stable bounce

This commit is contained in:
giomba 2021-04-15 14:33:29 +02:00
parent d13e88b0fd
commit 61515025a5
3 changed files with 210 additions and 99 deletions

View File

@ -62,6 +62,14 @@ introYscroll:
moustacheLine: moustacheLine:
BYTE BYTE
; horizontal intro scroll
XScrollOffset:
BYTE
XScrollDirection:
BYTE
XCharOffset:
BYTE
#if VERBOSE = 1 #if VERBOSE = 1
ECHO "data.asm @ ",LASTINIT,"len:",(. - LASTINIT) ECHO "data.asm @ ",LASTINIT,"len:",(. - LASTINIT)
#endif #endif

View File

@ -71,16 +71,6 @@ WALL_COLOR:
gameoverString: gameoverString:
BYTE "GAME IS OVER" BYTE "GAME IS OVER"
BYTE #0 BYTE #0
intro0string:
#if SYSTEM = 64
BYTE " SNAKE BY GIOMBA "
#else
BYTE " SNAKE16 BY GIOMBA "
#endif
BYTE #0
intro1string:
BYTE " PRESS SPACE TO PLAY "
BYTE #0
intro2string: intro2string:
BYTE "RETROFFICINA.GLGPROGRAMS.IT" BYTE "RETROFFICINA.GLGPROGRAMS.IT"
BYTE #0 BYTE #0
@ -94,8 +84,6 @@ intro3string:
levelIntroString: levelIntroString:
BYTE "NEXT LEVEL" BYTE "NEXT LEVEL"
BYTE #0 BYTE #0
colorshade: ; a gradient of dark-bright-dark (40 columns)
HEX 0b 0b 0b 0b 0b 0c 0c 0c 0c 0c 05 05 05 0d 0d 0d 0d 07 07 07 07 07 07 0d 0d 0d 0d 05 05 05 0c 0c 0c 0c 0c 0b 0b 0b 0b 0b
scoreString: scoreString:
BYTE "SCORE PART" BYTE "SCORE PART"
BYTE #0 BYTE #0

