dos33fsprogs/demos/megademo/arrival.s

688 lines
12 KiB
ArmAsm

; Finally Arriving
; Simple Text/GR split
; Some zero-page action
;TFV_X = 0
;TFV_Y = 1
TFG_X = 2
;HEART_X = 3
;HEART_Y = 4
arriving_there:
;===================
; init screen
setup_arrival:
;===================
; init vars
lda #0
sta FRAME
sta FRAMEH
lda #0
sta TFV_X
lda #8
sta DRAW_PAGE
; lda #14
; sta HEART_X
; lda #20
; sta HEART_Y
lda #22
sta TFG_X
;=============================
; Load graphic page0
lda #$0c
sta BASH
lda #$00
sta BASL ; load image to $c00
lda #<arrival
sta GBASL
lda #>arrival
sta GBASH
jsr load_rle_gr
lda #$a0
ldy #10
jsr clear_page_loop ; make top 6 lines spaces
lda #0
sta DRAW_PAGE
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
jsr draw_moon_sky ; 6+54
; 322 - 12 = 310
; - 3 for jmp
; 307 - 60 for sky = 247
; Try X=9 Y=6 cycles=307
; Try X=7 Y=6 cycles=247
ldy #6 ; 2
arloopA:ldx #7 ; 2
arloopB:dex ; 2
bne arloopB ; 2nt/3
dey ; 2
bne arloopA ; 2nt/3
jmp ar_begin_loop
.align $100
;================================================
; Arrival 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 TEXT = 3120-4=3116
; want 144-48 = 96 lines of undisturbed LORES = 6240 - 4 = 6236
; lores lines 24-36 (80 - 143) are changing
; so don't do much then
; want 192-144=48 lines of LORES = 3120
ar_begin_loop:
; 3120
; -4 set_text
; -25 inc frame
; -17 set state
; -43 move
; -8 check if done
;=======
; 3023
bit SET_TEXT ; 4
;====================
; Update frame count
;====================
; no carry: 13+(12) = 25
; carry: 13+12 = 25
inc FRAME ; 5
lda FRAME ; 3
cmp #20 ; 2
bne ar_waste_12 ; 3
;============
; 13
; -1
lda #0 ; 2
sta FRAME ; 3
inc FRAMEH ; 5
jmp ar_no_carry ; 3
;============
; 12
ar_waste_12:
lda $0 ; 3
lda $0 ; 3
lda $0 ; 3
lda $0 ; 3
ar_no_carry:
;=================
; check if done
;=================
lda FRAMEH ; 3
cmp #32 ; 2
bne ar_not_done ; 3
jmp ar_all_done
ar_not_done:
;===========
; 8
; Set the state
; STATE0 = 5+4+(5)+3 = 17
; STATE2 = 5+5+4+3 = 17
; STATE4 = 5+5+2+3+(2) =17
; looking at FRAMEH (orig 5,16,30) -> 9, 20, 32
; if 0 < 9 then STATE0 (waiting) $0 < $9
; if 9 < 20 then STATE2 (walking) $9 < $14
; if 20 < 32 then STATE4 (heart) $14 < $20
cmp #9 ; 2
bcs ar_state_notzero ; bge ; 3
ar_state_zero:
; -1
lda $0 ; nop ; 3
nop ; 2
ldx #0 ; 2
jmp ar_set_state ; 3
ar_state_notzero:
cmp #20 ; 2
bcs ar_state_four ; bge ; 3
ar_state_two:
; -1
ldx #2 ; 2
jmp ar_set_state ; 3
ar_state_four:
nop ; 2
ldx #4 ; 2
ar_set_state:
stx STATE ; 3
;====================
; Move TFV
;====================
; if move, 6+13=19
; if not move, 6+13=19
lda FRAME ; only move if FRAME==0 ; 3
beq arv_move ; 3
arv_nomove: ; -1
lda $0 ;nop ; 3
lda $0 ;nop ; 3
lda $0 ;nop ; 3
nop ; 2
jmp arv_done_move ; 3
arv_move:
lda STATE ; 3
lsr ; 2
clc ; 2
adc TFV_X ; 3
sta TFV_X ; 3
arv_done_move:
;====================
; Move TFG
; if move, 6+18=24
; if not move, 6+18=24
lda FRAME ; only move if FRAME===0 ; 3
beq arg_move ; 3
arg_nomove: ; -1
lda $0 ;nop ; 3
lda $0 ;nop ; 3
lda $0 ;nop ; 3
lda $0 ;nop ; 3
nop ; 2
nop ; 2
jmp arg_done_move ; 3
arg_move:
