duke: can point and shoot

This commit is contained in:
Vince Weaver 2020-11-28 00:51:57 -05:00
parent 15db5b64bb
commit b4694190f8
8 changed files with 799 additions and 61 deletions

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@ -28,7 +28,8 @@ DUKE: duke.o
ld65 -o DUKE duke.o -C ../linker_scripts/apple2_2000.inc
duke.o: duke.s zp.inc hardware.inc duke.s duke.inc \
status_bar.s
status_bar.s draw_duke.s gr_putsprite_crop.s \
keyboard.s handle_laser.s
ca65 -o duke.o duke.s -l duke.lst
####

48
duke/draw_duke.s Normal file
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@ -0,0 +1,48 @@
move_duke:
rts
; draw duke
draw_duke:
lda DUKE_X
sta XPOS
lda DUKE_Y
sta YPOS
lda DUKE_DIRECTION
bmi duke_facing_left
lda #<duke_sprite_stand_right
sta INL
lda #>duke_sprite_stand_right
jmp actually_draw_duke
duke_facing_left:
lda #<duke_sprite_stand_left
sta INL
lda #>duke_sprite_stand_left
actually_draw_duke:
sta INH
jsr put_sprite_crop
rts
duke_sprite_stand_right:
.byte 4,5
.byte $AA,$dA,$dA,$AA
.byte $AA,$dd,$bb,$AA
.byte $AA,$b3,$7A,$7A
.byte $AA,$66,$6b,$AA
.byte $AA,$56,$65,$AA
duke_sprite_stand_left:
.byte 4,5
.byte $AA,$dA,$dA,$AA
.byte $AA,$bb,$dd,$AA
.byte $7A,$7A,$b3,$AA
.byte $AA,$6b,$66,$AA
.byte $AA,$65,$56,$AA

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@ -18,15 +18,30 @@ duke_start:
bit LORES
bit TEXTGR
;=====================
; init vars
;=====================
lda #0
sta ANIMATE_FRAME
sta FRAMEL
sta FRAMEH
sta DISP_PAGE
sta JOYSTICK_ENABLED
sta DUKE_WALKING
sta DUKE_JUMPING
sta LEVEL_OVER
sta LASER_OUT
lda #4
sta DRAW_PAGE
lda #18
sta DUKE_X
lda #20
sta DUKE_Y
lda #1
sta DUKE_DIRECTION
;====================================
@ -52,14 +67,31 @@ duke_loop:
jsr gr_copy_to_current
; draw laser
jsr draw_laser
; draw duke
jsr draw_duke
; draw a status bar
jsr draw_status_bar
jsr page_flip
jsr handle_keypress
jsr move_duke
; early escape if keypressed
lda KEYPRESS
jsr move_laser
;===========================
; check end of level
;===========================
lda LEVEL_OVER
bpl do_duke_loop
jmp done_with_duke
@ -68,8 +100,8 @@ duke_loop:
do_duke_loop:
; delay
lda #200
jsr WAIT
; lda #200
; jsr WAIT
jmp duke_loop
@ -91,6 +123,14 @@ done_with_duke:
; .include "gr_fast_clear.s"
.include "gr_copy.s"
.include "gr_pageflip.s"
.include "gr_putsprite_crop.s"
.include "decompress_fast_v2.s"
.include "status_bar.s"
.include "keyboard.s"
.include "joystick.s"
.include "draw_duke.s"
.include "handle_laser.s"

