mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-19 12:32:35 +00:00
666f596033
still think it could be better. Maybe modify tfv to record?
1245 lines
25 KiB
ArmAsm
1245 lines
25 KiB
ArmAsm
;.include "zp.inc"
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;===========
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; CONSTANTS
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;===========
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CONST_SHIPX EQU 15
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CONST_TILE_W EQU 64
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CONST_TILE_H EQU 64
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CONST_MAP_MASK_X EQU (CONST_TILE_W - 1)
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CONST_MAP_MASK_Y EQU (CONST_TILE_H - 1)
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CONST_LOWRES_W EQU 40
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CONST_LOWRES_H EQU 40
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CONST_BETA_I EQU $ff
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CONST_BETA_F EQU $80
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CONST_SCALE_I EQU $14
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CONST_SCALE_F EQU $00
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CONST_LOWRES_HALF_I EQU $ec ; -(LOWRES_W/2)
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CONST_LOWRES_HALF_F EQU $00
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; pre-programmed directions
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checkerboard_flying_directions:
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.byte $18,$00 ; 24 frames, do nothing
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.byte $10,'D' ; 16 frames, turn right
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.byte $10,$00 ; 16 frames, do nothing
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.byte $f,'A' ; 15 frames, turn left
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.byte $10,$00 ; 16 frames, do nothing
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.byte $1,'Z' ; start moving forward
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.byte $20,$00 ; 32 frames, do nothing
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.byte $1,'Q' ; quit
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island_flying_directions:
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.byte $2,$00 ; 2 frames, do nothing
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.byte $1,'Z' ; start moving forward
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.byte $10,$00 ; 16 frames, do nothing
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.byte $3,'D' ; 3 frames, turn right
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.byte $1,'Z' ; move faster
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.byte $8,$00 ; 8 frames, do nothing
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.byte $2,'D' ; 2 frames, turn left
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.byte $8,$00 ; 8 frames, do nothing
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.byte $3,'A' ; 3 frames, turn left
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.byte $1,'Z' ; speedup
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.byte $8,$00 ; 8 frames, do nothing
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.byte $6,'S' ; 6 frames down
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.byte $6,$00 ; 6 frames do nothing
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.byte $3,'A' ; 3 frames left
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.byte $3,'D' ; 3 frames right
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.byte $2,$00 ; 2 frames nothing
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.byte $1,'D' ; 1 frame right
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.byte $2,$00 ; 2 frames nothing
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.byte $8,'D' ; 8 frame right
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.byte $1,'Z' ; 8 frames up
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.byte $6,'W' ; 2 speedup
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.byte $a,$00 ; 10 nothing
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.byte $3,'S' ; 3 down
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.byte $1,'Q' ; quit
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;=====================
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; Flying
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;=====================
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mode7_flying:
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;================================
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; Clear screen and setup graphics
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;================================
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jsr clear_screens ; clear top/bottom of page 0/1
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jsr set_gr_page0
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;===============
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; Init Variables
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;===============
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lda #20
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sta SHIPY
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lda #0
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sta TURNING
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sta ANGLE
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sta SPACEX_I
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sta SPACEY_I
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sta CX_I
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sta CX_F
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sta CY_I
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sta CY_F
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sta DRAW_SPLASH
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sta SPEED
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sta SPLASH_COUNT
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sta DISP_PAGE
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sta KEY_COUNT
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sta KEY_OFFSET
