dos33fsprogs/tfv/tfv_flying.s

1180 lines
24 KiB
ArmAsm

;===========
; CONSTANTS
;===========
CONST_SHIPX EQU 15
CONST_TILE_W EQU 64
CONST_TILE_H EQU 64
CONST_MAP_MASK_X EQU (CONST_TILE_W - 1)
CONST_MAP_MASK_Y EQU (CONST_TILE_H - 1)
CONST_LOWRES_W EQU 40
CONST_LOWRES_H EQU 40
CONST_BETA_I EQU $ff
CONST_BETA_F EQU $80
CONST_SCALE_I EQU $14
CONST_SCALE_F EQU $00
CONST_LOWRES_HALF_I EQU $ec ; -(LOWRES_W/2)
CONST_LOWRES_HALF_F EQU $00
flying_start:
;===================
; Clear screen/pages
;===================
jsr clear_screens
jsr set_gr_page0
jsr init_multiply_tables
;===============
; Init Variables
;===============
lda #20
sta SHIPY
lda #0
sta TURNING
sta ANGLE
sta SPACEX_I
sta SPACEY_I
sta CX_I
sta CX_F
sta CY_I
sta CY_F
sta DRAW_SPLASH
sta SPEED
sta SPLASH_COUNT
lda #1
sta ANGLE
lda #2 ; initialize sky both pages
sta DRAW_SKY
lda #4
sta SPACEZ_I
lda #$80
sta SPACEZ_F
flying_loop:
lda SPLASH_COUNT ; 3
beq flying_keyboard ; 2nt/3
dec SPLASH_COUNT ; decrement splash count ; 5
flying_keyboard:
jsr get_key ; get keypress ; 6
lda LASTKEY ; 3
; cmp #('Q') ; if quit, then return
; bne skipskip
; rts
;skipskip:
cmp #('W') ; 2
bne check_down ; 3/2nt
;===========
; UP PRESSED
;===========
lda SHIPY
cmp #17
bcc check_down ; bgt, if shipy>16
dec SHIPY
dec SHIPY ; move ship up
inc SPACEZ_I ; incement height
lda #0
sta SPLASH_COUNT
check_down:
cmp #('S')
bne check_left
;=============
; DOWN PRESSED
;=============
lda SHIPY
cmp #28
bcs splashy ; ble, if shipy < 28
inc SHIPY
inc SHIPY ; move ship down
dec SPACEZ_I ; decrement height
bcc check_left
splashy:
lda #10
sta SPLASH_COUNT
check_left:
cmp #('A')
bne check_right
;=============
; LEFT PRESSED
;=============
lda TURNING
bmi turn_left
beq turn_left
lda #$0
sta TURNING
clv
bvc check_right
turn_left:
lda #253 ; -3
sta TURNING
dec ANGLE
check_right:
cmp #('D')
bne check_speedup
;==============
; RIGHT PRESSED
;==============
lda TURNING ;; FIXME: optimize me
bpl turn_right
lda #0
sta TURNING
clv
bvc check_speedup
turn_right:
lda #3
sta TURNING
inc ANGLE
check_speedup:
cmp #('Z')
bne check_speeddown
;=========
; SPEED UP
;=========
lda #$8
cmp SPEED
beq check_speeddown
inc SPEED
check_speeddown:
cmp #('X')
bne check_brake
;===========
; SPEED DOWN
;===========
lda SPEED
beq check_brake
dec SPEED
check_brake:
cmp #(' '+128)
bne check_land
;============
; BRAKE
;============
lda #$0
sta SPEED
check_land:
cmp #13
bne check_help
;=====
; LAND
;=====
; finds value in space_x.i,space_y.i
; returns color in A
lda CX_I
sta SPACEX_I
lda CY_I
sta SPACEY_I
jsr lookup_map
cmp #COLOR_BOTH_LIGHTGREEN
bne must_land_on_grass
landing_loop:
jsr draw_background_mode7
; Draw Shadow
lda #>shadow_forward
sta INH
lda #<shadow_forward
sta INL
lda #(CONST_SHIPX+3)
sta XPOS
clc
lda SPACEZ_I
adc #31
and #$fe ; make sure it's even
sta YPOS
jsr put_sprite
lda #>ship_forward
sta INH
lda #<ship_forward
sta INL
lda #CONST_SHIPX
sta XPOS
lda SHIPY
sta YPOS
jsr put_sprite
jsr page_flip
dec SPACEZ_I
bpl landing_loop
rts ; finish flying
must_land_on_grass:
lda #10
sta CH ; HTAB 11
lda #21
sta CV ; VTAB 22
lda #>(grass_string)
sta OUTH
lda #<(grass_string)
sta OUTL
jsr print_both_pages ; "NEED TO LAND ON GRASS!"
