Tabs to space, official vim adoption

This commit is contained in:
giomba 2018-09-14 16:22:01 +02:00
parent bb86656068
commit fcc479eaed
1 changed files with 117 additions and 109 deletions

226
snake.asm
View File

@ -4,15 +4,15 @@
; Code yet to be developed, example to use: ; Code yet to be developed, example to use:
; ---------------------------------------------------------------------- ; ----------------------------------------------------------------------
#if SYSTEM = 64 #if SYSTEM = 64
; Commodore64 specific code ; Commodore64 specific code
#else #else
; Commodore16 specific code ; Commodore16 specific code
#endif #endif
; Zero page utilities ; Zero page utilities
; ---------------------------------------------------------------------- ; ----------------------------------------------------------------------
SEG.U zeropage SEG.U zeropage
org $02 org $02
; Where is the snake head in video memory? Do math to calculate address ; Where is the snake head in video memory? Do math to calculate address
; using pointer at tileMem,tileMem+1 ; using pointer at tileMem,tileMem+1
tileMem DS 2 tileMem DS 2
@ -26,11 +26,11 @@ printIntroString DS 2
introScreenStart DS 2 introScreenStart DS 2
#if DEBUG = 1 #if DEBUG = 1
; Locations $90-$FF in zeropage are used by kernal ; Locations $90-$FF in zeropage are used by kernal
ECHO "End of zeropage variables. Space left: ",($90 - .) ECHO "End of zeropage variables. Space left: ",($90 - .)
#endif #endif
SEG program SEG program
org $801 org $801
. = $801 ; 10 SYS10240 ($2800) BASIC autostart . = $801 ; 10 SYS10240 ($2800) BASIC autostart
BYTE #$0b,#$08,#$0a,#$00,#$9e,#$31,#$30,#$32,#$34,#$30,#$00,#$00,#$00 BYTE #$0b,#$08,#$0a,#$00,#$9e,#$31,#$30,#$32,#$34,#$30,#$00,#$00,#$00
@ -40,7 +40,7 @@ introScreenStart DS 2
; Number of interrupt ; Number of interrupt
; Used as counter to be decremented to do some things less frequently ; Used as counter to be decremented to do some things less frequently
irqn: irqn:
BYTE BYTE
; Direction of the snake (2,4,6,8 as down,left,right,up) ; Direction of the snake (2,4,6,8 as down,left,right,up)
; 5 means `pause` ; 5 means `pause`
@ -87,10 +87,10 @@ introXinc:
outroDelay outroDelay
BYTE #$ff BYTE #$ff
INCLUDE "cost.asm" INCLUDE "cost.asm"
#if DEBUG = 1 #if DEBUG = 1
ECHO "End of Data. Space left: ",($e00 - .) ECHO "End of Data. Space left: ",($e00 - .)
#endif #endif
; List ; List
@ -106,13 +106,13 @@ listY:
sidtune: sidtune:
INCBIN "amour.sid" INCBIN "amour.sid"
#if DEBUG = 1 #if DEBUG = 1
ECHO "End of SIDtune. Space left: ",($2000 - .) ECHO "End of SIDtune. Space left: ",($2000 - .)
