diff --git a/graphics/gr/raycast/Makefile b/graphics/gr/raycast/Makefile new file mode 100644 index 00000000..bf82af12 --- /dev/null +++ b/graphics/gr/raycast/Makefile @@ -0,0 +1,39 @@ +include ../../../Makefile.inc + +DOS33 = ../../../utils/dos33fs-utils/dos33 +PNG2GR = ../../../utils/gr-utils/png2gr +PNG2RLE = ../../../utils/gr-utils/png2rle +TOKENIZE = ../../../utils/asoft_basic-utils/tokenize_asoft +LINKERSCRIPTS = ../../../linker_scripts +EMPTYDISK = ../../../empty_disk + +all: raycast.dsk + +$(DOS33): + cd ../../utils/dos33fs-utils && make + +raycast.dsk: $(DOS33) HELLO RAYCAST + cp $(EMPTYDISK)/empty.dsk raycast.dsk + $(DOS33) -y raycast.dsk SAVE A HELLO + $(DOS33) -y raycast.dsk BSAVE -a 0xc00 RAYCAST + + +### + +HELLO: hello.bas + $(TOKENIZE) < hello.bas > HELLO + +### + +RAYCAST: raycast.o + ld65 -o RAYCAST raycast.o -C $(LINKERSCRIPTS)/apple2_c00.inc + +raycast.o: raycast.s + ca65 -o raycast.o raycast.s -l raycast.lst + +### + + +clean: + rm -f *~ *.o HELLO RAYCAST *.lst + diff --git a/graphics/gr/raycast/hardware.inc b/graphics/gr/raycast/hardware.inc new file mode 100644 index 00000000..084a56c5 --- /dev/null +++ b/graphics/gr/raycast/hardware.inc @@ -0,0 +1,109 @@ +;; HARDWARE LOCATIONS + +KEYPRESS = $C000 +KEYRESET = $C010 + +;; SOFT SWITCHES +CLR80COL = $C000 ; PAGE0/PAGE1 normal +SET80COL = $C001 ; PAGE0/PAGE1 switches PAGE0 in Aux instead +EIGHTYCOLOFF = $C00C +EIGHTYCOLON = $C00D +TBCOLOR = $C022 ; IIgs text foreground / background colors +NEWVIDEO = $C029 ; IIgs graphics modes +SPEAKER = $C030 +CLOCKCTL = $C034 ; bits 0-3 are IIgs border color +SET_GR = $C050 +SET_TEXT = $C051 +FULLGR = $C052 +TEXTGR = $C053 +PAGE0 = $C054 +PAGE1 = $C055 +LORES = $C056 ; Enable LORES graphics +HIRES = $C057 ; Enable HIRES graphics +AN3 = $C05E ; Annunciator 3 + + + + + + + +PADDLE_BUTTON0 = $C061 +PADDLE_BUTTON1 = $C062 +PADDL0 = $C064 +PTRIG = $C070 + +;; BASIC ROUTINES + +NORMAL = $F273 +HGR = $F3E2 +HGR2 = $F3D8 +HCLR = $F3F2 +HPOSN = $F411 + +;; MONITOR ROUTINES + +PLOT = $F800 ;; PLOT AT Y,A +PLOT1 = $F80E ;; PLOT at (GBASL),Y (need MASK to be $0f or $f0) +HLINE = $F819 ;; HLINE Y,$2C at A +VLINE = $F828 ;; VLINE A,$2D at Y +CLRSCR = $F832 ;; Clear low-res screen +CLRTOP = $F836 ;; clear only top of low-res screen +GBASCALC= $F847 ;; take Y-coord/2 in A, put address in GBASL/H ( a trashed, C clear) +SETCOL = $F864 ;; COLOR=A +ROM_TEXT2COPY = $F962 ;; iigs +SETTXT = $FB36 +SETGR = $FB40 +TABV = $FB5B ;; VTAB to A +ROM_MACHINEID = $FBB3 ;; iigs +BELL = $FBDD ;; ring the bell +BASCALC = $FBC1 ;; +VTAB = $FC22 ;; VTAB to CV +HOME = $FC58 ;; Clear the text screen +WAIT = $FCA8 ;; delay 1/2(26+27A+5A^2) us +CROUT1 = $FD8B +SETINV = $FE80 ;; INVERSE +SETNORM = $FE84 ;; NORMAL +COUT = $FDED ;; output A to screen +COUT1 = $FDF0 ;; output A to screen + + + + + + + + + +COLOR_BLACK = 0 +COLOR_RED = 1 +COLOR_DARKBLUE = 2 +COLOR_PURPLE = 3 +COLOR_DARKGREEN = 4 +COLOR_GREY = 5 +COLOR_MEDIUMBLUE = 6 +COLOR_LIGHTBLUE = 7 +COLOR_BROWN = 8 +COLOR_ORANGE = 9 +COLOR_GREY2 = 10 +COLOR_PINK = 11 +COLOR_LIGHTGREEN = 12 +COLOR_YELLOW = 13 +COLOR_AQUA = 14 +COLOR_WHITE = 15 + +COLOR_BOTH_BLACK = $00 +COLOR_BOTH_RED = $11 +COLOR_BOTH_DARKBLUE = $22 +COLOR_BOTH_DARKGREEN = $44 +COLOR_BOTH_GREY = $55 +COLOR_BOTH_MEDIUMBLUE = $66 +COLOR_BOTH_LIGHTBLUE = $77 +COLOR_BOTH_BROWN = $88 +COLOR_BOTH_ORANGE = $99 +COLOR_BOTH_PINK = $BB +COLOR_BOTH_LIGHTGREEN = $CC +COLOR_BOTH_YELLOW = $DD +COLOR_BOTH_AQUA = $EE +COLOR_BOTH_WHITE = $FF + diff --git a/graphics/gr/raycast/hello.bas b/graphics/gr/raycast/hello.bas new file mode 100644 index 00000000..133a44bb --- /dev/null +++ b/graphics/gr/raycast/hello.bas @@ -0,0 +1,2 @@ +5 HOME +10 PRINT