dos33fsprogs/tfv/tfv_flying.s

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SHIPY EQU $E4
; FIXME, sort out available ZP page space
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TURNING EQU $60
SCREEN_X EQU $61
SCREEN_Y EQU $62
ANGLE EQU $63
HORIZ_SCALE_I EQU $64
HORIZ_SCALE_F EQU $65
FACTOR_I EQU $66
FACTOR_F EQU $67
DX_I EQU $68
DX_F EQU $69
SPACEX_I EQU $6A
SPACEX_F EQU $6B
CX_I EQU $6C
CX_F EQU $6D
DY_I EQU $6E
DY_F EQU $6F
SPACEY_I EQU $70
SPACEY_F EQU $71
CY_I EQU $72
CY_F EQU $73
TEMP_I EQU $74
TEMP_F EQU $75
DISTANCE_I EQU $76
DISTANCE_F EQU $77
SPACEZ_I EQU $78
SPACEZ_F EQU $79
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DRAW_SPLASH EQU $7A
SPEED EQU $7B
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SPLASH_COUNT EQU $7C
OVER_WATER EQU $7D
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;===========
; CONSTANTS
;===========
SHIPX EQU 15
TILE_W EQU 64
TILE_H EQU 64
MAP_MASK EQU (TILE_W - 1)
LOWRES_W EQU 40
LOWRES_H EQU 40
flying_start:
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;===================
; Clear screen/pages
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;===================
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jsr clear_screens
jsr set_gr_page0
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;===============
; Init Variables
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;===============
lda #20
sta SHIPY
lda #0
sta TURNING
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sta ANGLE
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sta SPACEX_I
sta SPACEY_I
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sta CX_I
sta CX_F
sta CY_I
sta CY_F
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sta DRAW_SPLASH
sta SPEED
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sta SPLASH_COUNT
sta OVER_WATER
lda #1
sta ANGLE
lda #4
sta SPACEZ_I
lda #$80
sta SPACEZ_F
flying_loop:
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lda SPLASH_COUNT
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beq flying_keyboard
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dec SPLASH_COUNT ; decrement splash count
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flying_keyboard:
jsr get_key ; get keypress
lda LASTKEY
; cmp #('Q') ; if quit, then return
; bne skipskip
; rts
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;skipskip:
cmp #('W')
bne check_down
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;===========
; UP PRESSED
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;===========
lda SHIPY
cmp #17
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bcc check_down ; bgt, if shipy>16
dec SHIPY
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dec SHIPY ; move ship up
inc SPACEZ_I ; incement height
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lda #0
sta SPLASH_COUNT
check_down:
cmp #('S')
bne check_left
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;=============
; DOWN PRESSED
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;=============
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lda SHIPY
cmp #28
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bcs splashy ; ble, if shipy < 28
inc SHIPY
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inc SHIPY ; move ship down
dec SPACEZ_I ; decrement height
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bcc check_left
splashy:
lda #10
sta SPLASH_COUNT
check_left:
cmp #('A')
bne check_right
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;=============
; LEFT PRESSED
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;=============
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lda TURNING
bmi turn_left
beq turn_left
lda #$0
sta TURNING
clv
bvc check_right
turn_left:
lda #253 ; -3
sta TURNING
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dec ANGLE
check_right:
cmp #('D')
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bne check_speedup
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;==============
; RIGHT PRESSED
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;==============
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lda TURNING ;; FIXME: optimize me
bpl turn_right
lda #0
sta TURNING
clv
bvc check_speedup
turn_right:
lda #3
sta TURNING
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inc ANGLE
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check_speedup:
cmp #('Z')
bne check_speeddown
;=========
; SPEED UP
;=========
lda #$3
cmp SPEED
beq check_speeddown
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inc SPEED
