mirror of
https://github.com/RevCurtisP/C02.git
synced 2024-11-28 10:51:14 +00:00
Cleaned up VCS files and patched C02 to use relative /include directory
This commit is contained in:
parent
e68f702734
commit
0ff3924e27
7
.gitignore
vendored
7
.gitignore
vendored
@ -5,3 +5,10 @@
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*/*.lst
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*/*.prg
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*/*.sym
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#Converted Object Files
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*.asc
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*.out
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*.s9
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*.wav
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2
c02.c
2
c02.c
@ -36,7 +36,7 @@ void init()
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curlin = 0;
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inpfil = srcfil;
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strcpy(inpnam, srcnam);
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strcpy(incdir, "../include/");
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strcpy(incdir, "include/");
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alcvar = TRUE;
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inblck = FALSE;
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xstmnt[0] = 0;
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37
c02prg
Normal file
37
c02prg
Normal file
@ -0,0 +1,37 @@
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#!/bin/bash
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#Compile and Assemble C02 Program
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#Split Script Into Directory and File Name
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SDIR=${0%/*}; #Script Path
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SNAM=${0##*/}; #Script Name
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#Check for Command Line Argument
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if [[ "$1" = "" ]]; then
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echo "Usage: $SNAM file[.c02]"
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exit
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fi
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#Split File Name Parts
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FSPC=$1; #File Spec
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FNAM=${FSPC%.*}; #File Name without Extension
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FEXT=${FSPC##*.}; #File Extension
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#Compile C02 FILE
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$SDIR/c02 $FSPC
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ESTS=$?; #Exit Status
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if [[ $ESTS -ne 0 ]]; then
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echo "Error compiling file $FSPC"
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exit $ESTS
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fi
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#Assemble ASM File
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dasm $FNAM.asm -f1 -o$FNAM.prg -l$FNAM.lst
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ESTS=$?; #Exit Status
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if [[ $ESTS -ne 0 ]]; then
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echo "Error compiling file $FNAM.asm"
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exit $ESTS
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fi
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#Report Successful Completion
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echo "Successfully compiled and assembled file $FSPC"
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@ -2,3 +2,4 @@
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del *.log
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del *.lst
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del *.sym
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del *.out
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BIN
common.h.gch
Normal file
BIN
common.h.gch
Normal file
Binary file not shown.
5
vcs/c02.bat
Normal file
5
vcs/c02.bat
Normal file
@ -0,0 +1,5 @@
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ECHO Compiling File %1.c02
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..\c02.exe %1
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ECHO Assembling File %1.asm
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C:\Programs\dasm %1.asm -f3 -o%1.bin -l%1.lst -s%1.sym
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156
vcs/colors4.c02
156
vcs/colors4.c02
@ -1,156 +0,0 @@
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/* Atari VCS Color Bars Program */
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#pragma origin $F800 //2k Cartridge
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#include <vcshead.h02> //TIA and RIOT Registers
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#include <vcsinit.h02> //Initialize VCS
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zeropage char clrbkg; //Color Background
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zeropage char clrofs; //Color Offset
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zeropage char clrmsk; //Color/B&W Mask
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zeropage char score; //Two Digit BCD Score
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zeropage char timer; //Two Digit BDC Timer
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zeropage char scrone; //Offset into Ones Digit
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zeropage char tmrone;
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zeropage char scrten; //Offset into Tens Digit
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zeropage char tmrten;
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zeropage char scrgfx; //Score Graphics Data
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zeropage char tmrgfx; //Score Timer Graphics
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zeropage char temp; //Scratch Variable
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/* Generate Ones Digit Offset */
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char ofsone() {
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temp = A & $0F;
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temp++;
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A<<; A<<;
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return A + temp;
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}
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/* Generate Tens Digit Offset */
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char ofsten() {
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A = A & $F0;
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A>>; A>>;
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temp = A;
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temp++;
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A>>; A>>;
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return A + temp;
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}
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/* Prepare Score and Timer for Display */
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void prepst() {
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scrone = ofsone(score);
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scrten = ofsten(score);
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tmrone = ofsone(timer);
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tmrten = ofsten(timer);
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}
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/* Display Score and Timer */
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void dispst() {
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X = 5; //5 lines in digit
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}
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ScoreLoop: ; 43 - cycle after bpl ScoreLoop
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ldy DigitTens ; 3 46 - get the tens digit offset for the Score
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lda DigitGfx,y ; 5 51 - use it to load the digit graphics
