SixtyPical/eg/atari2600/smiley.oph

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;
; smiley.oph (2018)
; stripped-down version of atari-2600-example.oph (2012)
;
; SPDX-FileCopyrightText: Chris Pressey, the author of this work, has dedicated it to the public domain.
; For more information, please refer to <https://unlicense.org/>
; SPDX-License-Identifier: Unlicense
;
; to build and run in Stella:
; ophis smiley.oph -o smiley.bin
; stella smiley.bin
;
; Useful system addresses (TODO: briefly describe each of these.)
;
.alias VSYNC $00
.alias VBLANK $01
.alias WSYNC $02
.alias NUSIZ0 $04
.alias NUSIZ1 $05
.alias COLUPF $08
.alias COLUBK $09
.alias PF0 $0D
.alias PF1 $0E
.alias PF2 $0F
.alias SWCHA $280
.alias INTIM $284
.alias TIM64T $296
.alias CTRLPF $0A
.alias COLUP0 $06
.alias COLUP1 $07
.alias GP0 $1B
.alias GP1 $1C
.alias HMOVE $2a
.alias RESP0 $10
.alias RESP1 $11
;
; Cartridge ROM occupies the top 4K of memory ($F000-$FFFF).
; Thus, typically, the program will occupy all that space too.
;
; Zero-page RAM we can use with impunity starts at $80 and goes
; upward (at least until $99, but probably further.)
;
.alias colour $80
.alias luminosity $81
.alias joystick_delay $82
.org $F000
;
; Standard prelude for Atari 2600 cartridge code.
;
; Get various parts of the machine into a known state:
;
; - Disable interrupts
; - Clear the Decimal flag
; - Initialize the Stack Pointer
; - Zero all bytes in Zero Page memory
;
start:
sei
cld
ldx #$FF
txs
lda #$00
zero_loop:
sta $00, x
dex
bne zero_loop
; and fall through to...
;
; Initialization.
;
; - Clear the Playfield Control register.
; - Set the player (sprite) colour to light green (write to COLUP0.)
; - Set the player (sprite) size/repetion to normal (write to NUSIZ0.)
;
lda #$00
sta CTRLPF
lda #$0c
sta colour
lda #$0a
sta luminosity
lda #$00
sta NUSIZ0
; and fall through to...
;
; Main loop.
;
; A typical main loop consists of:
; - Waiting for the frame to start (vertical blank period)
; - Displaying stuff on the screen (the _display kernel_)
; - Doing any processing you like (reading joysticks, updating program state,
; etc.), as long as you get it all done before the next frame starts!
;
main:
jsr vertical_blank
jsr display_frame
jsr colourize_player
jmp main
rts ; NOTE just to pad out to match the SixtyPical version
;
; Vertical blank routine.
;
; In brief: wait until it is time for the next frame of video.
; TODO: describe this in more detail.
;
vertical_blank:
ldx #$00
lda #$02
sta WSYNC
sta WSYNC
sta WSYNC
sta VSYNC
sta WSYNC
sta WSYNC
lda #$2C
sta TIM64T
lda #$00
sta WSYNC
sta VSYNC
rts
;
; Display kernal.
;
; First, wait until it's time to display the frame.
;
.scope
display_frame:
lda INTIM
bne display_frame
;
; (After that loop finishes, we know the accumulator must contain 0.)
; Wait for the next scanline, zero HMOVE (for some reason; TODO discover
; this), then turn on the screen.
;
sta WSYNC
sta HMOVE
sta VBLANK
;
; Actual work in the display kernal is done here.
;
; This is a pathological approach to writing a display kernal.
; This wouldn't be how you'd do things in a game. So be it.
; One day I may improve it. For now, be happy that it displays
; anything at all!
;
;
; Wait for $3f (plus one?) scan lines to pass, by waiting for
; WSYNC that many times.
;
ldx #$3F
_wsync_loop:
sta WSYNC
dex
bpl _wsync_loop
sta WSYNC
;
; Delay while the raster scans across the screen. The more
; we delay here, the more to the right the player will be when
; we draw it.
;
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
;
; OK, *now* display the player.
;
sta RESP0
;
; Loop over the rows of the sprite data, drawing each to the screen
; over four scan lines.
;
; TODO understand this better and describe it!
;
ldy #$07
_image_loop:
lda image_data, y
sta GP0
sta WSYNC
sta WSYNC
sta WSYNC
sta WSYNC
dey
bpl _image_loop
lda #$00
sta GP0
;
; Turn off screen display and clear display registers.
;
lda #$02
sta WSYNC
sta VBLANK
lda #$00
sta PF0
sta PF1
sta PF2
sta COLUPF
sta COLUBK
rts
.scend
;
; Modify the colour and luminosity of the player.
;
.scope
colourize_player:
lda colour
clc
rol
rol
rol
rol
ora luminosity
sta COLUP0
rts
.scend
;
; Player (sprite) data.
;
; Because we loop over these bytes with the Y register counting *down*,
; this image is stored "upside-down".
;
image_data:
.byte %01111110
.byte %10000001
.byte %10011001
.byte %10100101
.byte %10000001
.byte %10100101
.byte %10000001
.byte %01111110
;
; Standard postlude for Atari 2600 cartridge code.
; Give BRK and boot vectors that point to the start of the code.
;
.advance $FFFC
.word start
.word start