BuGS/BuGS/gameSegments.s

622 lines
19 KiB
ArmAsm

;
; gameSegments.s
; BuGS
;
; Created by Jeremy Rand on 2020-07-30.
;Copyright © 2020 Jeremy Rand. All rights reserved.
;
case on
mcopy gameSegments.macros
keep gameSegments
gameSegments start
using globalData
SEGMENT_MAX_NUM equ 12
SEGMENT_MAX_OFFSET equ SEGMENT_MAX_NUM*2-2
SEGMENT_STATE_NONE equ 0
SEGMENT_STATE_HEAD equ 1
SEGMENT_STATE_POISONED_HEAD equ 2
SEGMENT_STATE_BODY equ 3
SEGMENT_DIR_LEFT equ 0
SEGMENT_DIR_RIGHT equ 1
SEGMENT_DIR_DOWN equ 0
SEGMENT_DIR_UP equ 1
; You would think I would need "facing up" variants here also. When the centipede gets to the bottom of
; the screen, it starts traveling up again and when it turns, you would think it would face up. Turns out
; the real arcade system uses "facing down" sprites even when the centipede is moving up. So, I guess I
; will too. I suspect that the players tend not to notice because by the time the centipede is traveling
; up, they are pretty occupied by the fact that they are now surrounded by segments.
SEGMENT_FACING_LEFT equ 0
SEGMENT_FACING_DOWN_LEFT equ 32
SEGMENT_FACING_DOWN equ 64
SEGMENT_FACING_DOWN_RIGHT equ 96
SEGMENT_FACING_RIGHT equ 128
SEGMENT_POSITION_OFFSET_SPARE equ TILE_PIXEL_WIDTH*SEGMENT_MAX_NUM*2
SEGMENT_MAX_POSITION_OFFSET equ SEGMENT_POSITION_OFFSET_SPARE-2
; I think I want to eliminate segmentScreenShifts and instead use segmentSpriteOffset
; and a segment speed to figure out whether to draw the shifted sprite or the regular
; sprite. By AND-ing with the speed, if the result is 0, then we want a non-shifted
; sprite. If the result is non-zero, we want a shifted sprite. Then, we just need a
; per segment speed instead of a per position offset screen shift.
SEGMENT_SPEED_FAST equ 0
SEGMENT_SPEED_SLOW equ 1
drawSegments entry
ldx #SEGMENT_MAX_OFFSET
drawSegments_nextSegment anop
lda segmentStates,x
bne drawSegments_cont
jmp drawSegments_skipSegment
drawSegments_cont anop
phx
cmp #SEGMENT_STATE_BODY
bne drawSegments_head
jsl segmentBodyJump
bra drawSegments_handleTiles
drawSegments_head anop
jsl segmentHeadJump
; By the time we come back from segment*Jump, the X register no longer has the original 0-22
; offset. Instead, we have a position offset which goes from 0-190. But that is good because
; we need to use that offset to update our dirty tiles.
drawSegments_handleTiles anop
; We do have to handle non-game tiles. When centipede reaches the bottom, new segements are
; added randomly in from the side. That segment needs to be clipped so we need to use non-game
; tiles to do that clipping for us.
_dirtyGameOrNonGameTileX segmentTileOffsetsUL
_dirtyGameOrNonGameTileX segmentTileOffsetsUR
_dirtyGameOrNonGameTileX segmentTileOffsetsLL
_dirtyGameOrNonGameTileX segmentTileOffsetsLR
; Get our original 0-22 offset we are iterating through that we pushed earlier because we know
; it was going to get trashed.
plx
drawSegments_skipSegment anop
dex
dex
bmi drawSegments_done
jmp drawSegments_nextSegment
drawSegments_done anop
rtl
segmentHeadJump entry
lda segmentPosOffset,x
tax
lda segmentFacing,x
clc
adc segmentSpriteOffset
tay
lda segmentScreenShifts,x
beq segmentHeadJump_noShift
lda headShiftJumpTable,y
sta segmentHeadJump_jumpInst+1
lda headShiftJumpTable+2,y
sta segmentHeadJump_jumpInst+3
ldy segmentScreenOffsets,x
bra segmentHeadJump_jumpInst
segmentHeadJump_noShift anop
lda headJumpTable,y
sta segmentHeadJump_jumpInst+1
lda headJumpTable+2,y
sta segmentHeadJump_jumpInst+3
ldy segmentScreenOffsets,x
segmentHeadJump_jumpInst anop
jmp >leftHead1
nop
segmentBodyJump entry
lda segmentPosOffset,x
tax
lda segmentFacing,x
clc
adc segmentSpriteOffset
tay
lda segmentScreenShifts,x
beq segmentBodyJump_noShift
lda bodyShiftJumpTable,y
sta segmentBodyJump_jumpInst+1
lda bodyShiftJumpTable+2,y
sta segmentBodyJump_jumpInst+3
ldy segmentScreenOffsets,x
bra segmentBodyJump_jumpInst
segmentBodyJump_noShift anop
lda bodyJumpTable,y
sta segmentBodyJump_jumpInst+1
lda bodyJumpTable+2,y
sta segmentBodyJump_jumpInst+3
ldy segmentScreenOffsets,x
segmentBodyJump_jumpInst anop
jmp >leftHead1
nop
updateSegments entry
lda segmentSpriteShift
eor #1
sta segmentSpriteShift
beq updateSegments_skipSpriteOffset
lda segmentSpriteOffset
beq updateSegments_resetSpriteOffset
sec
sbc #$4
bra updateSegments_spriteOffsetCont
updateSegments_resetSpriteOffset anop
lda #SEGMENT_SPRITE_LAST_OFFSET
updateSegments_spriteOffsetCont anop
sta segmentSpriteOffset
updateSegments_skipSpriteOffset anop
ldx #SEGMENT_MAX_OFFSET
updateSegments_nextSegment anop
lda segmentStates,x
bne updateSegments_cont
jmp updateSegments_skipSegment
updateSegments_cont anop
cmp #SEGMENT_STATE_BODY
bne updateSegments_head
lda segmentPosOffset,x
beq updateSegments_bodyWrapPos
dec a
dec a
sta segmentPosOffset,x
jmp updateSegments_skipSegment
updateSegments_bodyWrapPos anop
lda #SEGMENT_MAX_POSITION_OFFSET
sta segmentPosOffset,x
jmp updateSegments_skipSegment
updateSegments_head anop
lda segmentPosOffset,x
beq updateSegments_headWrapPos
dec a
dec a
sta segmentPosOffset,x
tay
jmp updateSegments_headCont
updateSegments_headWrapPos anop
lda #SEGMENT_MAX_POSITION_OFFSET
sta segmentPosOffset,x
tay
; Copy the 0th position entry to the SEGMENT_POSITION_OFFSET_SPARE(th) entry.
; That way, Y points to the new entry for the head and Y+2 always points to
; the previous entry, even on a wrap around.
lda segmentHorizontalDir
sta segmentHorizontalDir+SEGMENT_POSITION_OFFSET_SPARE
lda segmentVerticalDir
sta segmentVerticalDir+SEGMENT_POSITION_OFFSET_SPARE
lda segmentFacing
sta segmentFacing+SEGMENT_POSITION_OFFSET_SPARE
lda segmentScreenOffsets
sta segmentScreenOffsets+SEGMENT_POSITION_OFFSET_SPARE
lda segmentScreenShifts
sta segmentScreenShifts+SEGMENT_POSITION_OFFSET_SPARE
lda segmentTileOffsetsUL
sta segmentTileOffsetsUL+SEGMENT_POSITION_OFFSET_SPARE
lda segmentTileOffsetsUR
sta segmentTileOffsetsUR+SEGMENT_POSITION_OFFSET_SPARE
lda segmentTileOffsetsLL
sta segmentTileOffsetsLL+SEGMENT_POSITION_OFFSET_SPARE
lda segmentTileOffsetsLR
sta segmentTileOffsetsLR+SEGMENT_POSITION_OFFSET_SPARE
updateSegments_headCont anop
; Write this code... For now, we are just copying the position from where it was before.
lda segmentHorizontalDir+2,y
sta segmentHorizontalDir,y
lda segmentVerticalDir+2,y
sta segmentVerticalDir,y
lda segmentFacing+2,y
sta segmentFacing,y
lda segmentScreenOffsets+2,y
sta segmentScreenOffsets,y
lda segmentScreenShifts+2,y
sta segmentScreenShifts,y
lda segmentTileOffsetsUL+2,y
sta segmentTileOffsetsUL,y
lda segmentTileOffsetsUR+2,y
sta segmentTileOffsetsUR,y
lda segmentTileOffsetsLL+2,y
sta segmentTileOffsetsLL,y
lda segmentTileOffsetsLR+2,y
sta segmentTileOffsetsLR,y
updateSegments_skipSegment anop
dex
dex
bmi updateSegments_done
jmp updateSegments_nextSegment
updateSegments_done anop
rtl
addBodySegment entry
lda #SEGMENT_MAX_NUM-1
sec
sbc numSegments
asl a
tax
lda #SEGMENT_STATE_BODY
sta segmentStates,x
lda numSegments
asl a
asl a
asl a
asl a
sta segmentPosOffset,x
tay
lda #SEGMENT_DIR_RIGHT
sta segmentHorizontalDir,y
lda #SEGMENT_DIR_DOWN
sta segmentVerticalDir,y
lda #SEGMENT_FACING_RIGHT
sta segmentFacing,y
lda tileScreenOffset,x
sec
sbc #3
sta segmentScreenOffsets,y
lda #0
sta segmentScreenShifts,y
txa
sta segmentTileOffsetsUL,y
sta segmentTileOffsetsUR,y
sta segmentTileOffsetsLL,y
sta segmentTileOffsetsLR,y
inc numSegments
rtl
addHeadSegment entry
lda #SEGMENT_MAX_NUM-1
sec
sbc numSegments
asl a
tax
lda #SEGMENT_STATE_HEAD
sta segmentStates,x
lda numSegments
asl a
asl a
asl a
asl a
sta segmentPosOffset,x
tay
lda #SEGMENT_DIR_RIGHT
sta segmentHorizontalDir,y
lda #SEGMENT_DIR_DOWN
sta segmentVerticalDir,y
lda #SEGMENT_FACING_RIGHT
sta segmentFacing,y
lda tileScreenOffset,x
sec
sbc #3
sta segmentScreenOffsets,y
lda #0
sta segmentScreenShifts,y
txa
sta segmentTileOffsetsUL,y
sta segmentTileOffsetsUR,y
sta segmentTileOffsetsLL,y
sta segmentTileOffsetsLR,y
inc numSegments
rtl
shootSegment entry
; Write this code...
rtl
numSegments dc i2'0'
; The method used to track a segments position and other details on the screen are a bit
; funky. In order to have body segments follow a head segment, we keep information from
; the position of the head segment. The segmentPosOffset gives an offset into the other
; larger arrays (97 words) which describes the position of the segment. When a head is
; updated, the segmentPosOffset is decremented. That way, the previous positions are
; still there and body segments after that can reference it.
;
; We need at least 96 of them because a slow moving head segment goes through 8 positions
; before it can be re-used by the next body segment. If there are 12 segments max, we
; need (8*12) positions to ensure all segments can know where there position was and will
; be next.
;
; But I bump that count up to 97. When the segmentPosOffset is 0, the next one to use is
; the last. It is nice to assume that the previous position information is at (index + 2).
; That works all the time except when segmentPosOffset was 0 and now wraps around to 190
; or ((96 - 1) * 2). When that happens, we copy the info from 0 to 192 or (96 *2). That
; way the code can safely assume that the old position information is in fact always at.
; (index + 2).
segmentStates dc 12i2'SEGMENT_STATE_NONE'
segmentPosOffset dc 12i2'0'
segmentHorizontalDir dc 97i2'SEGMENT_DIR_RIGHT'
segmentVerticalDir dc 97i2'SEGMENT_DIR_DOWN'
segmentFacing dc 97i2'SEGMENT_FACING_DOWN'
segmentScreenOffsets dc 97i2'0'
segmentScreenShifts dc 97i2'0'
segmentTileOffsetsUL dc 97i2'0'
segmentTileOffsetsUR dc 97i2'0'
segmentTileOffsetsLL dc 97i2'0'
segmentTileOffsetsLR dc 97i2'0'
SEGMENT_SPRITE_LAST_OFFSET gequ 7*4
segmentSpriteOffset dc i2'SEGMENT_SPRITE_LAST_OFFSET'
segmentSpriteShift dc i2'0'
headJumpTable anop
; leftHeadJumpTable
dc i4'leftHead5'
dc i4'leftHead4'
dc i4'leftHead1'
dc i4'leftHead2'
dc i4'leftHead3'
dc i4'leftHead2'
dc i4'leftHead1'
dc i4'leftHead4'
; leftDownHeadJumpTable
dc i4'leftDownHead1'
dc i4'leftDownHead2'
dc i4'leftDownHead1'
dc i4'leftDownHead2'
dc i4'leftDownHead1'
dc i4'leftDownHead2'
dc i4'leftDownHead1'
dc i4'leftDownHead2'
; downHeadJumpTable
dc i4'downHead3'
dc i4'downHead3'
dc i4'downHead1'
dc i4'downHead1'
dc i4'downHead2'
dc i4'downHead2'
dc i4'downHead1'
dc i4'downHead1'
; rightDownHeadJumpTable
dc i4'rightDownHead1'
dc i4'rightDownHead2' ; Problem, spills into next tile...
dc i4'rightDownHead1'
dc i4'rightDownHead2' ; Problem, spills into next tile...
dc i4'rightDownHead1'
dc i4'rightDownHead2' ; Problem, spills into next tile...
dc i4'rightDownHead1'
dc i4'rightDownHead2' ; Problem, spills into next tile...
; rightHeadJumpTable
dc i4'rightHead5'
dc i4'rightHead4'
dc i4'rightHead1'
dc i4'rightHead2'
dc i4'rightHead3'
dc i4'rightHead2'
dc i4'rightHead1'
dc i4'rightHead4'
headShiftJumpTable anop
; leftHeadShiftJumpTable
dc i4'leftHead5s'
dc i4'leftHead4s'
dc i4'leftHead1s'
dc i4'leftHead2s'
dc i4'leftHead3s'
dc i4'leftHead2s'
dc i4'leftHead1s'
dc i4'leftHead4s'
; leftDownShiftHeadJumpTable
dc i4'leftDownHead1s'
dc i4'leftDownHead2s' ; Problem, spills into next tile...
dc i4'leftDownHead1s'
dc i4'leftDownHead2s' ; Problem, spills into next tile...
dc i4'leftDownHead1s'
dc i4'leftDownHead2s' ; Problem, spills into next tile...
dc i4'leftDownHead1s'
dc i4'leftDownHead2s' ; Problem, spills into next tile...
; downHeadJumpTable
dc i4'downHead3'
dc i4'downHead3'
dc i4'downHead1'
dc i4'downHead1'
dc i4'downHead2'
dc i4'downHead2'
dc i4'downHead1'
dc i4'downHead1'
; rightDownShiftHeadJumpTable
dc i4'rightDownHead1s'
dc i4'rightDownHead2s'
dc i4'rightDownHead1s'
dc i4'rightDownHead2s'
dc i4'rightDownHead1s'
dc i4'rightDownHead2s'
dc i4'rightDownHead1s'
dc i4'rightDownHead2s'
; rightHeadShiftJumpTable
dc i4'rightHead5s'
dc i4'rightHead4s'
dc i4'rightHead1s'
dc i4'rightHead2s'
dc i4'rightHead3s'
dc i4'rightHead2s'
dc i4'rightHead1s'
dc i4'rightHead4s'
bodyJumpTable anop
; leftBodyJumpTable
dc i4'leftBody5'
dc i4'leftBody4'
dc i4'leftBody1'
dc i4'leftBody2'
dc i4'leftBody3'
dc i4'leftBody2'
dc i4'leftBody1'
dc i4'leftBody4'
; leftDownBodyJumpTable
dc i4'leftDownBody1'
dc i4'leftDownBody2'
dc i4'leftDownBody1'
dc i4'leftDownBody2'
dc i4'leftDownBody1'
dc i4'leftDownBody2'
dc i4'leftDownBody1'
dc i4'leftDownBody2'
; downBodyJumpTable
dc i4'downBody3'
dc i4'downBody3'
dc i4'downBody1'
dc i4'downBody1'
dc i4'downBody2'
dc i4'downBody2'
dc i4'downBody1'
dc i4'downBody1'
; rightDownBodyJumpTable
dc i4'rightDownBody1'
dc i4'rightDownBody2' ; Problem, spills into next tile...
dc i4'rightDownBody1'
dc i4'rightDownBody2' ; Problem, spills into next tile...
dc i4'rightDownBody1'
dc i4'rightDownBody2' ; Problem, spills into next tile...
dc i4'rightDownBody1'
dc i4'rightDownBody2' ; Problem, spills into next tile...
; rightBodyJumpTable
dc i4'rightBody5'
dc i4'rightBody4'
dc i4'rightBody1'
dc i4'rightBody2'
dc i4'rightBody3'
dc i4'rightBody2'
dc i4'rightBody1'
dc i4'rightBody4'
bodyShiftJumpTable anop
; leftBodyShiftJumpTable
dc i4'leftBody5s'
dc i4'leftBody4s'
dc i4'leftBody1s'
dc i4'leftBody2s'
dc i4'leftBody3s'
dc i4'leftBody2s'
dc i4'leftBody1s'
dc i4'leftBody4s'
; leftDownShiftBodyJumpTable
dc i4'leftDownBody1s'
dc i4'leftDownBody2s' ; Problem, spills into next tile...
dc i4'leftDownBody1s'
dc i4'leftDownBody2s' ; Problem, spills into next tile...
dc i4'leftDownBody1s'
dc i4'leftDownBody2s' ; Problem, spills into next tile...
dc i4'leftDownBody1s'
dc i4'leftDownBody2s' ; Problem, spills into next tile...
; downBodyJumpTable
dc i4'downBody3'
dc i4'downBody3'
dc i4'downBody1'
dc i4'downBody1'
dc i4'downBody2'
dc i4'downBody2'
dc i4'downBody1'
dc i4'downBody1'
; rightDownShiftBodyJumpTable
dc i4'rightDownBody1s'
dc i4'rightDownBody2s'
dc i4'rightDownBody1s'
dc i4'rightDownBody2s'
dc i4'rightDownBody1s'
dc i4'rightDownBody2s'
dc i4'rightDownBody1s'
dc i4'rightDownBody2s'
; rightBodyShiftJumpTable
dc i4'rightBody5s'
dc i4'rightBody4s'
dc i4'rightBody1s'
dc i4'rightBody2s'
dc i4'rightBody3s'
dc i4'rightBody2s'
dc i4'rightBody1s'
dc i4'rightBody4s'
end