check_speeddown:
cmp #('X')
bne check_brake
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;===========
; SPEED DOWN
;===========
lda SPEED
beq check_brake
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dec SPEED
check_brake:
cmp #(' '+128)
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bne check_land
;============
; BRAKE
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;============
lda #$0
sta SPEED
check_land:
cmp #13
bne check_help
;=====
; LAND
;=====
; finds value in space_x.i,space_y.i
; returns color in A
lda CX_I
sta SPACEX_I
lda CY_I
sta SPACEY_I
jsr lookup_map
cmp #COLOR_BOTH_LIGHTGREEN
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bne must_land_on_grass
landing_loop:
jsr draw_background_mode7
; Draw Shadow
lda #>shadow_forward
sta INH
lda #<shadow_forward
sta INL
lda #(SHIPX+3)
sta XPOS
clc
lda SPACEZ_I
adc #31
and #$fe ; make sure it's even
sta YPOS
jsr put_sprite
lda #>ship_forward
sta INH
lda #<ship_forward
sta INL
lda #SHIPX
sta XPOS
lda SHIPY
sta YPOS
jsr put_sprite
jsr page_flip
dec SPACEZ_I
bpl landing_loop
rts ; finish flying
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must_land_on_grass:
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lda #10
sta CH ; HTAB 11
lda #21
sta CV ; VTAB 22
lda #>(grass_string)
sta OUTH
lda #<(grass_string)
sta OUTL
jsr print_both_pages ; "NEED TO LAND ON GRASS!"
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check_help:
cmp #('H')
bne check_done
;=====
; HELP
;=====
check_done:
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;================
; Wrap the Angle
;================
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lda ANGLE
and #$f
sta ANGLE
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;================
; Handle Movement
;================
speed_move:
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ldx SPEED
beq draw_background
lda ANGLE ; dx.i=fixed_sin[(angle+4)&0xf].i; // cos()
clc
adc #4
and #$f
asl
tay
lda fixed_sin_scale,Y
sta DX_I
iny ; dx.f=fixed_sin[(angle+4)&0xf].f; // cos()
lda fixed_sin_scale,Y
sta DX_F
lda ANGLE ; dy.i=fixed_sin[angle&0xf].i; // sin()
and #$f
asl
tay
lda fixed_sin_scale,Y
sta DY_I
iny ; dx.f=fixed_sin[angle&0xf].f; // sin()
lda fixed_sin_scale,Y
sta DY_F
speed_loop:
clc ; fixed_add(&cx,&dx,&cx);
lda CX_F
adc DX_F
sta CX_F
lda CX_I
adc DX_I
sta CX_I
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clc ; fixed_add(&cy,&dy,&cy);
lda CY_F
adc DY_F
sta CY_F
lda CY_I
adc DY_I
sta CY_I
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dex
bne speed_loop
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;====================
; Draw the background
;====================
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draw_background:
jsr draw_background_mode7
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; lda #1
; sta OVER_WATER
; Calculate whether to draw the splash
lda #0 ; set splash drawing to 0
sta DRAW_SPLASH
lda SPEED ; if speed==0, no splash
beq no_splash
lda TURNING
beq no_turning_splash
lda SHIPY
cmp #27
bcc no_turning_splash ; blt if shipy<25 skip
lda #1
sta SPLASH_COUNT
no_turning_splash:
lda OVER_WATER ; no splash if over land
beq no_splash
lda SPLASH_COUNT ; no splash if splash_count expired
beq no_splash
lda #1
sta DRAW_SPLASH
no_splash:
;==============
; Draw the ship
;==============
clv
lda TURNING
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beq draw_ship_forward
bpl draw_ship_right
bmi draw_ship_left ;; FIXME: optimize order
draw_ship_forward:
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lda DRAW_SPLASH
beq no_forward_splash
; Draw Splash
lda #>splash_forward
sta INH
lda #<splash_forward
sta INL
lda #(SHIPX+1)
sta XPOS
clc
lda SHIPY
adc #9
and #$fe ; make sure it's even
sta YPOS
jsr put_sprite
no_forward_splash:
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; Draw Shadow
lda #>shadow_forward
sta INH
lda #<shadow_forward
sta INL
lda #(SHIPX+3)
sta XPOS
clc
lda SPACEZ_I
adc #31
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and #$fe ; make sure it's even
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sta YPOS
jsr put_sprite
lda #>ship_forward
sta INH
lda #<ship_forward
sta INL
bvc draw_ship
draw_ship_right:
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lda DRAW_SPLASH
beq no_right_splash
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; Draw Splash
lda #>splash_right
sta INH
lda #<splash_right
sta INL
lda #(SHIPX+1)
sta XPOS
clc
lda #36
sta YPOS
jsr put_sprite
no_right_splash:
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; Draw Shadow
lda #>shadow_right
