mirror of
https://github.com/deater/dos33fsprogs.git
synced 2025-03-15 17:29:58 +00:00
graphics: simple raycaster
based on crescent-1bir for c64
This commit is contained in:
parent
280eb30da3
commit
8c820ab203
39
graphics/gr/raycast/Makefile
Normal file
39
graphics/gr/raycast/Makefile
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@ -0,0 +1,39 @@
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include ../../../Makefile.inc
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DOS33 = ../../../utils/dos33fs-utils/dos33
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PNG2GR = ../../../utils/gr-utils/png2gr
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PNG2RLE = ../../../utils/gr-utils/png2rle
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TOKENIZE = ../../../utils/asoft_basic-utils/tokenize_asoft
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LINKERSCRIPTS = ../../../linker_scripts
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EMPTYDISK = ../../../empty_disk
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all: raycast.dsk
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$(DOS33):
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cd ../../utils/dos33fs-utils && make
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raycast.dsk: $(DOS33) HELLO RAYCAST
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cp $(EMPTYDISK)/empty.dsk raycast.dsk
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$(DOS33) -y raycast.dsk SAVE A HELLO
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$(DOS33) -y raycast.dsk BSAVE -a 0xc00 RAYCAST
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###
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HELLO: hello.bas
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$(TOKENIZE) < hello.bas > HELLO
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###
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RAYCAST: raycast.o
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ld65 -o RAYCAST raycast.o -C $(LINKERSCRIPTS)/apple2_c00.inc
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raycast.o: raycast.s
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ca65 -o raycast.o raycast.s -l raycast.lst
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###
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clean:
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rm -f *~ *.o HELLO RAYCAST *.lst
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109
graphics/gr/raycast/hardware.inc
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109
graphics/gr/raycast/hardware.inc
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@ -0,0 +1,109 @@
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;; HARDWARE LOCATIONS
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KEYPRESS = $C000
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KEYRESET = $C010
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;; SOFT SWITCHES
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CLR80COL = $C000 ; PAGE0/PAGE1 normal
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SET80COL = $C001 ; PAGE0/PAGE1 switches PAGE0 in Aux instead
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EIGHTYCOLOFF = $C00C
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EIGHTYCOLON = $C00D
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TBCOLOR = $C022 ; IIgs text foreground / background colors
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NEWVIDEO = $C029 ; IIgs graphics modes
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SPEAKER = $C030
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CLOCKCTL = $C034 ; bits 0-3 are IIgs border color
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SET_GR = $C050
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SET_TEXT = $C051
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FULLGR = $C052
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TEXTGR = $C053
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PAGE0 = $C054
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PAGE1 = $C055
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LORES = $C056 ; Enable LORES graphics
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HIRES = $C057 ; Enable HIRES graphics
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AN3 = $C05E ; Annunciator 3
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PADDLE_BUTTON0 = $C061
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PADDLE_BUTTON1 = $C062
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PADDL0 = $C064
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PTRIG = $C070
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;; BASIC ROUTINES
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NORMAL = $F273
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HGR = $F3E2
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HGR2 = $F3D8
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HCLR = $F3F2
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HPOSN = $F411
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;; MONITOR ROUTINES
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PLOT = $F800 ;; PLOT AT Y,A
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PLOT1 = $F80E ;; PLOT at (GBASL),Y (need MASK to be $0f or $f0)
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HLINE = $F819 ;; HLINE Y,$2C at A
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VLINE = $F828 ;; VLINE A,$2D at Y
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CLRSCR = $F832 ;; Clear low-res screen
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CLRTOP = $F836 ;; clear only top of low-res screen
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GBASCALC= $F847 ;; take Y-coord/2 in A, put address in GBASL/H ( a trashed, C clear)
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SETCOL = $F864 ;; COLOR=A
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ROM_TEXT2COPY = $F962 ;; iigs
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SETTXT = $FB36
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SETGR = $FB40
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TABV = $FB5B ;; VTAB to A
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ROM_MACHINEID = $FBB3 ;; iigs
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BELL = $FBDD ;; ring the bell
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BASCALC = $FBC1 ;;
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VTAB = $FC22 ;; VTAB to CV
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HOME = $FC58 ;; Clear the text screen
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WAIT = $FCA8 ;; delay 1/2(26+27A+5A^2) us
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CROUT1 = $FD8B
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SETINV = $FE80 ;; INVERSE
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SETNORM = $FE84 ;; NORMAL
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COUT = $FDED ;; output A to screen
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COUT1 = $FDF0 ;; output A to screen
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COLOR_BLACK = 0
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COLOR_RED = 1
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COLOR_DARKBLUE = 2
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COLOR_PURPLE = 3
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COLOR_DARKGREEN = 4
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COLOR_GREY = 5
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COLOR_MEDIUMBLUE = 6
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COLOR_LIGHTBLUE = 7
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COLOR_BROWN = 8
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COLOR_ORANGE = 9
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COLOR_GREY2 = 10
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COLOR_PINK = 11
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COLOR_LIGHTGREEN = 12
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COLOR_YELLOW = 13
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COLOR_AQUA = 14
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COLOR_WHITE = 15
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COLOR_BOTH_BLACK = $00
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COLOR_BOTH_RED = $11
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COLOR_BOTH_DARKBLUE = $22
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COLOR_BOTH_DARKGREEN = $44
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COLOR_BOTH_GREY = $55