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sta FRAME_COUNT
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lda #2 ; initialize sky both pages
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sta DRAW_SKY
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lda #4 ; starts out at 4.5 altitude
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sta SPACEZ_I
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lda #$80
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sta SPACEZ_F
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jsr update_z_factor
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flying_loop:
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lda SPLASH_COUNT ; 3
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beq flying_keyboard ; 2nt/3
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dec SPLASH_COUNT ; decrement splash count ; 5
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flying_keyboard:
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; jsr get_key ; get keypress ; 6
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lda KEY_COUNT
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bne done_key
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ldy KEY_OFFSET
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direction_smc_1:
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lda island_flying_directions,Y
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sta KEY_COUNT
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iny
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direction_smc_2:
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lda island_flying_directions,Y
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sta LASTKEY
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inc KEY_OFFSET
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inc KEY_OFFSET
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done_key:
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dec KEY_COUNT
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lda LASTKEY ; 3
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cmp #('Q') ; 2
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bne check_up ; 3/2nt
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; done
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rts
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check_up:
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cmp #('W') ; 2
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bne check_down ; 3/2nt
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;===========
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; UP PRESSED
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;===========
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lda SHIPY
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cmp #17
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bcc check_down ; bgt, if shipy>16
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dec SHIPY
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dec SHIPY ; move ship up
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inc SPACEZ_I ; incement height
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jsr update_z_factor
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lda #0
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sta SPLASH_COUNT
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check_down:
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cmp #('S')
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bne check_left
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;=============
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; DOWN PRESSED
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;=============
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lda SHIPY
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cmp #28
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bcs splashy ; ble, if shipy < 28
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inc SHIPY
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inc SHIPY ; move ship down
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dec SPACEZ_I ; decrement height
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jsr update_z_factor
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bcc check_left
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splashy:
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lda #10
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sta SPLASH_COUNT
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check_left:
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cmp #('A')
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bne check_right
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;=============
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; LEFT PRESSED
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;=============
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lda TURNING
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bmi turn_left
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beq turn_left
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lda #$0
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sta TURNING
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clv
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bvc check_right
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turn_left:
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lda #253 ; -3
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sta TURNING
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dec ANGLE
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inc DRAW_SKY
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inc DRAW_SKY
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check_right:
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cmp #('D')
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bne check_speedup
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;==============
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; RIGHT PRESSED
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;==============
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lda TURNING ;; FIXME: optimize me
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bpl turn_right
