dos33fsprogs/mode7_demo/starfield_demo.s

573 lines
10 KiB
ArmAsm

;===========
; CONSTANTS
;===========
NUMSTARS EQU 16
; State Number Speed BGColor CLS
; =========== ====== ===== ======= ===
; Ship at rest 0 32 black 1
; Flash 1 8 blue 1
; Moving stars 2 200 black 1
; Crazy stars 3 128 black 0
; Moving stars 4 32 black 1
; Ship moves off 1 5 32 black 1
; Ship moves off 2 6 32 black 1
; Shrinking line 7 20 black 1
; Back to stars 8 255 black 1
; Done 9
;=====================
;=====================
;=====================
; Starfield Demo
;=====================
;=====================
;=====================
starfield_demo:
;================================
; Clear screen and setup graphics
;================================
bit PAGE0 ; set page 0
bit LORES ; Lo-res graphics
bit FULLGR
bit SET_GR ; set graphics
jsr clear_screens_notext ; clear top/bottom of page 0/1
;===============
; Init Variables
;===============
lda #0 ; 2
sta DRAW_PAGE ; 3
sta RANDOM_POINTER ; 3
sta STATE
; always multiply with low byte as zero
sta NUM2L ; 3
lda #32
sta SPEED
ldy #(NUMSTARS-1) ; 2
init_stars:
jsr random_star ; 6
dey ; 2
bpl init_stars ; 2nt/3
;===========================
;===========================
; Main Loop
;===========================
;===========================
starfield_loop:
;===============
; clear screen
;===============
; check clear screen state machine
lda STATE ; get state
cmp #3 ; state 3 -- don't clear
beq no_clear
cmp #1 ; state 1 -- blue background
bne black_back
lda #COLOR_BOTH_LIGHTBLUE
bne back_color
black_back:
lda #0 ; otherwise, black background
back_color:
sta clear_all_color+1
jsr clear_all ; 6+
; 6047
no_clear:
;===============
; draw the stars
;===============
jsr draw_stars
;================
; draw the ship
;================
lda STATE
cmp #8 ; 8- 9+ 10+
bpl draw_ship_done
cmp #7
bpl draw_ship_line
cmp #6
bpl draw_ship_tiny
cmp #5 ; 3- 4+ 5+
bpl draw_ship_small
draw_ship_big:
lda #>ship_forward
sta INH
lda #<ship_forward
sta INL
lda #15
sta XPOS
lda #30
sta YPOS
bne draw_ship_sprite
draw_ship_small:
lda #>ship_small
sta INH
lda #<ship_small
sta INL
lda #17
sta XPOS
lda #28
sta YPOS
bne draw_ship_sprite
draw_ship_tiny:
lda #>ship_tiny
sta INH
lda #<ship_tiny
sta INL
lda #18
sta XPOS
lda #26
sta YPOS
draw_ship_sprite:
jsr put_sprite
jmp draw_ship_done
draw_ship_line:
lda #COLOR_LIGHTBLUE
sta COLOR
clc
lda #20
adc SPEED
sta V2
sec
lda #20
sbc SPEED
tay
; 20 - 0 to 0 - 20, 20 - 40
lda #24
jsr hlin_double
draw_ship_done:
;==================
; flip pages
;==================
jsr page_flip ; 6
dec SPEED
lda SPEED
beq done_stars
;==================
; loop
;==================
near_loop:
jmp starfield_loop ; 3
done_stars:
inc STATE
ldx STATE
lda speed_table,X
sta SPEED
cpx #$9
bne near_loop
rts
speed_table:
.byte 32,8,200,128,32,32,32,20,255
;=====================
;=====================
;=====================
; 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
lda #128
sta SPEED
;===============
; 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 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
before_pause:
jsr clear_top ; 6+
jsr draw_stars
jsr credits_draw_bottom
jsr page_flip ; 6
dec SPEED
lda SPEED
bne before_pause
done_before_pause:
;===========================
;===========================
;===========================
; StarCredits Loop
;===========================
;===========================
;===========================
starcredits_loop:
;===============
; clear screen
;===============
jsr clear_top ; 6+
;===============
; draw the stars
;===============
jsr draw_stars
;====================
; draw the rasterbars
;====================
lda YY
cmp #17
beq done_rasters
jsr draw_rasters
done_rasters:
;====================
; draw the credits
;====================
jsr draw_credits
jsr credits_draw_bottom
;==================
; flip pages
;==================
jsr page_flip ; 6
lda YY
cmp #18 ; 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:
lda STATE
beq done_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
done_move_stars:
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
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
;======================
; some "random" numbers
;======================
random_table EQU $2200
.if 0
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
; Line 3 of VMW logo at $4800
.byte $A0,$55,$26,$55,$81
.byte 179,175,226,240,228,158, 79
.byte 50,21
;73,253,130, 78,169
.endif