sta INH
lda #<shadow_right
sta INL
lda #(SHIPX+3)
sta XPOS
clc
lda SPACEZ_I
adc #31
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and #$fe ; make sure it's even
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sta YPOS
jsr put_sprite
lda #>ship_right
sta INH
lda #<ship_right
sta INL
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dec TURNING
bvc draw_ship
draw_ship_left:
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lda DRAW_SPLASH
beq no_left_splash
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; Draw Splash
lda #>splash_left
sta INH
lda #<splash_left
sta INL
lda #(SHIPX+1)
sta XPOS
clc
lda #36
sta YPOS
jsr put_sprite
no_left_splash:
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; Draw Shadow
lda #>shadow_left
sta INH
lda #<shadow_left
sta INL
lda #(SHIPX+3)
sta XPOS
clc
lda SPACEZ_I
adc #31
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and #$fe ; make sure it's even
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sta YPOS
jsr put_sprite
lda #>ship_left
sta INH
lda #<ship_left
sta INL
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inc TURNING
draw_ship:
lda #SHIPX
sta XPOS
lda SHIPY
sta YPOS
jsr put_sprite
;==================
; flip pages
;==================
jsr page_flip
;==================
; loop forever
;==================
jmp flying_loop
;===========================
; Draw the Mode7 Background
;===========================
draw_background_mode7:
; Draw Sky
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lda #COLOR_BOTH_MEDIUMBLUE ; MEDIUMBLUE color
sta COLOR
lda #0
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sta OVER_WATER
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sky_loop: ; draw line across screen
ldy #40 ; from y=0 to y=6
sty V2
ldy #0
pha
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jsr hlin_double ; hlin y,V2 at A
pla
clc
adc #2
cmp #6
bne sky_loop
; Draw Horizon
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lda #COLOR_BOTH_GREY ; Horizon is Grey
sta COLOR
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lda #6 ; draw single line at 6/7
ldy #40
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sty V2 ; hlin Y,V2 at A
ldy #0
jsr hlin_double ; hlin 0,40 at 6
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; fixed_mul(&space_z,&BETA,&factor);
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lda SPACEZ_I
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sta NUM1H
lda SPACEZ_F
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sta NUM1L
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lda #$ff ; BETA_I
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sta NUM2H
lda #$80 ; BETA_F
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sta NUM2L
;; TEST
;; lda #$0
;; sta NUM1H
;; lda #$2
;; sta NUM1L
;; lda #$0
;; sta NUM2H
;; lda #$3
;; sta NUM2L
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jsr multiply
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lda RESULT+2
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sta FACTOR_I
lda RESULT+1
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sta FACTOR_F
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;; SPACEZ=78 * ff80 = FACTOR=66
;; C
;; GOOD 4 80 * ffffffff 80 = fffffffd c0
;; BAD 4 80 * ffffffff 80 = 42 40
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lda #8
sta SCREEN_Y
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screeny_loop:
ldy #0
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jsr hlin_setup ; y-coord in a, x-coord in y
; sets up GBASL/GBASH
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lda #0 ; horizontal_scale.i = 0
sta HORIZ_SCALE_I
;horizontal_scale.f=
; horizontal_lookup[space_z.i&0xf][(screen_y-8)/2];
lda SPACEZ_I
and #$f
asl
asl
asl
asl
sta TEMP_I
sec
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lda SCREEN_Y
sbc #8
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lsr
clc
adc TEMP_I
tay
lda horizontal_lookup,Y
sta HORIZ_SCALE_F
;; brk ASM, horiz_scale = 00:73
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; calculate the distance of the line we are drawing
; fixed_mul(&horizontal_scale,&scale,&distance);
lda HORIZ_SCALE_I
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sta NUM1H
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lda HORIZ_SCALE_F
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sta NUM1L
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lda #$14 ; SCALE_I
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sta NUM2H
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lda #$00 ; SCALE_F
