dos33fsprogs/tfv/tfv.s

851 lines
14 KiB
ArmAsm

.define EQU =
KEYPRESS EQU $C000
KEYRESET EQU $C010
;; SOFT SWITCHES
SET_GR EQU $C050
SET_TEXT EQU $C051
FULLGR EQU $C052
TEXTGR EQU $C053
PAGE0 EQU $C054
PAGE1 EQU $C055
LORES EQU $C056
HIRES EQU $C057
PADDLE_BUTTON0 EQU $C061
PADDL0 EQU $C064
PTRIG EQU $C070
;; BASIC ROUTINES
NORMAL EQU $F273
;; MONITOR ROUTINES
HLINE EQU $F819 ;; HLINE Y,$2C at A
VLINE EQU $F828 ;; VLINE A,$2D at Y
CLRSCR EQU $F832 ;; Clear low-res screen
CLRTOP EQU $F836 ;; clear only top of low-res screen
SETCOL EQU $F864 ;; COLOR=A
TEXT EQU $FB36
TABV EQU $FB5B ;; VTAB to A
BASCALC EQU $FBC1 ;;
VTAB EQU $FC22 ;; VTAB to CV
HOME EQU $FC58 ;; Clear the text screen
WAIT EQU $FCA8 ;; delay 1/2(26+27A+5A^2) us
SETINV EQU $FE80 ;; INVERSE
SETNORM EQU $FE84 ;; NORMAL
COUT EQU $FDED ;; output A to screen
COUT1 EQU $FDF0 ;; output A to screen
;; Zero page addresses
WNDLFT EQU $20
WNDWDTH EQU $21
WNDTOP EQU $22
WNDBTM EQU $23
CH EQU $24
CV EQU $25
GBASL EQU $26
GBASH EQU $27
BASL EQU $28
BASH EQU $29
H2 EQU $2C
V2 EQU $2D
MASK EQU $2E
COLOR EQU $30
INVFLG EQU $32
; Our zero-page addresses
; we try not to conflict with anything DOS, MONITOR or BASIC related
COLOR1 EQU $E0
COLOR2 EQU $E1
MATCH EQU $E2
XX EQU $E3
YY EQU $E4
YADD EQU $E5
LOOP EQU $E6
MEMPTRL EQU $E7
MEMPTRH EQU $E8
NAMEL EQU $E9
NAMEH EQU $EA
NAMEX EQU $EB
CHAR EQU $EC
FIRST EQU $F0
LASTKEY EQU $F1
PADDLE_STATUS EQU $F2
XPOS EQU $F3
YPOS EQU $F4
TEMP EQU $FA
RUN EQU $FA
TEMP2 EQU $FB
TEMPY EQU $FB
INL EQU $FC
INH EQU $FD
OUTL EQU $FE
OUTH EQU $FF
;=============================
; set low-res graphics, page 0
;=============================
jsr HOME
jsr set_gr_page0
;=============================
; show VMW splash screen
;=============================
jsr CLRTOP
lda #100
sta MATCH
jsr draw_logo
lda #0
sta MATCH
shine_loop:
jsr draw_logo
inc MATCH
lda MATCH
cmp #30
bne shine_loop
lda #8
sta CH ; HTAB 9
lda #20
jsr TABV ; VTAB 21
lda #>(vmwsw_string)
sta OUTH
lda #<(vmwsw_string)
sta OUTL
jsr print_string ; print("A VMW SOFTWARE PRODUCTION");
jsr wait_until_keypressed
;======================
; show the title screen
;======================
title_screen:
jsr CLRTOP
lda #$c
sta BASH
lda #$0
sta BASL ; load image off-screen 0xc00
lda #>(title_rle)
sta GBASH
lda #<(title_rle)
sta GBASL
jsr load_rle_gr
jsr gr_copy
lda #20
sta YPOS
lda #20
sta XPOS
jsr gr_copy
jsr wait_until_keypressed
enter_name:
jsr TEXT
jsr HOME
lda #>(enter_name_string)
sta OUTH
lda #<(enter_name_string)
sta OUTL
jsr print_string
; zero out name
lda #<(name)
sta MEMPTRL
sta NAMEL
lda #>(name)
sta MEMPTRH
sta NAMEH
lda #0
ldx #8
jsr memset
name_loop:
jsr NORMAL
lda #11
sta CH ; HTAB 12
lda #2
jsr TABV ; VTAB 3
ldy #0
sty NAMEX
name_line:
cpy NAMEX
bne name_notx
lda #'+'
jmp name_next
name_notx:
lda NAMEL,Y
beq name_zero
ora #$80
bne name_next
name_zero:
lda #('_'+$80)
name_next:
jsr COUT
lda #(' '+$80)
jsr COUT
iny
cpy #8
bne name_line
lda #7
sta CV
lda #('@'+$80)
sta CHAR
print_letters_loop:
lda #11
sta CH ; HTAB 12
jsr VTAB
ldy #0
print_letters_inner_loop:
lda CHAR
jsr COUT
inc CHAR
lda #(' '+$80)
jsr COUT
iny
cpy #$8
bne print_letters_inner_loop
jsr wait_until_keypressed
;=====================
; Start the game
;=====================
flying_start:
jsr set_gr_page0
flying_loop:
jsr gr_copy
jsr put_sprite
jsr wait_until_keypressed
lda LASTKEY
cmp #('Q')
beq exit
cmp #('I')
bne check_down
dec YPOS
dec YPOS
check_down:
cmp #('M')
bne check_left
inc YPOS
inc YPOS
check_left:
cmp #('J')
bne check_right
dec XPOS
check_right:
cmp #('K')
bne check_done
inc XPOS
check_done:
jmp flying_loop
exit:
lda #$4
sta BASH
lda #$0
sta BASL ; restore to 0x400 (page 0)
; copy to 0x400 (page 0)
; call home
jsr HOME
; Return to BASIC?