359
duke/gr_putsprite_crop.s Normal file
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@ -0,0 +1,359 @@
;=============================================
; put_sprite_crop
;=============================================
; Sprite to display in INH,INL
; Location is XPOS,YPOS
; Note, only works if YPOS is multiple of two
; transparent color is $A (grey #2)
; this means we can have black ($0) in a sprite
; FIXME: force YPOS to be even?
put_sprite_crop:
ldy #0 ; byte 0 is xsize ; 2
lda (INL),Y ; 5
sta CH ; xsize is in CH ; 3
iny ; 2
clc
adc XPOS
sta XMAX
lda (INL),Y ; byte 1 is ysize ; 5
sta CV ; ysize is in CV ; 3
iny ; 2
lda YPOS ; make a copy of ypos ; 3
sta TEMPY ; as we modify it ; 3
;===========
; 28
put_sprite_crop_loop:
sty TEMP ; save sprite pointer ; 3
ldy TEMPY ; 3
bpl put_sprite_crop_pos ; if < 0, skip to next
clc ; skip line in sprite too
lda TEMP
adc CH
tay
bne crop_increment_y
put_sprite_crop_pos:
psc_smc1:
cpy #48 ; bge if >= 48, done sprite
bcs crop_sprite_done
lda gr_offsets,Y ; lookup low-res memory address ; 4
clc ; 2
adc XPOS ; add in xpos ; 3
sta OUTL ; store out low byte of addy ; 3
clc ; never wraps, handle negative
lda gr_offsets+1,Y ; look up high byte ; 4
adc DRAW_PAGE ; ; 3
sta OUTH ; and store it out ; 3
ldy TEMP ; restore sprite pointer ; 3
; OUTH:OUTL now points at right place
ldx XPOS ; load xposition into x ; 3
;===========
; 34
crop_put_sprite_pixel:
lda (INL),Y ; get sprite colors ; 5
iny ; increment sprite pointer ; 2
sty TEMP ; save sprite pointer ; 3
cpx #0 ; if off-screen left, skip draw
bmi skip_drawing
cpx #40
bcs skip_drawing ; if off-screen right, skip draw
ldy #$0 ; 2
; check if completely transparent
; if so, skip
cmp #$aa ; if all zero, transparent ; 2
beq crop_put_sprite_done_draw ; don't draw it ; 2nt/3
;==============
; 16/17
sta COLOR ; save color for later ; 3
; check if top pixel transparent
and #$f0 ; check if top nibble zero ; 2
cmp #$a0
bne crop_put_sprite_bottom ; if not skip ahead ; 2nt/3
;==============
; 7/8
lda COLOR
and #$0f
sta COLOR
lda #$f0 ; setup mask ; 2
sta MASK ; 3
bmi crop_put_sprite_mask ; always? ; 3
;=============
; 8
crop_put_sprite_bottom:
lda COLOR ; re-load color ; 3
and #$0f ; check if bottom nibble zero ; 2
cmp #$0a
bne crop_put_sprite_all ; if not, skip ahead ; 2nt/3
;=============
; 7/8
lda COLOR
and #$f0
sta COLOR
lda #$0f ; 2
sta MASK ; setup mask ; 3
;===========
; 5
crop_put_sprite_mask:
lda (OUTL),Y ; get color at output ; 5
and MASK ; mask off unneeded part ; 3
ora COLOR ; or the color in ; 3
sta (OUTL),Y ; store it back ; 6
jmp crop_put_sprite_done_draw ; we are done ; 3
;===========
; 20
crop_put_sprite_all:
lda COLOR ; load color ; 3
sta (OUTL),Y ; and write it out ; 6
;============
; 9
crop_put_sprite_done_draw:
skip_drawing:
ldy TEMP ; restore sprite pointer ; 3
inc OUTL ; increment output pointer ; 5
inx ; increment x counter ; 2
cpx XMAX
bne crop_put_sprite_pixel ; if not done, keep looping ; 2nt/3
;==============
; 12/13
crop_increment_y:
inc TEMPY ; each line has two y vars ; 5
inc TEMPY ; 5
dec CV ; decemenet total y count ; 5
bne put_sprite_crop_loop ; loop if not done ; 2nt/3
;==============
; 17/18
crop_sprite_done:
rts ; return ; 6
; 0,0 = 400+0
; -1,0 = 400+ff=4ff, inc=400
; sprite: 5x4
;
; -2,0 Xstart=0, sprite_offset=2, xsize=3
; -1,0, Xstart=0, sprite_offset=1, xsize=4