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lda #0
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sta TURNING
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clv
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bvc check_speedup
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turn_right:
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lda #3
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sta TURNING
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inc ANGLE
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inc DRAW_SKY
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inc DRAW_SKY
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check_speedup:
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cmp #('Z')
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bne check_speeddown
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;=========
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; SPEED UP
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;=========
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lda #$8
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cmp SPEED
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beq check_speeddown
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inc SPEED
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check_speeddown:
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cmp #('X')
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bne check_brake
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;===========
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; SPEED DOWN
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;===========
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lda SPEED
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beq check_brake
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dec SPEED
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check_brake:
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cmp #(' '+128)
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bne check_land
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;============
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; BRAKE
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;============
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lda #$0
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sta SPEED
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check_land:
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cmp #13
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bne check_help
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check_help:
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cmp #('H')
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bne check_done
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check_done:
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;================
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; Wrap the Angle
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;================
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; FIXME: only do this in right/left routine?
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lda ANGLE ; 3
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and #$f ; 2
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sta ANGLE ; 3
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;================
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; Handle Movement
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;================
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speed_move:
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ldx SPEED ; 3
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beq draw_background ; 2nt/3
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;=============
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lda ANGLE ; dx.i=fixed_sin[(angle+4)&0xf].i; // cos() ; 3
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clc ; 2
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adc #4 ; 2
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and #$f ; 2
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asl ; 2
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tay ; 2
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lda fixed_sin_scale,Y ; 4
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sta DX_I ; 3
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iny ; dx.f=fixed_sin[(angle+4)&0xf].f; // cos() ; 2
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lda fixed_sin_scale,Y ; 4
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sta DX_F ; 3
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lda ANGLE ; dy.i=fixed_sin[angle&0xf].i; // sin() ; 3
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and #$f ; 2
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asl ; 2
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tay ; 2
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lda fixed_sin_scale,Y ; 4
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sta DY_I ; 3
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iny ; dx.f=fixed_sin[angle&0xf].f; // sin() ; 2
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lda fixed_sin_scale,Y ; 4
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sta DY_F ; 3
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;============
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; 54
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speed_loop:
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clc ; fixed_add(&cx,&dx,&cx); ; 2
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lda CX_F ; 3
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adc DX_F ; 3
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sta CX_F ; 3
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lda CX_I ; 3
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adc DX_I ; 3
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sta CX_I ; 3
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clc ; fixed_add(&cy,&dy,&cy); ; 2
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lda CY_F ; 3
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adc DY_F ; 3
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sta CY_F ; 3
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lda CY_I ; 3
