARMULT-1 ; 2 31 - Mask Against Multiplier
BNE ARDISS ; 2 33 If 0
INX ; 2 35 - Increment Playfield Pointer
ARDISS: LDA #P0LINS-1 ; 2 15 - Player 1 Height minus 1 due to STArting with 0
DCP P0DRAW ; 5 20 - Decrement P0DRAW and compare with height
BCS ARDIS1 ; 2 22 - If Player 0 not on Current Scanline
LDA #0 ; 2 24 - Load 0 (No Graphics)
BYTE $2C ; 4 28 - Else (BIT trick)
ARDIS1: LDA (P0PTRL),Y ;(5 28)- Load Player 0 Graphics Line
STA WSYNC ; 3 31 - Start Line 2
STA GRP0 ; 3 3 - Set Player 0 Graphics Data
LDA ARENA0,X ; 4 7 - get current scanline's playfield pattern
STA PF0 ; 3 10 - @0-22 and update it
LDA ARENA1,X ; 4 14 - get current scanline's playfield pattern
STA PF1 ; 3 17 - @71-28 and update it
LDA ARENA2,X ; 4 21 - get current scanline's playfield pattern
STA PF2 ; 3 24 - @60-39
LDA #P1LINS-1 ; 2 26 - Player 1 Height minus 1 due to STArting with 0
DCP P1DRAW ; 5 31 - Load 0 (No Graphics)
BCS ARDIS2 ; 2 33 - If Player 1 not on Current Scanline
LDA #0 ; 2 35 - Load 0 (No Graphics)
BYTE $2C ; 4 39 - Else (BIT trick)
ARDIS2: LDA (P1PTRL),Y ;(5 39)- Load Player 1 Graphics Line
STA WSYNC ; 3 42 - Start Line 2
STA GRP1 ; 3 3 - Set Player 1 Graphics Data
DEY ; 2 5 - Decrement Loop Counter
BNE ARDISL ; 2 7 - and Loop if >= 0
STY PF0 ; 3 10 - Clear Playfield
STY PF1 ; 3 13 -
STY PF2 ; 3 16 -
RTS