dos33fsprogs/vaporlock/fireworks/fireworks.s

434 lines
8.3 KiB
ArmAsm

; Display fancy Fireworks
; HGR plus 40x48d page1/page2 every-1-scanline pageflip mode
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
FRAMEBUFFER = $00 ; $00 - $0F
YPOS = $10
YPOS_SIN = $11
CH = $24
CV = $25
GBASL = $26
GBASH = $27
BASL = $28
BASH = $29
FRAME = $60
WAITING = $62
LETTERL = $63
LETTERH = $64
LETTERX = $65
LETTERY = $66
LETTERD = $67
LETTER = $68
BLARGH = $69
HGR_COLOR = $E4
STATE = $ED
DRAW_PAGE = $EE
LASTKEY = $F1
PADDLE_STATUS = $F2
TEMP = $FA
WHICH = $FB
; Soft Switches
KEYPRESS= $C000
KEYRESET= $C010
SPEAKER = $C030
SET_GR = $C050 ; Enable graphics
SET_TEXT= $C051 ; Enable text
FULLGR = $C052 ; Full screen, no text
TEXTGR = $C053 ; Split screen
PAGE0 = $C054 ; Page0
PAGE1 = $C055 ; Page1
LORES = $C056 ; Enable LORES graphics
HIRES = $C057 ; Enable HIRES graphics
PADDLE_BUTTON0 = $C061
PADDL0 = $C064
PTRIG = $C070
; ROM routines
;HGR = $F3E2
;HPLOT0 = $F457
;HGLIN = $F53A
;COLORTBL= $F6F6
TEXT = $FB36 ;; Set text mode
HOME = $FC58 ;; Clear the text screen
WAIT = $FCA8 ;; delay 1/2(26+27A+5A^2) us
; jsr draw_fireworks
;==================================
;==================================
setup_background:
;===================
; init screen
jsr TEXT
jsr HOME
jsr hgr
bit KEYRESET
;===================
; init vars
lda #0
sta DRAW_PAGE
sta STATE
sta WAITING
init_letters:
lda #<letters
sta LETTERL
lda #>letters
sta LETTERH
lda #39
sta LETTERX
lda #22
sta LETTERY
lda #25
sta LETTERD
;=============================
; Load graphic page0
lda #$0c
sta BASH
lda #$00
sta BASL ; load image to $c00
lda #<bg_final_low
sta GBASL
lda #>bg_final_low
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
; jsr wait_until_keypressed
;=============================
; Load graphic page1
lda #$0c
sta BASH
lda #$00
sta BASL ; load image to $c00
lda #<bg_final_high
sta GBASL
lda #>bg_final_high
sta GBASH
jsr load_rle_gr
lda #0
sta DRAW_PAGE
jsr gr_copy_to_current
; GR part
bit PAGE0
; jsr wait_until_keypressed
;==============================
; 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
; so we have 5070 + 4550 = 9620 to kill
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
loopA:
ldx #9 ; 2
loopB:
dex ; 2
bne loopB ; 2nt/3
dey ; 2
bne loopA ; 2nt/3
jmp display_loop ; 3
.align $100
;================================================
; Display 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
; We want to alternate between page1 and page2 every 65 cycles
; vblank = 4550 cycles to do scrolling
; 2 + 48*( (4+2+25*(2+3)) + (4+2+23*(2+3)+4+5)) + 9)
; 48*[(6+125)-1] + [(6+115+10)-1]
display_loop:
;===================================
; HIRES PAGE0 for the top 152 lines
;===================================
; 152 * 65 = 9880
; -12 for HIRES/PAGE0 at top
; -5 for LORES+ldy+br fallthrough at bottom
; -132 for move_letters
; 9731
bit HIRES ; 4
bit PAGE0 ; 4
bit FULLGR ; 4
;===========
; 12
jsr move_letters ; 6+126
; Try X=242 Y=8 cycles=9729 R2
nop ; 2
ldy #8 ; 2
hgloop1:ldx #242 ; 2
hgloop2:dex ; 2
bne hgloop2 ; 2nt/3
dey ; 2
bne hgloop1 ; 2nt/3
bit LORES ; 4
;====================================================