check_help:
cmp #('H')
bne check_done
;=====
; HELP
;=====
jsr print_help
lda #2
sta DRAW_SKY
check_done:
;================
; Wrap the Angle
;================
; FIXME: only do this in right/left routine?
lda ANGLE ; 3
and #$f ; 2
sta ANGLE ; 3
;================
; Handle Movement
;================
speed_move:
ldx SPEED ; 3
beq draw_background ; 2nt/3
;=============
lda ANGLE ; dx.i=fixed_sin[(angle+4)&0xf].i; // cos() ; 3
clc ; 2
adc #4 ; 2
and #$f ; 2
asl ; 2
tay ; 2
lda fixed_sin_scale,Y ; 4
sta DX_I ; 3
iny ; dx.f=fixed_sin[(angle+4)&0xf].f; // cos() ; 2
lda fixed_sin_scale,Y ; 4
sta DX_F ; 3
lda ANGLE ; dy.i=fixed_sin[angle&0xf].i; // sin() ; 3
and #$f ; 2
asl ; 2
tay ; 2
lda fixed_sin_scale,Y ; 4
sta DY_I ; 3
iny ; dx.f=fixed_sin[angle&0xf].f; // sin() ; 2
lda fixed_sin_scale,Y ; 4
sta DY_F ; 3
;============
; 54
speed_loop:
clc ; fixed_add(&cx,&dx,&cx); ; 2
lda CX_F ; 3
adc DX_F ; 3
sta CX_F ; 3
lda CX_I ; 3
adc DX_I ; 3
sta CX_I ; 3
clc ; fixed_add(&cy,&dy,&cy); ; 2
lda CY_F ; 3
adc DY_F ; 3
sta CY_F ; 3
lda CY_I ; 3
adc DY_I ; 3
sta CY_I ; 3
dex ; 2
bne speed_loop ; 2nt/3
;============
; 45
;====================
; Draw the background
;====================
draw_background:
jsr draw_background_mode7 ; 6
check_over_water:
; See if we are over water
lda CX_I ; 3
sta SPACEX_I ; 3
lda CY_I ; 3
sta SPACEY_I ; 3
jsr lookup_map ; 6
sec ; 2
sbc #COLOR_BOTH_DARKBLUE ; 2
sta OVER_LAND ; 3
;===========
; 31
; Calculate whether to draw the splash
lda #0 ; set splash drawing to 0 ; 2
sta DRAW_SPLASH ; 3
lda SPEED ; if speed==0, no splash ; 3
beq no_splash ; 2nt/3
lda TURNING ; 3
beq no_turning_splash ; 2nt/3
lda SHIPY ; 3
cmp #27 ; 2
bcc no_turning_splash ; blt if shipy<25 skip ; 2nt/3
lda #1 ; 2
sta SPLASH_COUNT ; 3
no_turning_splash:
lda OVER_LAND ; no splash if over land ; 3
bne no_splash ; 2nt/3
lda SPLASH_COUNT ; no splash if splash_count expired ; 3
beq no_splash ; 2nt/3
lda #1 ; 2
sta DRAW_SPLASH ; 3
no_splash:
;==============
; Draw the ship
;==============
clv ; 2
lda TURNING ; 3
beq draw_ship_forward ; 2nt/3
bpl draw_ship_right ; 2nt/3
bmi draw_ship_left ;; FIXME: optimize order ; 2nt/3
draw_ship_forward:
lda DRAW_SPLASH ; 2
beq no_forward_splash ; 2nt/3
; Draw Splash
lda #>splash_forward ; 2
sta INH ; 3
lda #<splash_forward ; 2
sta INL ; 3
lda #(CONST_SHIPX+1) ; 2
sta XPOS ; 3
clc ; 2
lda SHIPY ; 3
adc #9 ; 2
and #$fe ; make sure it's even ; 2
sta YPOS ; 3
jsr put_sprite ; 6
;==========
; 33
no_forward_splash:
; Draw Shadow
lda #>shadow_forward ; 2
sta INH ; 3
lda #<shadow_forward ; 2
sta INL ; 3