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adc DY_I ; 3
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sta CY_I ; 3
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dex ; 2
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bne speed_loop ; 2nt/3
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;============
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; 45
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;====================
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; Draw the background
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;====================
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draw_background:
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jsr draw_background_mode7 ; 6
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lda DRAW_BLUE_SKY
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bne draw_spaceship
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;========================================
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;========================================
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; DRAW SPHERE CODE
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;========================================
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;========================================
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draw_sphere:
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; FIXME: optimize this mess
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; draw shadow first
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lda FRAME_COUNT
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and #$0f
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tax
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lda gravity,X
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cmp #$5
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bmi high_shadow
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low_shadow:
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lda #>sphere_shadow1
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sta INH
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lda #<sphere_shadow1
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sta INL
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jmp done_shadow
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high_shadow:
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lda #>sphere_shadow2
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sta INH
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lda #<sphere_shadow2
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sta INL
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done_shadow:
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lda #18 ; 2
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sta XPOS ; 3
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lda #36 ; 2
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sta YPOS ; 3
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jsr put_sprite
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; draw sphere
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lda #>sphere0 ; 2
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sta INH ; 3
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lda #<sphere0 ; 2
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sta INL ; 3
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lda ANGLE
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lsr
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tax
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lda sphere_offset,X
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clc
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adc INL
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sta INL
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lda #0
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adc INH
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sta INH
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lda #18 ; 2
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sta XPOS ; 3
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lda FRAME_COUNT
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and #$0f
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tax
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lda gravity,X
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cmp #10
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bne no_click
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bit SPEAKER
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no_click:
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clc
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adc #18 ; 3
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sta YPOS ; 3
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jsr put_sprite ; 6
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jmp done_draw_spaceship
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done_draw_sphere:
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;========================================
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;========================================
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; DRAW SPACESHIP CODE
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;========================================
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;========================================
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draw_spaceship:
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check_over_water:
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; See if we are over water
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lda CX_I ; 3
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sta SPACEX_I ; 3
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lda CY_I ; 3
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sta SPACEY_I ; 3
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jsr lookup_island_map ; 6
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sec ; 2
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sbc #COLOR_BOTH_DARKBLUE ; 2
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sta OVER_LAND ; 3
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;===========