#endif #endif
. = $2000 . = $2000
; This binary data that defines the font is exactly 2kB long ($800) ; This binary data that defines the font is exactly 2kB long ($800)
tggsFont: tggsFont:
INCBIN "tggs.font" INCBIN "tggs.font"
; ENTRY OF PROGRAM ; ENTRY OF PROGRAM
; ---------------------------------------------------------------------- ; ----------------------------------------------------------------------
@ -136,8 +136,8 @@ start:
sta $d01a sta $d01a
; Store in $314 address of our custom interrupt handler ; Store in $314 address of our custom interrupt handler
ldx #<irq ; least significant byte ldx #<irq ; least significant byte
ldy #>irq ; most significant byte ldy #>irq ; most significant byte
stx $314 stx $314
sty $315 sty $315
@ -154,17 +154,17 @@ start:
lda #0 lda #0
jsr sidtune jsr sidtune
; Initialize MultiColor mode ; Initialize MultiColor mode
jsr multicolorInit jsr multicolorInit
; Zero-fill zeropage variables ; Zero-fill zeropage variables
lda #$0 lda #$0
ldx #$90 ldx #$90
zeroFillZeroPage: zeroFillZeroPage:
dex dex
sta $0,x sta $0,x
cpx #$2 cpx #$2
bne zeroFillZeroPage bne zeroFillZeroPage
; Set status as first-time intro playing ; Set status as first-time intro playing
lda #ST_INTRO0 lda #ST_INTRO0
@ -186,9 +186,9 @@ intro0running: ; Cycle here until SPACE or `Q` is pressed
; Intro is finished, now it's time to start the proper game ; Intro is finished, now it's time to start the proper game
intro0end: intro0end:
; Pause everything in interrupt ; Pause everything in interrupt
lda #ST_PAUSE lda #ST_PAUSE
sta status sta status
; Set init variables of the game ; Set init variables of the game
jsr fullreset jsr fullreset
; Set status as game playing ; Set status as game playing
@ -209,14 +209,14 @@ endless:
; Full game reset ; Full game reset
; ---------------------------------------------------------------------- ; ----------------------------------------------------------------------
fullreset: fullreset:
; Turn MultiColor mode on ; Turn MultiColor mode on
jsr multicolorOn jsr multicolorOn
; Clear screen ; Clear screen
ldx #$00 ldx #$00
lda #$20 lda #$20
fullresetCLS: fullresetCLS:
dex dex
sta $400,x sta $400,x
sta $500,x sta $500,x
sta $600,x sta $600,x
@ -238,12 +238,12 @@ upperbarLoop:
cpx #$ff cpx #$ff
bne upperbarLoop bne upperbarLoop
; Set upper bar text ; Set upper bar text
lda #<scoreString lda #<scoreString
sta printStatusString sta printStatusString
lda #>scoreString lda #>scoreString
sta printStatusString + 1 sta printStatusString + 1
jsr printStatus jsr printStatus
; Init game variables ; Init game variables
lda #FOOD_TILE lda #FOOD_TILE
@ -252,7 +252,7 @@ upperbarLoop:
sta irqn ; Initialize interrupt divider sta irqn ; Initialize interrupt divider
lda #6 lda #6
sta direction ; Snake must go right sta direction ; Snake must go right
; Note: these values depends on following list initialization ; Note: these values depends on following list initialization
lda #19 lda #19
sta snakeX ; Snake is at screen center width... sta snakeX ; Snake is at screen center width...
lda #12 lda #12
@ -262,23 +262,23 @@ upperbarLoop:
lda #5 lda #5
sta length ; Length of the list sta length ; Length of the list
; Clear snake lists X and Y ; Clear snake lists X and Y
ldx #$00 ldx #$00
clearListLoop: clearListLoop:
dex dex
lda #19 lda #19
sta listX,x sta listX,x
lda #12 lda #12
sta listY,x sta listY,x
cpx #$00 cpx #$00
bne clearListLoop bne clearListLoop
rts rts
; Intro reset ; Intro reset
; ---------------------------------------------------------------------- ; ----------------------------------------------------------------------
introreset: introreset:
jsr multicolorOff jsr multicolorOff
; Clear screen ; Clear screen
ldx #$ff ldx #$ff
@ -347,9 +347,9 @@ irq:
pha pha
#if DEBUG = 1 #if DEBUG = 1
