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SixtyPical/eg/c64/demo-game.60p

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// ****************************
// * Demo Game for SixtyPical *
// ****************************
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// ----------------------------------------------------------------
// Type Definitions
// ----------------------------------------------------------------
//
// Type of routines (and vectors to those routines) which are called on each frame
// to implement a certain state of the game (title screen, in play, game over, etc.)
//
// This type is also used as the type for the interrupt vector, even though
// the interrupt routine saves and restores everything before being called and
// thus clearly does not actually trash all the registers. It is declared this
// way so that the game state routines, which do trash these registers, can be
// assigned to it.
//
// This type is also used as the type for the location the old interrupt vector
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// is backed up to, because all the game state routines `goto` the old handler
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// and the end of their own routines, so the type needs to be compatible.
// (In a good sense, it is a continuation.)
//
// Further,
//
// It's very arguable that screen1/2/3/4 and colormap1/2/3/4 are not REALLY inputs.
// They're only there to support the fact that game states sometimes clear the
// screen, and sometimes don't. When they don't, they preserve the screen, and
// currently the way to say "we preserve the screen" is to have it as both input
// and output. There is probably a better way to do this, but it needs thought.
//
typedef routine
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inputs joy2, press_fire_msg, dispatch_game_state,
actor_pos, actor_delta, actor_logic,
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screen, screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
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outputs dispatch_game_state,
actor_pos, actor_delta, actor_logic,
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screen, screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
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trashes a, x, y, c, z, n, v, pos, new_pos, delta, ptr, dispatch_logic
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game_state_routine
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//
// Routines that are called to get the new state of each actor (player, enemy, etc.)
//
// Routines that conform to this type also follow this convention:
//
// Set carry if the player perished. Carry clear otherwise.
//
typedef routine
inputs pos, delta, joy2, screen
outputs pos, delta, new_pos, screen, c
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trashes a, x, y, z, n, v, ptr
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logic_routine
// ----------------------------------------------------------------
// System Locations
// ----------------------------------------------------------------
byte vic_border @ 53280
byte vic_bg @ 53281
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byte table[256] screen1 @ 1024
byte table[256] screen2 @ 1274
byte table[256] screen3 @ 1524
byte table[256] screen4 @ 1774
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byte table[256] colormap1 @ 55296
byte table[256] colormap2 @ 55546
byte table[256] colormap3 @ 55796
byte table[256] colormap4 @ 56046
buffer[2048] screen @ 1024
byte joy2 @ $dc00
// ----------------------------------------------------------------
// Global Variables
// ----------------------------------------------------------------
pointer ptr @ 254
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word table[256] actor_pos
word pos
word new_pos
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word table[256] actor_delta
word delta
vector logic_routine table[256] actor_logic
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vector logic_routine dispatch_logic
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byte table[32] press_fire_msg: "PRESS`FIRE`TO`PLAY"
//
// Points to the routine that implements the current game state.
//
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vector game_state_routine
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dispatch_game_state
//
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// Interrupt vector. Has same type as game states (see above.)
//
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vector game_state_routine
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cinv @ 788
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//
// Location to which the old interrupt vector is saved before replacement.
//
vector game_state_routine
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save_cinv
// ----------------------------------------------------------------
// Utility Routines
// ----------------------------------------------------------------
routine read_stick
inputs joy2
outputs delta
trashes a, x, z, n
{
ld x, joy2
ld a, x
and a, 1 // up
if z {
copy $ffd8, delta // -40
} else {
ld a, x
and a, 2 // down
if z {
copy word 40, delta
} else {
ld a, x
and a, 4 // left
if z {
copy $ffff, delta // -1
} else {
ld a, x
and a, 8 // right
if z {
copy word 1, delta
} else {
copy word 0, delta
}
}
}
}
}
// You can repeatedly (i.e. as part of actor logic or an IRQ handler)
// call this routine.
// Upon return, if carry is set, the button was pressed then released.