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; 31
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; Calculate whether to draw the splash
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lda #0 ; set splash drawing to 0 ; 2
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sta DRAW_SPLASH ; 3
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lda SPEED ; if speed==0, no splash ; 3
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beq no_splash ; 2nt/3
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lda TURNING ; 3
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beq no_turning_splash ; 2nt/3
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lda SHIPY ; 3
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cmp #27 ; 2
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bcc no_turning_splash ; blt if shipy<25 skip ; 2nt/3
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lda #1 ; 2
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sta SPLASH_COUNT ; 3
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no_turning_splash:
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lda OVER_LAND ; no splash if over land ; 3
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bne no_splash ; 2nt/3
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lda SPLASH_COUNT ; no splash if splash_count expired ; 3
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beq no_splash ; 2nt/3
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lda #1 ; 2
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sta DRAW_SPLASH ; 3
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no_splash:
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;==============
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; Draw the ship
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;==============
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clv ; 2
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lda TURNING ; 3
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beq draw_ship_forward ; 2nt/3
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bpl draw_ship_right ; 2nt/3
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bmi draw_ship_left ;; FIXME: optimize order ; 2nt/3
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draw_ship_forward:
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lda DRAW_SPLASH ; 2
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beq no_forward_splash ; 2nt/3
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; Draw Splash
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lda #>splash_forward ; 2
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sta INH ; 3
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lda #<splash_forward ; 2
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sta INL ; 3
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lda #(CONST_SHIPX+1) ; 2
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sta XPOS ; 3
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clc ; 2
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lda SHIPY ; 3
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adc #9 ; 2
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and #$fe ; make sure it's even ; 2
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sta YPOS ; 3
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jsr put_sprite ; 6
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;==========
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; 33
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no_forward_splash:
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; Draw Shadow
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lda #>shadow_forward ; 2
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sta INH ; 3
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lda #<shadow_forward ; 2
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sta INL ; 3
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lda #(CONST_SHIPX+3) ; 2
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sta XPOS ; 3
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clc ; 2
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lda SPACEZ_I ; 3
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adc #31 ; 2
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and #$fe ; make sure it's even ; 2
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sta YPOS ; 3
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jsr put_sprite ; 6
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lda #>ship_forward ; 2
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sta INH ; 3
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lda #<ship_forward ; 2
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sta INL ; 3
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bvc draw_ship ; 3
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;===========
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; 46
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draw_ship_right:
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lda DRAW_SPLASH ; 3
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beq no_right_splash ; 2nt/3
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; Draw Splash
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lda #>splash_right ; 2
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sta INH ; 3
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lda #<splash_right ; 2
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sta INL ; 3
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lda #(CONST_SHIPX+1) ; 2
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sta XPOS ; 3
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clc ; 2
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lda #36 ; 2
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sta YPOS ; 3
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jsr put_sprite ; 6
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;===========
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; 28
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no_right_splash:
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; Draw Shadow
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lda #>shadow_right ; 2
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sta INH ; 3
