dos33fsprogs/demos/megademo/takeoff.s

756 lines
14 KiB
ArmAsm

; 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
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 GBASL
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 #<small_tree ; 2
sta INL ; 3
jsr put_sprite ; 6
;========
; 26 + 576 = 602
; INC XX, 13 cycles
lda FRAME ; 3
bne to_xpos_no_inc ; 3
to_xpos_inc: ;-1
inc XX ; 5
jmp to_xpos_done ; 7
to_xpos_no_inc:
lda $0 ; 3
nop ; 2
nop ; 2
to_xpos_done:
lda #22 ; 2
sta YPOS ; 3
lda XX ; 3
sta XPOS ; 3
lda FRAMEH ; 3
and #$1 ; 2
beq to_bwalk ; 3
;===========
; 19
to_bstand:
; draw bird/rider standing ; -1
lda #>bird_rider_stand_right ; 2
sta INH ; 3
lda #<bird_rider_stand_right ; 2
sta INL ; 3
jsr put_sprite ; 6
jmp to_done_bwalk ; 3
;=========
; 18 + 2190 = 2208
to_bwalk:
; draw bird/rider walking
lda #>bird_rider_walk_right ; 2
sta INH ; 3
lda #<bird_rider_walk_right ; 2
sta INL ; 3
jsr put_sprite ; 6
nop ; 2
lda $0
lda $0
lda $0
nop
nop
nop
;=========
; 33 + 2175 = 2208
to_done_bwalk:
lda XX ; 3
cmp #21 ; 2
bne to_keep_state ; 3
; -1
inc STATE ; 5
inc STATE ; 5
jmp to_done_keep_state ; 3
;========
; 12
to_keep_state:
lda $0
lda $0
lda $0
lda $0
to_done_keep_state:
; delay
; Try X=4 Y=17 cycles=443
ldy #17 ; 2
toloopV:ldx #4 ; 2
toloopW:dex ; 2
bne toloopW ; 2nt/3
dey ; 2
bne toloopV ; 2nt/3
jmp to_done_state ; 3
.align $100
;============================
; state2: Bird Returns
;============================
; want 3886
; -578 gr_copy
; -1418 tfv stand
; -15 xpos adjust
; -19 which sprite
; -1833 draw bird
; -20 (8+12) change state
; -3 jump back
; ==========
; 0
to_state2:
jsr gr_copy_row22 ; 6+572
; draw tfv
lda #22 ; 2
sta YPOS ; 3
lda #21 ; 2
sta XPOS ; 3
lda #>tfv_stand_right ; 2
sta INH ; 3
lda #<tfv_stand_right ; 2
sta INL ; 3
jsr put_sprite ; 6
;=========
; 26 + 1392 = 1418
; INC XX, 15 cycles
lda FRAME ; 3
and #$3 ; 0..7, 100 and 00 ; 2
bne to2_xpos_no_inc ; 3
to2_xpos_inc: ;-1
dec XX ; 5
jmp to2_xpos_done ; 3
to2_xpos_no_inc:
lda $0 ; 3
nop ; 2
nop ; 2
to2_xpos_done:
lda #24 ; 2
sta YPOS ; 3
lda XX ; 3
sta XPOS ; 3
lda FRAMEH ; 3
and #$1 ; 2
beq to2_bwalk ; 3
;===========
; 19
to2_bstand:
; draw bird/rider standing ; -1
lda #>bird_stand_left_sprite ; 2
sta INH ; 3
lda #<bird_stand_left_sprite ; 2
sta INL ; 3
jsr put_sprite ; 6
jmp to2_done_bwalk ; 3
;=========
; 18 + 1815 = 1833
to2_bwalk:
; draw bird/rider walking
lda #>bird_walk_left_sprite ; 2
sta INH ; 3
lda #<bird_walk_left_sprite ; 2
sta INL ; 3
jsr put_sprite ; 6
inc $0 ; 5
inc $0 ; 5
inc $0 ; 5
nop ; 2
;=========
; 16 + 17 + 1800 = 1833
to2_done_bwalk:
lda XX ; 3
cmp #1 ; 2
bne to2_keep_state ; 3
; -1
inc STATE ; 5
inc STATE ; 5
jmp to2_done_keep_state ; 3
;========
; 12
to2_keep_state:
lda $0
lda $0