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define check_button routine
inputs joy2
outputs c
trashes a, z, n
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static byte button_down : 0
{
ld a, button_down
if z {
ld a, joy2
and a, $10
if z {
ld a, 1
st a, button_down
}
st off, c
} else {
ld a, joy2
and a, $10
if not z {
ld a, 0
st a, button_down
st on, c
} else {
st off, c
}
}
}
routine clear_screen
outputs screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
trashes a, y, c, n, z
{
ld y, 0
repeat {
ld a, 1
st a, colormap1 + y
st a, colormap2 + y
st a, colormap3 + y
st a, colormap4 + y
ld a, 32
st a, screen1 + y
st a, screen2 + y
st a, screen3 + y
st a, screen4 + y
inc y
cmp y, 250
} until z
}
routine calculate_new_position
inputs pos, delta
outputs new_pos
trashes a, c, n, z, v
{
copy pos, new_pos
st off, c
add new_pos, delta
}
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define check_new_position_in_bounds routine
inputs new_pos
outputs c
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trashes a, z, n, v
static word compare_target : 0
{
copy 1000, compare_target
st on, c
sub compare_target, new_pos
if not c {
copy word 0, compare_target
st on, c
sub compare_target, new_pos
if not c {
st off, c
} else {
st on, c
}
} else {
st on, c
}
}
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routine init_game
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inputs actor_pos, actor_delta, actor_logic
outputs actor_pos, actor_delta, actor_logic
trashes pos, a, y, z, n, c, v
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{
ld y, 0
copy word 0, pos
repeat {
copy pos, actor_pos + y
copy word 40, actor_delta + y
copy enemy_logic, actor_logic + y
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st off, c
add pos, word 7
inc y
cmp y, 16
} until z
ld y, 0
copy word 0, actor_pos + y
copy word 0, actor_delta + y
copy player_logic, actor_logic + y
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}
// ----------------------------------------------------------------
// Actor Logics
// ----------------------------------------------------------------
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define player_logic logic_routine
{
call read_stick
call calculate_new_position
call check_new_position_in_bounds
if c {
copy ^screen, ptr
st off, c
add ptr, new_pos
ld y, 0
// check collision.
ld a, [ptr] + y
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// if "collision" is with your own self, treat it as if it's blank space!
cmp a, 81
if z {
ld a, 32
}
cmp a, 32
if z {
copy ^screen, ptr
st off, c
add ptr, pos
copy 32, [ptr] + y
copy new_pos, pos
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copy ^screen, ptr
st off, c
add ptr, pos
copy 81, [ptr] + y
st off, c
} else {
st on, c
}
// FIXME these trashes, strictly speaking, probably shouldn't be needed,
// but currently the compiler cares a little too much about values that are
// initialized in one branch of an `if`, but not the other, but are trashed
// at the end of the routine anyway.
trash ptr
trash y
trash v
} else {
st off, c
}
}
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define enemy_logic logic_routine
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static word compare_target : 0
{
call calculate_new_position
call check_new_position_in_bounds
if c {
copy ^screen, ptr
st off, c
add ptr, new_pos
ld y, 0
// check collision.
ld a, [ptr] + y
// if "collision" is with your own self, treat it as if it's blank space!
cmp a, 82
if z {
ld a, 32
}
cmp a, 32
if z {
copy ^screen, ptr
st off, c
add ptr, pos
copy 32, [ptr] + y
copy new_pos, pos
copy ^screen, ptr
st off, c
add ptr, pos
copy 82, [ptr] + y
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st off, c
} else {
st on, c
}
// FIXME these trashes, strictly speaking, probably shouldn't be needed,
// but currently the compiler cares too much about values that are
// initialized in one branch of an `if`, but not the other, but trashed
// at the end of the routine anyway.
trash ptr
trash y
} else {
copy delta, compare_target
st on, c
sub compare_target, word 40
if not z {
copy word 40, delta
} else {
copy $ffd8, delta
}
}
st off, c
}
// ----------------------------------------------------------------
// Game States
// ----------------------------------------------------------------
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define game_state_title_screen game_state_routine
{
ld y, 0
repeat {
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// First we "clip" the index to 0-31 to ensure we don't
// read outside the bounds of the table:
ld a, y
and a, 31
ld y, a
ld a, press_fire_msg + y
st on, c
sub a, 64 // yuck. oh well
st a, screen1 + y
inc y
cmp y, 18
} until z
st off, c
call check_button
if c {
call clear_screen
call init_game
copy game_state_play, dispatch_game_state
}
goto save_cinv
}
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define game_state_play game_state_routine
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static byte save_x : 0
{
ld x, 0
repeat {
copy actor_pos + x, pos
copy actor_delta + x, delta
st x, save_x
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copy actor_logic + x, dispatch_logic
call dispatch_logic
if c {
// Player died! Want no dead! Break out of the loop (this is a bit awkward.)
call clear_screen
copy game_state_game_over, dispatch_game_state
ld x, 15
} else {
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ld x, save_x
}
copy pos, actor_pos + x
copy delta, actor_delta + x
inc x
cmp x, 16
} until z
goto save_cinv
}
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define game_state_game_over game_state_routine
{
st off, c
call check_button
if c {
call clear_screen
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call init_game
copy game_state_title_screen, dispatch_game_state
}
goto save_cinv
}
// *************************
// * Main Game Loop Driver *
// *************************
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define our_cinv game_state_routine
{
goto dispatch_game_state
}
routine main
inputs cinv
outputs cinv, save_cinv, pos, dispatch_game_state,
screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
trashes a, y, n, c, z, vic_border, vic_bg
{
ld a, 5
st a, vic_border
ld a, 0
st a, vic_bg
ld y, 0
call clear_screen
copy game_state_title_screen, dispatch_game_state
copy word 0, pos
with interrupts off {
copy cinv, save_cinv
copy our_cinv, cinv
}
repeat { } forever
}