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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lda #0
sta FRAMEH
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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
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lda #0
sta ZPOS
; lda #$12
; sta FRAMEBUFFER+0
; lda #$3f
; 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 #$3f
; sta FRAMEBUFFER+9
; lda #$56
; sta FRAMEBUFFER+10
; lda #$78
; sta FRAMEBUFFER+11
; lda #$9A
; sta FRAMEBUFFER+12
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;=============================
; 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 #$00
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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:
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; 1 2 3
;0123456789012345678901234567890123456789
;LEVEL: 6 LIVES: 2 SCORE: 01978 HI: 02018
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; 0-7 = text mode
; 8-87 = hgr
; 88 - 168 = split
; 169 - 191 = gr
; 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 80*65 = 5200
; 2180
; -2
; +1
; -8
;=========================
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; 3011
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=59 Y=10 cycles=3011
ldy #10 ; 2
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sbloopC:ldx #59 ; 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
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ldy #9 ; 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
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ldy #9 ; 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:
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; 23 lines of this
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; 23 * 65 = 1495
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; -4
; -13
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; =========
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; 1478
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bit LORES ; 4
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; Try X=41 Y=7 cycles=1478
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ldy #7 ; 2
sbloopE:ldx #41 ; 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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; -3470 draw_framebuffer
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; -533 setup framebuffer
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; -21 frame count
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; -34 keypress
; -1 adjust center mark back
; ===========
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; 491
; Try X=11 Y=8 cycles=489 R2
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; Try X=8 Y=5 cycles=231
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nop
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ldy #8 ; 2
sbloop1:ldx #11 ; 2
sbloop2:dex ; 2
bne sbloop2 ; 2nt/3
dey ; 2
bne sbloop1 ; 2nt/3
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jsr setup_framebuffer ; 6+527
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jsr draw_framebuffer ; 6+3464
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; Increment frame count
; noflo: 16 + 2 + (3) = 21
; oflo: 16 + 5 = 21
inc FRAME ; 5
lda FRAME ; 3
and #3 ; 15 Hz ; 2
sta FRAME ; 3
beq sb_frame_oflo ; 3
;============
; 16
; -1
lda $0 ; nop ; 3
jmp sb_frame_noflo ; 3
sb_frame_oflo:
inc FRAMEH ; 5
sb_frame_noflo:
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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 =
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; 4 wide: = 53
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; 12 wide: = 253
; 20 wide: = 421
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; 28 wide: = 813
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; 36 wide: = 757
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; 40 wide: = 1161
; 6
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;====================================
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; 3464
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draw_framebuffer:
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; 2 + (4*(X*8)+5) -1 =
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; 2 + 4*(8+5) -1 = 85
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ldx #4 ; 2
fb4_loop:
lda FRAMEBUFFER+0 ; 3
sta $5a8+18-1,x ; 5
dex ; 2
bne fb4_loop ; 3
; 2 + (12*(X*8)+5) -1 =
; 2 + 12*(16+5) -1 = 253
ldx #12 ; 2
fb12_loop:
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lda FRAMEBUFFER+1 ; 3
sta $628+14-1,x ; 5
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lda FRAMEBUFFER+2 ; 3
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sta $6a8+14-1,x ; 5
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dex ; 2
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bne fb12_loop ; 3
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; 2 + (20*(X*8)+5) -1 =
; 2 + 20*(16+5) -1 = 421
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ldx #20 ; 2
fb20_loop:
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lda FRAMEBUFFER+3 ; 3
sta $728+10-1,x ; 5
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lda FRAMEBUFFER+4 ; 3
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sta $7a8+10-1,x ; 5
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dex ; 2
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bne fb20_loop ; 3
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; 2 + (28*(X*8)+5) -1 =
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; 2 + 28*(24+5) -1 = 813
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ldx #28 ; 2
fb28_loop:
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lda FRAMEBUFFER+5 ; 3
sta $450+6-1,x ; 5
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lda FRAMEBUFFER+6 ; 3
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sta $4d0+6-1,x ; 5
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lda FRAMEBUFFER+7 ; 3
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sta $550+6-1,x ; 5
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dex ; 2
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bne fb28_loop ; 3
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; 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
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; 2 + (40*(X*8)+5) -1 =
; 2 + 40*(24+5) + -1 = 1161
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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"
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; Note on the distance calculations
; we use something simplistic here
; see http://www.extentofthejam.com/pseudo/
; "Texture": 64?
; 0 GREY 5,7,f,7,5,0,0,0
; 1 0,0,0,0,0,0,0,0
; 2 BLUE 2,6,f,6,2,0,0,0
; 3 0,0,0,0,0,0,0,0
; 4 GREEN 4,c,f,c,4,0,0,0
; 5 0,0,0,0,0,0,0,0
; 6 RED 1,b,f,b,1,0,0,0
; 7 0,0,0,0,0,0,0,0
.align 64
raster_texture:
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.byte $5,$7,$f,$7,$5,$0,$0,$0 ; grey
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.byte $0,$0,$0,$0,$0,$0,$0,$0
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.byte $2,$6,$f,$6,$2,$0,$0,$0 ; blue
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.byte $0,$0,$0,$0,$0,$0,$0,$0
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.byte $4,$c,$f,$c,$4,$0,$0,$0 ; green
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.byte $0,$0,$0,$0,$0,$0,$0,$0
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.byte $1,$b,$f,$b,$1,$0,$0,$0 ; red
.byte $0,$0,$0,$0,$0,$0,$0,$0,$0
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offset_lookup:
; Linear
; .byte 26,24,22,20,18,16,14,12,10, 8, 6, 4, 2,0
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.byte 29,24,20,16,13,10,8,6,4,3,2,1,0,0
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.align $100
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; 2 + 40*13 + 5 = 527
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setup_framebuffer:
ldx #0 ; 2
setup_fb_loop:
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lda offset_lookup,X ; 4
clc ; 2
adc FRAMEH ; 3
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and #$3f ; 2
tay ; 2
lda raster_texture,y ; 4
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asl ; 2
asl ; 2
asl ; 2
asl ; 2
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;============
; 25
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ora raster_texture+1,y ; 4
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sta FRAMEBUFFER,x ; zp ; 4
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inx ; 2
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cpx #13 ; 2
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bne setup_fb_loop ; 3
;===========
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; 15
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; -1
rts ; 6