; 0,0, Xstrat=0, sprite_offset=0, xsize=5
; 1,0, Xstart=1, sprite_offset=0, xsize=5
;
; 39,0 Xstart=39, sprite_offset=0, xsize=1
;
;
;
;
.if 0
;=============================================
; put_sprite_flipped_crop
;=============================================
; Sprite to display in INH,INL
; Location is XPOS,YPOS
; Note, only works if YPOS is multiple of two
; transparent color is $A (grey #2)
; this means we can have black ($0) in a sprite
put_sprite_flipped_crop:
ldy #0 ; byte 0 is xsize ; 2
lda (INL),Y ; 5
sta CH ; xsize is in CH ; 3
iny ; 2
lda (INL),Y ; byte 1 is ysize ; 5
sta CV ; ysize is in CV ; 3
dey ; make Y zero again ; 2
lda INH ; ???
sta ppfc_smc+2
clc
lda INL
adc #1 ; add one (not two) because X counts
; from CH to 1 (not CH-1 to 0)
sta ppfc_smc+1
bcc psfc16
inc ppfc_smc+2
psfc16:
lda YPOS ; make a copy of ypos ; 3
sta TEMPY ; as we modify it ; 3
;===========
; 28
put_spritefc_loop:
; sty TEMP ; save sprite pointer ; 3
ldy TEMPY ; 3
bmi fcrop_increment_y ; if < 0, skip to next
psc_smc2:
cpy #48 ; bge if >= 48, done sprite
bcs fcrop_sprite_done
lda gr_offsets,Y ; lookup low-res memory address ; 4
clc ; 2
adc XPOS ; add in xpos ; 3
sta OUTL ; store out low byte of addy ; 3
lda gr_offsets+1,Y ; look up high byte ; 4
clc
adc DRAW_PAGE ; ; 3
sta OUTH ; and store it out ; 3
; ldy TEMP ; restore sprite pointer ; 3
; OUTH:OUTL now points at right place
ldx CH ; load xsize into x ; 3
;===========
; 34
put_spritefc_pixel:
clc
txa ; want (CH-X-1)+XPOS
eor #$ff
adc CH
adc XPOS
bmi cskip_drawing
cmp #40
bcs cskip_drawing ; if off-screen right, skip draw
ppfc_smc:
lda $C000,X ; get sprite colors ; 5
; iny ; increment sprite pointer ; 2
; sty TEMP ; save sprite pointer ; 3
ldy #$0 ; 2
; check if completely transparent
; if so, skip
cmp #$aa ; if all zero, transparent ; 2
beq put_spritefc_done_draw ; don't draw it ; 2nt/3
;==============
; 16/17
sta COLOR ; save color for later ; 3
; check if top pixel transparent
and #$f0 ; check if top nibble zero ; 2
cmp #$a0
bne put_spritefc_bottom ; if not skip ahead ; 2nt/3
;==============
; 7/8
lda COLOR
and #$0f
sta COLOR
lda #$f0 ; setup mask ; 2
sta MASK ; 3
bmi put_spritefc_mask ; always? ; 3
;=============
; 8
put_spritefc_bottom:
lda COLOR ; re-load color ; 3
and #$0f ; check if bottom nibble zero ; 2
cmp #$0a
bne put_spritefc_all ; if not, skip ahead ; 2nt/3
;=============
; 7/8
lda COLOR
and #$f0
sta COLOR
lda #$0f ; 2
sta MASK ; setup mask ; 3
;===========
; 5
put_spritefc_mask:
lda (OUTL),Y ; get color at output ; 5
and MASK ; mask off unneeded part ; 3
ora COLOR ; or the color in ; 3
sta (OUTL),Y ; store it back ; 6
jmp put_spritefc_done_draw ; we are done ; 3
;===========
; 20
put_spritefc_all:
lda COLOR ; load color ; 3
sta (OUTL),Y ; and write it out ; 6
;============
; 9
put_spritefc_done_draw:
cskip_drawing:
; ldy TEMP ; restore sprite pointer ; 3
inc OUTL ; increment output pointer ; 5
dex ; decrement x counter ; 2
bne put_spritefc_pixel ; if not done, keep looping ; 2nt/3
;==============
; 12/13
fcrop_increment_y:
inc TEMPY ; each line has two y vars ; 5
inc TEMPY ; 5
lda CH
clc
adc ppfc_smc+1
sta ppfc_smc+1
bcc psfco
inc ppfc_smc+2
psfco:
dec CV ; decemenet total y count ; 5
beq fcrop_sprite_done ; loop if not done ; 2nt/3
jmp put_spritefc_loop
;==============
; 17/18
fcrop_sprite_done:
rts ; return ; 6
.endif

