Added single step and debug bounds

This commit is contained in:
blondie7575 2019-02-22 18:52:07 -05:00
parent 564f6afc3b
commit b9a6f06270
4 changed files with 44 additions and 8 deletions

View File

@ -63,6 +63,15 @@ beginGameplay:
jsr clipTerrain jsr clipTerrain
; jsl renderTerrainSpans ; Part of the now disabled fill-mode renderer ; jsl renderTerrainSpans ; Part of the now disabled fill-mode renderer
; lda #7
; sta PARAML0
; lda #50
; sta PARAML1
; ldy #3
; jsr craterTerrain
; jsr compileTerrain
; jsr clipTerrain
gameplayLoop: gameplayLoop:
jsr kbdScan jsr kbdScan
; BORDER_COLOR #$F ; BORDER_COLOR #$F
@ -164,6 +173,12 @@ gameplayEndTurnCondition:
jsr endTurn jsr endTurn
gameplayLoopEndFrame: gameplayLoopEndFrame:
lda singleStep
beq gameplayLoopEndFrameCont
lda #1
sta paused
gameplayLoopEndFrameCont:
lda quitRequested lda quitRequested
beq gameplayLoopContinue beq gameplayLoopContinue
jmp quitGame jmp quitGame
@ -228,12 +243,15 @@ trackActiveShotDone:
; Handles changing the active player ; Handles changing the active player
; ;
endTurn: endTurn:
lda currentPlayer lda #0 ; HAAAAX
inc
cmp #NUMPLAYERS
beq endTurnWrap
sta currentPlayer sta currentPlayer
; lda currentPlayer
; inc
; cmp #NUMPLAYERS
; beq endTurnWrap
; sta currentPlayer
endTurnRefresh: endTurnRefresh:
jsr processTurnForProjectiles jsr processTurnForProjectiles
@ -386,6 +404,8 @@ projectileActive:
.word -1 ; Y offset of active shot .word -1 ; Y offset of active shot
paused: paused:
.word 0 .word 0
singleStep:
.word 0
globalWind: globalWind:
.word 0 ; 12.4 velocity .word 0 ; 12.4 velocity
@ -399,3 +419,4 @@ mapScrollPos:
; .word 0 ; .word 0
rightScreenEdge: rightScreenEdge:
.word 160-GAMEOBJECTWIDTH/4-1 .word 160-GAMEOBJECTWIDTH/4-1

View File

@ -59,7 +59,7 @@ placeGameObjectOnTerrain:
; vramPtr ; vramPtr
; ;
; PARAML0 = Pointer to X,Y (16 bits each) ; PARAML0 = Pointer to X,Y (16 bits each)
; X => Offset to upper left corner of VRAM, or -1 if offscreen ; X => Offset to upper left corner of VRAM, or ffff if offscreen
; ;
; Trashes SCRATCHL ; Trashes SCRATCHL
; ;
@ -100,7 +100,7 @@ vramPtr:
bra vramPtrDone bra vramPtrDone
vramPtrSkip: vramPtrSkip:
ldx #-1 ldx #$ffff
vramPtrDone: vramPtrDone:
RESTORE_AY RESTORE_AY
@ -120,14 +120,20 @@ renderGameObject:
; Find gameobject location in video memory ; Find gameobject location in video memory
jsr vramPtr jsr vramPtr
cpx #0 cpx #$ffff
bmi renderGameobjectDone beq renderGameobjectDone
; Call compiled sprite code ; Call compiled sprite code
txy txy
SAVE_AXY ; DEBUG BOUNDS RENDER
clc clc
jsr DrawSpriteBank jsr DrawSpriteBank
RESTORE_AXY ; DEBUG BOUNDS RENDER
lda #11 ; DEBUG BOUNDS RENDER
clc ; DEBUG BOUNDS RENDER
jsr DrawSpriteBank ; DEBUG BOUNDS RENDER
renderGameobjectDone: renderGameobjectDone:
RESTORE_XY RESTORE_XY
rts rts

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@ -38,6 +38,8 @@ kbdScan:
beq kbdScanESC beq kbdScanESC
cmp #(127 + $80) cmp #(127 + $80)
beq kbdScanDEL beq kbdScanDEL
cmp #('=' + $80)
beq kbdScanEquals
cmp #(9 + $80) cmp #(9 + $80)
beq kbdScanTab beq kbdScanTab
@ -115,6 +117,13 @@ kbdScanDEL:
sta paused sta paused
rts rts
kbdScanEquals:
BITS16
lda #1
sta singleStep
stz paused
rts
kbdScanTab: kbdScanTab:
BITS16 BITS16
ldy currentPlayer ldy currentPlayer