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xmas2018: hook up ball code
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@ -22,8 +22,8 @@ xmas2018.o: xmas2018.s \
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zp.inc hardware.inc \
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vapor_lock.s delay_a.s wait_keypress.s \
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mockingboard.s \
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wreath.img.lz4 \
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wreath.s
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wreath.s wreath.img.lz4 \
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ball.s ball.img.lz4
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ca65 -o xmas2018.o xmas2018.s -l xmas2018.lst
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168
xmas_2018/ball.s
Normal file
168
xmas_2018/ball.s
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@ -0,0 +1,168 @@
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;=====================================
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; XMAS2018 -- Ball Part
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;=====================================
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ball:
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;===================
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; init screen
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;===================
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; init vars
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lda #15
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sta XPOS
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lda #38
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sta YPOS
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lda #0
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sta FRAME
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sta FRAMEH
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;=============================
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; Load graphic hgr
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lda #<ball_hgr
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sta LZ4_SRC
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lda #>ball_hgr
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sta LZ4_SRC+1
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lda #<(ball_hgr_end-8) ; skip checksum at end
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sta LZ4_END
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lda #>(ball_hgr_end-8) ; skip checksum at end
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sta LZ4_END+1
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lda #<$2000
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sta LZ4_DST
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lda #>$2000
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sta LZ4_DST+1
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jsr lz4_decode
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;==============================
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; setup graphics for vapor lock
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;==============================
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jsr vapor_lock ; 6
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; vapor lock returns with us at beginning of hsync in line
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; 114 (7410 cycles), so with 5070 lines to go
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; so we have 5070 + 4550 = 9620 to kill
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; FIXME: clear page0/page1 screens
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; jsr gr_copy_to_current ; 6+ 9292
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; now we have 322 left
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; GR part
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; bit HIRES ; 4
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bit SET_GR ; 4
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bit FULLGR ; 4
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; 9620
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; -8 mode set
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; - 3 for jmp
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;=======
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; 9609
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; Try X=239 Y=8 cycles=9609
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ldy #8 ; 2
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baloopA:ldx #239 ; 2
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baloopB:dex ; 2
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bne baloopB ; 2nt/3
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dey ; 2
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bne baloopA ; 2nt/3
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jmp ball_begin_loop
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.align $100
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;================================================
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; Ball Loop
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;================================================
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; each scan line 65 cycles
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; 1 cycle each byte (40cycles) + 25 for horizontal
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; Total of 12480 cycles to draw screen
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; Vertical blank = 4550 cycles (70 scan lines)
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; Total of 17030 cycles to get back to where was
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ball_begin_loop:
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ball_display_loop:
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; (40*65)-4 = 2596
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; 40 lines of LORES
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bit LORES ; 4
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; Try X=42 Y=12 cycles=2593 R3
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lda $0 ; nop ; 3
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ldy #12 ; 2
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baloopC:ldx #42 ; 2
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baloopD:dex ; 2
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bne baloopD ; 2nt/3
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dey ; 2
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bne baloopC ; 2nt/3
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; rest of screen is hires page0
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; (152*65)-4 = 9876
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bit HIRES ; 4
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; Try X=13 Y=139 cycles=9870 R6
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nop
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nop
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nop
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ldy #139 ; 2
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baloopE:ldx #13 ; 2
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baloopF:dex ; 2
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bne baloopF ; 2nt/3
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dey ; 2
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bne baloopE ; 2nt/3
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;======================================================
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; We have 4550 cycles in the vblank, use them wisely
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;======================================================
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; do_nothing should be 4550
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; -10 keypress
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; ===========
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; 4540
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; jsr play_music ; 6+1032
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; Try X=9 Y=89 cycles=4540
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ldy #89 ; 2
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baloop1:ldx #9 ; 2
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baloop2:dex ; 2
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bne baloop2 ; 2nt/3
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dey ; 2
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bne baloop1 ; 2nt/3
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; no keypress = 10+(24) = 34
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lda KEYPRESS ; 4
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bpl ba_no_keypress ; 3
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; -1
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jmp ba_handle_keypress ; 3
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ba_no_keypress:
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jmp ball_display_loop ; 3
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ba_handle_keypress:
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bit KEYRESET ; clear keypress ; 4
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rts ; 6
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@ -70,11 +70,11 @@ wreath:
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; Try X=239 Y=8 cycles=9609
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ldy #8 ; 2
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sbloopA:ldx #239 ; 2
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sbloopB:dex ; 2
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bne sbloopB ; 2nt/3
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wrloopA:ldx #239 ; 2
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wrloopB:dex ; 2
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bne wrloopB ; 2nt/3
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dey ; 2
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bne sbloopA ; 2nt/3
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bne wrloopA ; 2nt/3
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jmp wreath_begin_loop
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.align $100
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@ -46,6 +46,8 @@ apple_iie:
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jsr wreath
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jsr ball
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;==================
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; Game over
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;==================
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@ -56,6 +58,7 @@ game_over_man:
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.align $100
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.include "wreath.s"
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.include "ball.s"
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.include "lz4_decode.s"
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.include "gr_offsets.s"
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.include "gr_hline.s"
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@ -95,9 +98,12 @@ game_over_man:
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; FIXME: we can save 8 bytes per file by stripping checksums off end
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;============================
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; starring
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wreath_hgr:
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.incbin "wreath.img.lz4",11
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wreath_hgr_end:
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ball_hgr:
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.incbin "ball.img.lz4",11
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ball_hgr_end:
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