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COLOR_BOTH_MEDIUMBLUE = $66
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COLOR_BOTH_LIGHTBLUE = $77
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COLOR_BOTH_BROWN = $88
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COLOR_BOTH_ORANGE = $99
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COLOR_BOTH_PINK = $BB
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COLOR_BOTH_LIGHTGREEN = $CC
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COLOR_BOTH_YELLOW = $DD
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COLOR_BOTH_AQUA = $EE
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COLOR_BOTH_WHITE = $FF
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2
graphics/gr/raycast/hello.bas
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2
graphics/gr/raycast/hello.bas
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@ -0,0 +1,2 @@
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5 HOME
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10 PRINT CHR$(4);"CATALOG"
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496
graphics/gr/raycast/raycast.s
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496
graphics/gr/raycast/raycast.s
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@ -0,0 +1,496 @@
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;---------------------------------------
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; based on 1bir - 1 block interactive raycaster
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; coded by huseyin kilic (wisdom)
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; copyright (c) 2009-2013 crescent
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.include "hardware.inc"
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; zero page
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RAYPOSX = $61
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RAYPOSXH = $62
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RAYPOSY = $63
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RAYPOSYH = $64
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STEPX = $66 ; leave 1 byte between x and y
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STEPY = $68
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PLAYERX = $69
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PLAYERXH = $6a
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PLAYERY = $6b
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PLAYERYH = $6c
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DISTANCE = $70 ; reset in $bc00 and $bc0f calls
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ROWPTR = $d1
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ROWPTRH = $d2
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LINEH_T = $d9
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HEIGHTS = $f8 ; 3 bytes consecutively
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; external value dependencies
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HEADING = $81
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SINADD = $9a
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COLORS = $b1 ; 3 bytes consecutively
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; temp
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CURRENTROW = $ff
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; constants
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sin_t = $1000
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blocksize = $28
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; basic/kernal calls
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;copyray2plr = $bc0f
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;setrowptr = $e9f0
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;invertstepx = $bfb8
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;setheights = $f2c1
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;linel_t = $ecf0
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;---------------------------------------
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; main
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;---------------------------------------
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main:
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jsr SETGR
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bit FULLGR
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lda #3
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sta SINADD
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lda #$20
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sta HEADING
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;---------------------------------------
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; sin/cos table generator
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;---------------------------------------
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lda #$00
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tay
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gensin_loop:
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sta sin_t,Y
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iny
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clc
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adc SINADD
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ldx SINADD
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dec sincount_t,X
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bne gensin_loop
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dec SINADD
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bpl gensin_loop
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; x = $00
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; y = $40
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gensin_loop2:
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lda sin_t,X
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sta sin_t+$0100,X ; needed for cos extension
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sta sin_t-1+$40,Y
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eor #$ff
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sta sin_t+$80,X
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sta sin_t-1+$c0,Y
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inx
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dey
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bpl gensin_loop2
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;---------------------------------------
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; raycaster
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;---------------------------------------
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loop_main:
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; cast 40 rays for each screen column
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; starting with rightmost one
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; yr is used as global column index
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; throughout the rest of the program
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ldy #39
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loop_ray:
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; determine current ray's direction
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; by taking player's current direction
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; and fov into account
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; fov is 40 brads out of 256 brads
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tya
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clc
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adc HEADING
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;sec
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sbc #19+1 ; half of the fov (+1 because of sec)
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tax
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; get sin/cos values accordingly
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; and copy player position to current ray position
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; distance is reset on return from this call
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jsr getsincos_copyplr2ray
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; reset line row before each column gets drawn
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; (needed in vertical line section)
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; X is 0 here?
