prog8/examples/c64/wizzine.p8

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%import syslib
%import math
%zeropage basicsafe
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main {
sub start() {
ubyte i
for i in 0 to 7 {
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c64.set_sprite_ptr(i, &spritedata.balloonsprite) ; alternatively, set directly: c64.SPRPTR[i] = $0a00 / 64
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}
c64.SPENA = 255 ; enable all sprites
sys.set_rasterirq(&irq.irqhandler, 230) ; enable animation
}
}
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irq {
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ubyte angle1=200
ubyte angle2=0
sub irqhandler() -> bool {
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angle1 += 2
angle2 += 3
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c64.MSIGX=0
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ubyte @zp spri
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for spri in 7 downto 0 {
c64.EXTCOL++
uword @zp x = math.sin8u(angle1-spri*16) as uword + 50
ubyte @zp y = math.sin8u(angle2-spri*16) / 2 + 70
c64.SPXYW[spri] = mkword(y, lsb(x))
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if msb(x)!=0
sys.set_carry()
rol(c64.MSIGX)
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}
c64.EXTCOL-=8
return true
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}
}
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spritedata {
; this memory block contains the sprite data
; it must start on an address aligned to 64 bytes.
ubyte[] @align64 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
]
}