dos33fsprogs/tfv/tfv_flying.s

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SHIPY EQU $E4
; FIXME, sort out available ZP page space
TURNING EQU $40
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SCREEN_X EQU $41
SCREEN_Y EQU $42
SHIPX EQU 15
flying_start:
; Clear screen/pages
jsr set_gr_page0
; Init Variables
lda #20
sta SHIPY
lda #0
sta TURNING
flying_loop:
jsr wait_until_keypressed
lda LASTKEY
cmp #('Q')
bne skipskip
rts
skipskip:
cmp #('I')
bne check_down
lda SHIPY
cmp #16
bcc check_down ; bgt
dec SHIPY
dec SHIPY
check_down:
cmp #('M')
bne check_left
lda SHIPY
cmp #28
bcs check_left ; ble
inc SHIPY
inc SHIPY
check_left:
cmp #('J')
bne check_right
inc TURNING
check_right:
cmp #('K')
bne check_done
dec TURNING
check_done:
;====================
; Draw the background
;====================
jsr draw_background_mode7
;==============
; Draw the ship
;==============
clv
lda TURNING
bmi draw_ship_right
bne draw_ship_left
draw_ship_forward:
lda #>ship_forward
sta INH
lda #<ship_forward
sta INL
bvc draw_ship
draw_ship_right:
lda #>ship_right
sta INH
lda #<ship_right
sta INL
bvc draw_ship
draw_ship_left:
lda #>ship_left
sta INH
lda #<ship_left
sta INL
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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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
; Temporarily Draw Ocean Everywhere
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lda #8
sta SCREEN_Y
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screeny_loop:
ldy #0
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jsr hlin_setup
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lda #0
sta SCREEN_X
screenx_loop:
jsr lookup_map ; get color in A
ldy #0
sta (GBASL),Y
inc GBASL
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
bne screeny_loop
rts
;====================
; lookup_map
;====================
; finds value in space_x.i,space_y.i
; returns color in A
lookup_map:
lda #COLOR_BOTH_DARKBLUE ; 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
; http://www.llx.com/~nparker/a2/mult.html
; MULTIPLY NUM1H:NUM1L * NUM2H:NUM2L
NUM1: .byte 0,0
NUM2: .byte 0,0
RESULT: .byte 0,0,0,0
multiply:
lda #0 ; Initialize RESULT to 0
sta RESULT+2
ldx #16 ; There are 16 bits in NUM2
L1:
lsr NUM2+1 ; Get low bit of NUM2
ror NUM2
bcc L2 ; 0 or 1?
tay ; If 1, add NUM1 (hi byte of RESULT is in A)
clc
lda NUM1
adc RESULT+2
sta RESULT+2
tya
adc NUM1+1
L2:
ror A ; "Stairstep" shift
ror RESULT+2
ror RESULT+1
ror RESULT
dex
bne L1
sta RESULT+3
rts
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; 8.8 fixed point
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