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lda #<shadow_right ; 2
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sta INL ; 3
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lda #(CONST_SHIPX+3) ; 2
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sta XPOS ; 3
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clc ; 2
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lda SPACEZ_I ; 3
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adc #31 ; 2
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and #$fe ; make sure it's even ; 2
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sta YPOS ; 3
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jsr put_sprite ; 6
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lda #>ship_right ; 2
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sta INH ; 3
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lda #<ship_right ; 2
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sta INL ; 3
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dec TURNING ; 5
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bvc draw_ship ; 3
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;==========
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; 51
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draw_ship_left:
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lda DRAW_SPLASH ; 3
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beq no_left_splash ; 2nt/3
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; Draw Splash
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lda #>splash_left ; 2
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sta INH ; 3
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lda #<splash_left ; 2
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sta INL ; 3
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lda #(CONST_SHIPX+1) ; 2
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sta XPOS ; 3
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clc ; 2
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lda #36 ; 2
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sta YPOS ; 3
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jsr put_sprite ; 6
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;===========
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; 28
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no_left_splash:
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; Draw Shadow
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lda #>shadow_left ; 2
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sta INH ; 3
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lda #<shadow_left ; 2
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sta INL ; 3
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lda #(CONST_SHIPX+3) ; 2
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sta XPOS ; 3
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clc ; 2
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lda SPACEZ_I ; 3
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adc #31 ; 2
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and #$fe ; make sure it's even ; 2
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sta YPOS ; 3
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jsr put_sprite ; 6
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lda #>ship_left ; 2
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sta INH ; 3
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lda #<ship_left ; 2
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sta INL ; 3
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inc TURNING ; 5
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;==========
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; 48
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draw_ship:
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lda #CONST_SHIPX ; 2
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sta XPOS ; 3
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lda SHIPY ; 3
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sta YPOS ; 3
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jsr put_sprite ; 6
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;===========
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; 17
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done_draw_spaceship:
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;==================
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; flip pages
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;==================
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|
|
jsr page_flip ; 6
|
|
|
|
inc FRAME_COUNT
|
|
|
|
;==================
|
|
; loop forever
|
|
;==================
|
|
|
|
jmp flying_loop ; 3
|
|
|
|
|
|
update_z_factor:
|
|
|
|
; we only do the following if Z changes
|
|
|
|
; fixed_mul(&space_z,&BETA,&factor);
|
|
;mul1
|
|
lda SPACEZ_I ; 3
|
|
sta NUM1H ; 3
|
|
|
|
; interlude, update SPACEZ_SHIFTED
|
|
asl ; 2
|
|
asl ; 2
|
|
asl ; 2
|
|
asl ; 2
|
|
asl ; 2
|
|
sec ; 2
|
|
sbc #8 ; 2
|
|
sta spacez_shifted+1 ; 4
|
|
|
|
|
|
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 ; don't reuse old values ; 2
|
|
jsr multiply ; 6
|
|
|
|
stx FACTOR_I ; 3
|
|
sta FACTOR_F ; 3
|
|
|
|
rts ; 6
|
|
;===========
|
|
; 60
|
|
|
|
|
|
;===========================
|
|
; Draw the Mode7 Background
|
|
;===========================
|
|
|
|
draw_background_mode7:
|
|
|
|
; Only draw sky if necessary
|
|
; (at start, or if we have switched to text, we never overwrite it)
|
|
|
|
lda DRAW_SKY ; 3
|
|
beq no_draw_sky ;^2nt/3
|
|
;==============
|
|
; 6
|
|
|
|
dec DRAW_SKY ; usually 2 as we redraw both pages ; 5
|
|
|
|
|
|
lda DRAW_BLUE_SKY
|
|
bne draw_blue_sky
|
|
|
|
draw_black_sky:
|
|
sta CV
|
|
|
|
jsr scroll_background
|
|
jmp no_draw_sky
|
|
|
|
draw_blue_sky:
|
|
; Draw Sky
|
|
; not performance critical as this happens rarely
|
|
|
|
|
|
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:
|
|
|
|
; setup initial odd/even color mask
|
|
lda #$f0 ; 2
|
|
sta COLOR_MASK ; 3
|
|
|
|
; start Y at 8 (below horizon line)
|
|
lda #8 ; 2
|
|
sta SCREEN_Y ; 3
|
|
;=============
|
|
; 10
|
|
|
|
screeny_loop:
|
|
and #$fe ; be sure SCREEN_Y used later is even ; 2
|
|
tay ; put in Y for lookup table later ; 2
|
|
|
|
lda COLOR_MASK ; flip mask for odd/even row plotting ; 3