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stx CURRENTROW
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loop_dist:
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; step along current ray's path and find distance
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inc DISTANCE
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; limit distance when it is needed in larger maps
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; or open (wrapped) maps
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; max distance = $29
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; lda DISTANCE
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; cmp #$29
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; bcs skip_dist
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; max distance = $40 (make sure ar is always 0 here)
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; bit DISTANCE
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; bvs skip_dist
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; max DISTANCE = $80
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bmi skip_dist
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jsr addsteptopos
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; on return from last call, ar is cell (block) value
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; ar = 0 means empty cell, so continue tracing
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beq loop_dist
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skip_dist:
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; now ar contains the value in reached map position
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; (or last cell value fetched if max distance is reached)
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; use ar or xr to colorize the block
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; and #$07
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; ora #$03
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stx COLORS+1
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; find out visible block height
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; according to distance
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ldx #$ff
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txa
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; fill the single char that appears on screen
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; (as in char $a0 in default charset)
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; dirty but needed because of size restriction
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; sta $2900,y
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; calculate visible block height through simple division
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lda #<blocksize
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loop_div:
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inx
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; sec
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sbc DISTANCE
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bcs loop_div
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; xr = half of visible block height
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txa
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;---------------------------------------
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; vertical line
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;---------------------------------------
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; yr = x position (screen column)
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; ar = half height (zero height is ok)
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cmp #13 ; height > 12?
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bcc vline_validheight
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lda #12 ; make sure max height = 12
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vline_validheight:
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asl ; calculate full height
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sta HEIGHTS+1 ; store for looping below
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eor #$ff ; subtract full height from screen height
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; sec ; (24 rows)
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adc #24+1 ; +1 because of sec
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lsr ; sky/floor heights are equal to each other
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sta HEIGHTS
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sta HEIGHTS+2
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.if 0
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; jsr setheights ; dirty again, but works
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;F2C1 85 F8 STA $F8
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;F2C3 85 FA STA $FA
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;F2C5 4C 7D F4 JMP $F47D
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;F47D 38 SEC
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;
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;F47E A9 F0 LDA #$F0
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;F480 4C 2D FE JMP $FE2D
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;FE2D 8E 83 02 STX $0283
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;
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;FE30 8C 84 02 STY $0284
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;FE33 60 RTS
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.endif
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; loop through 3 sections of one screen column
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; i.e. sky - wall - floor
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ldx #$02
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vline_loop:
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; load color
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; lda COLORS,X
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; jsr SETCOL
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sty $FE
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; VLINE A,$2D at Y
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; vline sky
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lda #$77
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jsr SETCOL
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lda HEIGHTS
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sta $2D
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lda #0
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ldy $FE
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jsr VLINE
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; vline wall
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lda #$FF
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jsr SETCOL
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lda HEIGHTS
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clc
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adc HEIGHTS+1
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sta $2D
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lda HEIGHTS
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ldy $FE
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jsr VLINE ; VLINE A,$2D at Y
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; vline floor
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lda #$66
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jsr SETCOL
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lda #47
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sta $2D
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lda HEIGHTS
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clc
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adc HEIGHTS+1
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ldy $FE
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jsr VLINE ; VLINE A,$2D at Y
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ldy $FE
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.if 0
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dec HEIGHTS,X
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bmi vline_sectioncomplete
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txs ; dirty way of saving xr temporarily
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ldx CURRENTROW ; this was reset before the distance loop
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; there are two ways used in this program to set up
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; current row address, either through kernal call ($e549)
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; or by directly modifiying zp pointer
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;jsr setrowptr ; call $e549 in main if you comment out this line
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lda linel_t,x
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sta ROWPTR
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lda LINEH_T,x
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sta ROWPTRH
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tsx
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lda COLORS,x ; each section can be assigned to a different color
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sta (ROWPTR),y
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; advance to next screen row
