;=========== ; CONSTANTS ;=========== NUMSTARS EQU 16 ; Plan: ; Ship at rest 0 - 4 ; Flash 5 ; Ship at warp 25 ; Crazy background ; Ship moves off ; Back to stars ; Rasterbars+credits ; Done ;===================== ;===================== ;===================== ; Starfield Demo ;===================== ;===================== ;===================== starfield_demo: ;================================ ; Clear screen and setup graphics ;================================ jsr clear_screens_notext ; clear top/bottom of page 0/1 jsr set_gr_page0 bit FULLGR ;=============== ; Init Variables ;=============== lda #0 ; 2 sta DRAW_PAGE ; 3 sta RANDOM_POINTER ; 3 ; always multiply with low byte as zero sta NUM2L ; 3 sta FRAME_COUNT ldy #(NUMSTARS-1) ; 2 init_stars: jsr random_star ; 6 dey ; 2 bpl init_stars ; 2nt/3 ;=========================== ;=========================== ; Main Loop ;=========================== ;=========================== starfield_loop: ;=============== ; clear screen ;=============== jsr clear_all ; 6+ ; 6047 ;=============== ; draw the stars ;=============== jsr draw_stars ;================ ; draw the ship ;================ lda #>ship_forward sta INH lda #credits ; load credits pointer sta OUTH lda # 40 then done ; 2nt/3 lda XPOS ; 3 bmi new_star ; 2nt/3 cmp #40 ; 2 bpl new_star ; if < 0 or > 40 then done ; 2nt/3 ; FIXME: sort out all of these jumps to be more efficient bmi plot_star ; 2 new_star: ldy XX ; 3 jsr random_star ; 6 jmp plot_star_continue ; 3 plot_star: jsr plot ; 6 plot_star_continue: ;============================== ldx XX ; 3 dex ; 2 bmi move_stars ; 2nt/3 bpl draw_stars_loop ; 2nt/3 ;============================= ; Move stars move_stars: ldy #(NUMSTARS-1) ; 2 move_stars_loop: ; increment z clc ; if z >= 64 new star ; 2 lda star_z,Y ; 4 adc #1 ; 2 sta star_z,Y ; 4 and #64 ; 2 beq move_loop_skip ; 2nt/3 jsr random_star ; new random star ; 6 move_loop_skip: dey ; 2 bpl move_stars_loop ; 2nt/3 rts ;================================================== ;================================================== ; Random Star ;================================================== ;================================================== ; star number in Y ; FIXME: increment at end? ; X trashed random_star: ; random x location ldx RANDOM_POINTER ; 3 lda random_table,X ; 4 sta star_x,Y ; 5 inx ; 2 ; random y location lda random_table,X ; 4 sta star_y,Y ; 5 inx ; 2 ; random z location lda random_table,X ; 4 and #$3f ; 2 sta star_z,Y ; 5 inx ; 2 stx RANDOM_POINTER ; 3 rts ; 6 ;====================== ; some "random" numbers ;====================== random_table: .byte 103,198,105,115, 81,255, 74,236, 41,205,186,171,242,251,227, 70 .byte 124,194, 84,248, 27,232,231,141,118, 90, 46 ,99, 51,159,201,154 .byte 102, 50, 13,183, 49, 88,163, 90, 37, 93, 5, 23, 88,233, 94,212 .byte 171,178,205,198,155,180, 84, 17, 14,130,116, 65, 33, 61,220,135 .byte 112,233, 62,161, 65,225,252,103, 62, 1,126,151,234,220,107,150 .byte 143, 56, 92, 42,236,176, 59,251, 50,175, 60, 84,236, 24,219, 92 .byte 2, 26,254, 67,251,250,170, 58,251, 41,209,230, 5, 60,124,148 .byte 117,216,190, 97,137,249, 92,187,168,153, 15,149,177,235,241,179 .byte 5,239,247, 0,233,161, 58,229,202, 11,203,208, 72, 71,100,189 .byte 31, 35, 30,168, 28,123,100,197, 20,115, 90,197, 94, 75,121, 99 .byte 59,112,100, 36, 17,158, 9,220,170,212,172,242, 27, 16,175, 59 .byte 51,205,227, 80, 72, 71, 21, 92,187,111, 34, 25,186,155,125,245 .byte 11,225, 26, 28,127, 35,248, 41,248,164, 27, 19,181,202, 78,232 .byte 152, 50, 56,224,121, 77, 61, 52,188, 95, 78,119,250,203,108, 5 .byte 172,134, 33, 43,170, 26, 85,162,190,112,181,115, 59, 4, 92,211 .byte 54,148,179,175,226,240,228,158, 79, 50, 21, 73,253,130, 78,169 z_table: ; 1/16.0 - 1/12.25 .byte $10,$10,$10,$10,$11,$11,$11,$11,$12,$12,$12,$13,$13,$14,$14,$14 ; 1/12.0 - 1/8.25 .byte $15,$15,$16,$16,$17,$17,$18,$18,$19,$1A,$1A,$1B,$1C,$1D,$1E,$1F ; 1/8.0 - 1/4.25 .byte $20,$21,$22,$23,$24,$25,$27,$28,$2A,$2C,$2E,$30,$33,$35,$38,$3C ; 1/4.0 - 1/0.25 .byte $40,$44,$49,$4E,$55,$5D,$66,$71,$80,$92,$AA,$CC,$00,$55,$00,$00