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sta NUM2L
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jsr multiply
lda RESULT+2
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sta DISTANCE_I
lda RESULT+1
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sta DISTANCE_F
;; brk ASM, distance = 08:fc
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; calculate the dx and dy of points in space when we step
; through all points on this line
lda ANGLE ; dx.i=fixed_sin[(angle+8)&0xf].i; // -sin()
clc
adc #8
and #$f
asl
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tay
lda fixed_sin,Y
sta DX_I
iny ; dx.f=fixed_sin[(angle+8)&0xf].f; // -sin()
lda fixed_sin,Y
sta DX_F
; fixed_mul(&dx,&horizontal_scale,&dx);
lda HORIZ_SCALE_I
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sta NUM1H
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lda HORIZ_SCALE_F
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sta NUM1L
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lda DX_I
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sta NUM2H
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lda DX_F
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sta NUM2L
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jsr multiply
lda RESULT+2
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sta DX_I
lda RESULT+1
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sta DX_F
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;; ANGLE
;; brk ASM, dx = 00:00
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lda ANGLE ; dy.i=fixed_sin[(angle+4)&0xf].i; // cos()
clc
adc #4
and #$f
asl
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tay
lda fixed_sin,Y
sta DY_I
iny ; dy.f=fixed_sin[(angle+4)&0xf].f; // cos()
lda fixed_sin,Y
sta DY_F
; fixed_mul(&dy,&horizontal_scale,&dy);
lda HORIZ_SCALE_I
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sta NUM1H
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lda HORIZ_SCALE_F
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sta NUM1L
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lda DY_I
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sta NUM2H
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lda DY_F
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sta NUM2L
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jsr multiply
lda RESULT+2
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sta DY_I
lda RESULT+1
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sta DY_F
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;; brk ASM, dy = 00:73
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; calculate the starting position
; fixed_add(&distance,&factor,&space_x);
clc ; fixed_add(&distance,&factor,&space_y);
lda DISTANCE_F
adc FACTOR_F
sta SPACEY_F
sta SPACEX_F
lda DISTANCE_I
adc FACTOR_I
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sta SPACEY_I
sta SPACEX_I
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;; brk space_x = 06:bc
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lda ANGLE ; fixed_temp.i=fixed_sin[(angle+4)&0xf].i; // cos
clc
adc #4
and #$f
asl
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tay
lda fixed_sin,Y
sta TEMP_I
iny ; fixed_temp.f=fixed_sin[(angle+4)&0xf].f; // cos
lda fixed_sin,Y
sta TEMP_F
; fixed_mul(&space_x,&fixed_temp,&space_x);
lda SPACEX_I
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sta NUM1H
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lda SPACEX_F
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sta NUM1L
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lda TEMP_I
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sta NUM2H
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lda TEMP_F
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sta NUM2L
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jsr multiply
lda RESULT+2
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sta SPACEX_I
lda RESULT+1
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sta SPACEX_F
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clc ; fixed_add(&space_x,&cx,&space_x);
lda SPACEX_F
adc CX_F
sta SPACEX_F
lda SPACEX_I
adc CX_I
sta SPACEX_I
lda #$ec ; fixed_temp.i=0xec; // -20 (LOWRES_W/2)
sta TEMP_I
lda #0 ; fixed_temp.f=0;
sta TEMP_F
; fixed_mul(&fixed_temp,&dx,&fixed_temp);
lda TEMP_I
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sta NUM1H
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lda TEMP_F
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sta NUM1L
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lda DX_I
