; Rocket Takeoff ; Simple HGR/GR split ; STATE0 = RIDE IN ON BIRD ; STATE2 = BIRD RUNS / WALK INTO SHIP ; STATE4 = PAUSE / SMOKE OUT BACK ; STATE6 = ROTATING / FLAME SPRITES + TREES MOVING/SPEED UP ; also horizon drop away? ; 5 4 3 2 1 blastoff, another rocketship run ; o/~ Take me to the moon o/~ rocket_takeoff: ;=================== ; init screen bit KEYRESET setup_rocket: ;=================== ; init vars lda #0 sta DRAW_PAGE sta FRAME sta FRAMEH sta STATE lda #1 sta XX ;============================= ; Load graphic hgr lda #takeoff_hgr sta LZ4_SRC+1 lda #<(takeoff_hgr_end-8) ; skip checksum at end sta LZ4_END lda #>(takeoff_hgr_end-8) ; skip checksum at end sta LZ4_END+1 lda #<$2000 sta LZ4_DST lda #>$2000 sta LZ4_DST+1 sta HGR_PAGE jsr lz4_decode jsr draw_stars ;============================= ; Load graphic page0 lda #$0c sta BASH lda #$00 sta BASL ; load image to $c00 lda #takeoff sta GBASH jsr load_rle_gr lda #4 sta DRAW_PAGE jsr gr_copy_to_current ; copy to page1 ; GR part bit PAGE1 bit LORES ; 4 bit SET_GR ; 4 bit FULLGR ; 4 bit PAGE0 sei ; disable interrupt music ;============================== ; setup graphics for vapor lock ;============================== jsr vapor_lock ; 6 ; vapor lock returns with us at beginning of hsync in line ; 114 (7410 cycles), so with 5070 lines to go jsr gr_copy_to_current ; 6+ 9292 ; now we have 322 left ; GR part bit LORES ; 4 bit SET_GR ; 4 bit FULLGR ; 4 ; 322 - 12 = 310 ; - 3 for jmp ; 307 ; Try X=9 Y=6 cycles=307 ldy #6 ; 2 toloopA:ldx #9 ; 2 toloopB:dex ; 2 bne toloopB ; 2nt/3 dey ; 2 bne toloopA ; 2nt/3 jmp to_begin_loop .align $100 ;================================================ ; Takeoff Loop ;================================================ ; each scan line 65 cycles ; 1 cycle each byte (40cycles) + 25 for horizontal ; Total of 12480 cycles to draw screen ; Vertical blank = 4550 cycles (70 scan lines) ; Total of 17030 cycles to get back to where was ; want 12*4 = 48 lines of HIRES = 3120-4=3116 ; want 192-48=144 lines of LORES = 9360-4=9356 to_begin_loop: ; 12*4 = 48 lines of HIRES = 3120 ; -4 set HIRES ; -1038 play_music ; ========= ; 2078 bit HIRES ; 4 jsr play_music ; 6 + 1032 ; Try X=5 Y=67 cycles=2078 ; Try X=11 Y=51 cycles=3112 R4 ldy #67 ; 2 toloop8:ldx #5 ; 2 toloop9:dex ; 2 bne toloop9 ; 2nt/3 dey ; 2 bne toloop8 ; 2nt/3 ;=========================== ; Draw Lores bottom ; 144 * 65 = 9360 ; -4 swith to LORES ;==================== ; 9356 bit LORES ; 4 ; Try X=10 Y=167 cycles=9353 R3 lda $0 ldy #167 ; 2 toloop6:ldx #10 ; 2 toloop7:dex ; 2 bne toloop7 ; 2nt/3 dey ; 2 bne toloop6 ; 2nt/3 ;====================================================== ; We have 4550 cycles in the vblank, use them wisely ;====================================================== ; do_nothing should be 4550 ; -23 state jump ; -23 wrap counter ; -7 timeout ; -3886 state ; -10 keypress ; =========== ; 601 ;================ ; wrap counter ;================ ; nowrap = 13+10=23 ; wrap = 13+10=23 inc FRAME ; 5 lda FRAME ; 3 cmp #8 ; 7.5 Hz ; 2 beq to_wrap ; 3 to_nowrap: ;-1 lda $0 ; nop ; 3 lda $0 ; nop ; 3 nop ; 2 jmp to_wrap_done ; 3 to_wrap: lda #0 ; 2 sta FRAME ; 3 inc FRAMEH ; 5 to_wrap_done: ;============== ; timeout after 5s or so? ;============== ; 7 cycles to_timeout: lda FRAMEH ; 3 cmp #68 ; 2 beq to_exit ; 3 ; -1 ; Try X=118 Y=1 cycles=597 R4 nop nop ldy #1 ; 2 toloop1:ldx #118 ; 2 toloop2:dex ; 2 bne toloop2 ; 2nt/3 dey ; 2 bne toloop1 ; 2nt/3 ; Set up jump table that runs same speed on 6502 and 65c02 ldy STATE ; 3 lda to_jump_table+1,y ; 4 pha ; 3 lda to_jump_table,y ; 4 pha ; 3 rts ; 6 ;============= ; 23 to_done_state: lda KEYPRESS ; 4 bpl to_no_keypress ; 3 jmp to_exit to_no_keypress: jmp to_begin_loop ; 3 to_exit: bit KEYRESET ; clear keypress ; 4 cli ; re-enable interrupt music rts ; 6 ;.include "takeoff.inc" ;takeoff_hgr: ;.incbin "takeoff.img.lz4",11 ;takeoff_hgr_end: to_jump_table: .word (to_state0-1) .word (to_state2-1) .word (to_state3-1) .word (to_state4-1) to_sprite_table: .word (flame1) .word (flame2) .word (flame3) .word (flame4) ;.align $100 ;============================ ; state0: Draw+move Bird+Rider ;============================ ; 3886 ; -578 gr_copy ; -602 draw tree ; -13 inc xpos ; -19 which sprite ;-2208 draw sprites ; -20 adjust state ; -3 jmp ;==================== ; 443 to_state0: jsr gr_copy_row22 ; 6+572 ; draw tree lda #32 ; 2 sta XPOS ; 3 lda #30 ; 2 sta YPOS ; 3 lda #>small_tree ; 2 sta INH ; 3 lda #bird_rider_stand_right ; 2 sta INH ; 3 lda #bird_rider_walk_right ; 2 sta INH ; 3 lda #tfv_stand_right ; 2 sta INH ; 3 lda #bird_stand_left_sprite ; 2 sta INH ; 3 lda #bird_walk_left_sprite ; 2 sta INH ; 3 lda #small_tree ; 2 sta INH ; 3 lda #