dos33fsprogs/interlace_demo/sprites.s

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2019-06-12 21:09:37 +00:00
; TODO
; + merge with spacebars code
; + make flame move (write to the sprite table directly)
; + end of game, fly to the right
; + implement shooting with space bar
; + implement both blasts
; + add meteor+explosion sprites
; Uses the 40x48d page1/page2 every-1-scanline pageflip mode
; self modifying code to get some extra colors (pseudo 40x192 mode)
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
FRAMEBUFFER = $00 ; $00 - $0F
CH = $24
CV = $25
GBASL = $26
GBASH = $27
BASL = $28
BASH = $29
FRAME = $60
BLARGH = $69
DRAW_PAGE = $EE
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FIRE_X = $F0
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YPOS = $F3
YADD = $F4
BLAST1 = $F5
BLAST2 = $F6
FIRE = $F7
TEMP = $FA
WHICH = $FB
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TEMPY = $FC
LEVEL_DONE = $FD
OUTL = $FE
OUTH = $FF
ZERO = $80
; Soft Switches
KEYPRESS= $C000
KEYRESET= $C010
SET_GR = $C050 ; Enable graphics
FULLGR = $C052 ; Full screen, no text
PAGE0 = $C054 ; Page0
PAGE1 = $C055 ; Page1
LORES = $C056 ; Enable LORES graphics
PADDLE_BUTTON0 = $C061
PADDL0 = $C064
PTRIG = $C070
; ROM routines
TEXT = $FB36 ;; Set text mode
HOME = $FC58 ;; Clear the text screen
WAIT = $FCA8 ;; delay 1/2(26+27A+5A^2) us
start_sprites:
;===================
; init screen
jsr TEXT
jsr HOME
bit KEYRESET
;===================
; init vars
lda #0
sta DRAW_PAGE
sta WHICH
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sta ZERO
sta YADD
sta LEVEL_DONE
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sta FIRE_X
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lda #64
sta YPOS
;=============================
; Load graphic page0
lda #$0c
sta BASH
lda #$00
sta BASL ; load image to $c00
lda WHICH
asl
asl ; which*4
tay
lda pictures,Y
sta GBASL
lda pictures+1,Y
sta GBASH
jsr load_rle_gr
lda #4
sta DRAW_PAGE
jsr gr_copy_to_current ; copy to page1
; GR part
bit PAGE1
bit LORES ; 4
bit SET_GR ; 4
bit FULLGR ; 4
; jsr wait_until_keypressed
;=============================
; Load graphic page1
lda #$0c
sta BASH
lda #$00
sta BASL ; load image to $c00
lda WHICH
asl
asl ; which*4
tay
lda pictures+2,Y
sta GBASL
lda pictures+3,Y
sta GBASH
jsr load_rle_gr
lda #0
sta DRAW_PAGE
jsr gr_copy_to_current
; ; GR part
bit PAGE0
; jsr wait_until_keypressed
;==============================
; setup graphics for vapor lock
;==============================
jsr vapor_lock
; vapor lock returns with us at beginning of hsync in line
; 114 (7410 cycles), so with 5070 lines to go
; GR part
bit LORES ; 4
bit SET_GR ; 4
bit FULLGR ; 4
jsr gr_copy_to_current ; 6+ 9292
; 5070 + 4550 = 9620
; 9292
; 12
; 6
; ====
; 310
; - 3 for jmp
; 307
; Try X=9 Y=6 cycles=307
ldy #6 ; 2
loopA: ldx #9 ; 2
loopB: dex ; 2
bne loopB ; 2nt/3
dey ; 2
bne loopA ; 2nt/3
jmp display_loop ; 3
.align $100
;================================================
; Display Loop
;================================================
; each scan line 65 cycles