lda #(CONST_SHIPX+3) ; 2
sta XPOS ; 3
clc ; 2
lda SPACEZ_I ; 3
adc #31 ; 2
and #$fe ; make sure it's even ; 2
sta YPOS ; 3
jsr put_sprite ; 6
lda #>ship_forward ; 2
sta INH ; 3
lda #<ship_forward ; 2
sta INL ; 3
bvc draw_ship ; 3
;===========
; 46
draw_ship_right:
lda DRAW_SPLASH ; 3
beq no_right_splash ; 2nt/3
; Draw Splash
lda #>splash_right ; 2
sta INH ; 3
lda #<splash_right ; 2
sta INL ; 3
lda #(CONST_SHIPX+1) ; 2
sta XPOS ; 3
clc ; 2
lda #36 ; 2
sta YPOS ; 3
jsr put_sprite ; 6
;===========
; 28
no_right_splash:
; Draw Shadow
lda #>shadow_right ; 2
sta INH ; 3
lda #<shadow_right ; 2
sta INL ; 3
lda #(CONST_SHIPX+3) ; 2
sta XPOS ; 3
clc ; 2
lda SPACEZ_I ; 3
adc #31 ; 2
and #$fe ; make sure it's even ; 2
sta YPOS ; 3
jsr put_sprite ; 6
lda #>ship_right ; 2
sta INH ; 3
lda #<ship_right ; 2
sta INL ; 3
dec TURNING ; 5
bvc draw_ship ; 3
;==========
; 51
draw_ship_left:
lda DRAW_SPLASH ; 3
beq no_left_splash ; 2nt/3
; Draw Splash
lda #>splash_left ; 2
sta INH ; 3
lda #<splash_left ; 2
sta INL ; 3
lda #(CONST_SHIPX+1) ; 2
sta XPOS ; 3
clc ; 2
lda #36 ; 2
sta YPOS ; 3
jsr put_sprite ; 6
;===========
; 28
no_left_splash:
; Draw Shadow
lda #>shadow_left ; 2
sta INH ; 3
lda #<shadow_left ; 2
sta INL ; 3
lda #(CONST_SHIPX+3) ; 2
sta XPOS ; 3
clc ; 2
lda SPACEZ_I ; 3
adc #31 ; 2
and #$fe ; make sure it's even ; 2
sta YPOS ; 3
jsr put_sprite ; 6
lda #>ship_left ; 2
sta INH ; 3
lda #<ship_left ; 2
sta INL ; 3
inc TURNING ; 5
;==========
; 48
draw_ship:
lda #CONST_SHIPX ; 2
sta XPOS ; 3
lda SHIPY ; 3
sta YPOS ; 3
jsr put_sprite ; 6
;===========
; 17
;==================
; flip pages
;==================
jsr page_flip ; 6
;==================
; loop forever
;==================
jmp flying_loop ; 3
;===========================
; Draw the Mode7 Background
;===========================
draw_background_mode7:
lda DRAW_SKY ; 3
beq no_draw_sky ; 2nt/3
; Draw Sky
; Only draw sky if necessary (we never overwrite it)
dec DRAW_SKY ; 5
lda #COLOR_BOTH_MEDIUMBLUE ; MEDIUMBLUE color ; 2
sta COLOR ; 3
lda #0 ; 2
;===========
; 11
sky_loop: ; draw line across screen
ldy #39 ; from y=0 to y=6 ; 2
sty V2 ; 3
ldy #0 ; 2
pha ; 3
jsr hlin_double ; hlin y,V2 at A ; 63+(X*16)
pla ; 4
clc ; 2
adc #2 ; 2
cmp #6 ; 2
bne sky_loop ; 3/2nt
;=============
; (23+63+(X*16))*5
; Draw Hazy Horizon
lda #COLOR_BOTH_GREY ; Horizon is Grey ; 2
sta COLOR ; 3
lda #6 ; draw single line at 6/7 ; 2
ldy #39 ; 2
sty V2 ; hlin Y,V2 at A ; 3
ldy #0 ; 2
jsr hlin_double ; hlin 0,40 at 6 ; 63+(X*16)
;===========
; 63+(X*16)+14
no_draw_sky:
; FIXME: only do the following if Z changes?