rts
;=====================================================================
;= ROUTINES
;=====================================================================
;======================
; memset
;======================
; a=value
; x=length
; MEMPTRL/MEMPTRH is address
memset:
ldy #0
memset_loop:
sta MEMPTRL,Y
iny
dex
bne memset_loop
rts
;=================
; display part of logo
;=================
;
draw_segment:
lda #0
sta LOOP
segment_loop:
lda YADD
clc
adc YY
sta YY ; yy=yy+yadd
lda COLOR1
sta COLOR ; color=COLOR1
lda MATCH ; if (ram[XX]==ram[MATCH])
cmp XX
bne nocolmatch1
lda COLOR ; color_equals(ram[COLOR1]*3);
clc
adc COLOR1
adc COLOR1
sta COLOR
nocolmatch1:
lda YY
sta V2
lda XX
clc
adc #9
tay
lda #10
jsr VLINE ; A,V2 at Y vlin(10,ram[YY],9+ram[XX]);
lda COLOR2
sta COLOR ; color=COLOR2
lda MATCH ; if (ram[XX]==ram[MATCH])
cmp XX
bne nocolmatch2
lda COLOR ; color_equals(ram[COLOR2]*3);
clc
adc COLOR2
adc COLOR2
sta COLOR
nocolmatch2:
lda #34
sta V2
lda XX
clc
adc #9
tay
lda YY
cmp #34
beq skip_bottom ; if (ram[YY]==34) skip
jsr VLINE ; A,V2 at Y vlin(ram[YY],34,9+ram[XX]);
skip_bottom:
inc XX ; ram[XX]++;
inc LOOP
lda LOOP
cmp #4
bne segment_loop
lda YADD ; ram[YADD]=-ram[YADD];
eor #$ff
clc
adc #1
sta YADD
rts
;=================
; display VMW logo
;=================
;
draw_logo:
lda #0
sta XX ; start of logo
lda #10
sta YY ; draw at Y=10
lda #6
sta YADD ; step of 6
lda #$00
sta COLOR2
lda #$11
sta COLOR1 ; first colors are red/black
jsr draw_segment
lda #$44
sta COLOR2 ; now red/green
jsr draw_segment
lda #$22
sta COLOR1 ; now green/blue
jsr draw_segment
jsr draw_segment
jsr draw_segment
lda #$00
sta COLOR2 ; now blue/black
jsr draw_segment
rts
;=================
; load RLE image
;=================
; Output is BASH/BASL
; Input is in GBASH/GBASL
load_rle_gr:
lda #$0
tax
tay ; init X and Y to 0
sta CV ; ycoord=0
lda (GBASL),y ; load xsize
sta CH
iny ; (we should check if we had
; bad luck and overflows page)
rle_loop:
lda (GBASL),y ; load run value
cmp #$ff ; if 0xff
beq rle_done ; we are done
sta RUN
iny ; point to next value
bne rle_yskip1 ; if overflow, increment address
inc GBASH
rle_yskip1:
lda (GBASL),y ; load value to write
iny
bne rle_yskip2
inc GBASH
rle_yskip2:
sty TEMP2 ; save y for later
pha
lda #$0
tay
pla ; convoluted way to set y to 0
rle_run_loop:
sta (BASL),y ; write out the value
inc BASL ; increment the pointer
bne rle_skip3 ; if wrapped
inc BASH ; then increment the high value
rle_skip3:
inx ; increment the X value
cpx CH ; compare against the image width
bcc rle_not_eol ; if less then keep going
pha ; save out value on stack
lda BASL ; cheat to avoid a 16-bit add
cmp #$a7 ; we are adding 0x58 to get
bcc rle_add_skip ; to the next line
inc BASH
rle_add_skip:
clc
adc #$58 ; actually do the 0x58 add
sta BASL ; and store it back
inc CV ; add 2 to ypos
inc CV ; each "line" is two high
lda CV ; load value
cmp #15 ; if it's greater than 14 it wraps
bcc rle_no_wrap ; Thanks Woz
lda #$0 ; we wrapped, so set to zero
sta CV
; when wrapping have to sub 0x3d8
sec ; this is a 16-bit subtract routine
lda BASL
sbc #$d8 ; LSB
sta BASL
lda BASH ; MSB
sbc #$3 ;
sta BASH
rle_no_wrap:
lda #$0 ; set X value back to zero
tax
pla ; restore value to write from stack
