dos33fsprogs/mode7_demo/starfield_demo.s

440 lines
8.8 KiB
ArmAsm

;===========
; CONSTANTS
;===========
NUMSTARS EQU 16
; Plan:
; Ship at rest 0 - 4
; Flash 5
; Ship at warp 25
; Crazy background
; Ship moves off
; Back to stars
; Rasterbars+credits
; Done
;=====================
;=====================
;=====================
; Starfield Demo
;=====================
;=====================
;=====================
starfield_demo:
;================================
; Clear screen and setup graphics
;================================
jsr clear_screens_notext ; clear top/bottom of page 0/1
jsr set_gr_page0
bit FULLGR
;===============
; Init Variables
;===============
lda #0 ; 2
sta DRAW_PAGE ; 3
sta RANDOM_POINTER ; 3
; always multiply with low byte as zero
sta NUM2L ; 3
sta FRAME_COUNT
ldy #(NUMSTARS-1) ; 2
init_stars:
jsr random_star ; 6
dey ; 2
bpl init_stars ; 2nt/3
;===========================
;===========================
; Main Loop
;===========================
;===========================
starfield_loop:
;===============
; clear screen
;===============
jsr clear_all ; 6+
; 6047
;===============
; draw the stars
;===============
jsr draw_stars
;================
; draw the ship
;================
lda #>ship_forward
sta INH
lda #<ship_forward
sta INL
lda #15
sta XPOS
lda #30
sta YPOS
jsr put_sprite
;==================
; flip pages
;==================
jsr page_flip ; 6
inc FRAME_COUNT
lda FRAME_COUNT
cmp #$ff
beq done_stars
;==================
; loop
;==================
jmp starfield_loop ; 3
done_stars:
rts
;=====================
;=====================
;=====================
; Starfield Credits
;=====================
;=====================
;=====================
starfield_credits:
;================================
; Clear screen and setup graphics
;================================
jsr clear_screens ; clear top/bottom of page 0/1
jsr set_gr_page0
lda #0 ; 2
sta DRAW_PAGE
jsr credits_draw_text_background
lda #4 ; 2
sta DRAW_PAGE
jsr credits_draw_text_background
;===============
; Init Variables
;===============
lda #0 ; 2
sta DRAW_PAGE ; 3
sta RANDOM_POINTER ; 3
sta SCREEN_Y
; always multiply with low byte as zero
sta NUM2L ; 3
sta FRAME_COUNT
sta YY ; which credit
sta LOOP ; delay loop
lda #>credits ; load credits pointer
sta OUTH
lda #<credits
sta OUTL
; Initialize stars
ldy #(NUMSTARS-1) ; 2
init_stars2:
jsr random_star ; 6
dey ; 2
bpl init_stars2 ; 2nt/3
; Initialize the credits
jsr init_credits
;===========================
;===========================
; StarCredits Loop
;===========================
;===========================
starcredits_loop:
;===============
; clear screen
;===============
jsr clear_top ; 6+
;===============
; draw the stars
;===============
jsr draw_stars
;====================
; draw the rasterbars
;====================
jsr draw_rasters
;====================
; draw the credits
;====================
jsr draw_credits
jsr credits_draw_bottom
;==================
; flip pages
;==================
jsr page_flip ; 6
inc FRAME_COUNT
lda YY
cmp #15 ; NUMBER OF CREDITS
beq done_star_credits
;==================
; loop
;==================
jmp starcredits_loop ; 3
done_star_credits:
rts
;======================================================
;======================================================
; draw stars
;======================================================
;======================================================
; draws stars
draw_stars:
; start at 15 and count down (rather than 0 and count up)
ldx #(NUMSTARS-1) ; 2
draw_stars_loop:
stx XX ; 3
;================
; calculate color
;================
lda #$ff ; want if z<16, color = 5 ; 2
sta COLOR ; if 16<z<32 color = 13 ; 3
; if 32<z<64 color = 15
lda star_z,X ; 4
tay ; put star_z[i] in X for later ; 2
cmp #32 ; 2
bpl done_color ; 2nt/3
cmp #16 ; 15 -1 16 0 17 1 ; 2
bpl second_color ; 2nt/3
lda #$55 ; 2
sta COLOR ; 3
jmp done_color ; 3
second_color:
lda #$dd ; 2
sta COLOR ; 3
done_color:
; calculate x value, stars[i].x/stars[i].z
; put 1/stars[i].z in NUM1H:NUM1L and multiply
lda z_table,Y ; 4
sta NUM1L ; F ; 3
; adjust spacez for 58+
; all this logic to avoid having a 128 byte table of mostly zero
lda #0 ; I ; 2
clc ; 2
cpy #60 ; 59 -1 60 0 61 1 ; 2
bmi no_adjust ; 2nt/3
adc #1 ; 60, 61 = 1 ; 2
cpy #62 ; 61 -1 62 0 63 1 ; 2
bmi no_adjust ; 2nt/3
adc #1 ; 62 = 2 ; 2
cpy #63 ; 62 = -1 63 = 0 64 = not possible ; 2
bne no_adjust ; 2nt/3
adc #2 ; 63 = 4 ; 2
no_adjust:
sta NUM1H ; store int part of spacez ; 3
; load stars[i].x into NUM2H:NUM2L
; NUM2L is always zero
ldy XX ; 3
lda star_x,Y ; 4
sta NUM2H ; 3
sec ; don't reuse old values ; 2
jsr multiply ; 6+?