|
|
eor #$ff ; 2
|
|
sta COLOR_MASK ; 3
|
|
sta mask_label+1 ; setup self-modifying code ; 4
|
|
|
|
eor #$ff ; setup self-modifying branch later ; 2
|
|
bmi odd_branch ; beq is $f0 (too clever FIXME) ; 2nt/3
|
|
lda #$d0 ; bne is $d0 ; 2
|
|
odd_branch:
|
|
sta mask_branch_label ; actually update branch ; 4
|
|
;============
|
|
; 27
|
|
|
|
setup_gr_addr:
|
|
lda gr_offsets,Y ; lookup low-res memory row address ; 4
|
|
sta GBASL ; store in GBASL zero-page pointer ; 3
|
|
iny ; point to high part of address ; 2
|
|
|
|
lda gr_offsets,Y ; load high part of address ; 4
|
|
clc ; clear carry for add ; 2
|
|
adc DRAW_PAGE ; add in draw page offset ; 3
|
|
sta GBASH ; store in GBASH zero-page pointer ; 3
|
|
|
|
;=============
|
|
; 21
|
|
|
|
calc_horizontal_scale:
|
|
|
|
; Calculate the horizontal scale using a lookup table
|
|
|
|
; horizontal_scale.i *ALWAYS* = 0
|
|
|
|
; unsigned char horizontal_lookup[7][32];
|
|
;horizontal_scale.f=
|
|
; horizontal_lookup[space_z.i&0xf][(screen_y-8)/2];
|
|
; horizontal_lookup[(space_z<<5)+(screen_y-8)]
|
|
|
|
|
|
clc ; 2
|
|
lda SCREEN_Y ; 3
|
|
spacez_shifted:
|
|
adc #0 ; self-modify, loads (spacez<<5)-8 ; 2
|
|
tay ; 2
|
|
lda horizontal_lookup,Y ; 4
|
|
sta NUM1L ; HORIZ_SCALE_F is input to next mul ; 3
|
|
;============
|
|
; 16
|
|
|
|
; mul2
|
|
; calculate the distance of the line we are drawing
|
|
; fixed_mul(&horizontal_scale,&scale,&distance);
|
|
lda #0 ; HORIZ_SCALE_I is always zero ; 2
|
|
sta NUM1H ; 3
|
|
; NUM1L was set to HORIZ_SCALE_F previously ;
|
|
lda #CONST_SCALE_I ; SCALE_I ; 2
|
|
sta NUM2H ; 3
|
|
lda #CONST_SCALE_F ; SCALE_F ; 2
|
|
sta NUM2L ; 3
|
|
sec ; don't reuse previous settings ; 2
|
|
jsr multiply ; 6
|
|
stx DISTANCE_I ; 2
|
|
sta DISTANCE_F ; 2
|
|
;==========
|
|
; 27
|
|
|
|
; calculate the dx and dy to add to points in space
|
|
; we add to the starting values on each row to get the next
|
|
; space values
|
|
|
|
; dx.i=fixed_sin[(angle+8)&0xf].i // -sin()
|
|
lda ANGLE ; 3
|
|
clc ; 2
|
|
adc #8 ; 2
|
|
and #$f ; 2
|
|
asl ; 2
|
|
tay ; 2
|
|
lda fixed_sin,Y ; load integer half ; 4
|
|
sta NUM2H ; use as source in upcomnig mul ; 3
|
|
|
|
|
|
; dx.f=fixed_sin[(angle+8)&0xf].f; // -sin()
|
|
iny ; point to float half ; 2
|
|
lda fixed_sin,Y ; load it from lookup table ; 4
|
|
sta NUM2L ; use as source in upcoming mul ; 3
|
|
;==========
|
|
; 29
|
|
|
|
;mul3
|
|
; fixed_mul(&dx,&horizontal_scale,&dx);
|
|
|
|
; DX_I:DX_F already set in NUM2H:NUM2L
|
|
clc ; reuse HORIZ_SCALE in NUM1 ; 2
|
|
jsr multiply ; 6
|
|
stx DX_I ; 3
|
|
sta DX_F ; 3
|
|
;==========
|
|
; 14
|
|
|
|
; dy.i=fixed_sin[(angle+4)&0xf].i; // cos()
|
|
|
|
lda ANGLE ; 3
|
|
clc ; 2
|
|
adc #4 ; 2
|
|
and #$f ; 2
|
|
asl ; 2
|
|
tay ; 2
|
|
lda fixed_sin,Y ; load integer half ; 4
|
|
sta NUM2H ; use as source in upcoming mul ; 3
|
|
|
|
; dy.f=fixed_sin[(angle+4)&0xf].f; // cos()
|
|
|
|
iny ; point to float half ; 2
|
|
lda fixed_sin,Y ; load from lookup table ; 4
|
|
sta NUM2L ; use as source in upcoming mul ; 3
|
|
;==========
|
|
; 29
|
|
;mul4
|
|
; fixed_mul(&dy,&horizontal_scale,&dy);
|
|
|
|
; DY_I:DY_F already in NUM2H:NUM2L
|
|
clc ; reuse horiz_scale in num1 ; 2
|
|
jsr multiply ; 6
|
|
stx DY_I ; 3
|
|
sta DY_F ; 3
|
|
;==========
|
|
; 14
|
|
|
|
;=================================
|
|
; calculate the starting position
|
|
;=================================
|
|
|
|
; fixed_add(&distance,&factor,&space_x);
|
|
clc ; fixed_add(&distance,&factor,&space_y); ; 2
|
|
lda DISTANCE_F ; 3
|
|
adc FACTOR_F ; 3
|
|
sta SPACEY_F ; 3
|
|
sta SPACEX_F ; 3
|
|
|
|
lda DISTANCE_I ; 3
|
|
adc FACTOR_I ; 3
|
|
sta SPACEY_I ; 3
|
|
sta SPACEX_I ; 3
|
|
;==========
|
|
; 26
|
|
|
|
|
|
; temp.i=fixed_sin[(angle+4)&0xf].i; // cos()
|
|
|
|
lda ANGLE ; 3
|
|
clc ; 2
|
|
adc #4 ; 2
|
|
and #$f ; 2
|
|
asl ; 2
|
|
tay ; 2
|
|
lda fixed_sin,Y ; 4
|
|
sta NUM2H ; store as source for next mul ; 3
|
|
|
|
|
|
; temp.f=fixed_sin[(angle+4)&0xf].f; // cos()
|
|
iny ; 2
|
|
lda fixed_sin,Y ; 4
|
|
sta NUM2L ; store as source for next mul ; 3
|
|
;==========
|
|
; 29
|
|
|
|
; mul5
|
|
; fixed_mul(&space_x,&temp,&space_x);
|
|
lda SPACEX_I ; 3
|
|
sta NUM1H ; 3
|
|
lda SPACEX_F ; 3
|
|
sta NUM1L ; 3
|
|
; NUM2H:NUM2L already set above
|
|
sec ; don't reuse previous NUM1 ; 2
|
|
jsr multiply ; 6
|
|
; SPACEX_I in X ;
|
|
; SPACEX_F in A ;
|
|
;==========
|
|
; 20
|
|
|
|
; fixed_add(&space_x,&cx,&space_x);
|
|
clc ; 2
|
|
; SPACEX_F still in A ;
|
|
adc CX_F ; 3
|
|
sta SPACEX_F ; 3
|
|
txa ; SPACEX_I was in X ; 2
|
|
adc CX_I ; 3
|
|
sta SPACEX_I ; 3
|
|
;===========
|
|
; 16
|
|
|
|
|
|
; temp.i=fixed_sin[angle&0xf].i; // sin()
|
|
lda ANGLE ; 3
|
|
and #$f ; 2
|
|
asl ; 2
|
|
tay ; 2
|
|
lda fixed_sin,Y ; 4
|
|
sta NUM2H ; store for next mul ; 3
|
|
|
|
; fixed_temp.f=fixed_sin[angle&0xf].f; // sin()
|
|
iny ; 2
|
|
lda fixed_sin,Y ; 4
|
|
sta NUM2L ; store for next mul ; 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
|
|
; NUM2H:NUM2L already set
|
|
sec ; don't reuse previous num1 ; 2
|
|
jsr multiply ; 6
|
|
; SPACEY_I in X ;
|
|
; SPACEY_F in A ;
|
|
;==========
|
|
; 20
|
|
|
|
; fixed_add(&space_y,&cy,&space_y);
|
|
clc ; 2
|
|
; SPACEY_F in A
|
|
adc CY_F ; 3
|
|
sta SPACEY_F ; 3
|
|
txa ; SPACEY_I in X ; 2
|
|
adc CY_I ; 3
|
|
sta SPACEY_I ; 3
|
|
;==========
|
|
; 16
|
|
; mul7
|
|
; fixed_mul(&lowres_half,&dx,&temp);
|
|
lda #CONST_LOWRES_HALF_I ; 2
|
|
sta NUM1H ; 3
|
|
lda #CONST_LOWRES_HALF_F ; 2
|
|
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 ; don't reuse previous num1 ; 2
|
|
jsr multiply ; 6
|
|
; TEMP_I in X ;
|
|
; TEMP_F in A ;
|
|
;==========
|
|
; 38
|
|
|
|
|
|
; fixed_add(&space_x,&temp,&space_x);
|
|
clc ; 2
|
|
; TEMP_F in A
|
|
adc SPACEX_F ; 3
|
|
sta SPACEX_F ; 3
|
|
txa ; TEMP_I in X ; 2
|
|
adc SPACEX_I ; 3
|
|
sta SPACEX_I ; 3
|
|
;==========
|
|
; 16
|
|
|
|
;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 CONST_LOWRES_HALF from last time ; 2
|
|
jsr multiply ; 6
|
|
; TEMP_I in X
|
|
; TEMP_F in A
|
|
;==========
|
|
; 28
|
|
|
|
; fixed_add(&space_y,&temp,&space_y);
|
|
clc ; 2
|
|
; TEMP_F in A
|
|
adc SPACEY_F ; 3
|
|
sta SPACEY_F ; 3
|
|
|
|
txa ; TEMP_I in X ; 2
|
|
adc SPACEY_I ; 3
|
|
sta SPACEY_I ; 3
|
|
|
|
;==========
|
|
; 16
|
|
|
|
|
|
ldx #40 ; was SCREEN_X ; 2
|
|
;==========
|
|
; 2
|
|
;===================================================
|
|
; SCREEN_X LOOP!!!!
