dos33fsprogs/interlace_demo/sprites.s

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; 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
YPOS = $10
YPOS_SIN = $11
CH = $24
CV = $25
GBASL = $26
GBASH = $27
BASL = $28
BASH = $29
FRAME = $60
BLARGH = $69
DRAW_PAGE = $EE
LASTKEY = $F1
PADDLE_STATUS = $F2
TEMP = $FA
WHICH = $FB
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TEMPY = $FC
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
;=============================
; 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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; 1820 -- draw ship (130*14)
; -10 -- keypress
;=======
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; 2720
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;==========================
; draw the ship
; at Y=64 for now
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ldy #64 ; 2
; 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
.if 0
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; line 0
lda #0 ; 2
sta smc064+3 ; 0 ; 4
sta smc064+8 ; 1 ; 4
sta smc064+13 ; 2 ; 4
sta smc064+23 ; 4 ; 4
sta smc064+28 ; 5 ; 4
sta smc064+33 ; 6 ; 4
lda #$ff ; 2
sta smc064+18 ; 3 ; 4
;====
; 32
; line 1
lda #0 ; 2
sta smc065+3 ; 0 ; 4
sta smc065+8 ; 1 ; 4
sta smc065+13 ; 2 ; 4
sta smc065+23 ; 4 ; 4
sta smc065+28 ; 5 ; 4
sta smc065+33 ; 6 ; 4
lda #$ff ; 2
sta smc065+18 ; 3 ; 4
;====
; 32
; line 2
lda #0 ; 2
sta smc066+3 ; 0 ; 4
sta smc066+8 ; 1 ; 4
sta smc066+13 ; 2 ; 4
sta smc066+23 ; 4 ; 4
sta smc066+28 ; 5 ; 4
sta smc066+33 ; 6 ; 4
lda #$ff ; 2
sta smc066+18 ; 3 ; 4
;====
; 32
; line 3
lda #0 ; 2
sta smc067+3 ; 0 ; 4
sta smc067+8 ; 1 ; 4
sta smc067+13 ; 2 ; 4
sta smc067+23 ; 4 ; 4
sta smc067+28 ; 5 ; 4
sta smc067+33 ; 6 ; 4
lda #$ff ; 2
sta smc067+18 ; 3 ; 4
;=====
; 32
; line 4
lda #0 ; 2
sta smc068+3 ; 0 ; 4
sta smc068+8 ; 1 ; 4
sta smc068+13 ; 2 ; 4
sta smc068+23 ; 4 ; 4
sta smc068+28 ; 5 ; 4
sta smc068+33 ; 6 ; 4
lda #$77 ; 2
sta smc068+18 ; 3 ; 4
;====
; 32
; line 5
lda #0 ; 2
sta smc069+3 ; 0 ; 4
sta smc069+8 ; 1 ; 4
sta smc069+13 ; 2 ; 4
sta smc069+33 ; 6 ; 4
lda #$ff ; 2
sta smc069+18 ; 3 ; 4
sta smc069+23 ; 4 ; 4
lda #$22 ; 2
sta smc069+28 ; 5 ; 4
;=====
; 34
; line 6
lda #0 ; 2
sta smc070+3 ; 0 ; 4
sta smc070+8 ; 1 ; 4
sta smc070+33 ; 6 ; 4
lda #$ff ; 2
sta smc070+18 ; 3 ; 4
sta smc070+23 ; 4 ; 4
lda #$22 ; 2
sta smc070+13 ; 2 ; 4
sta smc070+28 ; 5 ; 4
;====
; 34
; line 7
lda #0 ; 2
sta smc071+3 ; 0 ; 4
sta smc071+33 ; 6 ; 4
lda #$dd ; 2
sta smc071+8 ; 1 ; 4
lda #$66 ; 2
sta smc071+13 ; 2 ; 4
lda #$11 ; 2
sta smc071+18 ; 3 ; 4
lda #$22 ; 2
sta smc071+23 ; 4 ; 4
sta smc071+28 ; 5 ; 4
;====
; 38
; line 8
lda #$dd ; 2
sta smc072+3 ; 0 ; 4
lda #$99 ; 2
sta smc072+8 ; 1 ; 4