; 1 cycle each byte (40cycles) + 25 for horizontal
; Total of 12480 cycles to draw screen
; Vertical blank = 4550 cycles (70 scan lines)
; Total of 17030 cycles to get back to where was
; We want to alternate between page1 and page2 every 65 cycles
; vblank = 4550 cycles to do scrolling
display_loop:
.include "sprites_screen.s"
;======================================================
; We have 4550 cycles in the vblank, use them wisely
;======================================================
; 4550 -- VBLANK
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; 1821 -- draw ship (130*14)+1
; 829 -- erase ship (100*8)+(14*2)+1
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; -31 -- move ship
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; -17 -- move fire
; -61 -- keypress
; -8 -- loop
;=======
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; 1783
;================
; erase old ship
ldy YPOS ; 3 ; 0
jsr erase_line ; 6+94
iny ; 2 ; 1
jsr erase_line ; 6+94
iny ; 2 ; 2
jsr erase_line ; 6+94
iny ; 2 ; 3
jsr erase_line ; 6+94
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; note, to be complete should erase all these
; only an issue if moving up/down really fast
iny ; 2 ; 4
; jsr erase_line ; 6+94
iny ; 2 ; 5
; jsr erase_line ; 6+94
iny ; 2 ; 6
; jsr erase_line ; 6+94
iny ; 2 ; 7
; jsr erase_line ; 6+94
iny ; 2 ; 8
; jsr erase_line ; 6+94
iny ; 2 ; 9
; jsr erase_line ; 6+94
iny ; 2 ; 10
jsr erase_line ; 6+94
iny ; 2 ; 11
jsr erase_line ; 6+94
iny ; 2 ; 12
jsr erase_line ; 6+94
iny ; 2 ; 13
jsr erase_line ; 6+94
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;==========================
; erase the fire
;==========================
;==========================
; move the fire
;==========================
; no-fire: 6+7 = 13 [4]
; too-far: 6+4+7 = 17
; moving: 6+4+7 = 17
lda FIRE_X ; 3
beq no_fire ; 3
; -1
cmp #$39 ; 2
bcs kill_fire ; bge 3
; -1
inc FIRE_X ; 5
jmp done_move_fire ; 3
no_fire:
nop
nop
kill_fire:
nop ; 2
lda #0 ; 2
sta FIRE_X ; 3
done_move_fire:
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;==========================
; move the ship
; in bounds: 14+5 = 19 [12]
; too small: 14+10 = 24 [7]
; too big: 14+5+12 = 31
clc ; 2
lda YPOS ; 3
adc YADD ; 3
sta YPOS ; 3
bpl not_minus ; 3
minus:
; -1
lda #$0 ; 2
sta YPOS ; 3
sta YADD ; 3
jmp done_move_delay_7 ; 3
not_minus:
cmp #104 ; 2
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bcc done_move_delay_12 ; blt ; 3
; -1
lda #$0 ; 2
sta YADD ; 3
lda #103 ; 2
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sta YPOS ; 3
jmp done_move ; 3
done_move_delay_12:
lda TEMP ; 3
nop ; 2
done_move_delay_7:
lda TEMP ; 3
nop ; 2
nop ; 2
done_move:
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;==========================
; draw the ship
; at Y=64 for now
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ldy YPOS ; 3
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; line 0
ldx #0 ; 2
jsr sprite_line ; 6+120
;====
; 128
; line 1
iny ; 2
ldx #7 ; 2
jsr sprite_line ; 6+120
;====
; 130
; line 2
iny ; 2