; LORES PAGE0/PAGE1 alternating for the next 24 lines
;====================================================
ldy #12 ; *2=24 lines ; 2
; we set PAGE0 (4) then want to NOP (61) for a total of 65
bouter_loop:
bit PAGE0 ; 4
ldx #12 ; 65 cycles with PAGE0 ; 2
bpage0_loop: ; delay 61+bit
dex ; 2
bne bpage0_loop ; 2/3
;=============
; 6+(12*5)-1=65
; we set PAGE1 (4) as well as dey (2) and bne (3) then nop (55)
;
bit PAGE1 ; 4
ldx #11 ; 65 cycles with PAGE1 ; 2
bpage1_loop:
dex ; 2
bne bpage1_loop ; 2/3
;=============
; 6+(11*5)-1=60
dey ; 2
bne bouter_loop ; 2/3
;==============
; 5 to make 65
;=========================================================
; LORES PAGE0/PAGE1+TEXT alternating for the next 16 lines
;=========================================================
ldy #8 ; *2=16 lines ; 2
; we set PAGE0 (4) then want to NOP (61) for a total of 65
couter_loop:
bit FULLGR ; 4
bit PAGE0 ; 4
ldx #5 ; 2
cpage0_loop:
dex ; 2
bne cpage0_loop ; 2/3
;=============
; 10+(5*5)-1=34
bit $1000 ; 4
bit $1000 ; 4
bit TEXTGR ; 4
bit $1000 ; 4
bit $1000 ; 4
bit $1000 ; 4
bit $1000 ; 4
lda DRAW_PAGE ; 3
; we set PAGE1 (4) as well as dey (2) and bne (3) then nop (55)
;
bit FULLGR ; 4
bit PAGE1 ; 4
ldx #5 ; 2
cpage1_loop:
dex ; 2
bne cpage1_loop ; 2/3
;=============
; 10+(5*5)-1=34
bit $1000 ; 4
bit $1000 ; 4
bit TEXTGR ; 4
bit $1000 ; 4
lda DRAW_PAGE ; 3
nop ; 2
lda DRAW_PAGE ; 3
nop ; 2
dey ; 2
bne couter_loop ; 2/3
;==============
; 5 to make 65
;======================================================
; We have 4550 cycles in the vblank, use them wisely
;======================================================
; 4550
; +1 fallthrough
; -2 for ldy in previous
; -35 call through jumptable
; -7 keyboard
; -3 jmp
; ========
; 4504
;========================
; each subunit should take 4504 cycles
firework_state_machine:
; if killing time, 16+19 = 35
; if not, 16+19 = 35
ldy STATE ; 3
inc FRAME ; 5
lda FRAME ; 3
and #$3 ; 2
beq kill_time ; 3
;===========
; 16
; Set up jump table that runs same speed on 6502 and 65c02
;-1
lda jump_table+1,y ; 4
pha ; 3
lda jump_table,y ; 4
pha ; 3
rts ; 6
;=============
; 19
kill_time:
; need 16 cycles nop
ldy STATE ; (nop) ; 3
ldy STATE ; (nop) ; 3
ldy STATE ; (nop) ; 3
ldy STATE ; (nop) ; 3
nop ; 2
nop ; 2
jmp action_stars ; 3
;=============
; 19
check_keyboard:
lda KEYPRESS ; 4
bpl no_keypress ; 3
jmp restart
no_keypress:
jmp display_loop ; 3
; Restart and toggle sound
restart:
; self mofifying code, flip from bit C030 to bit 0030
lda sound1+2
eor #$C0
sta sound1+2
; lda sound2+2
; eor #$C0
; sta sound2+2
lda sound3+2
eor #$C0
sta sound3+2
jmp setup_background
jump_table:
.word (action_launch_firework-1)
.word (action_move_rocket-1)
.word (action_start_explosion-1)
.word (action_continue_explosion-1)
.word (action_stall_rocket-1)
.include "state_machine.s"
.include "gr_hline.s"
.include "../../asm_routines/gr_unrle.s"
.include "../../asm_routines/keypress.s"
.include "gr_copy.s"
.include "random16.s"
.include "fw.s"
.include "hgr.s"
.include "vapor_lock.s"
.include "move_letters.s"
.include "delay_a.s"
background:
.include "background_final.inc"