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https://github.com/RevCurtisP/C02.git
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149 lines
4.8 KiB
Plaintext
149 lines
4.8 KiB
Plaintext
;arena.a02 - Two Line Arena Kernal for Atari 2600
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;Requires Constants ARLINS, P0LINS and P1LINS
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P0DRAW EQU $D0 ;Player 0 Draw Counter
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P1DRAW EQU $D1 ;Player 1 Draw Counter
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P0PTRL EQU $D2 ;Player 0 Graphics Pointer
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P0PTRH EQU $D3
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P1PTRL EQU $D4 ;Player 0 Graphics Pointer
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P1PTRH EQU $D5
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P0OFST: STA TEMP0 ;Save Multiplier
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BEQ POFFSX ;If 0, Return
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LDA #P0LINS ;Load # of Lines
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BNE POFFST
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P1OFST: STA TEMP0 ;Save Multiplier
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BEQ POFFSX ;If 0, Return
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LDA #P1LINS ;Load # of Lines
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POFFST: STA TEMP1
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POFFSL: TXA
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CLC
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ADC TEMP1
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TAX
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TYA
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ADC #0
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TAY
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DEC TEMP0
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BNE POFFSL
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POFFSX: RTS
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;p0prep() - Prepare Player 0 for Display
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;Args: A - Y-Position
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; X,Y - Address of Graphics Data
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;Uses: ARLINS, P0LINS
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;Sets: TEMP0 - Y-Position
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;Affects; A,C,N,Z
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P0PREP: LSR ;Divide by 2 for Two-line Position
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STA TEMP0 ;Save Y Position
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ROL ;Rotate Carry into Bit 1
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EOR #1 ;Reverse It
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STA VDELP0 ;and Store in Vertical Delay Register
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LDA #ARLINS ;Draw = Top Line + Height - Y Position
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CLC
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ADC #P0LINS
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SEC
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SBC TEMP0
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STA P0DRAW
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TXA ;Pointer = GfxAddr + Height - 1 - Y Position
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CLC
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ADC #P0LINS-1
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TAX
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TYA
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ADC #0
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TAY
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TXA
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SEC
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SBC TEMP0
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STA P0PTRL
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TYA
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SBC #0
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STA P0PTRH
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RTS
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;p1prep() - Prepare Player 1 for Display
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;Args: A - Y-Position
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; X,Y - Address of Graphics Data
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;Uses: ARLINS, P1LINS
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;Sets: TEMP1 - Y-Position
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;Affects; A,C,N,Z
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P1PREP: CLC ;Add 1 to Y-Position
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ADC #1 ;to Compensate for GRP1 Priming
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LSR ;Divide by 2 for Two-line Position
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STA TEMP1 ;Save Y Position
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ROL ;Rotate Carry into Bit 1
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EOR #1 ;Reverse It
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STA VDELP1 ;and Store in Vertical Delay Register
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LDA #ARLINS ;Draw = Top Line + Height - Y Position + 1
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CLC
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ADC #P1LINS+1
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SEC
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SBC TEMP1
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STA P1DRAW
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TXA ;Pointer = GfxAddr + Height - 1 - Y Position
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CLC
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ADC #P1LINS-1
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TAX
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TYA
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ADC #0
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TAY
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TXA
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SEC
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SBC TEMP1
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STA P1PTRL
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TYA
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SBC #0
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STA P1PTRH
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RTS
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;ardisp() - Kernel Display Routine
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;Args: A = Playfield Color
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;Uses: ARLINS, P0LINS, P1LINS, P0PTRL, P1PTRL
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;Affects: A,X,Y,C,N,Z
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ARDISP: STA COLUPF
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LDY #ARLINS+1 ; 2 14 - Number of Kernal Lines (Scanlines / 2)
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LDX #$FF ; - Initialize Playfield Index
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LDA #1 ; - Reflect Playfield
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STA CTRLPF ; - Set Playfield Control Register
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LDA #P1LINS-1 ; - Preset GRP1 if Player 1 on Top Line
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DCP P1DRAW ;
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BCS ARDIS0 ;
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LDA #0 ;
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BYTE $2C ;
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ARDIS0: LDA (P1PTRL),Y ;
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STA GRP1 ; 3 6
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DEY ; 2 ??
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ARDISL: TYA ; 2 29 - Get Loop Counter
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AND #ARMULT-1 ; 2 31 - Mask Against Multiplier
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BNE ARDISS ; 2 33 If 0
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INX ; 2 35 - Increment Playfield Pointer
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ARDISS: LDA #P0LINS-1 ; 2 15 - Player 1 Height minus 1 due to STArting with 0
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DCP P0DRAW ; 5 20 - Decrement P0DRAW and compare with height
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BCS ARDIS1 ; 2 22 - If Player 0 not on Current Scanline
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LDA #0 ; 2 24 - Load 0 (No Graphics)
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BYTE $2C ; 4 28 - Else (BIT trick)
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ARDIS1: LDA (P0PTRL),Y ;(5 28)- Load Player 0 Graphics Line
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STA WSYNC ; 3 31 - Start Line 2
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STA GRP0 ; 3 3 - Set Player 0 Graphics Data
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LDA ARENA0,X ; 4 7 - get current scanline's playfield pattern
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STA PF0 ; 3 10 - @0-22 and update it
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LDA ARENA1,X ; 4 14 - get current scanline's playfield pattern
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STA PF1 ; 3 17 - @71-28 and update it
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LDA ARENA2,X ; 4 21 - get current scanline's playfield pattern
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STA PF2 ; 3 24 - @60-39
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LDA #P1LINS-1 ; 2 26 - Player 1 Height minus 1 due to STArting with 0
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DCP P1DRAW ; 5 31 - Load 0 (No Graphics)
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BCS ARDIS2 ; 2 33 - If Player 1 not on Current Scanline
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LDA #0 ; 2 35 - Load 0 (No Graphics)
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BYTE $2C ; 4 39 - Else (BIT trick)
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ARDIS2: LDA (P1PTRL),Y ;(5 39)- Load Player 1 Graphics Line
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STA WSYNC ; 3 42 - Start Line 2
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STA GRP1 ; 3 3 - Set Player 1 Graphics Data
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DEY ; 2 5 - Decrement Loop Counter
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BNE ARDISL ; 2 7 - and Loop if >= 0
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STY PF0 ; 3 10 - Clear Playfield
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STY PF1 ; 3 13 -
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STY PF2 ; 3 16 -
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RTS
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