; only saves 200 cycles to do that with a lot of
; added complexity elsewhere
; fixed_mul(&space_z,&BETA,&factor);
;mul1
lda SPACEZ_I ; 3
sta NUM1H ; 3
lda SPACEZ_F ; 3
sta NUM1L ; 3
lda #CONST_BETA_I ; BETA_I ; 2
sta NUM2H ; 3
lda #CONST_BETA_F ; BETA_F ; 2
sta NUM2L ; 3
sec ; 2
jsr multiply ; 6
;===========
; 30
sta FACTOR_I ; 3
stx FACTOR_F ; 3
;; SPACEZ=78 * ff80 = FACTOR=66
;; C
;; GOOD 4 80 * ffffffff 80 = fffffffd c0
;; BAD 4 80 * ffffffff 80 = 42 40
lda #$f0 ; 2
sta COLOR_MASK ; 3
lda #8 ; 2
sta SCREEN_Y ; 3
;=============
; 16
screeny_loop:
and #$fe ; 2
tay ; y=A ; 2
lda COLOR_MASK ; 3
eor #$ff ; 2
sta COLOR_MASK ; 3
; setup self modifying code
sta mask_label+1 ; 4
eor #$ff ; 2
bmi odd_branch ; 2nt/3
lda #$d0 ; 2
odd_branch:
sta mask_branch_label ; beq/bne f0/d0 ; 4
lda gr_offsets,Y ; lookup low-res memory address ; 4
sta GBASL ; 3
iny ; 2
lda gr_offsets,Y ; 4
clc ; 2
adc DRAW_PAGE ; add in draw page offset ; 3
sta GBASH ; 3
;=============
; 48
; horizontal_scale.i *ALWAYS* = 0
; unsigned char horizontal_lookup[7][32];
;horizontal_scale.f=
; horizontal_lookup[space_z.i&0xf][(screen_y-8)/2];
; horizontal_lookup[(space_z<<5)+(screen_y-8)]
lda SPACEZ_I ; 3
; FIXME: would it be faster to ROR 4 times?