rle_not_eol:
dec RUN ; decrement run value
bne rle_run_loop ; if not zero, keep looping
ldy TEMP2 ; restore the input pointer
sec
bcs rle_loop ; and branch always
rle_done:
lda #$15 ; move the cursor somewhere sane
sta CV
rts
;==========================================================
; set_text_page0
;==========================================================
;
set_text_page0:
bit PAGE0 ; set page0
bit TEXT ; set text mode
rts
;==========================================================
; set_gr_page0
;==========================================================
;
set_gr_page0:
;lda #4
;sta GR_PAGE
bit PAGE0 ; set page 0
bit LORES ; Lo-res graphics
bit TEXTGR ; mixed gr/text mode
bit SET_GR ; set graphics
rts
;=========================================================
; gr_copy
;=========================================================
; for now copy 0xc00 to 0x400
; 2 + 8*38 + 4*80*23 + 4*120*26 + 13 = 20,159 = 20ms = 50Hz
;
gr_copy:
ldx #0 ; set y to zero ; 2
gr_copy_loop:
stx TEMP ; save y ; 3
txa ; move to A ; 2
asl ; mult by 2 ; 2
tay ; put into Y ; 2
lda gr_offsets,Y ; lookup low byte for line addr ; 5
sta OUTL ; out and in are the same ; 3
sta INL ; 3
lda gr_offsets+1,Y ; lookup high byte for line addr ; 5
sta OUTH ; 3
adc #$8 ; for now, fixed 0xc ; 2
sta INH ; 3
ldx TEMP ; restore y ; 3
ldy #0 ; set X counter to 0 ; 2
gr_copy_line:
lda (INL),Y ; load a byte ; 5
sta (OUTL),Y ; store a byte ; 6
iny ; increment pointer ; 2
cpx #$4 ; don't want to copy bottom 4*40 ; 2
bcs gr_copy_above4 ; 3
gr_copy_below4:
cpy #120 ; for early ones, copy 120 bytes ; 2
bne gr_copy_line ; 3
beq gr_copy_line_done ; 3
gr_copy_above4: ; for last four, just copy 80 bytes
cpy #80 ; 2
bne gr_copy_line ; 3
gr_copy_line_done:
inx ; increment y value ; 2
cpx #8 ; there are 8 of them ; 2
bne gr_copy_loop ; if not, loop ; 3
rts ; 6
;==========================================================
; Wait until keypressed
;==========================================================
;
wait_until_keypressed:
lda KEYPRESS ; check if keypressed
bpl wait_until_keypressed ; if not, loop
jmp figure_out_key
;==========================================================
; Get Key
;==========================================================
;
get_key:
check_paddle_button:
; check for paddle button
bit PADDLE_BUTTON0
bpl no_button
lda #' '+128
jmp save_key
no_button:
lda KEYPRESS
bpl no_key
figure_out_key:
cmp #' '+128 ; the mask destroys space
beq save_key ; so handle it specially
and #$5f ; mask, to make upper-case
check_right_arrow:
cmp #$15
bne check_left_arrow
lda #'K'
check_left_arrow:
cmp #$08
bne check_up_arrow
lda #'J'
check_up_arrow:
cmp #$0B
bne check_down_arrow
lda #'I'
check_down_arrow:
cmp #$0A
bne check_escape
lda #'M'
check_escape:
cmp #$1B
bne save_key
lda #'Q'
jmp save_key
no_key:
bit PADDLE_STATUS
bpl no_key_store
; check for paddle action
; code from http://web.pdx.edu/~heiss/technotes/aiie/tn.aiie.06.html
inc PADDLE_STATUS
lda PADDLE_STATUS
and #$03
beq check_paddles
jmp no_key_store
check_paddles:
lda PADDLE_STATUS
and #$80
sta PADDLE_STATUS
ldx #$0
LDA PTRIG ;TRIGGER PADDLES
LDY #0 ;INIT COUNTER
NOP ;COMPENSATE FOR 1ST COUNT
NOP
PREAD2: LDA PADDL0,X ;COUNT EVERY 11 uSEC.