ldx #14 ; 2
jsr sprite_line ; 6+120
;====
; 130
; line 3
iny ; 2
ldx #21 ; 2
jsr sprite_line ; 6+120
;====
; 130
; line 4
iny ; 2
ldx #28 ; 2
jsr sprite_line ; 6+120
;====
; 130
; line 5
iny ; 2
ldx #35 ; 2
jsr sprite_line ; 6+120
;====
; 130
; line 6
iny ; 2
ldx #42 ; 2
jsr sprite_line ; 6+120
;====
; 130
; line 7
iny ; 2
ldx #49 ; 2
jsr sprite_line ; 6+120
;====
; 130
; line 8
iny ; 2
ldx #56 ; 2
jsr sprite_line ; 6+120
;====
; 130
; line 9
iny ; 2
ldx #63 ; 2
jsr sprite_line ; 6+120
;====
; 130
; line 10
iny ; 2
ldx #70 ; 2
jsr sprite_line ; 6+120
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;====
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; 130
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; line 11
iny ; 2
ldx #77 ; 2
jsr sprite_line ; 6+120
;====
; 130
; line 12
iny ; 2
ldx #84 ; 2
jsr sprite_line ; 6+120
;====
; 130
; line 13
iny ; 2
ldx #91 ; 2
jsr sprite_line ; 6+120
;====
; 130
pad_time:
;============================
; WAIT for VBLANK to finish
;============================
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nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
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wait_loop:
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; Try X=175 Y=2 cycles=1763 R20
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ldy #2 ; 2
loop1: ldx #175 ; 2
loop2: dex ; 2
bne loop2 ; 2nt/3
dey ; 2
bne loop1 ; 2nt/3
wait_loop_end:
;===============
; check keypress
jsr handle_keypress ; 6+55
;===============
; check for end
lda LEVEL_DONE ; 3
bne done_level ; 2
jmp display_loop ; 3
done_level:
rts
.align $100
;=======================
; handle keypress
;=======================
; separate function so we an align to avoid branches
; crossing page boundaries
;
; NONE = 6+7 = 13 [42]
; ESC = doesn't matter
; ' ' = 6+6+9+5+7 = 33 [22] [[20]]
; '.' = 6+6+9+5+5+7 = 48 [17] [[5]]
; ',' = 6+6+9+5+5+5+7 = 43 [12] [[5]]
; 'A' = 6+6+9+5+5+5+7+7 = 50 [5] [[7]]
; 'Z' = 6+6+9+5+5+5+7+5+7 = 55 [0] [[5]]
; unkno= 6+6+9+5+5+5+7+5+3+[4] = 55 [0]
handle_keypress:
lda KEYPRESS ; 4
bpl key_delay_42 ; 3
; -1
bit KEYRESET ; clear strobe ; 4
cmp #27+$80 ; 2
bne key_not_escape ; 3
lda #1
sta LEVEL_DONE
rts
key_not_escape:
cmp #' '+$80 ; 2
bne key_not_space ; 3
; -1
lda #1 ; 2
sta FIRE ; 3
jmp key_delay_22 ; 3
key_not_space:
cmp #'.'+$80 ; 2
bne key_not_period ; 3
; -1
lda #1 ; 2
sta BLAST1 ; 3
jmp key_delay_17 ; 3
key_not_period:
cmp #','+$80 ; 2
bne key_not_comma ; 3
; -1
lda #1 ; 2
sta BLAST2 ; 3
jmp key_delay_12 ; 3
key_not_comma:
and #$5f ; make uppercase ; 2
cmp #'A' ; 2
bne key_not_a ; 3
; -1
dec YADD ; 5
jmp key_delay_5 ; 3
key_not_a:
cmp #'Z' ; 2
bne key_not_z ; 3
; -1
inc YADD ; 5
jmp keypress_done ; 3
key_not_z:
nop ; 2
nop ; 2
jmp keypress_done ; 3
key_delay_42:
inc TEMP ; 5
dec TEMP ; 5
inc TEMP ; 5
dec TEMP ; 5
key_delay_22:
nop ; 2
lda TEMP ; 3
key_delay_17:
nop ; 2
lda TEMP ; 3
key_delay_12:
nop ; 2
nop ; 2
lda TEMP ; 3
key_delay_5:
nop ; 2
lda TEMP ; 3
keypress_done:
rts ; 6
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;========================