60
duke/handle_laser.s Normal file
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@ -0,0 +1,60 @@
; draw/move laser
;====================
; move laser
;====================
move_laser:
lda LASER_OUT
beq done_move_laser
lda LASER_X
clc
adc LASER_DIRECTION
sta LASER_X
cmp #33
bcc not_too_far_right
lda #0
sta LASER_OUT
beq done_move_laser
not_too_far_right:
cmp #6
bcs done_move_laser
lda #0
sta LASER_OUT
done_move_laser:
rts
;====================
; draw laser
;====================
draw_laser:
lda LASER_OUT
beq done_draw_laser
lda LASER_X
sta XPOS
lda LASER_Y
sta YPOS
; lda LASER_DIRECTION
lda #<laser_sideways_sprite
sta INL
lda #>laser_sideways_sprite
sta INH
jsr put_sprite_crop
done_draw_laser:
rts
laser_sideways_sprite:
.byte 4,1
.byte $3A,$cA,$3A,$cA

46
duke/joystick.s Normal file
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@ -0,0 +1,46 @@
; Oliver Schmidt
; comp.sys.apple2.programmer
; Call with joystick number (0 or 1) in A.
; Results are stored in value0 and value1.
; UPPER_THRESHOLD is the paddle value you want to consider as "right enough" /
; "down enough".
UPPER_THRESHOLD = 128
;PTRIG = $c070
PADDL1 = $C065
handle_joystick:
lda #0
; Read both paddles simultaneously
asl ; Joystick number -> paddle number
tax
ldy #$00
sty value0
sty value1
lda PTRIG ; Trigger paddles
loop: lda PADDL0,x ; Read paddle (0 or 2)
bmi set0 ; Cycles: 2 3
nop ; Cycles: 2
bpl nop0 ; Cycles: 3
set0: sty value0 ; Cycles: 4
nop0: ; - -
; Cycles: 7 7
lda PADDL1,x ; Read paddle (1 or 3)
bmi set1 ; Cycles: 2 3
nop ; Cycles: 2
bpl nop1 ; Cycles: 3
set1: sty value1 ; Cycles: 4
nop1: ; - -
; Cycles: 7 7
iny
cpy #UPPER_THRESHOLD+1
bne loop
rts
value0: .byte $00
value1: .byte $00

230
duke/keyboard.s Normal file
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@ -0,0 +1,230 @@
;==============================
; Handle Keypress
;==============================
handle_keypress:
; first handle joystick
lda JOYSTICK_ENABLED
beq actually_handle_keypress
; only check joystick every-other frame
lda FRAMEL
and #$1
beq actually_handle_keypress
check_button:
lda PADDLE_BUTTON0
bpl button_clear
lda JS_BUTTON_STATE
bne js_check
lda #1
sta JS_BUTTON_STATE
lda #' '
jmp check_sound
button_clear:
lda #0
sta JS_BUTTON_STATE
js_check:
jsr handle_joystick
js_check_left:
lda value0
cmp #$20
bcs js_check_right ; if less than 32, left
lda #'A'
bne check_sound
js_check_right:
cmp #$40
bcc js_check_up
lda #'D'
bne check_sound
js_check_up:
lda value1
cmp #$20
bcs js_check_down
lda #'W'
bne check_sound
js_check_down:
cmp #$40
bcc done_joystick
lda #'S'
bne check_sound
done_joystick:
actually_handle_keypress:
lda KEYPRESS
bmi keypress
jmp no_keypress
keypress:
and #$7f ; clear high bit
cmp #' '
beq check_sound ; make sure not to lose space
and #$df ; convert uppercase to lower case
check_sound:
cmp #$14 ; control-T
bne check_joystick
lda SOUND_STATUS
eor #SOUND_DISABLED
sta SOUND_STATUS
jmp done_keypress
; can't be ^J as that's the same as down
check_joystick:
cmp #'J' ; J
bne check_left
lda JOYSTICK_ENABLED
eor #1
sta JOYSTICK_ENABLED
jmp done_keypress
check_left:
cmp #'A'
beq left_pressed
cmp #8 ; left key
bne check_right
left_pressed:
lda DUKE_DIRECTION
cmp #$ff ; check if facing left
bne face_left
lda #1
sta DUKE_WALKING
jmp done_left_pressed
face_left:
lda #$ff
sta DUKE_DIRECTION
lda #0
sta DUKE_WALKING
done_left_pressed:
jmp done_keypress
check_right:
cmp #'D'
beq right_pressed
cmp #$15 ; right key
bne check_up
right_pressed:
lda DUKE_DIRECTION
cmp #$1 ; check if facing right
bne face_right
lda #1
sta DUKE_WALKING
jmp done_left_pressed
face_right:
lda #$1
sta DUKE_DIRECTION
lda #0
sta DUKE_WALKING
done_right_pressed:
jmp done_keypress
check_up:
cmp #'W'
beq up_pressed
cmp #$0B ; up key
bne check_down
up_pressed:
lda CURSOR_Y ; if 49<y<$F0 don't decrement
cmp #49
bcc do_dec_cursor_y
cmp #$F0
bcc done_up_pressed
do_dec_cursor_y:
dec CURSOR_Y
dec CURSOR_Y
done_up_pressed:
jmp done_keypress
check_down:
cmp #'S'
beq down_pressed
cmp #$0A
bne check_return
down_pressed:
lda CURSOR_Y ; if 48<y<$EE don't decrement
cmp #48
bcc do_inc_cursor_y
cmp #$EE
bcc done_down_pressed
do_inc_cursor_y:
inc CURSOR_Y
inc CURSOR_Y
done_down_pressed:
jmp done_keypress
check_space:
cmp #' '
beq space_pressed
space_pressed:
; jump
jmp done_keypress
check_return:
cmp #13
bne done_keypress
return_pressed:
; shoot
lda LASER_OUT
bne done_return
lda DUKE_DIRECTION
sta LASER_DIRECTION
cmp #1
beq laser_right
laser_left:
lda DUKE_X
sec
sbc #1
jmp laser_assign
laser_right:
lda DUKE_X
clc
adc #3
laser_assign:
sta LASER_X
lda DUKE_Y
clc
adc #4
sta LASER_Y
inc LASER_OUT
done_return:
jmp no_keypress
done_keypress:
no_keypress:
bit KEYRESET
rts