asl ; 2
asl ; 2
asl ; 2
asl ; 2
asl ; 2
sta TEMP_I ; 3
sec ; 2
lda SCREEN_Y ; 3
sbc #8 ; 2
clc ; 2
adc TEMP_I ; 3
tay ; 2
lda horizontal_lookup,Y ; 4
; sta HORIZ_SCALE_F ;
sta NUM1L ; 3
;============
; 37
;; brk ASM, horiz_scale = 00:73
; mul2
; calculate the distance of the line we are drawing
; fixed_mul(&horizontal_scale,&scale,&distance);
lda #0 ;HORIZ_SCALE_I ; 2
sta NUM1H ; 3
;lda HORIZ_SCALE_F ;
;sta NUM1L ;
lda #CONST_SCALE_I ; SCALE_I ; 2
sta NUM2H ; 3
lda #CONST_SCALE_F ; SCALE_F ; 2
sta NUM2L ; 3
sec ; 2
jsr multiply ; 6
sta DISTANCE_I ; 2
stx DISTANCE_F ; 2
;==========
; 27
;; brk ASM, distance = 08:fc
; calculate the dx and dy of points in space when we step
; through all points on this line
lda ANGLE ; dx.i=fixed_sin[(angle+8)&0xf].i; // -sin() ; 3
clc ; 2
adc #8 ; 2
and #$f ; 2
asl ; 2
tay ; 2
lda fixed_sin,Y ; 4
; sta DX_I ;
sta NUM2H ; 3
iny ; dx.f=fixed_sin[(angle+8)&0xf].f; // -sin() ; 2
lda fixed_sin,Y ; 4
; sta DX_F ;
sta NUM2L ; 3
;==========
; 29
;mul3
; fixed_mul(&dx,&horizontal_scale,&dx);
; lda DX_I ;
; sta NUM2H ;
; lda DX_F ;
; sta NUM2L ;
clc ; reuse HORIZ_SCALE in NUM1 ; 2
jsr multiply ; 6
sta DX_I ; 3
stx DX_F ; 3
;==========
; 14
;; ANGLE
;; brk ASM, dx = 00:00
lda ANGLE ; dy.i=fixed_sin[(angle+4)&0xf].i; // cos() ; 3
clc ; 2
adc #4 ; 2
and #$f ; 2
asl ; 2
tay ; 2
lda fixed_sin,Y ; 4
; sta DY_I ;
sta NUM2H ; 3
iny ; dy.f=fixed_sin[(angle+4)&0xf].f; // cos() ; 2
lda fixed_sin,Y ; 4
; sta DY_F ;
sta NUM2L ; 3
;==========
; 29
;mul4
; fixed_mul(&dy,&horizontal_scale,&dy);
; lda DY_I ;
; sta NUM2H ;
; lda DY_F ;
; sta NUM2L ;
clc ; reuse horiz_scale in num1 ; 2
jsr multiply ; 6
sta DY_I ; 3
stx DY_F ; 3
;==========
; 14
;; brk ASM, dy = 00:73
; calculate the starting position
; fixed_add(&distance,&factor,&space_x);
clc ; fixed_add(&distance,&factor,&space_y); ; 2
lda DISTANCE_F ; 3
adc FACTOR_F ; 3
sta SPACEY_F ; 3
sta SPACEX_F ; 3
lda DISTANCE_I ; 3
adc FACTOR_I ; 3
sta SPACEY_I ; 3
sta SPACEX_I ; 3
;==========
; 26
;; brk space_x = 06:bc
lda ANGLE ; temp.i=fixed_sin[(angle+4)&0xf].i; // cos ; 3
clc ; 2
adc #4 ; 2
and #$f ; 2
asl ; 2
tay ; 2
lda fixed_sin,Y ; 4
; sta TEMP_I ;
sta NUM2H ; 3
iny ; temp.f=fixed_sin[(angle+4)&0xf].f; // cos ; 2
lda fixed_sin,Y ; 4
; sta TEMP_F ;
sta NUM2L ; 3
;==========
; 29
; mul5
; fixed_mul(&space_x,&temp,&space_x);
lda SPACEX_I ; 3
sta NUM1H ; 3
lda SPACEX_F ; 3
sta NUM1L ; 3
; lda TEMP_I ;
; sta NUM2H ;
; lda TEMP_F ;
; sta NUM2L ;
sec ; 2
jsr multiply ; 6