BPL RTS2D ;BRANCH WHEN TIMED OUT
INY ;INCREMENT COUNTER
BNE PREAD2 ;CONTINUE COUNTING
DEY ;COUNTER OVERFLOWED
RTS2D: ;RETURN W/VALUE 0-255
cpy #96
bmi paddle_left
cpy #160
bmi no_key_store
lda #'K'
jmp save_key
paddle_left:
lda #'J'
jmp save_key
no_key_store:
lda #0 ; no key, so save a zero
save_key:
sta LASTKEY ; save the key to our buffer
bit KEYRESET ; clear the keyboard buffer
rts
;=============================================
; put_sprite
;=============================================
put_sprite:
lda #>tb1_sprite ; hardcoded for tb1 for now
sta INH
lda #<tb1_sprite
sta INL
ldy #0 ; byte 0 is xsize
lda (INL),Y
sta CH
iny
lda (INL),Y ; byte 1 is ysize
sta CV
iny
lda YPOS ; make a copy of ypos
sta TEMPY ; as we modify it
put_sprite_loop:
sty TEMP ; save sprite pointer
ldy TEMPY
lda gr_offsets,Y ; lookup low-res memory address ; 5
clc
adc XPOS ; add in xpos
sta OUTL ; store out low byte of addy ; 3
lda gr_offsets+1,Y ; look up high byte ; 5
sta OUTH ; and store it out ; 3
ldy TEMP ; restore sprite pointer ; 3
ldx CH
put_sprite_pixel:
lda (INL),Y ; get sprite colors
iny ; increment sprite pointer
sty TEMP ; save sprite pointer
ldy #$0
cmp #$0 ; if all zero, transparent
beq put_sprite_done_draw ; don't draw it
; FIXME: use BIT?
sta COLOR ; save color for later
and #$f0 ; check if top nibble zero
bne put_sprite_bottom ; if not skip ahead
lda #$0f ; setup mask
sta MASK
bmi put_sprite_mask
put_sprite_bottom:
lda COLOR ; re-load color
and #$0f ; check if bottom nibble zero
bne put_sprite_all ; if not, skip ahead
lda #$0f
sta MASK ; setup mask
put_sprite_mask:
lda (OUTL),Y ; get color at output
and MASK ; mask off unneeded part
ora COLOR ; or the color in
sta (OUTL),Y ; store it back
jmp put_sprite_done_draw ; we are done
put_sprite_all:
lda COLOR ; load color
sta (OUTL),Y ; and write it out
put_sprite_done_draw:
ldy TEMP ; restore sprite pointer
inc OUTL ; increment output pointer
dex ; decrement x counter
bne put_sprite_pixel ; if not done, keep looping
inc TEMPY ; each line has two y vars
inc TEMPY
dec CV ; decemenet total y count
bne put_sprite_loop ; loop if not done
rts ; return
print_string:
ldy #0
print_string_loop:
lda (OUTL),Y
beq done_print_string
ora #$80
jsr COUT1
iny
bne print_string_loop
done_print_string:
rts
vmwsw_string:
.asciiz "A VMW SOFTWARE PRODUCTION"
enter_name_string:
.asciiz "PLEASE ENTER A NAME:"
name:
.byte $0,$0,$0,$0,$0,$0,$0,$0
; waste memory with a lookup table
; maybe faster than using GBASCALC?
gr_offsets:
.word $400,$480,$500,$580,$600,$680,$700,$780
.word $428,$4a8,$528,$5a8,$628,$6a8,$728,$7a8
.word $450,$4d0,$550,$5d0,$650,$6d0,$750,$7d0
tb1_sprite:
.byte $8,$4
.byte $55,$50,$00,$00,$00,$00,$00,$00
.byte $55,$55,$55,$00,$00,$00,$00,$00
.byte $ff,$1f,$4f,$2f,$ff,$22,$20,$00
.byte $5f,$5f,$5f,$5f,$ff,$f2,$f2,$f2
.include "backgrounds.inc"