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and #$F0 ; 2 53 - remove the graphics for the ones digit
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sta ScoreGfx ; 3 56 - and save it
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ldy DigitOnes ; 3 59 - get the ones digit offset for the Score
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lda DigitGfx,y ; 5 64 - use it to load the digit graphics
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and #$0F ; 2 66 - remove the graphics for the tens digit
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ora ScoreGfx ; 3 69 - merge with the tens digit graphics
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sta ScoreGfx ; 3 72 - and save it
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sta WSYNC ; 3 75 - wait for end of scanline
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;---------------------------------------
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sta PF1 ; 3 3 - @66-28, update playfield for Score dislay
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ldy DigitTens+1 ; 3 6 - get the left digit offset for the Timer
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lda DigitGfx,y ; 5 11 - use it to load the digit graphics
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and #$F0 ; 2 13 - remove the graphics for the ones digit
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sta TimerGfx ; 3 16 - and save it
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ldy DigitOnes+1 ; 3 19 - get the ones digit offset for the Timer
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lda DigitGfx,y ; 5 24 - use it to load the digit graphics
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and #$0F ; 2 26 - remove the graphics for the tens digit
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ora TimerGfx ; 3 29 - merge with the tens digit graphics
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sta TimerGfx ; 3 32 - and save it
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jsr Sleep12 ;12 44 - waste some cycles
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sta PF1 ; 3 47 - @39-54, update playfield for Timer display
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ldy ScoreGfx ; 3 50 - preload for next scanline
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sta WSYNC ; 3 53 - wait for end of scanline
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;---------------------------------------
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sty PF1 ; 3 3 - @66-28, update playfield for the Score display
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inc DigitTens ; 5 8 - advance for the next line of graphic data
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inc DigitTens+1 ; 5 13 - advance for the next line of graphic data
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inc DigitOnes ; 5 18 - advance for the next line of graphic data
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inc DigitOnes+1 ; 5 23 - advance for the next line of graphic data
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jsr Sleep12 ;12 35 - waste some cycles
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dex ; 2 37 - decrease the loop counter
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sta PF1 ; 3 40 - @39-54, update playfield for the Timer display
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bne ScoreLoop ; 2 42 - (3 43) if dex != 0 then branch to ScoreLoop
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sta WSYNC ; 3 45 - wait for end of scanline
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;---------------------------------------
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stx PF1 ; 3 3 - x = 0, so this blanks out playfield
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sta WSYNC ; 3 6 - wait for end of scanline
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/* Generate Vertical Sync Signal */
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void vtsync() {
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X=49; //49*64 Cycles (37 Scanlines)
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A=2; //Set Bit 2 (D1)
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WSYNC=A; //Wait for end of Scanline
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VSYNC=A; //Turn On Vertical Sync
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TIM64T=X; //Set Timer
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WSYNC=A; //Wait 2 More Scanlines
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WSYNC=A;
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A=0; //Clear Bit 2 (D1)
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WSYNC=A; //Wait for End of 3rd Scanline
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VSYNC=A; //Turn Off Vertical Sync
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return;
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}
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/* Execute Vertical Blank Code */
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void vtblnk() {
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clrmsk = (SWCHB & 8) ? $FF : $0F;
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if (SWCHB & 64) clrofs--; else clrofs++;
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A=0; //Clear All Bits
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return;
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}
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/* Execute Kernel Code */
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void kernel() {
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do WSYNC=A; while(INTIM);
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VBLANK=0; //Turn Off Vertical Blank
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X=192; //Draw 192 Scanlines
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do {
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clrbkg = X;
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if (!SWCHB & 128) clrbkg<<;
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A = clrbkg + clrofs & clrmsk; //Set Background Color
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WSYNC = A; //Wait for end of Scanline
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COLUBK = A; //Set Background Color
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X--;
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} while (X);
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return;
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}
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/* Execute Overscan Code */
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void ovrscn() {
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WSYNC=A; //Wait for end of Scanline
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A=2; //Set Bit 2 (D1)
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VBLANK=A; //Turn On Vertical Blank
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TIM64T = 32; //Delay 32*64 Cycles (27 Scanlines)
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do {
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WSYNC=A; //Wait for end of Scanline
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} while(INTIM);
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return;
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}
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irqbrk: //Code to Execute when BRK Instruction is Encountered
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main: //Start of Program Code
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vtsync(); //Generate Vertical Sync Signal
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vtblnk(); //Generate Vertical Blank Signal
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kernel(); //Execute Kernal Code
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ovrscn(); //Execute Overscan Code
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goto main;
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#include <vcsfoot.h02> //Finalization Code
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@ -1,81 +0,0 @@
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/* Atari VCS Color Bars Program */
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#pragma origin $F800 //4k Cartridge
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#include <vcshead.h02> //TIA and RIOT Registers
