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Add timer infrastructure and two small examples
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115
src/Actions.s
115
src/Actions.s
@ -65,6 +65,21 @@ Demo
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sta oldOneSecondCounter
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stz frameCount
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; Set a timer to fire every 16 ticks
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lda #6
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sta Timers
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sta Timers+2
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lda #UpdateBG1Offset
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sta Timers+4
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; Every 3 ticks (20 fps) cycle some colors
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lda #3
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sta Timers+8
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sta Timers+10
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lda #DoColorCycle
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sta Timers+12
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:loop
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PushLong #0
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_GetTick
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@ -73,14 +88,14 @@ Demo
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cmp lastTick ; Throttle to 60 fps
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beq :loop
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sta lastTick
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tax ; Calculate the increment
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sec
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sbc lastTick
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stx lastTick
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jsr _DoTimers
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and #$003C ; An 4-step animation that fires every 16 ticks
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lsr
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sta BG1OffsetIndex ; Set the value
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lda #1
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jsr MoveLeft
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; lda #1
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; jsr MoveLeft
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jsr DoFrame
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inc frameCount
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@ -118,6 +133,92 @@ Demo
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FPSStr str 'FPS'
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; Move some colors around
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DoColorCycle
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ldal $E19E00
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tax
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ldal $E19E02
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stal $E19E00
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txa
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stal $E19E02
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rts
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; Triggered timer to sway the background
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UpdateBG1Offset
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lda BG1OffsetIndex
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inc
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inc
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cmp #32 ; 16 entries x 2 for indexing
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bcc *+5
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sbc #32
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sta BG1OffsetIndex
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rts
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; A collection of 8 timers that are triggered when their countdown
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; goes below zero. Each time taks up 8 bytes
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;
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; +0 counter decremented by the number of ticks since last run
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; +2 reset copied into counter when triggered. 0 turns off the timer.
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; +4 addr address of time routine
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; +6 reserved
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MAX_TIMERS equ 4
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Timers ds 8*MAX_TIMERS
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; Countdown the timers
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;
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; A = number of elapsed ticks
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_DoTimers
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pha
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ldx #0
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:loop
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lda Timers,x
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beq :skip
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sec
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sbc 1,s ; subtract the number of ticks
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sta Timers,x
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beq :fire ; getting to zero triggers
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bpl :skip
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:fire lda Timers+2,x ; Reset the timer
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sta Timers,x
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phx ; Save our index
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jsr (Timers+4,x)
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plx
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:skip txa
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clc
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adc #8
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tax
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cpx #8*MAX_TIMERS
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bcc :loop
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pla
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rts
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@ -240,7 +240,7 @@ BG1YTable lup 208
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; Repeat
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BG1YOffsetTable lup 26
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dw 1,1,1,1,2,2,2,2,1,1,1,1,0,0,0,0
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dw 1,1,1,2,2,2,2,2,1,1,1,0,0,0,0,0
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--^
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@ -248,3 +248,4 @@ BG1YOffsetTable lup 26
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