lda STATE ; 3
and FRAMEH ; 3
lsr ; 2
eor #$ff ; make negative ; 2
sec ; 2
adc TFG_X ; 3
sta TFG_X ; 3
arg_done_move:
; Try X=29 Y=20 cycles=3021 R2
nop
ldy #20 ; 2
arloop8:ldx #29 ; 2
arloop9:dex ; 2
bne arloop9 ; 2nt/3
dey ; 2
bne arloop8 ; 2nt/3
;==========================
; Set graphics mode, delay until done displaying the yard
;==========================
bit SET_GR ; 4
; Try X=53 Y=23 cycles=6234 R2
nop
ldy #23 ; 2
arloop6:ldx #53 ; 2
arloop7:dex ; 2
bne arloop7 ; 2nt/3
dey ; 2
bne arloop6 ; 2nt/3
;===============================
; Draw the Field
;===============================
draw_the_field:
;===============================
; Draw one of three states
;===============================
; STATE0 = draw nothing
; STATE2 = draw open door + walking TFV+susie
; STATE4 = draw heart
; Set up jump table that runs same speed on 6502 and 65c02
ldy STATE ; 3
lda ar_jump_table+1,y ; 4
pha ; 3
lda ar_jump_table,y ; 4
pha ; 3
rts ; 6
;=============
; 23
ar_jump_table:
.word (ar_state0-1)
.word (ar_state2-1)
.word (ar_state4-1)
ar_back_from_jumptable:
;======================================================
; We have 4550 cycles in the vblank, use them wisely
;======================================================
; do_nothing should be 3120 (bottom of GR screen)
; 4550 (vblank)
; -23 (setup jump table)
; -6237 (in state code)
; -10 keypress
; -1038 play_music
; ===========
; 362
jsr play_music ; 6+1032
; Try X=5 Y=45 cycles=1396 R4
; Try X=3 Y=17 cycles=358 R4
nop
nop
ldy #17 ; 2
arloop1:ldx #3 ; 2
arloop2:dex ; 2
bne arloop2 ; 2nt/3
dey ; 2
bne arloop1 ; 2nt/3
lda KEYPRESS ; 4
bpl ar_no_keypress ; 3
jmp ar_all_done
ar_no_keypress:
jmp ar_begin_loop ; 3
ar_all_done:
bit KEYRESET ; clear keypress ; 4
cli ; re-enable interrupt music
rts ; 6
;=====================
; State0 : do nothing
;=====================
; Delay 6237
; -1524
; -3
;===========
; 4710
ar_state0:
; draw fs standing
lda #>tfg_stand_left ; 2
sta INH ; 3
lda #<tfg_stand_left ; 2
sta INL ; 3
lda #22 ; 2
sta XPOS ; 3
lda #24 ; 2
sta YPOS ; 3
jsr put_sprite ; 6
;=========
; 26 + 1498 = 1524
; Try X=35 Y=26 cycles=4707 R3
lda $0
ldy #26 ; 2
arloopT:ldx #35 ; 2
arloopU:dex ; 2
bne arloopU ; 2nt/3
dey ; 2
bne arloopT ; 2nt/3
jmp ar_back_from_jumptable ; 3
;======================================================
; State2 : draw walking
;======================================================
; 785 = erase field
; 3 (return)
; 1490 = 1471+19 (draw tfv)
; 33 (draw susie)
; 1538 = 1519+19 (draw fs)
; 1937 (draw falls)
;==========
; 5786
; - 6237
.align $100
ar_state2:
jsr erase_field ; 6+779
; Try X=2 Y=28 cycles=449 R2
nop
ldy #28 ; 2
arloopZ:ldx #2 ; 2
arloopX:dex ; 2
bne arloopX ; 2nt/3
dey ; 2
bne arloopZ ; 2nt/3
;
; jmp ar_back_from_jumptable ; 3
lda TFV_X ; 3
sta XPOS ; 3
lda #24 ; 2
sta YPOS ; 3
lda FRAMEH ; 3
and #$1 ; 2
beq ar_walk ; 3
;===========
; 19
ar_stand:
; draw deater standing ; -1
lda #>tfv_stand_right ; 2
sta INH ; 3
lda #<tfv_stand_right ; 2
sta INL ; 3
jsr put_sprite ; 6
; need to waste 61 cycles
lda #34 ; 2
jsr delay_a ; 25+34 = 59
jmp girl_walk ; 3