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#include <vcsstub.h02> //Initialize VCS
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#include <vcslib.h02> //VCS Library Routines
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#include <score2.h02> //Two Player Score Kernel
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#include <sticks.h02> //Joystick Functions
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zeropage char clrbkg; //Background Color
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zeropage char clrmov; //Color Movement Flag
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zeropage char clrofs; //Color Offset
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zeropage char clrmsk; //Color/B&W Mask
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zeropage char clrskp; //Color Skip Flag
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zeropage char cntdwn; //Timer Countdown
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zeropage char temp; //Scratch Variable
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char colors = {$86, $C6, $46, $00, $0E, $06, $0A, $00}; //Color Table
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/* Setup Code */
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void setup() {
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NUSIZ1 = $07;
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}
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/* Vertical Blank Code */
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void vrtblk() {
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setclr(&colors); //Set Color Table
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scrprp(); //Prepare Score for Display
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GRP0 = 0; GRP1 = A; //Clear Player Graphics
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posobj(score1,0); //Set Player 0 Position
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posobj(score2,1); //Set Player 0 Position
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WSYNC;HMOVE; //Move Players
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}
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/* Execute Kernel Code */
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void kernel() {
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CTRLPF = 2; //Set Score Mode
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scrdsp(); //Display Scores (12 Scanlines)
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GRP0 = $FF; GRP1 = A; //Set Player Graphics
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X=179; //Draw 180 Scanlines
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do {
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clrbkg = X;
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if (clrskp) clrbkg<<;
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A = clrbkg + clrofs & clrmsk; //Set Background Color
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WSYNC = A; //Wait for end of Scanline
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COLUBK = A; //Set Background Color
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X--;
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} while (X);
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return;
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}
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/* Execute Overscan Code */
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void ovrscn() {
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if (!SWCHB & 1) //Game Reset
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clrmov = $FF; //Turn On Scrolling
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if (!SWCHB & 2) //Game Select
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clrmov = 0; //Turn Off Scrolling
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clrmsk = (SWCHB & 8) ? $FF : $0F;
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clrskp = (!SWCHB & 128) ? $FF : $0F;
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if (clrmov) {
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if (SWCHB & 64) clrofs--; else clrofs++;
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}
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temp = getstk(0);
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if (temp & 4) score1--;
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if (temp & 8) score1++;
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if (INPT4:-) {
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cntdwn++;
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if (cntdwn == 10) {
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cntdwn = 0;
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score2++;
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//addbcd(1,&score2); //Increment Player 2 Score
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//if (!score2) score1++; //Increment Player 1 Score
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//if (!score2) addbcd(1, &score1); //Increment Player 1 Score
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}
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}
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}
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#include <digits.h02> //Digit Graphics
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#include <vcsfoot.h02> //Finalization Code
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@ -1,65 +0,0 @@
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/* Atari VCS Color Bars Program */
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#pragma origin $F800 //4k Cartridge
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#include <vcshead.h02> //TIA and RIOT Registers
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#include <vcsstub.h02> //Initialize VCS
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#include <vcslib.h02> //VCS Library Routines
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#include <score2.h02> //Two Player Score Kernel
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zeropage char clrbkg; //Background Color
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zeropage char clrmov; //Color Movement Flag
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zeropage char clrofs; //Color Offset
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zeropage char clrmsk; //Color/B&W Mask
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zeropage char cntdwn; //Timer Countdown
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char colors = {$86, $C6, $46, $00, $0E, $06, $0A, $00}; //Color Table
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/* Setup Code */
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void setup() {
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}
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/* Vertical Blank Code */
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void vrtblk() {
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setclr(&colors); //Set Color Table
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scrprp(); //Prepare Score for Display
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}
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/* Execute Kernel Code */
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void kernel() {
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CTRLPF = 2; //Set Score Mode
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scrdsp(); //Display Scores (12 Scanlines)
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X=180; //Draw 180 Scanlines
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do {
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clrbkg = X;
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if (!SWCHB & 128) clrbkg<<;
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A = clrbkg + clrofs & clrmsk; //Set Background Color
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WSYNC = A; //Wait for end of Scanline
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COLUBK = A; //Set Background Color
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X--;
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} while (X);
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return;
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}
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/* Execute Overscan Code */