View File

@ -414,18 +414,6 @@ statusIntro8 SUBROUTINE
rts rts
statusMenuReset SUBROUTINE statusMenuReset SUBROUTINE
jsr multicolorOff
; Copy shade colors from costant table to color RAM for 2nd and 4th line of text
ldx #39
.colorShadeLoop:
lda colorshade,x
sta $d828,x ; 2nd line
sta $d878,x ; 4th line
dex
cpx #$ff
bne .colorShadeLoop
lda #$05 lda #$05
ldy #$0 ldy #$0
.lastlineColorLoop: .lastlineColorLoop:
@ -434,6 +422,36 @@ statusMenuReset SUBROUTINE
cpy #80 cpy #80
bne .lastlineColorLoop bne .lastlineColorLoop
; Print Game Title
lda #$00
sta dstPointer
lda #$04
sta dstPointer + 1
; Print big "SNAKE"
ldx #<SnakeText
ldy #>SnakeText
stx srcPointer
sty srcPointer + 1
ldy #$00
.SnakeTitleLoop:
lda (srcPointer),y
sta (dstPointer),y
inc srcPointer
bne .noinc1
inc srcPointer + 1
.noinc1:
inc dstPointer
bne .noinc2
inc dstPointer + 1
.noinc2:
lda dstPointer
cmp #$18
bne .SnakeTitleLoop
lda dstPointer + 1
cmp #$05
bne .SnakeTitleLoop
; Print website ; Print website
lda #<intro2string ; lsb of string address lda #<intro2string ; lsb of string address
sta srcStringPointer ; put into lsb of source pointer sta srcStringPointer ; put into lsb of source pointer
@ -443,7 +461,7 @@ statusMenuReset SUBROUTINE
sta dstScreenPointer ; put into lsb of dest pointer sta dstScreenPointer ; put into lsb of dest pointer
lda #$07 ; do the same for msb of adress of 20th line lda #$07 ; do the same for msb of adress of 20th line
sta dstScreenPointer + 1 ; put into msb of dest pointer sta dstScreenPointer + 1 ; put into msb of dest pointer
jsr printString ; print jsr printString ; print
; Print Copyright ; Print Copyright
lda #<intro3string ; the assembly is the same as above, lda #<intro3string ; the assembly is the same as above,
@ -456,87 +474,184 @@ statusMenuReset SUBROUTINE
sta dstScreenPointer + 1 sta dstScreenPointer + 1
jsr printString jsr printString
lda #$f2
sta $540
lda #$f3
sta $567
ldy #$1
lda #$f4
.cancelPresent:
sta $540,y
iny
cpy #39
bne .cancelPresent
lda #$05
sta XCharOffset
jsr setupMoustacheInterrupt ; never forget the magic moustaches jsr setupMoustacheInterrupt ; never forget the magic moustaches
lda #ST_MENU lda #ST_MENU
sta status sta status
rts rts
SnakeText:
HEX 80 80 80 80 80 80 80 80 f6 a0 a0 f9 80 f7 80 80 f6 80 f6 a0 a0 f7 80 f7 80 80 80 f6 a0 a0 f9 80 80 80 80 80 80 80 80 80
HEX 80 80 80 80 80 80 80 80 a0 80 80 80 80 a0 f7 80 a0 80 a0 80 80 a0 80 a0 f6 f7 80 a0 80 80 80 80 80 80 80 80 80 80 80 80
HEX 80 80 80 80 80 80 80 80 a0 80 80 80 80 a0 a0 f7 a0 80 a0 80 80 a0 80 a0 a0 f9 80 a0 80 80 80 80 80 80 80 80 80 80 80 80
HEX 80 80 80 80 80 80 80 80 f8 a0 a0 f7 80 a0 f8 a0 a0 80 a0 a0 a0 a0 80 a0 f9 80 80 a0 a0 80 80 80 80 80 80 80 80 80 80 80
HEX 80 80 80 80 80 80 80 80 80 80 80 a0 80 a0 80 f8 a0 80 a0 80 80 a0 80 a0 f7 80 80 a0 80 80 80 80 80 80 80 80 80 80 80 80
HEX 80 80 80 80 80 80 80 80 80 80 80 a0 80 a0 80 80 a0 80 a0 80 80 a0 80 a0 a0 f7 80 a0 80 80 80 80 80 80 80 80 80 80 80 80
HEX 80 80 80 80 80 80 80 80 f6 a0 a0 f9 80 f8 80 80 f8 80 f9 80 80 f8 80 a0 f8 f9 80 f8 a0 a0 f7 80 80 80 80 80 80 80 80 80
setupXScrollInterrupt SUBROUTINE
ldx #<XScrollInterruptH
ldy #>XScrollInterruptH
stx $314
sty $315
; Set raster beam to trigger interrupt at row
lda #42
sta $d012
rts
XScrollInterruptH SUBROUTINE
lda $d016
and #$f8
ora XScrollOffset
sta $d016
dec $d019
ldx #<XScrollInterruptL
ldy #>XScrollInterruptL
stx $314
sty $315
lda #110
sta $d012
jmp $ea31
XScrollInterruptL SUBROUTINE
lda $d016
and #$f8
sta $d016
dec $d019
ldx #<XScrollInterruptMoveAll
ldy #>XScrollInterruptMoveAll
stx $314
sty $315
lda #120
sta $d012
jmp $ea31
XScrollInterruptMoveAll SUBROUTINE
dec $d019 ; EOI
lda XCharOffset
cmp #9
bcs .isEdge
cmp #2
bcc .isEdge
jmp .enter
.isEdge:
lda counter
and #$01
beq .enter ; ah, some good spaghetti code to accomodate for far branch
jmp .next ; bounce slower
.enter:
lda XScrollDirection
and #$01
bne .goRight
.goLeft:
dec XScrollOffset
lda XScrollOffset
and #$07
cmp #$07
beq .continue1
jmp .next
.continue1:
lda #$07
sta XScrollOffset
.moveEverythingLeft:
dec XCharOffset
ldy #0
.loop1:
lda $401,y
sta $400,y
lda $429,y
sta $428,y
lda $451,y
sta $450,y
lda $479,y
sta $478,y
lda $4a1,y
sta $4a0,y
lda $4c9,y
sta $4c8,y
lda $4f1,y
sta $4f0,y
iny
cpy #38
bne .loop1
lda XCharOffset
cmp #0
bne .next
lda #$01
sta XScrollDirection
jmp .next
.goRight:
inc XScrollOffset
lda XScrollOffset
and #$07
cmp #$00
bne .next
lda #$00
sta XScrollOffset
.moveEverythingRight:
inc XCharOffset
ldy #38
.loop2:
lda $400,y
sta $401,y
lda $428,y
sta $429,y
lda $450,y
sta $451,y
lda $478,y
sta $479,y
lda $4a0,y
sta $4a1,y
lda $4c8,y
sta $4c9,y
lda $4f0,y
sta $4f1,y
dey
bne .loop2
lda XCharOffset
cmp #10
bne .next
lda #$00
sta XScrollOffset
lda #$00
sta XScrollDirection
.next:
jsr setupMoustacheInterrupt
jmp $ea31
statusMenu SUBROUTINE statusMenu SUBROUTINE
jsr setupMoustacheInterrupt ; never forget to draw the moustaches jsr setupXScrollInterrupt
; Decrement interrupt divider for the intro
ldx introCounter
dex
stx introCounter
cpx #0
beq status1do ; if divider is 0, then do status1do ...
rts ; ... else just do nothing and return
status1do:
; Reset introCounter
ldx #5
stx introCounter
; I want to print strings at different columns to make them
; bounce across the screen, so take last introX and add introXinc,
; then print string at that point. If introX is too far right, then
; set introXinc as #$ff (equals -1) so next time introX will be
; decremented by 1. And then, if introX is too far left, then
; set introXinc as #$01 so next time will be moved to right again.
lda introX
clc
adc introXinc ; this is #$01 or #$0ff, so actually it is +1 or -1
sta introX
cmp #19 ; am I too far right?
beq status1setSX ; if yes, set SX (left)
cmp #0 ; am I too far left?
beq status1setDX ; if yes, set DX (right)
jmp status1okset ; else do nothing (aka, next time re-use current
; increment value)
status1setDX:
lda #$01 ; set introXinc as +1
sta introXinc
jmp status1okset
status1setSX:
lda #$ff ; set introXinc as -1
sta introXinc
jmp status1okset
status1okset:
; Print "SNAKE BY GIOMBA" (see above for pointer details)
lda #<intro0string
sta srcStringPointer
lda #>intro0string
sta srcStringPointer + 1
; $0428 is 2nd line (previously filled with color shades by reset routine)
lda #$28
clc
adc introX ; just add X, to make it look like it has moved
sta dstScreenPointer
lda #$04
sta dstScreenPointer + 1
jsr printString
; Print "PRESS SPACE TO PLAY"
lda #<intro1string
sta srcStringPointer
lda #>intro1string
sta srcStringPointer + 1
; $0478 is 4th line (previously filled with color shades by reset routine)
; add #19, then sub introX will make it move to other way of 2nd line
lda #$78
clc
adc #19 ; add #19
sec
sbc introX ; sub introX
sta dstScreenPointer
lda #$04
sta dstScreenPointer + 1
jsr printString
; Some considerations on speed:
; yes, maybe I should have put the string chars once in screen text memory
; and then move it left and right. Should re-think about this.
; For now, just return.
rts rts
#if VERBOSE = 1 #if VERBOSE = 1