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@ -78,65 +78,19 @@ PATTERN_H = $7F
; when loading/storing from disk
WHICH_LOAD = $80 ; which file to load
LOCATION = $81 ; location on the map
;LOCATION = $81 ; location on the map
GUYBRUSH_X = $82 ; location of protagonist
GUYBRUSH_Y = $83
DUKE_X = $82 ; location of protagonist
DUKE_Y = $83
DUKE_DIRECTION = $84
DUKE_WALKING = $85
DUKE_JUMPING = $86
CURRENT_VERB = $84 ; current verb
VALID_NOUN = $85 ; current noun
NOUN_L = $86 ; pointer to current noun string
NOUN_H = $87
NOUN_VECTOR_L = $88 ; pointer to callback for clicking noun
NOUN_VECTOR_H = $89
LASER_OUT = $87
LASER_X = $88
LASER_Y = $89
LASER_DIRECTION = $8A
DESTINATION_X = $8A ; where to walk
DESTINATION_Y = $8B
; credits stuff
CLOUD_X = $8C
CREDITS_OFFSET = $8D
CREDITS_LOGO_ON = $8E
CREDITS_SPLIT_SCREEN = $8F
CREDITS_DISPLAY_TEXT = $90
CREDITS_TEXTL = $91
CREDITS_TEXTH = $92
GUYBRUSH_DIRECTION = $93
DIR_DOWN = 0 ; there's a reason for this
DIR_LEFT = 2
DIR_UP = 4
DIR_RIGHT= 6
BAR_DOOR_OPEN = $94
DISPLAY_MESSAGE = $95
MESSAGE_L = $96
MESSAGE_H = $97
GUYBRUSH_SIZE = $98
GUYBRUSH_BIG = 0
GUYBRUSH_MEDIUM = 1
GUYBRUSH_SMALL = 2
GUYBRUSH_TINY = 3
GUYBRUSH_FEET = $99
ITEMS_PICKED_UP = $9A
IPU_ITEM_MEAT = $01
IPU_ITEM_PULLEY_CHICKEN = $02
INV_ITEM_MEAT = $1
INV_ITEM_PULLEY_CHICKEN = $2
INVENTORY = $9B
INVENTORY2 = $9C
INVENTORY3 = $9D
INVENTORY4 = $9E
INVENTORY5 = $9F
INVENTORY_NEXT_SLOT = $A0
FIRST_TIME = $A1
FIRST_TIME_LEAVE_LOOKOUT= $1
FIRST_TIME_LEAVE_BAR = $2
COUNT = $A2
; done game puzzle state