sta SPACEX_I ; 3
stx SPACEX_F ; 3
;==========
; 26
clc ; fixed_add(&space_x,&cx,&space_x); ; 2
lda SPACEX_F ; 3
adc CX_F ; 3
sta SPACEX_F ; 3
lda SPACEX_I ; 3
adc CX_I ; 3
sta SPACEX_I ; 3
; brk ; space_x = 06:bc
lda ANGLE ; temp.i=fixed_sin[angle&0xf].i; ; 3
and #$f ; 2
asl ; 2
tay ; 2
lda fixed_sin,Y ; 4
; sta TEMP_I ;
sta NUM2H ; 3
iny ; fixed_temp.f=fixed_sin[angle&0xf].f; ; 2
lda fixed_sin,Y ; 4
sta TEMP_F ;
sta NUM2L ; 3
;==========
; 25
;mul6
; fixed_mul(&space_y,&fixed_temp,&space_y);
lda SPACEY_I ; 3
sta NUM1H ; 3
lda SPACEY_F ; 3
sta NUM1L ; 3
; lda TEMP_I ;
; sta NUM2H ;
; lda TEMP_F ;
; sta NUM2L ;
sec ; 2
jsr multiply ; 6
sta SPACEY_I ; 3
stx SPACEY_F ; 3
;==========
; 26
clc ; fixed_add(&space_y,&cy,&space_y); ; 2
lda SPACEY_F ; 3
adc CY_F ; 3
sta SPACEY_F ; 3
lda SPACEY_I ; 3
adc CY_I ; 3
sta SPACEY_I ; 3
; mul7
; fixed_mul(&temp,&dx,&temp);
lda #CONST_LOWRES_HALF_I ; 3
sta NUM1H ; 3
lda #CONST_LOWRES_HALF_F ; 3
sta NUM1L ; 3
lda DX_I ; 3
sta NUM2H ; 3
sta dxi_label+1 ; for self modify ; 4
lda DX_F ; 3
sta dxf_label+1 ; for self modify ; 4
sta NUM2L ; 3
sec ; 2
jsr multiply ; 6
; sta TEMP_I ;
; stx TEMP_F ;
;==========
; 40
clc ; fixed_add(&space_x,&temp,&space_x); ; 2
lda SPACEX_F ; 3
; adc TEMP_F ;
adc RESULT+1 ; 3
sta SPACEX_F ; 3
lda SPACEX_I ; 3
; adc TEMP_I ;
adc RESULT+2 ; 3
sta SPACEX_I ; 3
;==========
; 20
;mul8
; fixed_mul(&fixed_temp,&dy,&fixed_temp);
lda DY_I ; 3
sta NUM2H ; 3
sta dyi_label+1 ; for self modify ; 4
lda DY_F ; 3
sta NUM2L ; 3
sta dyf_label+1 ; for self modify ; 4
clc ; reuse LOWRES_HALF_I from last time ; 2
jsr multiply ; 6
; sta TEMP_I ;
; stx TEMP_F ;
;==========
; 28
clc ; fixed_add(&space_y,&temp,&space_y); ; 2
lda SPACEY_F ; 3
; adc TEMP_F ;
adc RESULT+1 ; 3
sta SPACEY_F ; 3
lda SPACEY_I ; 3
; adc TEMP_I ;
adc RESULT+2 ; 3
sta SPACEY_I ; 3
; brk ; space_y = f7:04
ldx #0 ; was SCREEN_X ; 2
;==========
; 22
screenx_loop:
nomatch:
; do a full lookup, takes much longer
jsr lookup_map ; get color in A ; 6
;============
; 6
match:
mask_label:
and #0 ; COLOR_MASK (self modifying) ; 2
ldy #0 ; 2
mask_branch_label:
; ldx COLOR_MASK ;
; bpl big_bottom ;
beq big_bottom ; F0=beq, D0=bne ; 2nt/3
ora (GBASL),Y ; we're odd, or the bottom in ; 4
big_bottom:
sta (GBASL),Y ; plot double height ; 6
inc GBASL ; point to next pixel ; 5
;============
; 21
; advance to the next position in space
clc ; fixed_add(&space_x,&dx,&space_x); ; 2
lda SPACEX_F ; 3
; adc DX_F ;
dxf_label:
adc #0 ; 2
sta SPACEX_F ; 3
