mirror of
https://github.com/catseye/SixtyPical.git
synced 2024-11-26 14:49:15 +00:00
251 lines
5.9 KiB
Plaintext
251 lines
5.9 KiB
Plaintext
// ****************************
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// * Demo Game for SixtyPical *
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// ****************************
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// ----------------------------------------------------------------
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// System Locations
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// ----------------------------------------------------------------
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byte vic_border @ 53280
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byte vic_bg @ 53281
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byte table screen1 @ 1024
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byte table screen2 @ 1274
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byte table screen3 @ 1524
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byte table screen4 @ 1774
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byte table colormap1 @ 55296
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byte table colormap2 @ 55546
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byte table colormap3 @ 55796
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byte table colormap4 @ 56046
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buffer[2048] screen @ 1024
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byte joy2 @ $dc00
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// ----------------------------------------------------------------
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// Global Variables
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// ----------------------------------------------------------------
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pointer ptr @ 254
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word pos
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word delta
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byte button_down : 0 // effectively static-local to check_button
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//
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// Points to the routine that implements the current game state.
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//
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vector dispatch_game_state
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inputs joy2, pos, button_down, dispatch_game_state
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outputs delta, pos, screen, screen1, button_down, dispatch_game_state
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trashes a, x, y, c, z, n, v, ptr
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//
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// The constraints on these 2 vectors are kind-of sort-of big fibs.
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// They're only written this way so they can be compatible with our
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// routine. In fact, CINV is an interrupt routine where it doesn't
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// really matter what you trash anyway, because all registers were
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/// saved by the caller (the KERNAL) and will be restored by the end
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// of the code of the saved origin cinv routine that we goto.
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//
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// I wonder if this could be arranged somehow to be less fibby, in
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// a future version of SixtyPical.
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//
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vector cinv
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inputs joy2, pos, button_down, dispatch_game_state
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outputs delta, pos, screen, screen1, button_down, dispatch_game_state
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trashes a, x, y, c, z, n, v, ptr
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@ 788
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vector save_cinv
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inputs joy2, pos, button_down, dispatch_game_state
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outputs delta, pos, screen, screen1, button_down, dispatch_game_state
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trashes a, x, y, c, z, n, v, ptr
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// ----------------------------------------------------------------
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// Utility Routines
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// ----------------------------------------------------------------
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routine read_stick
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inputs joy2
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outputs delta
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trashes a, x, z, n
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{
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ld x, joy2
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ld a, x
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and a, 1 // up
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if z {
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copy $ffd8, delta // -40
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} else {
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ld a, x
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and a, 2 // down
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if z {
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copy word 40, delta
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} else {
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ld a, x
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and a, 4 // left
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if z {
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copy $ffff, delta // -1
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} else {
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ld a, x
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and a, 8 // right
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if z {
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copy word 1, delta
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} else {
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copy word 0, delta
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}
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}
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}
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}
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}
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// You can repeatedly (i.e. as part of actor logic or an IRQ handler)
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// call this routine.
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// Upon return, if carry is set, the button was pressed then released.
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routine check_button
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inputs joy2, button_down
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outputs c, button_down
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trashes a, z, n
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{
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ld a, button_down
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if z {
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ld a, joy2
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and a, $10
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if z {
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ld a, 1
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st a, button_down
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}
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st off, c
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} else {
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ld a, joy2
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and a, $10
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if not z {
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ld a, 0
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st a, button_down
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st on, c
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} else {
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st off, c
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}
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}
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}
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routine clear_screen
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outputs screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
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trashes a, y, c, n, z
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{
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ld y, 0
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repeat {
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ld a, 1
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st a, colormap1 + y
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st a, colormap2 + y
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st a, colormap3 + y
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st a, colormap4 + y
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ld a, 32
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st a, screen1 + y
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st a, screen2 + y
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st a, screen3 + y
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st a, screen4 + y
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inc y
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cmp y, 250
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} until z
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}
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// ----------------------------------------------------------------
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// Game States
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// ----------------------------------------------------------------
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//
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// Because these all `goto save_cinv` at the end, they must have the same signature as that routine.
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//
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routine game_state_play
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inputs joy2, pos, button_down, dispatch_game_state
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outputs delta, pos, screen, screen1, button_down, dispatch_game_state
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trashes a, x, y, c, z, n, v, ptr
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{
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call read_stick
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st off, c
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add pos, delta
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copy ^screen, ptr
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st off, c
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add ptr, pos
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ld y, 0
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copy 81, [ptr] + y
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goto save_cinv
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}
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routine game_state_title_screen
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inputs joy2, pos, button_down, dispatch_game_state
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outputs delta, pos, screen, screen1, button_down, dispatch_game_state
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trashes a, x, y, c, z, n, v, ptr
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{
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ld y, 10
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repeat {
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ld a, 90
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st a, screen1 + y
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inc y
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cmp y, 20
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} until z
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st off, c
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call check_button
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if c {
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// call clear_screen
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// call init_game
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copy game_state_play, dispatch_game_state
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} else {
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// This is sort of a hack. FIXME: let `if` branches diverge this much.
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copy dispatch_game_state, dispatch_game_state
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}
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goto save_cinv
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}
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// *************************
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// * Main Game Loop Driver *
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// *************************
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routine our_cinv
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inputs joy2, pos, button_down, dispatch_game_state
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outputs delta, pos, screen, screen1, button_down, dispatch_game_state
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trashes a, x, y, c, z, n, v, ptr
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{
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goto dispatch_game_state
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}
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routine main
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inputs cinv
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outputs cinv, save_cinv, pos, dispatch_game_state,
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screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
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trashes a, y, n, c, z, vic_border, vic_bg
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{
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ld a, 5
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st a, vic_border
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ld a, 0
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st a, vic_bg
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ld y, 0
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call clear_screen
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copy game_state_title_screen, dispatch_game_state
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copy word 0, pos
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with interrupts off {
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copy cinv, save_cinv
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copy our_cinv, cinv
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}
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// FIXME: find out why `repeat { } forever` does not analyze OK
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repeat {
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ld a, 0
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} until not z
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}
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