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Added Two Player Score Kernel to humans.c02
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@ -4,6 +4,7 @@
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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 <k2line.h02> //Two Line Game Kernel
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//TIA Register Bit Masks
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@ -15,7 +16,7 @@
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#define P0DIFF = $40 //Player 0 Difficulty
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//Constants Required by k2line.h02
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#define KNLLNS = 96 //Kernal Lines (Scanlines/2)
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#define KNLLNS = 90 //Kernal Lines (Scanlines/2)
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#define P0HGHT = 10 //Player 0 Height
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#define P1HGHT = 10 //Player 1 Height
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@ -33,16 +34,16 @@ void setup() {
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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(191, &human); //Set P0 Y-Position & Graphics Pointer
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p0prep(179, &human); //Set P0 Y-Position & Graphics Pointer
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posobj(8,1); //Set P1 X-Position
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p1prep(191, &human); //Set P1 Y-Position & Graphics Pointer
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//VDELP0 = (SWCHB & #P0DIFF) ? #SET : #CLEAR;
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//VDELP1 = (SWCHB & #P1DIFF) ? #SET : #CLEAR;
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p1prep(179, &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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dsplns(); //Display Playfield and Objects
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}
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@ -81,6 +81,8 @@ P1PREP: CLC ;Add 1 to Y-Position
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;Uses: KNLLNS, P0HGHT, P1HGHT, P0PTRL, P1PTRL
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;Affects: A,X,Y,C,N,Z
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DSPLNS: LDY #KNLLNS ; - Number of Kernal Lines (Scanlines / 2)
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LDA #1 ; - Reflect Playfield
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STA CTRLPF ; - Set Playfield Control Register
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LDA #P1HGHT-1 ; - Preset GRP1 if Player 1 on Top Line
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DCP P1DRAW ;
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BCS DSPLN0 ;
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77
vcs/include/score2.a02
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77
vcs/include/score2.a02
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@ -0,0 +1,77 @@
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;Atari 2600 Two Player Score Kernel
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;Score Routine Variables
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SCORE0 EQU $E8 ;Player One Score
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SCORE1 EQU $E9 ;Player Two Score
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SC0ONE EQU $EA ;One Score Ones Digit Offset
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SC1ONE EQU $EB ;Player Ten Score Ones Digit Offset
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SC0TEN EQU $EC ;Player One Score Ones Digit Offset
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SC1TEN EQU $ED ;Player Ten Score Ones Digit Offset
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SC0GFX EQU $EE ;Player One Score Graphics Data
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SC1GFX EQU $EF ;Player Two Score Graphics Data
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;Prep Scores For Diplay
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SCRPRP: LDX #1 ;Offset into SCORE0/SCORE1
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SCRPRL: LDA SCORE0,X ;Get SCORE1 (First Pass) or SCORE0 (Second Pass)
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AND #$0F ;Remove Tens Digit
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STA TEMP0 ;And Save It
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ASL ;Multiply By 4
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ASL ;(Carry will be Clear because of AND/ASL)
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ADC TEMP0 ;Add To Original Value for Multiply by 5
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STA SC0ONE,X ;Store in SC0ONE (First Pass) or SC1ONE (Second Pass)
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LDA SCORE0,X ;Get SCORE1 (First Pass) or SCORE0 (Second Pass)
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AND #$F0 ;Remove Ones Digit
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LSR ;Divide by 4
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LSR ;
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STA TEMP0 ;And Save It
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LSR ;Divide by 4 Again
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LSR ;(Leaving Carry Clear)
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ADC TEMP0 ;Add Saved Value, Resulting in Digit / 16 * 5
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STA SC0TEN,X ;Store in SC0TEN (First Pass) or SC1TEN (Second Pass)
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DEX ;Point to SCORE 1
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BPL SCRPRL ;AND Loop if >0
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RTS ;Return
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;Display Score Kernel - Uses 12 Lines Total
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SCRDSP: LDA #2 ; - Use Player Colors
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STA CTRLPF ; - Set Playfield Control Register
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LDX #5 ; 43 - cycle after looping
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SCRDSL: LDY SC0TEN ; 3 46 - get the tens digit offset for the Score
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LDA DGTGFX,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 SC0GFX ; 3 56 - AND save it
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LDY SC0ONE ; 3 59 - get the ones digit offset for the Score
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LDA DGTGFX,Y ; 5 64 - use it to load the digit graphics
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AND #$0F ; 2 66 - remove the graphics for the tens digit
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ORA SC0GFX ; 3 69 - merge with the tens digit graphics
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STA SC0GFX ; 3 72 - AND save it
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STA WSYNC ; 3 75 - wait for end of scanline
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STA PF1 ; 3 3 - @66-28, update playfield for Score dislay
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LDY SC1TEN ; 3 6 - get the left digit offset for the Timer
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LDA DGTGFX,Y ; 5 11 - use it to load the digit graphics
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AND #$F0 ; 2 13 - remove the graphics for the ones digit
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STA SC1GFX ; 3 16 - AND save it
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LDY SC1ONE ; 3 19 - get the ones digit offset for the Timer
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LDA DGTGFX,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 SC1GFX ; 3 29 - merge with the tens digit graphics
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STA SC1GFX ; 3 32 - AND save it
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JSR SCRDSR ;12 44 - waste 12 cycles
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STA PF1 ; 3 47 - @39-54, update playfield for Timer display
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LDY SC0GFX ; 3 50 - preload for next scanline
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STA WSYNC ; 3 53 - wait for end of scanline
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STY PF1 ; 3 3 - @66-28, update playfield for the Score display
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INC SC0TEN ; 5 8 - advance for the next line of graphic data
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INC SC1TEN ; 5 13 - advance for the next line of graphic data
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INC SC0ONE ; 5 18 - advance for the next line of graphic data
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INC SC1ONE ; 5 23 - advance for the next line of graphic data
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JSR SCRDSR ;12 35 - waste 12 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 SCRDSL ; 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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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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SCRDSR: RTS ; 6 12 - Return
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13
vcs/include/score2.h02
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13
vcs/include/score2.h02
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@ -0,0 +1,13 @@
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/* Atari 2600 Two-Player Score Kernel */
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char score1; //Player One Score
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char score2; //Player Two Score
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char sc1one; //Player One Score Ones Digit Offset
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char sc1ten; //Player One Score Ones Digit Offset
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char sc2one; //Player Ten Score Ones Digit Offset
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char sc2ten; //Player Ten Score Ones Digit Offset
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char sc1gfx; //Player One Score Graphics Data
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char sc2gfx; //Player Two Score Graphics Data
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