; starfield tiny -- Apple II Lores ; by Vince `deater` Weaver ; actually too fast ; 189 bytes - original ; 184 bytes - move DIVIDEND to A ; 173 bytes - move variables to 0 page. limits to 16 stars but that's fine? ; 171 bytes - adjust random # generator ; 170 bytes - can do sty zp,x ; 163 bytes - lose the cool HGR intro ; 161 bytes - re-arrange RNG location ; 158 bytes - ra-arrange a lot to remove need for XX ; 133 bytes -- undo opt, no lookup table, just raw divide ; 145 bytes -- init stars at beginning, so don't initially run bacward if Z=FF ; 135 bytes -- optimize divide some more ; 143 bytes -- add in different color star ; 142 bytes -- closer :( ; trying all kinds of stuff, including using BELL for WAIT ; 139 bytes -- just made math innacurate (remove sec in sign correction) ; zero page locations COLOR = $30 star_z = $60 oldx = $70 oldy = $80 star_x = $90 star_y = $A0 NEGATIVE = $F9 QUOTIENT = $FA DIVISOR = $FB DIVIDEND = $FC XX = $FD YY = $FE FRAME = $FF ; soft-switches LORES = $C056 ; Enable LORES graphics ; ROM routines HGR2 = $F3D8 ; set hires page2 and clear $4000-$5fff HGR = $F3E2 ; set hires page1 and clear $2000-$3fff PLOT = $F800 ; PLOT AT Y,A (A colors output, Y preserved) NEXTCOL = $F85F ; COLOR=COLOR+3 SETCOL = $F864 ; COLOR=A SETGR = $FB40 ; set graphics and clear LO-RES screen WAIT = $FCA8 ; delay 1/2(26+27A+5A^2) us small_starfield: ;0GR:DIMV(64,48):FORZ=1TO48:FORX=0TO64:V(X,Z)=(X*4-128)/Z+20:NEXTX,Z jsr SETGR ; A is D0 after? ;=================================== ; draw the stars ;=================================== ; there are ways to skip this, but on real hardware there's ; no guarantee star_z will be in a valid state, so waste the bytes ldx #15 make_orig_stars: jsr make_new_star dex bpl make_orig_stars ;=================================== ; starloop ;2FORP=0TO15 big_loop: ldx #15 ; really tried hard not to have to set this value ; hard to judge best value for this lda #80 jsr WAIT ; jsr $FBE4 ; BEEP delays too ; A now 0 star_loop: ; X=FF ;=================== ; erase old star ;4 COLOR=0 lda #$00 ; color to black sta COLOR ;PLOT O(P),Q(P) ldy oldx,X lda oldy,X jsr PLOT ; PLOT AT Y,A ;=========================== ; position Z ; lda star_z,X ; beq new_star ; should never happen ; sta DIVISOR ; DIVISOR always star_z,X so can hard code this in divide routine ;============================== ; get Y/Z ; Y=V(B(P),Z(P)) ; get YY lda star_y,X ; get Y of star jsr do_divide ; if off-screen then need new star bmi new_star ; if <0 cmp #40 bcs new_star ; bge >39 sta YY ; YY ;============================== ; get X/Z ; X=V(A(P),Z(P)) ; get XX lda star_x,X ; get X of start jsr do_divide tay ; put XX in Y ; if offscreen then draw new star bmi new_star ; if <0 cpy #40 bcs new_star ; bge >40 ;======================== ; adjust Z ;Z(P)=Z(P)-1 dec star_z,X beq new_star ; if Z=0 new star ; draw the star draw_star: ; COLOR=15 dec COLOR ; color from $00 (black) to $ff (white) ; trouble causing code, wanted it two-tone ; this will make it white or blue depending on if odd or even star ; initially tried distance based color on Z, didn't look as good txa ror bcs not_far jsr NEXTCOL not_far: ;=========================== ; actually plot the star ;PLOT X,Y ; O(P)=X:Q(P)=Y ; ldy XX ; XX already in Y sty oldx,X ; save for next time to erase lda YY ; YY sta oldy,X ; ;save for next time to erase jsr PLOT ; PLOT AT Y,A ; a should be F0/20 or 0F/02 here? bne done_star ; bra new_star: jsr make_new_star ; done_star: ;7NEXT dex bpl star_loop ; GOTO2 bmi big_loop ; bra ;=========================== ; NEW STAR ;=========================== make_new_star: ;IFX<0ORX>39ORY<0ORY>39ORZ(P)<1THEN ; A(P)=RND(1)*64 ; B(P)=RND(1)*64 ; Z(P)=RND(1)*48+1:GOTO7 ldy FRAME lda $F000,Y sta star_x,X ; random XX color_lookup: lda $F100,Y sta star_y,X ; random YY lda $F002,Y and #$3f ; random ZZ 0..63 ora #$1 ; avoid 0 sta star_z,X inc FRAME rts ;============================= ; do signed divide ; the signed part is the pain ;============================= ; Z is in divisor ; x/y is in A do_divide: ; A was just loaded so flags still valid php bpl not_negative eor #$ff ; make positive for division clc ; is this necessary? adc #1 not_negative: ldy #$ff ; QUOTIENT div_loop: iny ; inc QUOTIENT sec sbc star_z,X ; DIVIDEND=DIVIDEND-DIVISOR bpl div_loop ; write out quotient tya ; lda QUOTIENT plp bpl pos_add eor #$ff ; sec ; FIXME: made math inaccurate to save room ; bcs do_add pos_add: clc do_add: adc #20 ; pre-adjust to have star origin mid screen early_out: rts ; for BASIC bot load ; need this to be at $3F5 ; it's at 8C, so 6D jmp small_starfield