%import palette %import conv %import textio %import math ; "unlimited sprites / bobs" demo effect. ; Note that everything is prog8, no inline assembly used/required. ; Note2: these aren't actual sprites, it's a bitmap backbuffer display trick. ; TODO don't add bobs in pairs of 2 make them appear individually main { sub start() { void cx16.screen_mode(3, false) txt.print("\n\n how many sprites does\n the commander x16 have?\n") sys.wait(120) txt.print("\n\n the manual says: '128'.\n") sys.wait(80) txt.print("\n\n but that's just a manual...\n") sys.wait(80) txt.print("\n\n let's find out for ourselves,\n shall we?") sys.wait(180) ; enable bitmap mode 320x240, 1 bpp, only layer 1 cx16.VERA_DC_VIDEO = (cx16.VERA_DC_VIDEO & %11001111) | %00100000 cx16.VERA_DC_HSCALE = 64 cx16.VERA_DC_VSCALE = 64 cx16.VERA_L1_CONFIG = %00000100 cx16.VERA_L1_MAPBASE = 0 cx16.VERA_L1_TILEBASE = 0 ; limit display heigth to 200 pixels to have enough vram for 14 backbuffers const ubyte vstart = 20 const ubyte vheight = 200 cx16.VERA_CTRL = %00000010 cx16.VERA_DC_VSTART = vstart cx16.VERA_DC_VSTOP = vstart + vheight - 1 init_buffers() palette.set_color(0, $000) palette.set_color(1, $af8) cx16.enable_irq_handlers(true) cx16.set_line_irq_handler(340, &irq) ; time it so that the page flip at the end occurs near the bottom of the screen to avoid tearing repeat { ; don't exit } } const ubyte num_backbuffers = 12 ; there is vram space for 14 backbuffers. reduce to make tighter "loops" uword num_bobs = 0 ubyte backbuffer = num_backbuffers-1 ubyte blitbuffer = 0 uword anim1 = $0432 uword anim2 = $f123 uword anim3 = $e321 uword anim4 = $7500 sub irq() -> bool { ; palette.set_color(0, $f00) ; debug rastertime ; draw 2 bobs per frame to speed up bob count ubyte vmembase = blitbuffer*4 ; 2048 * 4 per backbuffer blit(vmembase) blitbuffer++ if blitbuffer==num_backbuffers blitbuffer=0 vmembase = blitbuffer*4 ; 2048 * 4 per backbuffer blit(vmembase) blitbuffer++ if blitbuffer==num_backbuffers blitbuffer=0 backbuffer++ if backbuffer==num_backbuffers { backbuffer=0 num_bobs+=2 } vmembase = backbuffer*4 ; 2048 * 4 per backbuffer draw_number(vmembase, num_bobs) cx16.VERA_L1_TILEBASE = vmembase << 2 ; flip to next backbuffer ; palette.set_color(0, $000) return false } sub init_buffers() { ; erase all vram cx16.VERA_CTRL = 0 cx16.VERA_ADDR_L = 0 cx16.VERA_ADDR_M = 0 cx16.VERA_ADDR_H = %00010000 ; auto incr 1 repeat $ffff cx16.VERA_DATA0 = 0 repeat $f960 cx16.VERA_DATA0 = 0 } sub blit(ubyte vmembase) { ubyte bank = vmembase>=32 as ubyte uword vmem = vmembase * 2048 ; mkword(vmembase,0) * 8 uword blit_x = (math.cos8u(msb(anim1)) as uword) + math.sin8u(msb(anim2))/6 ubyte blit_y = math.sin8u(msb(anim3))/2 + math.cos8u(msb(anim4))/5 vmem += blit_x/8 + (blit_y as uword) * 40 bitshift(lsb(blit_x) & 7) ; left column of the (shifted) "sprite" (bob) cx16.VERA_CTRL = 0 cx16.VERA_ADDR_L = lsb(vmem) cx16.VERA_ADDR_M = msb(vmem) cx16.VERA_ADDR_H = bank | %10110000 ; increment 40 for read (next line) cx16.VERA_CTRL = 1 cx16.VERA_ADDR_L = lsb(vmem) cx16.VERA_ADDR_M = msb(vmem) cx16.VERA_ADDR_H = bank | %10110000 ; increment 40 for read (next line) ubyte ix for ix in 0 to len(shifted_sprite)-1 step 3 cx16.VERA_DATA1 = cx16.VERA_DATA0 & shifted_mask[ix] | shifted_sprite[ix] ; middle column of the (shifted) "sprite" (bob) vmem++ cx16.VERA_CTRL = 0 cx16.VERA_ADDR_L = lsb(vmem) cx16.VERA_ADDR_M = msb(vmem) cx16.VERA_CTRL = 1 cx16.VERA_ADDR_L = lsb(vmem) cx16.VERA_ADDR_M = msb(vmem) for ix in 1 to len(shifted_sprite)-1 step 3 cx16.VERA_DATA1 = cx16.VERA_DATA0 & shifted_mask[ix] | shifted_sprite[ix] ; right column of the (shifted) "sprite" (bob) vmem++ cx16.VERA_CTRL = 0 cx16.VERA_ADDR_L = lsb(vmem) cx16.VERA_ADDR_M = msb(vmem) cx16.VERA_CTRL = 1 cx16.VERA_ADDR_L = lsb(vmem) cx16.VERA_ADDR_M = msb(vmem) for ix in 2 to len(shifted_sprite)-1 step 3 cx16.VERA_DATA1 = cx16.VERA_DATA0 & shifted_mask[ix] | shifted_sprite[ix] anim1 += 117 anim2 += 90 anim3 += 122 anim4 += 145 } sub bitshift(ubyte shift) { ubyte yix ubyte yy for yy in 0 to 15 { uword @zp sprw = sprite[yy] uword @zp maskw = mask[yy] ubyte @zp sprite_3 = 0 ubyte @zp mask_3 = 255 repeat shift { sprw >>= 1 ror(sprite_3) sys.set_carry() ror(maskw) ror(mask_3) } shifted_sprite[yix] = msb(sprw) shifted_mask[yix] = msb(maskw) yix++ shifted_sprite[yix] = lsb(sprw) shifted_mask[yix] = lsb(maskw) yix++ shifted_sprite[yix] = sprite_3 shifted_mask[yix] = mask_3 yix++ } } sub draw_number(ubyte vmembase, uword number) { uword vmem = vmembase * 2048 ; mkword(vmembase,0) * 8 ubyte bank = vmembase>=32 as ubyte vmem += 35 conv.str_uw0(number) uword pixelsptr = &numberpixels + (conv.string_out[1] & 15)*7 ubyte pix cx16.VERA_CTRL = 0 cx16.VERA_ADDR_L = lsb(vmem) cx16.VERA_ADDR_M = msb(vmem) cx16.VERA_ADDR_H = bank | %10110000 ; increment 40 for read (next line) for pix in 0 to 6 cx16.VERA_DATA0 = pixelsptr[pix] vmem++ cx16.VERA_ADDR_L = lsb(vmem) cx16.VERA_ADDR_M = msb(vmem) pixelsptr = &numberpixels + (conv.string_out[2] & 15)*7 for pix in 0 to 6 cx16.VERA_DATA0 = pixelsptr[pix] vmem++ cx16.VERA_ADDR_L = lsb(vmem) cx16.VERA_ADDR_M = msb(vmem) pixelsptr = &numberpixels + (conv.string_out[3] & 15)*7 for pix in 0 to 6 cx16.VERA_DATA0 = pixelsptr[pix] vmem++ cx16.VERA_ADDR_L = lsb(vmem) cx16.VERA_ADDR_M = msb(vmem) pixelsptr = &numberpixels + (conv.string_out[4] & 15)*7 for pix in 0 to 6 cx16.VERA_DATA0 = pixelsptr[pix] } ubyte[10*7] numberpixels = [ %00111000, %01000100, %10000100, %10000100, %10000100, %01111000, %00000000, %00010000, %00110000, %01010000, %00010000, %00010000, %01111100, %00000000, %01111000, %10000100, %00011000, %00110000, %01100000, %11111100, %00000000, %01111000, %00000100, %00111000, %00000100, %00000100, %11111000, %00000000, %00010100, %00100100, %01000100, %11111100, %00000100, %00000100, %00000000, %11111000, %10000000, %11111000, %00000100, %00000100, %11111000, %00000000, %01111000, %10000000, %11111000, %10000100, %10000100, %01111000, %00000000, %11111100, %00001000, %00010000, %00010000, %00010000, %00010000, %00000000, %01111000, %10000100, %01111000, %10000100, %10000100, %01111000, %00000000, %01111000, %10000100, %01111100, %00000100, %10000100, %01111000, %00000000 ] uword[16] sprite = [ %0000001111000000, %0001111111111000, %0011111110101100, %0111111011010010, %0111111010100010, %0111110100001010, %1111101000100001, %1111010000000001, %1111000100100001, %1110100000000001, %0110001000000010, %0101000000000010, %0100000000000010, %0010100000000100, %0001110000111000, %0000001111000000 ] uword[16] mask = [ %1111110000111111, %1110000000000111, %1100000000000011, %1000000000000001, %1000000000000001, %1000000000000001, %0000000000000000, %0000000000000000, %0000000000000000, %0000000000000000, %1000000000000001, %1000000000000001, %1000000000000001, %1100000000000011, %1110000000000111, %1111110000111111 ] ubyte[16*3] shifted_sprite ubyte[16*3] shifted_mask }