prog8/compiler/examples/whizzine.p8

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%import c64utils
~ spritedata $0a00 {
; this memory block contains the sprite data
; it must start on an address aligned to 64 bytes.
%option force_output ; make sure the data in this block appears in the resulting program
ubyte[63] balloonsprite = [ %00000000,%01111111,%00000000,
%00000001,%11111111,%11000000,
%00000011,%11111111,%11100000,
%00000011,%11100011,%11100000,
%00000111,%11011100,%11110000,
%00000111,%11011101,%11110000,
%00000111,%11011100,%11110000,
%00000011,%11100011,%11100000,
%00000011,%11111111,%11100000,
%00000011,%11111111,%11100000,
%00000010,%11111111,%10100000,
%00000001,%01111111,%01000000,
%00000001,%00111110,%01000000,
%00000000,%10011100,%10000000,
%00000000,%10011100,%10000000,
%00000000,%01001001,%00000000,
%00000000,%01001001,%00000000,
%00000000,%00111110,%00000000,
%00000000,%00111110,%00000000,
%00000000,%00111110,%00000000,
%00000000,%00011100,%00000000 ]
}
~ main {
sub start() {
const uword sprite_address_ptr = $0a00 // 64
c64.SPRPTR0 = sprite_address_ptr
c64.SPRPTR1 = sprite_address_ptr
c64.SPRPTR2 = sprite_address_ptr
c64.SPRPTR3 = sprite_address_ptr
c64.SPRPTR4 = sprite_address_ptr
c64.SPRPTR5 = sprite_address_ptr
c64.SPRPTR6 = sprite_address_ptr
c64.SPRPTR7 = sprite_address_ptr
c64.SPENA = 255 ; enable all sprites
c64utils.set_rasterirq(240) ; enable animation
}
}
~ irq {
ubyte angle=0
sub irq() {
const uword SP0X = $d000
const uword SP0Y = $d001
c64.EXTCOL--
angle++
c64.MSIGX=0
for ubyte i in 0 to 14 step 2 {
word x = (sin8(angle*2-i*8) as word)+190 ; @todo will/should be using shifts for faster multiplication
byte y = cos8(angle*3-i*8) // 2 ; @todo will/should be using shifts for faster multiplication
@(SP0X+i) = lsb(x)
@(SP0Y+i) = y+150 as ubyte
lsr(c64.MSIGX)
if msb(x) c64.MSIGX |= %10000000
}
c64.EXTCOL++
}
}