; Draw a line of a sprite
;========================
; Y = y value
; x = location in sprite
; 17+10+(7*12)+3+6 = 120
sprite_line:
sty TEMPY ; 3
lda y_lookup_l,Y ; 4
sta OUTL ; 3
lda y_lookup_h,Y ; 4
sta OUTH ; 3
;=======
; 17
; XPOS
lda #1 ; xpos=1 ; 2
ldy #0 ; 2
sta (OUTL),Y ; 6
;=======
; 10
; COL0
ldy #2 ; 2
lda ship_sprite+0,X ; 4
sta (OUTL),Y ; 6
;=======
; 12
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; COL1
ldy #7 ; 2
lda ship_sprite+1,X ; 4
sta (OUTL),Y ; 6
;=======
; 12
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; COL2
ldy #12 ; 2
lda ship_sprite+2,X ; 4
sta (OUTL),Y ; 6
;=======
; 12
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; COL3
ldy #17 ; 2
lda ship_sprite+3,X ; 4
sta (OUTL),Y ; 6
;=======
; 12
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; COL4
ldy #22 ; 2
lda ship_sprite+4,X ; 4
sta (OUTL),Y ; 6
;=======
; 12
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; COL5
ldy #27 ; 2
lda ship_sprite+5,X ; 4
sta (OUTL),Y ; 6
;=======
; 12
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; COL6
ldy #32 ; 2
lda ship_sprite+6,X ; 4
sta (OUTL),Y ; 6
;=======
; 12
ldy TEMPY ; 3
rts ; 6
;========================
; Erase a line of a sprite
;========================
; Y = y value
; 17+10+2+(7*8)+3+6 = 94
erase_line:
sty TEMPY ; 3
lda y_lookup_l,Y ; 4
sta OUTL ; 3
lda y_lookup_h,Y ; 4
sta OUTH ; 3
;=======
; 17
; XPOS
lda #1 ; xpos=1 ; 2
ldy #0 ; 2
sta (OUTL),Y ; 6
;=======
; 10
lda #0 ; 2
; COL0
ldy #2 ; 2
sta (OUTL),Y ; 6
; COL1
ldy #7 ; 2
sta (OUTL),Y ; 6
; COL2
ldy #12 ; 2
sta (OUTL),Y ; 6
; COL3
ldy #17 ; 2
sta (OUTL),Y ; 6
; COL4
ldy #22 ; 2
sta (OUTL),Y ; 6
; COL5
ldy #27 ; 2
sta (OUTL),Y ; 6
; COL6
ldy #32 ; 2
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sta (OUTL),Y ; 6
ldy TEMPY ; 3
rts ; 6
.include "gr_simple_clear.s"
.include "../asm_routines/gr_unrle.s"
;.include "../asm_routines/keypress.s"
.align $100
.include "sprites_table.s"
.include "gr_offsets.s"
;.include "movement_table.s"
.include "gr_copy.s"
.include "vapor_lock.s"
.include "delay_a.s"
.assert >gr_offsets = >gr_offsets_done, error, "gr_offsets crosses page"
.assert >wait_loop = >(wait_loop_end-1), error, "wait_loop crosses page"
pictures:
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.word earth_low,earth_high
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.include "earth.inc"
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.align $100
ship_sprite:
; l0: 0 1 2 3 4 5 6
.byte $00,$00,$00,$ff,$00,$00,$00
; l1:
.byte $00,$00,$00,$ff,$00,$00,$00
; l2:
.byte $00,$00,$00,$ff,$00,$00,$00
; l3:
.byte $00,$00,$00,$ff,$00,$00,$00
; l4:
.byte $00,$00,$00,$77,$00,$00,$00
; l5:
.byte $00,$00,$00,$ff,$ff,$22,$00
; l6:
.byte $00,$00,$22,$ff,$ff,$22,$00
; l7:
.byte $00,$dd,$66,$11,$22,$22,$00
; l8:
.byte $dd,$99,$22,$44,$44,$22,$22
; l9:
.byte $99,$11,$66,$ff,$ff,$22,$22
; l10:
.byte $dd,$99,$22,$ff,$ff,$22,$22
; l11:
.byte $00,$dd,$66,$77,$77,$77,$ff
; l12:
.byte $00,$00,$22,$ff,$ff,$77,$ff
; l13:
.byte $00,$00,$00,$ff,$ff,$77,$ff