; integer result in X
txa ; 2
clc ; 2
adc #20 ; center on screen ; 2
sta XPOS ; save for later ; 3
; calculate y value, stars[i].y/stars[i].z
; 1/stars[i].z is still in NUM1H:NUM1L
ldy XX ; reload index ; 3
lda star_y,Y ; load integer part of star_ ; 4
sta NUM2H ; 3
clc ; reuse old values ; 2
jsr multiply ; 6+
; integer result in X
txa ; 2
clc ; 2
adc #20 ; center the value ; 2
tay ; Y is YPOS ; 2
sty YPOS ; put Y value in Y to plot ; 3
;============================
; Check Limits
;============================
bmi new_star ; 2nt/3
y_limit_smc:
cpy #40 ; 2
bpl new_star ; if < 0 or > 40 then done ; 2nt/3
lda XPOS ; 3
bmi new_star ; 2nt/3
cmp #40 ; 2
bpl new_star ; if < 0 or > 40 then done ; 2nt/3
; FIXME: sort out all of these jumps to be more efficient
bmi plot_star ; 2
new_star:
ldy XX ; 3
jsr random_star ; 6
jmp plot_star_continue ; 3
plot_star:
jsr plot ; 6
plot_star_continue:
;==============================
ldx XX ; 3
dex ; 2
bmi move_stars ; 2nt/3
bpl draw_stars_loop ; 2nt/3
;=============================
; Move stars
move_stars:
ldy #(NUMSTARS-1) ; 2
move_stars_loop:
; increment z
clc ; if z >= 64 new star ; 2
lda star_z,Y ; 4
adc #1 ; 2
sta star_z,Y ; 4
and #64 ; 2
beq move_loop_skip ; 2nt/3
jsr random_star ; new random star ; 6
move_loop_skip:
dey ; 2
bpl move_stars_loop ; 2nt/3
rts
;==================================================
;==================================================
; Random Star
;==================================================
;==================================================
; star number in Y
; FIXME: increment at end?
; X trashed
random_star:
; random x location
ldx RANDOM_POINTER ; 3
lda random_table,X ; 4
sta star_x,Y ; 5
inx ; 2
; random y location
lda random_table,X ; 4
sta star_y,Y ; 5
inx ; 2
; random z location
lda random_table,X ; 4
and #$3f ; 2
sta star_z,Y ; 5
inx ; 2
stx RANDOM_POINTER ; 3
rts ; 6
;======================
; some "random" numbers
;======================
random_table:
.byte 103,198,105,115, 81,255, 74,236, 41,205,186,171,242,251,227, 70
.byte 124,194, 84,248, 27,232,231,141,118, 90, 46 ,99, 51,159,201,154
.byte 102, 50, 13,183, 49, 88,163, 90, 37, 93, 5, 23, 88,233, 94,212
.byte 171,178,205,198,155,180, 84, 17, 14,130,116, 65, 33, 61,220,135
.byte 112,233, 62,161, 65,225,252,103, 62, 1,126,151,234,220,107,150
.byte 143, 56, 92, 42,236,176, 59,251, 50,175, 60, 84,236, 24,219, 92
.byte 2, 26,254, 67,251,250,170, 58,251, 41,209,230, 5, 60,124,148
.byte 117,216,190, 97,137,249, 92,187,168,153, 15,149,177,235,241,179
.byte 5,239,247, 0,233,161, 58,229,202, 11,203,208, 72, 71,100,189
.byte 31, 35, 30,168, 28,123,100,197, 20,115, 90,197, 94, 75,121, 99
.byte 59,112,100, 36, 17,158, 9,220,170,212,172,242, 27, 16,175, 59
.byte 51,205,227, 80, 72, 71, 21, 92,187,111, 34, 25,186,155,125,245
.byte 11,225, 26, 28,127, 35,248, 41,248,164, 27, 19,181,202, 78,232
.byte 152, 50, 56,224,121, 77, 61, 52,188, 95, 78,119,250,203,108, 5
.byte 172,134, 33, 43,170, 26, 85,162,190,112,181,115, 59, 4, 92,211
.byte 54,148,179,175,226,240,228,158, 79, 50, 21, 73,253,130, 78,169
z_table:
; 1/16.0 - 1/12.25
.byte $10,$10,$10,$10,$11,$11,$11,$11,$12,$12,$12,$13,$13,$14,$14,$14
; 1/12.0 - 1/8.25
.byte $15,$15,$16,$16,$17,$17,$18,$18,$19,$1A,$1A,$1B,$1C,$1D,$1E,$1F
; 1/8.0 - 1/4.25
.byte $20,$21,$22,$23,$24,$25,$27,$28,$2A,$2C,$2E,$30,$33,$35,$38,$3C
; 1/4.0 - 1/0.25
.byte $40,$44,$49,$4E,$55,$5D,$66,$71,$80,$92,$AA,$CC,$00,$55,$00,$00