;=========
; 18 + 1392 = 1410
ar_walk:
; draw deater walking
lda #>tfv_walk_right ; 2
sta INH ; 3
lda #<tfv_walk_right ; 2
sta INL ; 3
jsr put_sprite ; 6
;=========
; 16 + 1455 = 1471
; girl walk
girl_walk:
lda TFG_X ; 3
sta XPOS ; 3
lda #24 ; 2
sta YPOS ; 3
lda FRAMEH ; 3
and #$1 ; 2
beq arg_walk ; 3
;===========
; 19
arg_stand:
; draw fs standing ; -1
lda #>tfg_stand_left ; 2
sta INH ; 3
lda #<tfg_stand_left ; 2
sta INL ; 3
jsr put_sprite ; 6
lda $0 ; nop ; 3
jmp ar_susie ; 3
;=========
; 21 + 1498 = 1519
arg_walk:
; draw fs walking
lda #>tfg_walk_left ; 2
sta INH ; 3
lda #<tfg_walk_left ; 2
sta INL ; 3
jsr put_sprite ; 6
;=========
; 16 + 1503 = 1519
; draw susie
; 33 cycles
ar_susie:
; draw susie at TFV_X-5, IFF TFV_X>10
lda TFV_X ; 3
sec ; 2
sbc #4 ; 2
tax ; 2
cpx #1 ; 2
bpl ar_yes_susie ; bge ; 3
;============
; 14
ar_no_susie:
; -1
inc TFV_Y ; 5
dec TFV_Y ; 5
nop ; 2
nop ; 2
lda $0 ; 3
jmp ar_done_susie ; 3
;============
; 19
ar_yes_susie:
lda #0 ; 2
sta $4d0,X ; 5
sta $4d1,X ; 5
lda #$0f ; 2
sta $4d2,X ; 5
ar_done_susie:
;===========
; 19
ar_draw_wfall:
; draw minifalls
lda #>wfall_sprite ; 2
sta INH ; 3
lda #<wfall_sprite ; 2
sta INL ; 3
lda #0 ; 2
sta XPOS ; 3
lda #24 ; 2
sta YPOS ; 3
jsr put_sprite ; 6
;=========
; 26 + 1911 = 1937
jmp ar_back_from_jumptable ; 3
.align $100
;======================================================
; State4 : heart
;======================================================
; 6237
; -473 (draw heart)
; -217 (erase heart)
; -3 = return
;==========
; 5544
ar_state4:
jsr erase_heart ; 6+211
lda FRAMEH ; 3
and #$f ; 2
tax ; 2
lda ar_heart_lookup_x,x ; 4
sta XPOS ; 3
lda ar_heart_lookup_y,x ; 4
sta YPOS ; 3
; draw heart
lda #>heart_sprite ; 2
sta INH ; 3
lda #<heart_sprite ; 2
sta INL ; 3
jsr put_sprite ; 6
;=========
; 37 + 436 = 473
ar_done_heart:
; delay
; Try X=47 Y=23 cycles=5544
ldy #23 ; 2
arloopV:ldx #47 ; 2
arloopW:dex ; 2
bne arloopW ; 2nt/3
dey ; 2
bne arloopV ; 2nt/3
jmp ar_back_from_jumptable
;======================
; erase field
;======================
; erase to green 4-25, 24-35
; 4+ 22*[30 + 5 ] + 5 = 779
erase_field:
lda #$44 ; green ; 2
ldx #21 ; 4 - 25 ; 2
field_loop:
sta $628+4,X ; 24 ; 5
sta $6a8+4,X ; 26 ; 5
sta $728+4,X ; 28 ; 5
sta $7a8+4,X ; 30 ; 5
sta $450+4,X ; 32 ; 5
sta $4d0+4,X ; 34 ; 5
dex ; 2
bpl field_loop ; 3
; -1
rts ; 6
;======================
; erase heart
;======================
; erase to black, (13-18,14-20)
; erase to green (13-18,20-24)
; 2+ 6*[29 + 5 ] + 5 = 211
erase_heart:
ldx #5 ; 13 - 18 ; 2
heart_loop:
lda #$00 ; black ; 2
sta $780+13,X ; 14 ; 5
sta $428+13,X ; 16 ; 5
sta $4a8+13,X ; 18 ; 5
lda #$44 ; green ; 2
sta $528+13,X ; 20 ; 5
sta $5a8+13,X ; 22 ; 5
dex ; 2
bpl heart_loop ; 3
; -1
rts ; 6
ar_heart_lookup_x:
.byte 14,14,14,14,14,14,13,13,14,14,14,14
; .byte 14,14,15,15,14,14,14,14
.byte 14,14,14,14
ar_heart_lookup_y: ; HEART_Y
.byte 16,16,16,16,20,20,18,18,16,16,16,16
.byte 16,16,16,16
heart_path:
; .byte $14,$20
; .byte $14,$20
; .byte $13,$18
; .byte $13,$18
; .byte $14,$16
; .byte $15,$16
; .byte $15,$14
; .byte $14,$14