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sta NUM2H
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lda DX_F
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sta NUM2L
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jsr multiply
lda RESULT+2
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sta TEMP_I
lda RESULT+1
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sta TEMP_F
clc ; fixed_add(&space_x,&fixed_temp,&space_x);
lda SPACEX_F
adc TEMP_F
sta SPACEX_F
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lda SPACEX_I
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adc TEMP_I
sta SPACEX_I
;;brk ;; brk space_x = 06:bc
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lda ANGLE ; fixed_temp.i=fixed_sin[angle&0xf].i;
and #$f
asl
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tay
lda fixed_sin,Y
sta TEMP_I
iny ; fixed_temp.f=fixed_sin[angle&0xf].f;
lda fixed_sin,Y
sta TEMP_F
; fixed_mul(&space_y,&fixed_temp,&space_y);
lda SPACEY_I
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sta NUM1H
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lda SPACEY_F
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sta NUM1L
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lda TEMP_I
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sta NUM2H
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lda TEMP_F
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sta NUM2L
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jsr multiply
lda RESULT+2
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sta SPACEY_I
lda RESULT+1
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sta SPACEY_F
clc ; fixed_add(&space_y,&cy,&space_y);
lda SPACEY_F
adc CY_F
sta SPACEY_F
lda SPACEY_I
adc CY_I
sta SPACEY_I
lda #$ec ; fixed_temp.i=0xec; // -20 (LOWRES_W/2)
sta TEMP_I
lda #0 ; fixed_temp.f=0;
sta TEMP_F
; fixed_mul(&fixed_temp,&dy,&fixed_temp);
lda TEMP_I
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sta NUM1H
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lda TEMP_F
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sta NUM1L
lda DY_I
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sta NUM2H
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lda DY_F
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sta NUM2L
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jsr multiply
lda RESULT+2
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sta TEMP_I
lda RESULT+1
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sta TEMP_F
clc ; fixed_add(&space_y,&fixed_temp,&space_y);
lda SPACEY_F
adc TEMP_F
sta SPACEY_F
lda SPACEY_I
adc TEMP_I
sta SPACEY_I
;;brk ;; brk space_y = f7:04
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lda #0
sta SCREEN_X
screenx_loop:
jsr lookup_map ; get color in A
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ldy #0
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sta (GBASL),Y ; plot double height
inc GBASL ; point to next pixel
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; Check if over water
cmp #$22 ; see if dark blue
bne not_watery
lda SCREEN_Y ; only check pixel in middle of screen
cmp #38
bne not_watery
lda SCREEN_X ; only check pixel in middle of screen
cmp #20
bne not_watery
lda #$1 ; set over water
sta OVER_WATER
not_watery:
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; advance to the next position in space
clc ; fixed_add(&space_x,&dx,&space_x);
lda SPACEX_F
adc DX_F
sta SPACEX_F
lda SPACEX_I
adc DX_I
sta SPACEX_I
clc ; fixed_add(&space_y,&dy,&space_y);
lda SPACEY_F
adc DY_F
sta SPACEY_F
lda SPACEY_I
adc DY_I
sta SPACEY_I
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inc SCREEN_X
lda SCREEN_X
cmp #40 ; LOWRES width
bne screenx_loop
lda SCREEN_Y
clc
adc #2
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sta SCREEN_Y
cmp #40 ; LOWRES height
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beq done_screeny
jmp screeny_loop
done_screeny:
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rts
;====================
; lookup_map
;====================
; finds value in space_x.i,space_y.i
; returns color in A
lookup_map:
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lda SPACEX_I
and #MAP_MASK
sta TEMPY
lda SPACEY_I
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and #MAP_MASK ; wrap to 64x64 grid
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asl
asl
asl ; multiply by 8
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clc
adc TEMPY ; add in X value
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; (use OR instead?)