lda SPACEX_I ; 3
; adc DX_I ;
dxi_label:
adc #0 ; 2
sta SPACEX_I ; 3
clc ; fixed_add(&space_y,&dy,&space_y); ; 2
lda SPACEY_F ; 3
; adc DY_F ;
dyf_label:
adc #0 ; 2
sta SPACEY_F ; 3
lda SPACEY_I ; 3
; adc DY_I ;
dyi_label:
adc #0 ; 2
sta SPACEY_I ; 3
inx ;inc SCREEN_X ; 2
cpx #40 ; LOWRES width ; 2
beq done_screenx_loop ; 2nt/3
;=============
; 43
; cache color and return if same as last time
lda SPACEY_I ; 3
spacey_label:
cmp #0 ; LAST_SPACEY_I ; 2
bne nomatch ; 2nt/3
lda SPACEX_I ; 3
spacex_label:
cmp #0 ; LAST_SPACEX_I ; 2
bne nomatch ; 2nt/3
map_color_label:
lda #0 ; LAST_MAP_COLOR ; 2
jmp match ; 3
;===========
; max 19
done_screenx_loop:
inc SCREEN_Y ; 5
lda SCREEN_Y ; 3
cmp #40 ; LOWRES height ; 2
beq done_screeny ; 2nt/3
jmp screeny_loop ; 3
;=============
; 15
done_screeny:
rts ; 6
;====================
; lookup_map
;====================
; finds value in space_x.i,space_y.i
; returns color in A
; CLOBBERS: A,Y
lookup_map:
; cache color and return if same as last time
; lda SPACEY_I ; 3
; cmp LAST_SPACEY_I ; 3
; bne nomatch ; 2nt/3
; lda SPACEX_I ; 3
; cmp LAST_SPACEX_I ; 3
; bne nomatch2 ; 2nt/3
; lda LAST_MAP_COLOR ; 3
; rts ; 6
;==========
; 25
;nomatch:
lda SPACEX_I ; 3
;nomatch2:
sta spacex_label+1 ; LAST_SPACEX_I ; 4
and #CONST_MAP_MASK_X ; 2
sta SPACEX_I ; 3
tay ; 2
lda SPACEY_I ; 3
sta spacey_label+1 ; LAST_SPACEY_I ; 4
and #CONST_MAP_MASK_Y ; wrap to 64x64 grid ; 2
sta SPACEY_I ; 3
asl ; 2
asl ; 2
asl ; multiply by 8 ; 2
clc ; 2
adc SPACEX_I ; add in X value ; 3
; only valid if x<8 and y<8
; SPACEX_I is in y
cpy #$8 ; 2
;============
; 39
bcs ocean_color ; bgt 8 ;^2nt/3
ldy SPACEY_I ; 3
cpy #$8 ; 2
bcs ocean_color ; bgt 8 ; 2nt/3
tay ; 2
lda flying_map,Y ; load from array ; 4
bcc update_cache ; 3
ocean_color:
and #$1f ; 2
tay ; 2
lda water_map,Y ; the color of the sea ; 4
update_cache:
sta map_color_label+1 ; self-modifying ; 4
rts ; 6
flying_map:
.byte $22,$ff,$ff,$ff, $ff,$ff,$ff,$22
.byte $dd,$cc,$cc,$88, $44,$44,$00,$dd
.byte $dd,$cc,$cc,$cc, $88,$44,$44,$dd
.byte $dd,$cc,$cc,$88, $44,$44,$44,$dd
.byte $dd,$cc,$99,$99, $88,$44,$44,$dd
.byte $dd,$cc,$99,$88, $44,$44,$44,$dd
.byte $dd,$cc,$99,$99, $11,$44,$44,$dd
.byte $22,$dd,$dd,$dd, $dd,$dd,$dd,$22
water_map:
.byte $22,$22,$22,$22, $22,$22,$22,$22
.byte $ee,$22,$22,$22, $22,$22,$22,$22
.byte $22,$22,$22,$22, $22,$22,$22,$22
.byte $22,$22,$22,$22, $ee,$22,$22,$22
.include "tfv_multiply.s"
; 8.8 fixed point
; should we store as two arrays, one I one F?