; Change background to visually see the ISR timing ; Change background to visually see the ISR timing
lda #2 lda #2
sta $d020 sta $d020
#endif #endif
; Check status and call appropriate sub-routine ; Check status and call appropriate sub-routine
@ -376,20 +376,26 @@ checkStatus3
jmp checkEndStatus jmp checkEndStatus
checkEndStatus: checkEndStatus:
#if DEBUG = 1
; Change background to show how much time does music take for each interrupt
lda #1
sta $d020
#endif
; Play music ; Play music
jsr sidtune + 3 jsr sidtune + 3
jsr sidtune + 3 jsr sidtune + 3
jsr sidtune + 3 jsr sidtune + 3
jsr sidtune + 3 jsr sidtune + 3
jsr sidtune + 3 jsr sidtune + 3
; Increase random value ; Increase random value
inc random inc random
#if DEBUG = 1 #if DEBUG = 1
; Change background back again to visally see ISR timing ; Change background back again to visally see ISR timing
lda #11 lda #11
sta $d020 sta $d020
#endif #endif
; Restore registers from stack ; Restore registers from stack
@ -548,60 +554,60 @@ keybCheckP:
jmp keybEndCheck jmp keybEndCheck
keybEndCheck: keybEndCheck:
; Get joystick status and decide snake direction ; Get joystick status and decide snake direction
; Joystick register bits 4:0 => Fire,Right,Left,Down,Up ; Joystick register bits 4:0 => Fire,Right,Left,Down,Up
; 0 = Pressed; 1 = Idle ; 0 = Pressed; 1 = Idle
lda $dc00 ; CIA joystick port 2 register lda $dc00 ; CIA joystick port 2 register
ror ; rotate bit and put bit#0 in CF ror ; rotate bit and put bit#0 in CF
tax ; store byte value for next key check tax ; store byte value for next key check
bcs joyCheckDown ; if CF = 1, then key was not depressed, so skip and check next... bcs joyCheckDown ; if CF = 1, then key was not depressed, so skip and check next...
; ... else key was depressed! ; ... else key was depressed!
lda direction ; check for not overlapping direction (turn over yourself) lda direction ; check for not overlapping direction (turn over yourself)
cmp #2 cmp #2
beq joyEndCheck beq joyEndCheck
lda #8 lda #8
sta direction sta direction
jmp joyEndCheck jmp joyEndCheck
joyCheckDown: joyCheckDown:
txa txa
ror ror
tax tax
bcs joyCheckLeft bcs joyCheckLeft
lda direction lda direction
cmp #8 cmp #8
beq joyEndCheck beq joyEndCheck
lda #2 lda #2
sta direction sta direction
jmp joyEndCheck jmp joyEndCheck
joyCheckLeft: joyCheckLeft:
txa txa
ror ror
tax tax
bcs joyCheckRight bcs joyCheckRight
lda direction lda direction
cmp #6 cmp #6
beq joyEndCheck beq joyEndCheck
lda #4 lda #4
sta direction sta direction
jmp joyEndCheck jmp joyEndCheck
joyCheckRight: joyCheckRight:
txa txa
ror ror
tax tax
bcs joyCheckFire bcs joyCheckFire
lda direction lda direction
cmp #4 cmp #4
beq joyEndCheck beq joyEndCheck
lda #6 lda #6
sta direction sta direction
jmp joyEndCheck jmp joyEndCheck
joyCheckFire: ; `Fire` joystick key used to pause game joyCheckFire: ; `Fire` joystick key used to pause game
txa txa
ror ror
tax tax
bcs joyEndCheck bcs joyEndCheck
lda #5 lda #5
sta direction sta direction
joyEndCheck: joyEndCheck:
; Get direction and move head accordingly ; Get direction and move head accordingly
@ -962,10 +968,10 @@ printIntroEnd:
; Include ; Include
; ______________________________________________________________________ ; ______________________________________________________________________
INCLUDE "multicolor.asm" INCLUDE "multicolor.asm"
#if DEBUG = 1 #if DEBUG = 1
ECHO "Program ends at: ",. ECHO "Program ends at: ",.
#endif #endif
; ;
; coded during december 2017 ; coded during december 2017
@ -973,3 +979,5 @@ printIntroEnd:
; this software is free software and is distributed ; this software is free software and is distributed
; under the terms of GNU GPL v3 license ; under the terms of GNU GPL v3 license
; ;
; vim: set expandtab tabstop=4 shiftwidth=4: