%import syslib %import textio %import math ; C64 version of a balloon sprites flying over a mountain landscape. ; There is also a X16 version of this in the examples. main { bool do_char_scroll = false sub start() { uword moon_x = 310 c64.set_sprite_ptr(0, &spritedata.balloonsprite) ; alternatively, set directly: c64.SPRPTR[0] = $0f00 / 64 c64.set_sprite_ptr(1, &spritedata.moonsprite) ; alternatively, set directly: c64.SPRPTR[0] = $0f00 / 64 c64.SPENA = %00000011 c64.SP0COL = 14 c64.SP1COL = 7 c64.SPXY[0] = 80 c64.SPXY[1] = 100 set_moon_pos(moon_x) c64.SCROLX &= %11110111 ; 38 column mode sys.set_rasterirq(&irq.irqhandler, 250) ; enable animation via raster interrupt ubyte target_height = 10 ubyte active_height = 25 bool upwards = true repeat { ubyte mountain = 223 ; slope upwards if active_height < target_height { active_height++ upwards = true } else if active_height > target_height { mountain = 233 ; slope downwards active_height-- upwards = false } else { ; determine new height for next mountain ubyte old_height = target_height if upwards { mountain = 233 while target_height >= old_height target_height = 9 + math.rnd() % 15 } else { mountain = 223 while target_height <= old_height target_height = 9 + math.rnd() % 15 } } while not do_char_scroll { ; let the raster irq do its timing job } do_char_scroll = false scroll_characters_left() ; float the balloon and the moon sprites if math.rnd() & 1 !=0 c64.SPXY[1] ++ else c64.SPXY[1] -- moon_x-- if msb(moon_x)==255 moon_x = 340 set_moon_pos(moon_x) ; draw new mountain etc. const ubyte RIGHT_COLUMN = 39 ubyte yy for yy in 0 to active_height-1 { txt.setcc(RIGHT_COLUMN, yy, 32, 2) ; clear top of screen } txt.setcc(RIGHT_COLUMN, active_height, mountain, 8) ; mountain edge for yy in active_height+1 to 24 { txt.setcc(RIGHT_COLUMN, yy, 160, 8) ; draw filled mountain } ubyte clutter = math.rnd() if clutter > 100 { ; draw a star txt.setcc(RIGHT_COLUMN, clutter % (active_height-1), sc:'.', math.rnd()) } if clutter > 200 { ; draw a tree ubyte tree = sc:'↑' ubyte treecolor = 5 if clutter & %00010000 != 0 tree = sc:'♣' else if clutter & %00100000 != 0 tree = sc:'♠' if math.rnd() > 130 treecolor = 13 txt.setcc(RIGHT_COLUMN, active_height, tree, treecolor) } if clutter > 235 { ; draw a camel txt.setcc(RIGHT_COLUMN, active_height, sc:'π', 9) } } } sub set_moon_pos(uword x) { c64.SPXY[2] = lsb(x) c64.SPXY[3] = 55 if msb(x)!=0 c64.MSIGX |= %00000010 else c64.MSIGX &= %11111101 } sub scroll_characters_left () { ; Scroll the bottom half (approx.) of the character screen 1 character to the left ; contents of the rightmost column are unchanged, you should clear/refill this yourself ; Without clever split-screen tricks, the C64 is not fast enough to scroll the whole ; screen smootly without tearing. So for simplicity it's constrained to less rows ; such that what is scrolled, *does* scrolls smoothly. ; For maximum performance the scrolling is done in unrolled assembly code. %asm {{ ldx #0 ldy #38 - .for row=10, row<=24, row+=1 lda cbm.Screen + 40*row + 1,x sta cbm.Screen + 40*row + 0,x lda cbm.Colors + 40*row + 1,x sta cbm.Colors + 40*row + 0,x .next inx dey bpl - rts }} } } irq { ; does the smooth scrolling immediately after the visible screen area, ; so there is no screen tearing. The main loop does the "big" character ; scrolling when the soft-scroll runs out after 8 pixels ubyte smoothx=0 sub irqhandler() -> bool { smoothx = (smoothx-1) & 7 main.do_char_scroll = smoothx==7 c64.SCROLX = (c64.SCROLX & %11111000) | smoothx return false } } spritedata { ; this block contains the sprite data. Sprites 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 ] ubyte[] @align64 moonsprite = [ %00000000,%00000110,%00000000, %00000000,%00011100,%00000000, %00000000,%01111000,%00000000, %00000000,%11111000,%00000000, %00000001,%11110000,%00000000, %00000011,%11110000,%00000000, %00000011,%11110000,%00000000, %00000111,%11100000,%00000000, %00000111,%11100000,%00000000, %00000111,%11100000,%00000000, %00000111,%11100000,%00000000, %00000111,%11100000,%00000000, %00000111,%11100000,%00000000, %00000111,%11100000,%00000000, %00000011,%11110000,%00000000, %00000011,%11110000,%00000000, %00000001,%11110000,%00000000, %00000000,%11111000,%00000000, %00000000,%01111000,%00000000, %00000000,%00011100,%00000000, %00000000,%00000110,%00000000 ] }