dos33fsprogs/space_bars/game.s

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;================================
; spacebars gameplay
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;================================
game:
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;===================
; init screen
bit KEYRESET
;===================
; init vars
lda #15
sta XPOS
lda #38
sta YPOS
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;=============================
; Load graphic hgr
lda #<background_hgr
sta LZ4_SRC
lda #>background_hgr
sta LZ4_SRC+1
lda #<(background_hgr_end-8) ; skip checksum at end
sta LZ4_END
lda #>(background_hgr_end-8) ; skip checksum at end
sta LZ4_END+1
lda #<$2000
sta LZ4_DST
lda #>$2000
sta LZ4_DST+1
jsr lz4_decode
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;==================
; setup framebuffer
lda #$12
sta FRAMEBUFFER+0
lda #$34
sta FRAMEBUFFER+1
lda #$56
sta FRAMEBUFFER+2
lda #$78
sta FRAMEBUFFER+3
lda #$9A
sta FRAMEBUFFER+4
lda #$BC
sta FRAMEBUFFER+5
lda #$DE
sta FRAMEBUFFER+6
lda #$F0
sta FRAMEBUFFER+7
lda #$12
sta FRAMEBUFFER+8
lda #$34
sta FRAMEBUFFER+9
lda #$56
sta FRAMEBUFFER+10
lda #$78
sta FRAMEBUFFER+11
lda #$9A
sta FRAMEBUFFER+12
;=============================
; Load graphic page1 $800
lda #4
sta DRAW_PAGE
lda #$22
jsr clear_gr
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;=============================
; Load graphic page2 $c00
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lda #8
sta DRAW_PAGE
lda #$44
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jsr clear_gr
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lda #<score_text
sta OUTL
lda #>score_text
sta OUTH
jsr move_and_print
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lda #0
sta DRAW_PAGE
; GR part
bit PAGE0
;==============================
; setup graphics for vapor lock
;==============================
jsr vapor_lock ; 6
; vapor lock returns with us at beginning of hsync in line
; 114 (7410 cycles), so with 5070 lines to go
; so we have 5070 + 4550 = 9620 to kill
jsr gr_copy_to_current ; 6+ 9292
; now we have 322 left
; GR part
bit LORES ; 4
bit SET_GR ; 4
bit FULLGR ; 4
; 322 - 12 = 310
; - 3 for jmp
; 307
; Try X=9 Y=6 cycles=307
ldy #6 ; 2
sbloopA:ldx #9 ; 2
sbloopB:dex ; 2
bne sbloopB ; 2nt/3
dey ; 2
bne sbloopA ; 2nt/3
jmp sb_begin_loop
.align $100
;================================================
; Spacebars 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
sb_begin_loop:
sb_display_loop:
; 0-7 = text mode
; 1 2 3
;0123456789012345678901234567890123456789
;LEVEL: 6 LIVES: 2 SCORE: 01978 HI: 02018
; 8-47 = hgr
; 48 - 191 = split .. 144 = 36grlins
; 6 4 25+16+8+16 NNNNNNNN
; 7 6 25+15+10+15 LNNNNNN
; 8 8 25+14+12+14 NNNNNNN
; 9 10 25+13+14+13 LNNNNN
; 10 12 25+12+16+12
; 11 14 25+11+18+11
; 12 16 25+10+20+10
; 13 18 25+09+22+09
; 14 20 25+08+24+08
; 15 22 25+07+26+07
; 16 24 25+06+28+06
; 17 26 25+05+30+05
; 18 28 25+04+32+04
; 19 30 25+03+34+03
; 20 32 25+02+36+02
; 21 34 25+01+38+01
; 22 36 25+00
; 23 38 25+12
; 24 40 25+12
; 8 lines of text mode
ldy #8 ; 2
sb_text_loop:
bit SET_TEXT ; 4
lda #29 ; 2
jsr delay_a ; 25+29
dey ; 2
bne sb_text_loop ; 3
;================
; 65
; -1
sb_hgr_loop:
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; delay 40*65 = 2600
; -2
; +1
; -8
;=========================
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; 2591
bit SET_GR ; 4
bit HIRES ; 4
; draw sprite at same time
lda #>ship_forward ; 2
sta INH ; 3
lda #<ship_forward ; 2
sta INL ; 3
jsr put_sprite ; 6
; + 2164
;===========
; 2180
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; Try X=1 Y=235 cycles=2586 R5
; Try X=7 Y=10 cycles=411
; nop ; 2
; lda $0 ; 3
ldy #10 ; 2
sbloopC:ldx #7 ; 2
sbloopD:dex ; 2
bne sbloopD ; 2nt/3
dey ; 2
bne sbloopC ; 2nt/3
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sb_mixed:
lda $0 ;kill 6 cycles (room for rts) ; 2
ldx #9 ; 2
ldy #14 ; 126 ; 2
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sb_mixed_loop:
lda ss_multiples,x ; 4
sta split_smc+1 ; 4
split_smc:
jsr split_4 ; 6+46
dey ; 2
bne sb_mixed_loop ; 3
; -1
nop ; 2
ldy #14 ; 2
dex ; 2
bne split_smc ; 3
; -1
; need to kill
; -6 from offset
; +1 fall through
; -9 from check
; +1 from other fallthrough
;================
; -13
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sb_all_gr:
; 18 lines of this
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; 18 * 65 = 1170
; -4
; -13
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; =========
; 1153
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bit LORES ; 4
; Try X=6 Y=32 cycles=1153
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ldy #32 ; 2
sbloopE:ldx #6 ; 2
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sbloopF:dex ; 2
bne sbloopF ; 2nt/3
dey ; 2
bne sbloopE ; 2nt/3
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;======================================================
; We have 4550 cycles in the vblank, use them wisely
;======================================================
; do_nothing should be 4550
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; -3697 draw_framebuffer
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; -34 keypress
; -1 adjust center mark back
; ===========
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; 818
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; Try X=53 Y=3 cycles=814 R4
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nop
nop
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ldy #3 ; 2
sbloop1:ldx #53 ; 2
sbloop2:dex ; 2
bne sbloop2 ; 2nt/3
dey ; 2
bne sbloop1 ; 2nt/3
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jsr draw_framebuffer ; 6+3691
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; no keypress = 10+(24) = 34
; left pressed = 9+8+12+(5)= 34
; right pressed = 9+8+5+12 = 34
lda KEYPRESS ; 4
bpl sb_no_keypress ; 3
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; -1
jmp sb_handle_keypress ; 3
sb_no_keypress:
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inc $0 ; 5
dec $0 ; 5
inc $0 ; 5
dec $0 ; 5
nop ; 2
nop ; 2
jmp sb_display_loop ; 3
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sb_handle_keypress:
bit KEYRESET ; clear keypress ; 4
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cmp #'Q'|$80 ; 2
beq sb_exit ; 3
; -1
sb_check_left:
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cmp #$08|$80 ; left ; 2
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bne sb_check_right ; 3
; -1
dec XPOS ; 5
nop ; nop ; 2
lda $0 ; nop ; 3
jmp sb_display_loop ; 3
sb_check_right:
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cmp #$15|$80 ; 2
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bne sb_exit ; 3
; -1
inc XPOS ; 5
jmp sb_display_loop ; 3
sb_exit:
rts ; 6
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.align $100
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; total =
; 24 wide: = 505
; 28 wide: = 589
; 32 wide: = 673
; 36 wide: = 757
; 40 wide: 2+40*29 = 1162
; 5
;====================================
; 3691
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draw_framebuffer:
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; 2 + (24*(X*8)+5) -1 =
; 2 + 24*(16+5) -1 = 505
ldx #24 ; 2
fb24_loop:
lda FRAMEBUFFER+2 ; 3
sta $6a8+12-1,x ; 5
lda FRAMEBUFFER+3 ; 3
sta $728+12-1,x ; 5
dex ; 2
bne fb24_loop ; 3
; 2 + (28*(X*8)+5) -1 =
; 2 + 28*(16+5) -1 = 589
ldx #28 ; 2
fb28_loop:
lda FRAMEBUFFER+4 ; 3
sta $7a8+8-1,x ; 5
lda FRAMEBUFFER+5 ; 3
sta $450+8-1,x ; 5
dex ; 2
bne fb28_loop ; 3
; 2 + (32*(X*8)+5) -1 =
; 2 + 32*(16+5) -1 = 673
ldx #32 ; 2
fb32_loop:
lda FRAMEBUFFER+6 ; 3
sta $4d0+4-1,x ; 5
lda FRAMEBUFFER+7 ; 3
sta $550+4-1,x ; 5
dex ; 2
bne fb32_loop ; 3
; 2 + (36*(X*8)+5) -1 =
; 2 + 36*(16+5) -1 = 757
ldx #36 ; 2
fb36_loop:
lda FRAMEBUFFER+8 ; 3
sta $5d0+2-1,x ; 5
lda FRAMEBUFFER+9 ; 3
sta $650+2-1,x ; 5
dex ; 2
bne fb36_loop ; 3
; 2 + (40*(X*8)+5) + 5 = 847
; 2 + 40*(24+5) + 5 = 1167
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ldx #40 ; 2
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fb40_loop:
lda FRAMEBUFFER+10 ; 3
sta $6d0-1,x ; 5
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lda FRAMEBUFFER+11 ; 3
sta $750-1,x ; 5
lda FRAMEBUFFER+12 ; 3
sta $7d0-1,x ; 5
dex ; 2
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bne fb40_loop ; 3
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; -1
rts ; 6
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.align $100
.include "screen_split.s"
;.include "deater.inc"
background_hgr:
.incbin "SB_BACKGROUNDC.BIN.lz4",11
background_hgr_end:
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score_text:
.byte 0,0
.asciiz "LEVEL:6 LIVES:2 SCORE:001978 HI:002018"