lda $0
lda $0
to2_done_keep_state:
; delay
; Try X=1 Y=104 cycles=1145 R5
; Try X=13 Y=16 cycles=1137 R3
; lda $0
; ldy #16 ; 2
;toloopT:ldx #13 ; 2
;toloopU:dex ; 2
; bne toloopU ; 2nt/3
; dey ; 2
; bne toloopT ; 2nt/3
jmp to_done_state ; 3
.align $100
;============================
; state3: Takeoff
;============================
; want 3886
; -578 gr_copy
; -31 handle door
; -37 flame
; -25 (8+17) change state
; -3 jump back
; ==========
; 3212
to_state3:
jsr gr_copy_row22 ; 6+572
; Erase door
lda #22 ; 2
sta XPOS ; 3
; $FF at 22,18 23,18
; $FF at 22,20 23,20
; $FF at 22,22 23,22
; $45 at 22,24 23,24
lda #$ff ; 2
sta $4a8+22 ; 4
sta $4a8+23 ; 4
sta $528+22 ; 4
sta $528+23 ; 4
sta $da8+22 ; 4
sta $da8+23 ; 4
;============
; 31
inc XX ; 5
lda XX ; 3
cmp #$40 ; 2
bcs to3_flame ; 3
;============
; 13
; -1
lda $0 ; 3
nop ; 2
lda $0 ; 3
nop ; 2
lda $0 ; 3
nop ; 2
lda $0 ; 3
nop ; 2
nop
jmp to3_done_flame ; 3
;============
; 24
to3_flame:
lda #$d4 ; 2
sta $428+5 ; 5,8 ; 4
lda #$9d ; 2
sta $428+6 ; 6,8 ; 4
lda #$4d ; 2
sta $4a8+5 ; 5,9 ; 4
lda #$d9 ; 2
sta $4a8+6 ; 6,9 ; 4
;============
; 24
to3_done_flame:
to3_update_state:
lda XX ; 3
cmp #$60 ; 2
bne to3_keep_state ; 3
;=====
; 8
; -1
inc STATE ; 5
inc STATE ; 5
lda #32 ; for tree ; 2
sta XX ; 3
jmp to3_done_keep_state ; 3
;========
; 17
to3_keep_state:
lda $0 ; 3
lda $0 ; 3
lda $0 ; 3
lda $0 ; 3
lda $0 ; 3
nop ; 2
;=============
; 17
to3_done_keep_state:
; delay
; Try X=79 Y=8 cycles=3209 R3
lda $0
ldy #8 ; 2
toloopG:ldx #79 ; 2
toloopH:dex ; 2
bne toloopH ; 2nt/3
dey ; 2
bne toloopG ; 2nt/3
jmp to_done_state ; 3
;============================
; state4: Flame On
;============================
; 3886
; -2217 flame
; -20 erase landing legs
; -584 erase tree
; -11 move tree
; -597 tree
; -3 return
; ===============
; 454
to_state4:
lda FRAME ; 3
and #$3 ; 2
asl ; 2
tax ; 2
lda to_sprite_table+1,x ; 4
sta INH ; 3
lda to_sprite_table,x ; 4
sta INL ; 3
;=============
; 23
; draw flame
lda #14 ; 2
sta YPOS ; 3
lda #0 ; 2
sta XPOS ; 3
jsr put_sprite ; 6
;=========
; 16 + 23 + 2178 = 2217
; erase tree
lda XX ; 3
sta XPOS ; 3
jsr gr_copy_row22 ; 6+572
; erase landing legs
lda #$44 ; 2
sta $6a8+11 ; 11,26 29,26 ; 4
sta $6a8+29 ; 29,26 ; 4
lda #$45 ; 2
sta $628+12 ; 4
sta $628+28 ; 4
;=======
; 20
; move tree FRAME
lda FRAME ; 3
beq to_move_tree ; 3
to_no_move_tree:
; -1
lda $0 ; 3
jmp to_done_move_tree ; 3
to_move_tree:
dec XX ; 5
to_done_move_tree:
; draw tree
lda #30 ; 2
sta YPOS ; 3
lda #>small_tree ; 2
sta INH ; 3
lda #<small_tree ; 2
sta INL ; 3
jsr put_sprite ; 6
;========
; 21 + 576 = 597
; delay
; Try X=29 Y=3 cycles=454
ldy #3 ; 2
toloopZ:ldx #29 ; 2
toloopY:dex ; 2
bne toloopY ; 2nt/3
dey ; 2
bne toloopZ ; 2nt/3
jmp to_done_state ; 3