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C02/vcs/collect02.c02

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/* Atari VCS 2 Line Kernel Test` */
#pragma origin $F800 //4k Cartridge
#include <vcshead.h02> //TIA and RIOT Registers
#include <vcsstub.h02> //VCS Program Stub
#include <vcslib.h02> //VCS Library Routines
#include <colors.h02> //Color Selection Routines
#include <score2.h02> //Two Player Score Kernel
#include <timerbar.h02> //Timer Bar Kernel
#include <arena.h02> //Arena Two-Line Kernel
#pragma zeropage $80
//Boolean Equivalents
#define TRUE = $FF
#define FALSE = 0
//TIA Register Bit Masks
#define CLEAR = 0
#define SET = $0B
//Console Switch Bit Masks
#define P1DIFF = $80 //Player 1 Difficulty
#define P0DIFF = $40 //Player 0 Difficulty
#define SELECT = $02 //Game Select
#define RESET = $01 //Game Reset
//Joystick Direction Bit Masks
#define STK1UP = $01 //Joystick Up
#define STK1DN = $02 //Joystick Down
#define STK1LF = $04 //Joystick Left
#define STK1RT = $08 //Joystick Right
#define STK0UP = $10 //Joystick Up
#define STK0DN = $20 //Joystick Down
#define STK0LF = $40 //Joystick Left
#define STK0RT = $80 //Joystick Right
//Constants Required by arena.h02
#define ARLINS = 88 //88 Kernel Lines = 176 Scan Lines
#define ARMULT = 4 //Playfield Multiplier
#define P0LINS = 10 //Player 0 Lines
#define P1LINS = 10 //Player 1 Lines
zeropage char frame; //Frame Counter
zeropage char cntdwn; //Countdown Timer
zeropage char arnclr; //Arena Playfield Color
zeropage char tmrclr; //Timer Playfield Color
zeropage char gstate; //Game State: #TRUE = Running
zeropage char clmask; //Color Cycling Mask
zeropage char p0xpos, p1xpos; //Player X-Positions
zeropage char p0ypos, p1ypos; //Player Y-Positions
zeropage char s0xpos, s1xpos; //Player Saved X-Positions
zeropage char s0ypos, s1ypos; //Player Saved Y-Positions
//Color Table
char colors = {$86, $C6, $46, $00, $0E, $06, $0A, $00};
//Human Shaped Player Graphics
char human = {%00011100, %00011000, %00011000, %00011000, %01011010,
%01011010, %00111100, %00000000, %00011000, %00011000};
//Aren Playfield Data
char arena0 = {$F0, $10, $10, $10, $10, $10, $10, $10, $10, $10, $10,
$10, $10, $10, $10, $10, $10, $10, $10, $10, $10, $F0};
char arena1 = {$FF, $00, $00, $00, $00, $00, $0F, $08, $08, $08, $08,
$08, $08, $08, $08, $0F, $00, $00, $00, $00, $00, $FF};
char arena2 = {$FF, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00,
$00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $FF};
/* Setup Code */
void setup() {
gstate = #FALSE;
init();
}
/* Initialize Game */
void init() {
clmask = 0;
frame = 0;
cntdwn = 15;
tmprep(); //Initialize Timer Bar
p0xpos = 12; p0ypos = 98;
p1xpos = 136; p1ypos = 98;
}
/* Process Joystick */
void pstcks() {
s0xpos = p0xpos; s0ypos = p0ypos;
s1xpos = p1xpos; s1ypos = p1ypos;
if (!SWCHA & #STK0UP) p0ypos++;
if (!SWCHA & #STK0DN) p0ypos--;
if (!SWCHA & #STK0RT) {p0xpos++; REFP0 = #CLEAR;}
if (!SWCHA & #STK0LF) {
if (p0xpos) {p0xpos--; REFP0 = #SET;}
}
if (!SWCHA & #STK1UP) p1ypos++;
if (!SWCHA & #STK1DN) p1ypos--;
if (!SWCHA & #STK1RT) {p1xpos++; REFP1 = #CLEAR;}
if (!SWCHA & #STK1LF) {
if (p1xpos) {p1xpos--; REFP1 = #SET;}
}
}
/* Process Collisions */
void pclsns() {
if (CXP0FB:-) {p0xpos = s0xpos; p0ypos = s0ypos;}
if (CXP1FB:-) {p1xpos = s1xpos; p1ypos = s1ypos;}
CXCLR = A;
}
/* Process Console Switches */
void pswchs() {
if (!SWCHB & #SELECT) {
setup();
}
if (!SWCHB & #RESET) {
gstate = #TRUE;
init();
}
}
/* Vertical Blank Code */
void vrtblk() {
pswchs(); //Process Console Switches
setclr(clmask, &colors); //Set Color Table
tmrclr = getclr(clmask, $64, $04);
arnclr = getclr(clmask, $46, $0A);
scprep(); //Prepare Score For Display
posobj(p0xpos,0); //Set P0 X-Position
p0prep(p0ypos, &human); //Set P0 Y-Position & Graphics Pointer
posobj(p1xpos,1); //Set P1 X-Position
p1prep(p1ypos, &human); //Set P1 Y-Position & Graphics Pointer
}
/* Execute Kernel Code */
void kernel() {
scdisp(); //Display Scores
tmdisp(tmrclr); //Display Timer Bar
ardisp(arnclr); //Display Playfield and Objects
}
/* Execute Overscan Code */
void ovrscn() {
frame++;
if (gstate) {
if (!frame & 63) { //Decrement Timer Every X Frames
if (!tmtick()) tmprep(); //Reset Timer if It Runs Out
}
pclsns(); //Process Collisions
pstcks(); //Process Joysticks
}
else {
if (!frame & 63) {
if (cntdwn) cntdwn--; //Countdown
else clmask++; //Cycle Color Mask
}
}
}
#include <digits.h02> //Digit Graphics
#include <vcsfoot.h02> //Finalization Code