Ophis/examples/stella/hi_stella.oph
Michael Martin 778fbf7e2c Improved Atari 2600 example programs
Add the color test program as a sample program. Also update
the hi_stella example so that it runs properly when run in a Harmony
cartridge.
2015-01-07 00:35:21 -08:00

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.require "../../platform/stella.oph"
.outfile "hi_stella.bin"
.data
.org $0080
.space col'0 1
.space col'1 1
.space temp 1
.space counter 1
.text
.org $F800
reset: `clean'start
; Initialize the player sprites.
; We're going to use quad-sized players for our
; letters, and each one is 5 notional pixels wide.
; When we write RESP*, the start cycle after WSYNC
; determines the pixel it appears at with the
; formula 3N - 54 (minimum 1). Cycles 36 and 44
; get us close. We end up 4 pixels too far left.
; While we wait, we set up our sprites to be
; quad-sized and initialize the independent
; color-counters for each sprite.
sta WSYNC
lda #$07 ; +2= 2
sta NUSIZ0 ; +3= 5
sta NUSIZ1 ; +3= 8
lda #$20 ; +2=10
ldy #5 ; +2=12
* dey
bne - ; 17-22-27-32-36
sta RESP0 ; +3=39 (P0 at pixel 54)
sta col'0 ; +3=42
eor #$80 ; +2=44
sta RESP1 ; (P1 at pixel 78)
sta col'1
sta temp
lda #$C0 ; HMOVE us 4 right
sta HMP0
sta HMP1
sta WSYNC
sta HMOVE
frame: `vertical'sync
lda #43
sta TIM64T
; Advance the color bars once every fourth frame.
inc counter
lda #$03
bit counter
bne +
inc col'0
dec col'1
; Wait for VBLANK to finish, then turn off the VBLANK signal.
* lda INTIM
bne -
sta WSYNC
sta VBLANK
; Kernel. 78 blank lines on each side of
; a 36-line letter. The 'letter kernel' is a 4-line
; kernel at the top level, and expects .A and .X
; to have the player 0 and 1 colors at the start.
; We set those during the top wait, because why not.
lda col'0
ldx col'1
; Wait 78 lines for vertical placement...
ldy #78
* sta WSYNC
dey
bne -
; And draw the letter. This is a 4-line kernel, but
; the colors update every line. To keep that working
; we need to juggle the registers a bit. The accumulator
; _starts_ with P0's color, but it's needed to load the
; graphics, so we stash it in TEMP first.
ldy #9
* sta COLUP0
stx COLUP1
sta temp
lda hgr-1, y
sta GRP0
lda igr-1, y
sta GRP1
; Now, to make the lines update cleanly, we want a fast
; incrementer, but with two counters, we need to stash
; away .Y. Fortunately, the accumulator was just trashed
; by the graphics loads and so is available for this.
tya
ldy temp
inx
iny
sta WSYNC ; Go through three more lines,
sty COLUP0 ; updating the colors and bumping
stx COLUP1 ; the counters.
inx
iny
sta WSYNC
sty COLUP0
stx COLUP1
inx
iny
sta WSYNC
sty COLUP0
stx COLUP1
inx ; .X is only touched here, so we
iny ; can keep it around, but .Y is
sty temp ; our line count. Use temp again
tay ; to trade back .A and .Y, which
lda temp ; also preps .A for the color write
sta WSYNC ; at the top of the whole 4-line
dey ; loop.
bne -
; Clear out the player graphics...
lda #$00
sta GRP0
sta GRP1
; Wait 78 lines for the rest of the screen...
ldy #78
* sta WSYNC
dey
bne -
; Turn on VBLANK, do 30 lines of Overscan
lda #$02
sta VBLANK
ldy #30
* sta WSYNC
dey
bne -
jmp frame ; And the frame is done, back to VSYNC.
; Graphics for the letters.
hgr: .byte $88,$88,$88,$88,$f8,$88,$88,$88,$88
igr: .byte $f8,$20,$20,$20,$20,$20,$20,$20,$f8
; Interrupt vectors.
.advance $FFFA
.word reset, reset, reset