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ldy SPACEX_I
cpy #$8
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beq ocean_color ; bgt
bcs ocean_color
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ldy SPACEY_I
cpy #$8
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beq ocean_color ; bgt
bcs ocean_color
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tay
lda flying_map,Y ; load from array
rts
ocean_color:
and #$1f
tay
lda water_map,Y ; the color of the sea
rts
flying_map:
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.byte $22,$ff,$ff,$ff, $ff,$ff,$ff,$22
.byte $dd,$cc,$cc,$88, $44,$44,$00,$dd
.byte $dd,$cc,$cc,$cc, $88,$44,$44,$dd
.byte $dd,$cc,$cc,$88, $44,$44,$44,$dd
.byte $dd,$cc,$99,$99, $88,$44,$44,$dd
.byte $dd,$cc,$99,$88, $44,$44,$44,$dd
.byte $dd,$cc,$99,$99, $11,$44,$44,$dd
.byte $22,$dd,$dd,$dd, $dd,$dd,$dd,$22
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water_map:
.byte $22,$22,$22,$22, $22,$22,$22,$22
.byte $ee,$22,$22,$22, $22,$22,$22,$22
.byte $22,$22,$22,$22, $22,$22,$22,$22
.byte $22,$22,$22,$22, $ee,$22,$22,$22
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.include "tfv_multiply.s"
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; 8.8 fixed point
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; should we store as two arrays, one I one F?
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fixed_sin:
.byte $00,$00 ; 0.000000=00.00
.byte $00,$61 ; 0.382683=00.61
.byte $00,$b5 ; 0.707107=00.b5
.byte $00,$ec ; 0.923880=00.ec
.byte $01,$00 ; 1.000000=01.00
.byte $00,$ec ; 0.923880=00.ec
.byte $00,$b5 ; 0.707107=00.b5
.byte $00,$61 ; 0.382683=00.61
.byte $00,$00 ; 0.000000=00.00
.byte $ff,$9f ; -0.382683=ff.9f
.byte $ff,$4b ; -0.707107=ff.4b
.byte $ff,$14 ; -0.923880=ff.14
.byte $ff,$00 ; -1.000000=ff.00
.byte $ff,$14 ; -0.923880=ff.14
.byte $ff,$4b ; -0.707107=ff.4b
.byte $ff,$9f ; -0.382683=ff.9f
fixed_sin_scale:
.byte $00,$00
.byte $00,$0c
.byte $00,$16
.byte $00,$1d
.byte $00,$20
.byte $00,$1d
.byte $00,$16
.byte $00,$0c
.byte $00,$00
.byte $ff,$f4
.byte $ff,$ea
.byte $ff,$e3
.byte $ff,$e0
.byte $ff,$e3
.byte $ff,$ea
.byte $ff,$f4
horizontal_lookup:
.byte $0C,$0A,$09,$08,$07,$06,$05,$05,$04,$04,$04,$04,$03,$03,$03,$03
.byte $26,$20,$1B,$18,$15,$13,$11,$10,$0E,$0D,$0C,$0C,$0B,$0A,$0A,$09
.byte $40,$35,$2D,$28,$23,$20,$1D,$1A,$18,$16,$15,$14,$12,$11,$10,$10
.byte $59,$4A,$40,$38,$31,$2C,$28,$25,$22,$20,$1D,$1C,$1A,$18,$17,$16
.byte $73,$60,$52,$48,$40,$39,$34,$30,$2C,$29,$26,$24,$21,$20,$1E,$1C
.byte $8C,$75,$64,$58,$4E,$46,$40,$3A,$36,$32,$2E,$2C,$29,$27,$25,$23
.byte $A6,$8A,$76,$68,$5C,$53,$4B,$45,$40,$3B,$37,$34,$30,$2E,$2B,$29
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grass_string:
.asciiz "NEED TO LAND ON GRASS!"