mirror of
https://github.com/irmen/prog8.git
synced 2024-11-04 19:05:57 +00:00
331 lines
9.0 KiB
Lua
331 lines
9.0 KiB
Lua
%import palette
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%import conv
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%import textio
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%import math
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; "unlimited sprites / bobs" demo effect.
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; Note that everything is prog8, no inline assembly used/required.
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; Note2: these aren't actual sprites, it's a bitmap backbuffer display trick.
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main {
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sub start() {
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void cx16.screen_mode(3, false)
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txt.print("\n\n how many sprites does\n the commander x16 have?\n")
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sys.wait(120)
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txt.print("\n\n the manual says: '128'.\n")
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sys.wait(80)
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txt.print("\n\n but that's just a manual...\n")
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sys.wait(80)
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txt.print("\n\n let's find out for ourselves,\n shall we?")
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sys.wait(180)
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; enable bitmap mode 320x240, 1 bpp, only layer 1
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cx16.VERA_DC_VIDEO = (cx16.VERA_DC_VIDEO & %11001111) | %00100000
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cx16.VERA_DC_HSCALE = 64
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cx16.VERA_DC_VSCALE = 64
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cx16.VERA_L1_CONFIG = %00000100
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cx16.VERA_L1_MAPBASE = 0
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cx16.VERA_L1_TILEBASE = 0
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; limit display heigth to 200 pixels to have enough vram for 14 backbuffers
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const ubyte vstart = 20
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const ubyte vheight = 200
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cx16.VERA_CTRL = %00000010
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cx16.VERA_DC_VSTART = vstart
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cx16.VERA_DC_VSTOP = vstart + vheight - 1
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init_buffers()
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palette.set_color(0, $000)
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palette.set_color(1, $af8)
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sys.set_rasterirq(&irq, 340) ; time it so that the page flip at the end occurs near the bottom of the screen to avoid tearing
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repeat {
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; don't exit
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}
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}
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const ubyte num_backbuffers = 12 ; there is vram space for 14 backbuffers. reduce to make tighter "loops"
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uword num_bobs = 0
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ubyte backbuffer = num_backbuffers-1
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ubyte blitbuffer = 0
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uword anim1 = $0432
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uword anim2 = $f123
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uword anim3 = $e321
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uword anim4 = $7500
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sub irq() {
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; palette.set_color(0, $f00) ; debug rastertime
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; draw 2 bobs per frame to speed up bob count
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ubyte vmembase = blitbuffer*4 ; 2048 * 4 per backbuffer
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blit(vmembase)
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blitbuffer++
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if blitbuffer==num_backbuffers
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blitbuffer=0
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vmembase = blitbuffer*4 ; 2048 * 4 per backbuffer
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blit(vmembase)
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blitbuffer++
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if blitbuffer==num_backbuffers
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blitbuffer=0
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backbuffer++
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if backbuffer==num_backbuffers {
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backbuffer=0
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num_bobs+=2
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}
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vmembase = backbuffer*4 ; 2048 * 4 per backbuffer
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draw_number(vmembase, num_bobs)
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cx16.VERA_L1_TILEBASE = vmembase << 2 ; flip to next backbuffer
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; palette.set_color(0, $000)
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}
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sub init_buffers() {
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; erase all vram
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cx16.VERA_CTRL = 0
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cx16.VERA_ADDR_L = 0
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cx16.VERA_ADDR_M = 0
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cx16.VERA_ADDR_H = %00010000 ; auto incr 1
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repeat $ffff
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cx16.VERA_DATA0 = 0
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repeat $f960
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cx16.VERA_DATA0 = 0
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}
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sub blit(ubyte vmembase) {
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ubyte bank = vmembase>=32
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uword vmem = vmembase * 2048 ; mkword(vmembase,0) * 8
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uword blit_x = (math.cos8u(msb(anim1)) as uword) + math.sin8u(msb(anim2))/6
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ubyte blit_y = math.sin8u(msb(anim3))/2 + math.cos8u(msb(anim4))/5
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vmem += blit_x/8 + (blit_y as uword) * 40
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bitshift(lsb(blit_x) & 7)
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; left column of the (shifted) "sprite" (bob)
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cx16.VERA_CTRL = 0
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cx16.VERA_ADDR_L = lsb(vmem)
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cx16.VERA_ADDR_M = msb(vmem)
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cx16.VERA_ADDR_H = bank | %10110000 ; increment 40 for read (next line)
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cx16.VERA_CTRL = 1
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cx16.VERA_ADDR_L = lsb(vmem)
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cx16.VERA_ADDR_M = msb(vmem)
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cx16.VERA_ADDR_H = bank | %10110000 ; increment 40 for read (next line)
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ubyte ix
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for ix in 0 to len(shifted_sprite)-1 step 3
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cx16.VERA_DATA1 = cx16.VERA_DATA0 & shifted_mask[ix] | shifted_sprite[ix]
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; middle column of the (shifted) "sprite" (bob)
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vmem++
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cx16.VERA_CTRL = 0
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cx16.VERA_ADDR_L = lsb(vmem)
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cx16.VERA_ADDR_M = msb(vmem)
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cx16.VERA_CTRL = 1
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cx16.VERA_ADDR_L = lsb(vmem)
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cx16.VERA_ADDR_M = msb(vmem)
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for ix in 1 to len(shifted_sprite)-1 step 3
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cx16.VERA_DATA1 = cx16.VERA_DATA0 & shifted_mask[ix] | shifted_sprite[ix]
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; right column of the (shifted) "sprite" (bob)
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vmem++
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cx16.VERA_CTRL = 0
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cx16.VERA_ADDR_L = lsb(vmem)
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cx16.VERA_ADDR_M = msb(vmem)
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cx16.VERA_CTRL = 1
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cx16.VERA_ADDR_L = lsb(vmem)
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cx16.VERA_ADDR_M = msb(vmem)
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for ix in 2 to len(shifted_sprite)-1 step 3
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cx16.VERA_DATA1 = cx16.VERA_DATA0 & shifted_mask[ix] | shifted_sprite[ix]
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anim1 += 117
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anim2 += 90
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anim3 += 122
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anim4 += 145
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}
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sub bitshift(ubyte shift) {
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ubyte yix
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ubyte yy
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for yy in 0 to 15 {
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uword @zp sprw = sprite[yy]
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uword @zp maskw = mask[yy]
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ubyte @zp sprite_3 = 0
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ubyte @zp mask_3 = 255
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repeat shift {
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sprw >>= 1
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ror(sprite_3)
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sys.set_carry()
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ror(maskw)
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ror(mask_3)
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}
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shifted_sprite[yix] = msb(sprw)
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shifted_mask[yix] = msb(maskw)
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yix++
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shifted_sprite[yix] = lsb(sprw)
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shifted_mask[yix] = lsb(maskw)
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yix++
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shifted_sprite[yix] = sprite_3
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shifted_mask[yix] = mask_3
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yix++
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}
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}
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sub draw_number(ubyte vmembase, uword number) {
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uword vmem = vmembase * 2048 ; mkword(vmembase,0) * 8
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ubyte bank = vmembase>=32
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vmem += 35
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conv.str_uw0(number)
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uword pixelsptr = &numberpixels + (conv.string_out[1] & 15)*7
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ubyte pix
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cx16.VERA_CTRL = 0
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cx16.VERA_ADDR_L = lsb(vmem)
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cx16.VERA_ADDR_M = msb(vmem)
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cx16.VERA_ADDR_H = bank | %10110000 ; increment 40 for read (next line)
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for pix in 0 to 6
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cx16.VERA_DATA0 = pixelsptr[pix]
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vmem++
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cx16.VERA_ADDR_L = lsb(vmem)
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cx16.VERA_ADDR_M = msb(vmem)
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pixelsptr = &numberpixels + (conv.string_out[2] & 15)*7
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for pix in 0 to 6
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cx16.VERA_DATA0 = pixelsptr[pix]
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vmem++
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cx16.VERA_ADDR_L = lsb(vmem)
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cx16.VERA_ADDR_M = msb(vmem)
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pixelsptr = &numberpixels + (conv.string_out[3] & 15)*7
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for pix in 0 to 6
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cx16.VERA_DATA0 = pixelsptr[pix]
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vmem++
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cx16.VERA_ADDR_L = lsb(vmem)
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cx16.VERA_ADDR_M = msb(vmem)
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pixelsptr = &numberpixels + (conv.string_out[4] & 15)*7
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for pix in 0 to 6
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cx16.VERA_DATA0 = pixelsptr[pix]
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}
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ubyte[10*7] numberpixels = [
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%00111000,
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%01000100,
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%10000100,
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%10000100,
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%10000100,
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%01111000,
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%00000000,
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%00010000,
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%00110000,
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%01010000,
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%00010000,
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%00010000,
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%01111100,
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%00000000,
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%01111000,
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%10000100,
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%00011000,
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%00110000,
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%01100000,
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%11111100,
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%00000000,
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%01111000,
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%00000100,
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%00111000,
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%00000100,
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%00000100,
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%11111000,
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%00000000,
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%00010100,
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%00100100,
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%01000100,
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%11111100,
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%00000100,
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%00000100,
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%00000000,
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%11111000,
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%10000000,
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%11111000,
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%00000100,
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%00000100,
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%11111000,
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%00000000,
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%01111000,
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%10000000,
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%11111000,
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%10000100,
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%10000100,
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%01111000,
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%00000000,
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%11111100,
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%00001000,
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%00010000,
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%00010000,
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%00010000,
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%00010000,
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%00000000,
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%01111000,
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%10000100,
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%01111000,
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%10000100,
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%10000100,
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%01111000,
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%00000000,
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%01111000,
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%10000100,
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%01111100,
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%00000100,
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%10000100,
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%01111000,
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%00000000
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]
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uword[16] sprite = [
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%0000001111000000,
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%0001111111111000,
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%0011111110101100,
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%0111111011010010,
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%0111111010100010,
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%0111110100001010,
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%1111101000100001,
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%1111010000000001,
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%1111000100100001,
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%1110100000000001,
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%0110001000000010,
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%0101000000000010,
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%0100000000000010,
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%0010100000000100,
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%0001110000111000,
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%0000001111000000
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]
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uword[16] mask = [
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%1111110000111111,
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%1110000000000111,
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%1100000000000011,
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%1000000000000001,
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%1000000000000001,
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%1000000000000001,
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%0000000000000000,
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%0000000000000000,
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%0000000000000000,
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%0000000000000000,
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%1000000000000001,
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%1000000000000001,
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%1000000000000001,
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%1100000000000011,
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%1110000000000111,
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%1111110000111111
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]
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ubyte[16*3] shifted_sprite
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ubyte[16*3] shifted_mask
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}
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