|
|
; every cycle in here counts for 32*40=1280 cycles
|
|
;===================================================
|
|
screenx_loop:
|
|
|
|
|
|
nomatch:
|
|
; This is self modified a few times
|
|
; jsr lookup_checkerboard_map
|
|
; jmp match
|
|
; Get color to draw in A
|
|
.include "island_lookup.s"
|
|
|
|
match:
|
|
|
|
mask_label:
|
|
and #0 ; COLOR_MASK (self modifying) ; 2
|
|
|
|
ldy #0 ; 2
|
|
mask_branch_label:
|
|
beq big_bottom ; this branch is modified based on odd/even
|
|
; F0=beq, D0=bne ; 2nt/3
|
|
|
|
ora (GBASL),Y ; we're odd, or the bottom in ; 5
|
|
big_bottom:
|
|
|
|
sta (GBASL),Y ; plot double height pixel ; 6
|
|
inc GBASL ; point to next pixel ; 5
|
|
;============
|
|
; 22/18
|
|
|
|
|
|
|
|
; advance to the next position in space
|
|
|
|
; fixed_add(&space_x,&dx,&space_x);
|
|
|
|
clc ; 2
|
|
lda SPACEX_F ; 3
|
|
dxf_label:
|
|
adc #0 ; self modifying, is DX_F ; 2
|
|
sta SPACEX_F ; 3
|
|
lda SPACEX_I ; 3
|
|
dxi_label:
|
|
adc #0 ; self modifying, is DX_I ; 2
|
|
sta SPACEX_I ; 3
|
|
;==========
|
|
; 18
|
|
|
|
; fixed_add(&space_y,&dy,&space_y);
|
|
|
|
clc ; 2
|
|
lda SPACEY_F ; 3
|
|
dyf_label:
|
|
adc #0 ; self modifyig, is DY_F ; 2
|
|
sta SPACEY_F ; 3
|
|
lda SPACEY_I ; 3
|
|
dyi_label:
|
|
adc #0 ; self mofidying is DY_I ; 2
|
|
sta SPACEY_I ; 3
|
|
;============
|
|
; 18
|
|
|
|
dex ; decrement SCREEN_X ; 2
|
|
beq done_screenx_loop ; branch until we've done 40 ; 2nt/3
|
|
;=============
|
|
; 4/5
|
|
|
|
|
|
; cache color and return if same as last time
|
|
lda SPACEY_I ; 3
|
|
spacey_label:
|
|
cmp #0 ; self modify, LAST_SPACEY_I ; 2
|
|
bne nomatch ; 2nt/3
|
|
lda SPACEX_I ; 3
|
|
spacex_label:
|
|
cmp #0 ; self modify, LAST_SPACEX_I ; 2
|
|
bne nomatch ; 2nt/3
|
|
map_color_label:
|
|
lda #0 ; self modify, LAST_MAP_COLOR ; 2
|
|
jmp match ; 3
|
|
|
|
done_screenx_loop:
|
|
inc SCREEN_Y ; 5
|
|
lda SCREEN_Y ; 3
|
|
cmp #40 ; LOWRES height ; 2
|
|
beq done_screeny ; 2nt/3
|
|
jmp screeny_loop ; too far to branch ; 3
|
|
;=============
|
|
; 15
|
|
done_screeny:
|
|
rts ; 6
|
|
|
|
|
|
;====================
|
|
; lookup_map
|
|
;====================
|
|
; finds value in space_x.i,space_y.i
|
|
; returns color in A
|
|
; CLOBBERS: A,Y
|
|
; this is used to check if above water or grass
|
|
; the high-performance per-pixel version has been inlined
|
|
lookup_island_map:
|
|
.include "island_lookup.s"
|
|
|
|
rts ; 6
|
|
|
|
lookup_checkerboard_map:
|
|
.include "checkerboard_lookup.s"
|
|
|
|
rts ; 6
|
|
|
|
|
|
;===============================================
|
|
; External modules
|
|
;===============================================
|
|
|
|
.include "../asm_routines/gr_putsprite.s"
|
|
.include "../asm_routines/bg_scroll.s"
|
|
|
|
.include "sprites.inc"
|
|
|
|
;===============================================
|
|
; Tables
|
|
;===============================================
|
|
|
|
.include "island_map.inc"
|
|
.include "starry_sky.scroll"
|
|
|
|
.include "../asm_routines/multiply_fast.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
|
|
|
|
; 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
|
|
|
|
gravity:
|
|
; 10fps
|
|
; .byte 10,10,10,10,10, 8, 8, 8, 8, 6, 6, 4, 4, 2, 2, 0
|
|
; .byte 0, 2, 2, 4, 4, 6, 6, 8, 8, 8, 8,10,10,10,10,10
|
|
|
|
; 5fps
|
|
; .byte 10,10, 8, 8, 6, 4, 2, 0
|
|
; .byte 0, 2, 4, 6, 8, 8, 10,10
|
|
|
|
.byte 10, 8, 8, 6, 6, 4, 2, 0
|
|
.byte 0, 2, 4, 6, 6, 8, 8,10
|