lda #$22 ; 2
sta smc072+13 ; 2 ; 4
sta smc072+28 ; 5 ; 4
sta smc072+33 ; 6 ; 4
lda #$44 ; 2
sta smc072+18 ; 3 ; 4
sta smc072+23 ; 4 ; 4
;====
; 36
; line 9
lda #$99 ; 2
sta smc073+3 ; 0 ; 4
lda #$11 ; 2
sta smc073+8 ; 1 ; 4
lda #$66 ; 2
sta smc073+13 ; 2 ; 4
lda #$ff ; 2
sta smc073+18 ; 3 ; 4
sta smc073+23 ; 4 ; 4
lda #$22 ; 2
sta smc073+28 ; 5 ; 4
sta smc073+33 ; 6 ; 4
;====
; 38
; line 10
lda #$dd ; 2
sta smc074+3 ; 0 ; 4
lda #$99 ; 2
sta smc074+8 ; 1 ; 4
lda #$22 ; 2
sta smc074+13 ; 2 ; 4
sta smc074+28 ; 5 ; 4
sta smc074+33 ; 6 ; 4
lda #$ff ; 2
sta smc074+18 ; 3 ; 4
sta smc074+23 ; 4 ; 4
;====
; 36
; line 11
lda #0 ; 2
sta smc075+3 ; 0 ; 4
lda #$dd ; 2
sta smc075+8 ; 1 ; 4
lda #$66 ; 2
sta smc075+13 ; 2 ; 4
lda #$77 ; 2
sta smc075+18 ; 3 ; 4
sta smc075+23 ; 4 ; 4
sta smc075+28 ; 5 ; 4
lda #$ff ; 2
sta smc075+33 ; 6 ; 4
;====
; 38
; line 12
lda #0 ; 2
sta smc076+3 ; 0 ; 4
sta smc076+8 ; 1 ; 4
lda #$22 ; 2
sta smc076+13 ; 2 ; 4
lda #$ff ; 2
sta smc076+18 ; 3 ; 4
sta smc076+23 ; 4 ; 4
sta smc076+33 ; 6 ; 4
lda #$77 ; 2
sta smc076+28 ; 5 ; 4
;====
; 36
; line 13
lda #0 ; 2
sta smc077+3 ; 0 ; 4
sta smc077+8 ; 1 ; 4
sta smc077+13 ; 2 ; 4
lda #$ff ; 2
sta smc077+18 ; 3 ; 4
sta smc077+23 ; 4 ; 4
sta smc077+33 ; 6 ; 4
lda #$77 ; 2
sta smc077+28 ; 5 ; 4
;====
; 34
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.endif
pad_time:
;============================
; WAIT for VBLANK to finish
;============================
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; Try X=13 Y=57 cycles=4048 R4
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;Try X=79 Y=11 cycles=4412 R4
; Try X=1 Y=247 cycles=2718 R2
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nop
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ldy #247 ; 2
loop1: ldx #1 ; 2
loop2: dex ; 2
bne loop2 ; 2nt/3
dey ; 2
bne loop1 ; 2nt/3
lda KEYPRESS ; 4
bpl no_keypress ; 3
jmp display_loop
no_keypress:
jmp display_loop ; 3
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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
; COL1
ldy #7 ; 2
lda ship_sprite+1,X ; 4
sta (OUTL),Y ; 6
; COL2
ldy #12 ; 2
lda ship_sprite+2,X ; 4
sta (OUTL),Y ; 6
; COL3
ldy #17 ; 2
lda ship_sprite+3,X ; 4
sta (OUTL),Y ; 6
; COL4
ldy #22 ; 2
lda ship_sprite+4,X ; 4
sta (OUTL),Y ; 6
; COL5
ldy #27 ; 2
lda ship_sprite+5,X ; 4
sta (OUTL),Y ; 6
; COL6
ldy #32 ; 2
lda ship_sprite+6,X ; 4
sta (OUTL),Y ; 6
ldy TEMPY ; 3
rts ; 6
.include "gr_simple_clear.s"
.include "gr_offsets.s"
.include "../asm_routines/gr_unrle.s"
.include "../asm_routines/keypress.s"
.align $100
.include "sprites_table.s"
.include "movement_table.s"
.include "gr_copy.s"
.include "vapor_lock.s"
.include "delay_a.s"
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