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void ovrscn() {
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if (!SWCHB & 1) //Game Reset
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clrmov = $FF; //Turn On Scrolling
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if (!SWCHB & 2) //Game Select
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clrmov = 0; //Turn Off Scrolling
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clrmsk = (SWCHB & 8) ? $FF : $0F;
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if (clrmov) {
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if (SWCHB & 64) clrofs--; else clrofs++;
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}
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cntdwn++;
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if (cntdwn == 10) {
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cntdwn = 0;
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addbcd(1,&score2); //Increment Player 2 Score
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if (!score2) addbcd(1, &score1); //Increment Player 1 Score
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}
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}
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#include <digits.h02> //Digit Graphics
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#include <vcsfoot.h02> //Finalization Code
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|
@ -1,66 +0,0 @@
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/* Atari VCS 2 Line Kernel Test` */
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#pragma origin $F800 //4k Cartridge
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#include <vcshead.h02> //TIA and RIOT Registers
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#include <vcsstub.h02> //VCS Program Stub
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#include <vcslib.h02> //VCS Library Routines
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#include <score2.h02> //Two Player Score Kernel
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#include <timerbar.h02> //Two Player Score Kernel
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#include <k2line.h02> //Two Line Game Kernel
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//TIA Register Bit Masks
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#define CLEAR = 0
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#define SET = $0B
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//Console Switch Bit Masks
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#define P1DIFF = $80 //Player 1 Difficulty
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#define P0DIFF = $40 //Player 0 Difficulty
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//Constants Required by timerbar.h02
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#define TMRCLR = $64
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//Constants Required by k2line.h02
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#define P0HGHT = 10 //Player 0 Height
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#define P1HGHT = 10 //Player 1 Height
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//Color Table
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char colors = {$86, $C6, $46, $00, $0E, $06, $0A, $00};
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//Human Shaped Player Graphics
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char human = {%00011100, %00011000, %00011000, %00011000, %01011010,
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%01011010, %00111100, %00000000, %00011000, %00011000};
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zeropage char frame; //Frame Counter
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/* Setup Code */
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void setup() {
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setclr(&colors); //Set Color Table
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initmr(); //Initialize Timer Bar
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}
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/* Vertical Blank Code */
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void vrtblk() {
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scrprp(); //Prepare Score For Display
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posobj(0,0); //Set P0 X-Position
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p0prep(175, &human); //Set P0 Y-Position & Graphics Pointer
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posobj(8,1); //Set P1 X-Position
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p1prep(175, &human); //Set P1 Y-Position & Graphics Pointer
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}
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/* Execute Kernel Code */
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void kernel() {
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scrdsp(); //Display Scores
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dsptmr(); //Display Timer Bar
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dsplns(); //Display Playfield and Objects
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}
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/* Execute Overscan Code */
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void ovrscn() {
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frame++;
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if (!frame & 7) { //Decrement Timer Every X Frames
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if (!dectmr()) initmr(); //Reset Timer if It Runs Out
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}
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}
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#include <digits.h02> //Digit Graphics
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#include <vcsfoot.h02> //Finalization Code
|
@ -1,50 +0,0 @@
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/* Atari VCS Color Bars Program */
|
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|
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#pragma origin $F800 //4k Cartridge
|
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#include <vcshead.h02> //TIA and RIOT Registers
|
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#include <vcsstub.h02> //Initialize VCS
|
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#include <vcslib.h02> //VCS Library Routines
|
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#include <score2.h02> //Two Player Score Kernel
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#include <k2line.h02> //Two Line Game Kernel
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//Color Table
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char colors = {$86, $C6, $46, $00, $0E, $06, $0A, $00};
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//Human Shaped Player Graphics
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char human = {%00011100, %00011000, %00011000, %00011000, %01011010,
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%01011010, %00111100, %00000000, %00011000, %00011000};
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/* Setup Code */
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void setup() {
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setclr(&colors); //Set Color Table
|
||||
scrprp(); //Prepare Score for Display
|
||||
scnlns = 96; //Set Number of Scanlines
|
||||
setpl0(10, &human);
|
||||
setpl1(10, &human);
|
||||
//VDELP0 = 1;
|
||||
}
|
||||
|
||||
/* Vertical Blank Code */
|
||||
void vrtblk() {
|
||||
posobj(0,0); //Set Player 0 X Position
|
||||
prppl0(190); //Set Player 0 Y Position
|
||||
posobj(8,1); //Set Player 0 X Position
|
||||
prppl1(190); //Set Player 1 Y Position
|
||||
prpdsp(); //Prepare Display
|
||||
}
|
||||
|
||||
/* Execute Kernel Code */
|
||||
void kernel() {
|
||||
//CTRLPF = 2; //Set Score Mode
|
||||
//scrdsp(); //Display Scores (12 Scanlines)
|
||||
//CTRLPF = 0; //Clear Score Mode
|
||||
dsplns(); //Display Playfield and Objects
|
||||
}
|
||||
|
||||
/* Execute Overscan Code */
|
||||
void ovrscn() {
|
||||
}
|
||||
|
||||
#include <digits.h02> //Digit Graphics
|
||||
#include <vcsfoot.h02> //Finalization Code
|
||||
|
1
vcs/stella.bat
Normal file
1
vcs/stella.bat
Normal file
@ -0,0 +1 @@
|
||||
"C:\Program Files\Stella\stella" %1.bin
|
Loading…
Reference in New Issue
Block a user