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inc CURRENTROW
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bne vline_loop ; absolute jump, as CURRENTROW never reaches zero
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vline_sectioncomplete:
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; advance to next column section
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dex
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bpl vline_loop
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.endif
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;---------------------------------------
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; advance to next ray/column
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dey
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bpl loop_ray
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;---------------------------------------
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; user input
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;---------------------------------------
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; common preparation code to set up sin/cos and
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; to copy player position to ray position to trace movement
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; direction to determine if player hits a block
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; in case player actually tries to move forward or backwards
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ldx HEADING
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jsr getsincos_copyplr2ray
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; get joystick 2 status (lowest 4 bits)
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; and check each bit to determine action
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lda KEYPRESS
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beq done_user_input
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cmp #'W'+$80
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bne skip_j1
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; try to move forward
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pha
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jsr stepandcopy
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pla
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skip_j1:
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cmp #'S'+$80
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bne skip_j2
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; try to move backward
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pha
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jsr invertstepandcopy
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pla
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skip_j2:
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cmp #'A'+$80
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bne skip_j3
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; turn right
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dec HEADING
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; dec HEADING
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skip_j3:
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cmp #'D'+$80
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bne done_user_input
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; turn left
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inc HEADING
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;inc HEADING
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done_user_input:
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bit KEYRESET ; clear keyboard buffer
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; absolute jump, as carry is always 0 here
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jmp loop_main
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;---------------------------------------
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; ray tracing subroutines
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;---------------------------------------
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; heart of tracing, very slow, because of looping
|
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; for x and y components and also because of
|
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; brute force approach
|
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addsteptopos:
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ldx #$02
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loop_stepadd:
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lda STEPX,X ; & y
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ora #$7f ; sign extend 8 bit step value to 16 bit
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bmi *+4
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lda #$00
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pha
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;clc
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lda STEPX,x ; & y
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adc RAYPOSX,x ; & y
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||||
sta RAYPOSX,x ; & y
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pla
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adc RAYPOSXH,x ; & y
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sta RAYPOSXH,x ; & y
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dex
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dex
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bpl loop_stepadd
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; ar = RAYPOSXH
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; calculate index to look up the map cell
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; the map area is 8x8 bytes
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; instead of the usual y * 8 + x
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; x * 8 + y done here, to save some bytes
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; (just causing a flip of the map as a side effect)
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||||
asl
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asl
|
||||
asl
|
||||
|
||||
; by doing ora instead of adc, it is possible to have
|
||||
; a closed area map in $ecb9
|
||||
adc RAYPOSYH
|
||||
tax
|
||||
lda map_t,X
|
||||
step_exit:
|
||||
rts
|
||||
|
||||
|
||||
;---------------------------------------
|
||||
; getsincos_copyplr2ray
|
||||
;---------------------------------------
|
||||
|
||||
getsincos_copyplr2ray:
|
||||
lda sin_t,X ; sin(x)
|
||||
sta STEPX
|
||||
lda sin_t+$40,x ; cos(x)
|
||||
sta STEPY
|
||||
|
||||
; copy player position to ray position for a start
|
||||
; through the basic rom
|
||||
|
||||
copyplr2ray: ; $bc00 in c64 kernel?
|
||||
|
||||
ldx #$05 ; copy 5 bytes, from 69..6D to 61..65
|
||||
copyloop:
|
||||
lda $68,X
|
||||
sta $60,X
|
||||
dex
|
||||
bne copyloop
|
||||
stx DISTANCE ; side effect, needed?
|
||||
|
||||
rts
|
||||
|
||||
;======================================
|
||||
; invert step and copy
|
||||
;======================================
|
||||
invertstepandcopy:
|
||||
; invert step variables for backward motion
|
||||
|
||||
invertstepx: ; from BFB8 in C64 ROM
|
||||
lda $66
|
||||
eor #$ff
|
||||
sta $66
|
||||
|
||||
invertstepy:
|
||||
lda STEPY
|
||||
eor #$ff
|
||||
sta STEPY
|
||||
|
||||
;=======================================
|
||||
; stepandcopy
|
||||
;=======================================
|
||||
stepandcopy:
|
||||
; see if player can move to the direction desired
|
||||
jsr addsteptopos
|
||||
|
||||
bne step_exit ; no, return without doing anything
|
||||
|
||||
; yes, move player by
|
||||
; copying ray position to player position
|
||||
; through the basic rom
|
||||
|
||||
copyray2plr: ; BC0f in c64 ROM
|
||||
|
||||
ldx #$6
|
||||
r2_loop:
|
||||
lda $60,X
|
||||
sta $68,X
|
||||
dex
|
||||
bne r2_loop
|
||||
stx DISTANCE
|
||||
rts
|
||||
|
||||
;---------------------------------------
|
||||
; data
|
||||
;---------------------------------------
|
||||
|
||||
; number of sin additions (backwards)
|
||||
sincount_t:
|
||||
.byte 6,14,19,25
|
||||
;---------------------------------------
|
||||
|
||||
|
||||
map_t:
|
||||
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff
|
||||
.byte $ff,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$ff
|
||||
.byte $ff,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$ff
|
||||
.byte $ff,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$ff
|
||||
.byte $ff,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$ff
|
||||
.byte $ff,$00,$00,$00,$00,$00,$22,$00,$00,$00,$00,$00,$00,$00,$00,$ff
|
||||
.byte $ff,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$ff
|
||||
.byte $ff,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$ff
|
||||
.byte $ff,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$ff
|
||||
.byte $ff,$00,$00,$00,$00,$00,$00,$00,$00,$00,$33,$00,$00,$00,$00,$ff
|
||||
.byte $ff,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$ff
|
||||
.byte $ff,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$ff
|
||||
.byte $ff,$00,$00,$00,$11,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$ff
|
||||
.byte $ff,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$ff
|
||||
.byte $ff,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$ff
|
||||
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff
|
Loading…
x
Reference in New Issue
Block a user