CHR$(4);"CATALOG" diff --git a/graphics/gr/raycast/raycast.s b/graphics/gr/raycast/raycast.s new file mode 100644 index 00000000..34dffc49 --- /dev/null +++ b/graphics/gr/raycast/raycast.s @@ -0,0 +1,496 @@ +;--------------------------------------- +; based on 1bir - 1 block interactive raycaster +; coded by huseyin kilic (wisdom) +; copyright (c) 2009-2013 crescent + + +.include "hardware.inc" + +; zero page + +RAYPOSX = $61 +RAYPOSXH = $62 +RAYPOSY = $63 +RAYPOSYH = $64 + +STEPX = $66 ; leave 1 byte between x and y +STEPY = $68 + +PLAYERX = $69 +PLAYERXH = $6a +PLAYERY = $6b +PLAYERYH = $6c + +DISTANCE = $70 ; reset in $bc00 and $bc0f calls + +ROWPTR = $d1 +ROWPTRH = $d2 +LINEH_T = $d9 + + +HEIGHTS = $f8 ; 3 bytes consecutively + +; external value dependencies +HEADING = $81 +SINADD = $9a +COLORS = $b1 ; 3 bytes consecutively + +; temp +CURRENTROW = $ff + +; constants +sin_t = $1000 +blocksize = $28 + +; basic/kernal calls +;copyray2plr = $bc0f +;setrowptr = $e9f0 +;invertstepx = $bfb8 +;setheights = $f2c1 +;linel_t = $ecf0 + +;--------------------------------------- +; main +;--------------------------------------- + +main: + jsr SETGR + bit FULLGR + + lda #3 + sta SINADD + + lda #$20 + sta HEADING + +;--------------------------------------- +; sin/cos table generator +;--------------------------------------- + lda #$00 + tay +gensin_loop: + sta sin_t,Y + iny + clc + adc SINADD + ldx SINADD + dec sincount_t,X + bne gensin_loop + dec SINADD + bpl gensin_loop + + ; x = $00 + ; y = $40 + +gensin_loop2: + lda sin_t,X + sta sin_t+$0100,X ; needed for cos extension + sta sin_t-1+$40,Y + eor #$ff + sta sin_t+$80,X + sta sin_t-1+$c0,Y + inx + dey + bpl gensin_loop2 + + +;--------------------------------------- +; raycaster +;--------------------------------------- +loop_main: + ; cast 40 rays for each screen column + ; starting with rightmost one + ; yr is used as global column index + ; throughout the rest of the program + ldy #39 + +loop_ray: + ; determine current ray's direction + ; by taking player's current direction + ; and fov into account + ; fov is 40 brads out of 256 brads + + tya + clc + adc HEADING + ;sec + sbc #19+1 ; half of the fov (+1 because of sec) + tax + + ; get sin/cos values accordingly + ; and copy player position to current ray position + ; distance is reset on return from this call + jsr getsincos_copyplr2ray + + + ; reset line row before each column gets drawn + ; (needed in vertical line section) + ; X is 0 here? + stx CURRENTROW + +loop_dist: + + ; step along current ray's path and find distance + inc DISTANCE + + ; limit distance when it is needed in larger maps + ; or open (wrapped) maps + + ; max distance = $29 + ; lda DISTANCE + ; cmp #$29 + ; bcs skip_dist + + ; max distance = $40 (make sure ar is always 0 here) + ; bit DISTANCE + ; bvs skip_dist + + ; max DISTANCE = $80 + bmi skip_dist + + jsr addsteptopos + + ; on return from last call, ar is cell (block) value + ; ar = 0 means empty cell, so continue tracing + beq loop_dist + +skip_dist: + ; now ar contains the value in reached map position + ; (or last cell value fetched if max distance is reached) + + ; use ar or xr to colorize the block + ; and #$07 + ; ora #$03 + stx COLORS+1 + + ; find out visible block height + ; according to distance + ldx #$ff + txa + + ; fill the single char that appears on screen + ; (as in char $a0 in default charset) + ; dirty but needed because of size restriction + ; sta $2900,y + + ; calculate visible block height through simple division + lda # 12? + bcc vline_validheight + lda #12 ; make sure max height = 12 +vline_validheight: + asl ; calculate full height + sta HEIGHTS+1 ; store for looping below + eor #$ff ; subtract full height from screen height + ; sec ; (24 rows) + adc #24+1 ; +1 because of sec + lsr ; sky/floor heights are equal to each other + sta HEIGHTS + sta HEIGHTS+2 +.if 0 +; jsr setheights ; dirty again, but works +;F2C1 85 F8 STA $F8 +;F2C3 85 FA STA $FA +;F2C5 4C 7D F4 JMP $F47D +;F47D 38 SEC +; +;F47E A9 F0 LDA #$F0 +;F480 4C 2D FE JMP $FE2D +;FE2D 8E 83 02 STX $0283 +; +;FE30 8C 84 02 STY $0284 +;FE33 60 RTS +.endif + + ; loop through 3 sections of one screen column + ; i.e. sky - wall - floor + ldx #$02 +vline_loop: + + ; load color +; lda COLORS,X +; jsr SETCOL + + sty $FE + + ; VLINE A,$2D at Y + + ; vline sky + + lda #$77 + jsr SETCOL + + lda HEIGHTS + sta $2D + lda #0 + ldy $FE + + jsr VLINE + + ; vline wall + + lda #$FF + jsr SETCOL + + lda HEIGHTS + clc + adc HEIGHTS+1 + sta $2D + lda HEIGHTS + + ldy $FE + jsr VLINE ; VLINE A,$2D at Y + + ; vline floor + + lda #$66 + jsr SETCOL + + lda #47 + sta $2D + + lda HEIGHTS + clc + adc HEIGHTS+1 + ldy $FE + jsr VLINE ; VLINE A,$2D at Y + + ldy $FE + +.if 0 + dec HEIGHTS,X + bmi vline_sectioncomplete + txs ; dirty way of saving xr temporarily + ldx CURRENTROW ; this was reset before the distance loop + ; there are two ways used in this program to set up + ; current row address, either through kernal call ($e549) + ; or by directly modifiying zp pointer + ;jsr setrowptr ; call $e549 in main if you comment out this line + lda linel_t,x + sta ROWPTR + lda LINEH_T,x + sta ROWPTRH + tsx + lda COLORS,x ; each section can be assigned to a different color + sta (ROWPTR),y + ; advance to next screen row + inc CURRENTROW + bne vline_loop ; absolute jump, as CURRENTROW never reaches zero +vline_sectioncomplete: + ; advance to next column section + dex + bpl vline_loop +.endif + + ;--------------------------------------- + ; advance to next ray/column + dey + bpl loop_ray + +;--------------------------------------- +; user input +;--------------------------------------- + ; common preparation code to set up sin/cos and + ; to copy player position to ray position to trace movement + ; direction to determine if player hits a block + ; in case player actually tries to move forward or backwards + + ldx HEADING + jsr getsincos_copyplr2ray + + ; get joystick 2 status (lowest 4 bits) + ; and check each bit to determine action + + lda KEYPRESS + beq done_user_input + + cmp #'W'+$80 + bne skip_j1 + + ; try to move forward + pha + jsr stepandcopy + pla + +skip_j1: + cmp #'S'+$80 + bne skip_j2 + + ; try to move backward + pha + jsr invertstepandcopy + pla + +skip_j2: + cmp #'A'+$80 + bne skip_j3 + + ; turn right + dec HEADING + ; dec HEADING + +skip_j3: + cmp #'D'+$80 + bne done_user_input + + ; turn left + inc HEADING + ;inc HEADING + +done_user_input: + bit KEYRESET ; clear keyboard buffer + + ; absolute jump, as carry is always 0 here + jmp loop_main + +;--------------------------------------- +; ray tracing subroutines +;--------------------------------------- + ; heart of tracing, very slow, because of looping + ; for x and y components and also because of + ; brute force approach +addsteptopos: + ldx #$02 +loop_stepadd: + lda STEPX,X ; & y + ora #$7f ; sign extend 8 bit step value to 16 bit + bmi *+4 + lda #$00 + pha + ;clc + lda STEPX,x ; & y + adc RAYPOSX,x ; & y + sta RAYPOSX,x ; & y + pla + adc RAYPOSXH,x ; & y + sta RAYPOSXH,x ; & y + dex + dex + bpl loop_stepadd + + ; ar = RAYPOSXH + + ; calculate index to look up the map cell + ; the map area is 8x8 bytes + ; instead of the usual y * 8 + x + ; x * 8 + y done here, to save some bytes + ; (just causing a flip of the map as a side effect) + asl + 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