fixed_sin:
.byte $00,$00 ; 0.000000=00.00
.byte $00,$61 ; 0.382683=00.61
.byte $00,$b5 ; 0.707107=00.b5
.byte $00,$ec ; 0.923880=00.ec
.byte $01,$00 ; 1.000000=01.00
.byte $00,$ec ; 0.923880=00.ec
.byte $00,$b5 ; 0.707107=00.b5
.byte $00,$61 ; 0.382683=00.61
.byte $00,$00 ; 0.000000=00.00
.byte $ff,$9f ; -0.382683=ff.9f
.byte $ff,$4b ; -0.707107=ff.4b
.byte $ff,$14 ; -0.923880=ff.14
.byte $ff,$00 ; -1.000000=ff.00
.byte $ff,$14 ; -0.923880=ff.14
.byte $ff,$4b ; -0.707107=ff.4b
.byte $ff,$9f ; -0.382683=ff.9f
fixed_sin_scale:
.byte $00,$00
.byte $00,$0c
.byte $00,$16
.byte $00,$1d
.byte $00,$20
.byte $00,$1d
.byte $00,$16
.byte $00,$0c
.byte $00,$00
.byte $ff,$f4
.byte $ff,$ea
.byte $ff,$e3
.byte $ff,$e0
.byte $ff,$e3
.byte $ff,$ea
.byte $ff,$f4
;horizontal_lookup_20:
; .byte $0C,$0A,$09,$08,$07,$06,$05,$05,$04,$04,$04,$04,$03,$03,$03,$03
; .byte $26,$20,$1B,$18,$15,$13,$11,$10,$0E,$0D,$0C,$0C,$0B,$0A,$0A,$09
; .byte $40,$35,$2D,$28,$23,$20,$1D,$1A,$18,$16,$15,$14,$12,$11,$10,$10
; .byte $59,$4A,$40,$38,$31,$2C,$28,$25,$22,$20,$1D,$1C,$1A,$18,$17,$16
; .byte $73,$60,$52,$48,$40,$39,$34,$30,$2C,$29,$26,$24,$21,$20,$1E,$1C
; .byte $8C,$75,$64,$58,$4E,$46,$40,$3A,$36,$32,$2E,$2C,$29,$27,$25,$23
; .byte $A6,$8A,$76,$68,$5C,$53,$4B,$45,$40,$3B,$37,$34,$30,$2E,$2B,$29
; we can guarantee 4 cycle indexed reads if we page-aligned this
.align 256
horizontal_lookup:
.byte $0C,$0B,$0A,$09,$09,$08,$08,$07,$07,$06,$06,$06,$05,$05,$05,$05
.byte $04,$04,$04,$04,$04,$04,$04,$03,$03,$03,$03,$03,$03,$03,$03,$03
.byte $26,$22,$20,$1D,$1B,$19,$18,$16,$15,$14,$13,$12,$11,$10,$10,$0F
.byte $0E,$0E,$0D,$0D,$0C,$0C,$0C,$0B,$0B,$0A,$0A,$0A,$0A,$09,$09,$09
.byte $40,$3A,$35,$31,$2D,$2A,$28,$25,$23,$21,$20,$1E,$1D,$1B,$1A,$19
.byte $18,$17,$16,$16,$15,$14,$14,$13,$12,$12,$11,$11,$10,$10,$10,$0F
.byte $59,$51,$4A,$44,$40,$3B,$38,$34,$31,$2F,$2C,$2A,$28,$26,$25,$23
.byte $22,$21,$20,$1E,$1D,$1C,$1C,$1B,$1A,$19,$18,$18,$17,$16,$16,$15
.byte $73,$68,$60,$58,$52,$4C,$48,$43,$40,$3C,$39,$36,$34,$32,$30,$2E
.byte $2C,$2A,$29,$27,$26,$25,$24,$22,$21,$20,$20,$1F,$1E,$1D,$1C,$1C
.byte $8C,$80,$75,$6C,$64,$5D,$58,$52,$4E,$4A,$46,$43,$40,$3D,$3A,$38
.byte $36,$34,$32,$30,$2E,$2D,$2C,$2A,$29,$28,$27,$26,$25,$24,$23,$22
.byte $A6,$97,$8A,$80,$76,$6E,$68,$61,$5C,$57,$53,$4F,$4B,$48,$45,$42
.byte $40,$3D,$3B,$39,$37,$35,$34,$32,$30,$2F,$2E,$2C,$2B,$2A,$29,$28
grass_string:
.asciiz "NEED TO LAND ON GRASS!"