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astro_ship_shield_code.asm
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astro_ship_shield_code.asm
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//////////////////////////////////////////////////////////////////////////////
// astro_ship_shield_code.asm
// Copyright(c) 2021 Neal Smith.
// License: MIT. See LICENSE file in root directory.
//////////////////////////////////////////////////////////////////////////////
// The following subroutines should be called from the main engine
// as follows
// ShipShieldInit: Call once before main loop
// ShipShieldStep: Call once every raster frame through the main loop
// ShipShieldStart: Call to start the effect
// ShipShieldForceStop: Call to force effect to stop if it is active
// ShipShieldCleanup: Call at end of program after main loop to clean up
//////////////////////////////////////////////////////////////////////////////
#importonce
#import "astro_ship_shield_data.asm"
#import "astro_ships_code.asm"
//////////////////////////////////////////////////////////////////////////////
// Call once before main loop
ShipShieldInit:
{
lda #$00
sta ship_1_shield_count
sta ship_2_shield_count
rts
}
// ShipShieldInit end
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// Call once every raster frame through the main loop.
// will step each ship that is dead
ShipShieldStep:
{
ShipShieldStepTryShip1:
lda ship_1_shield_count
beq ShipShieldStepTryShip2
jsr Ship1ShieldStep
ShipShieldStepTryShip2:
lda ship_2_shield_count
beq ShipShieldStepDone
jsr Ship2ShieldStep
ShipShieldStepDone:
rts
}
// end - ShipShieldStep
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//
Ship1ShieldStep:
{
lda ship_1_shield_count
bne ShipShielding
rts
ShipShielding:
// get zero based frame number into y reg
// then multiply by two to get the index
// into our sprite data ptr address table
lda #SHIP_SHIELD_FRAMES
sec
sbc ship_1_shield_count
cmp #SHIP_SHIELD_ANIMATION_FRAMES
bcs ShieldOnAnimationDone
asl
tay
// y reg now holds zero based index into table of the
// byte that has the LSB of the sprite data ptr
// LSB of sprite's data ptr to x and
// MSB to Accum so we can call the SetDataPtr
ldx shield_sprite_data_ptr_table, y
iny
lda shield_sprite_data_ptr_table, y
jsr ship_1.SetDataPtr
ShieldOnAnimationDone:
ShipShieldDecCount:
dec ship_1_shield_count
bne ShipShieldCountContinues
ShipShieldDone:
// do shield done stuff here
ldx #<sprite_ship
lda #>sprite_ship
jsr ship_1.SetDataPtr
ShipShieldCountContinues:
rts
}
// Ship1ShieldStep end
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//
Ship2ShieldStep:
{
lda ship_2_shield_count
bne ShipShielding
rts
ShipShielding:
// get zero based frame number into y reg
// then multiply by two to get the index
// into our sprite data ptr address table
lda #SHIP_SHIELD_FRAMES
sec
sbc ship_2_shield_count
cmp #SHIP_SHIELD_ANIMATION_FRAMES
bcs ShieldOnAnimationDone
asl
tay
// y reg now holds zero based index into table of the
// byte that has the LSB of the sprite data ptr
// LSB of sprite's data ptr to x and
// MSB to Accum so we can call the SetDataPtr
ldx shield_sprite_data_ptr_table, y
iny
lda shield_sprite_data_ptr_table, y
jsr ship_2.SetDataPtr
ShieldOnAnimationDone:
ShipShieldDecCount:
dec ship_2_shield_count
bne ShipShieldCountContinues
ShipShieldDone:
// do shield done stuff here
ldx #<sprite_ship
lda #>sprite_ship
jsr ship_2.SetDataPtr
ShipShieldCountContinues:
rts
}
// Ship1ShieldStep end
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// Call to start the effect
// params:
// accum: set to 1 or 2 for ship 1 or ship 2
ShipShieldStart:
{
ShipShieldStartTryShip1:
cmp #1
bne ShipShieldStartTryShip2
lda #SHIP_SHIELD_FRAMES
sta ship_1_shield_count
rts
ShipShieldStartTryShip2:
cmp #2
bne ShipShieldStartDone
lda #SHIP_SHIELD_FRAMES
sta ship_2_shield_count
ShipShieldStartDone:
rts
}
// ShipShieldStart end subroutine
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// Call check if shield is active for specified ship
// subroutine params:
// accum: pass 1 for ship 1, or 2 for ship 2
// Accum: upon return will have a zero if shield not active or nonzero if is
// X Reg: unchanged
// Y Reg: unchanged
ShipShieldIsActive:
{
TryShip1:
pha
and #$01
beq TryShip2
pla
lda ship_1_shield_count
rts
TryShip2:
pla
and #$02
beq Done
lda ship_2_shield_count
Done:
rts
}
//
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// Call to force effect to stop if it is active
// load accum with 1 for ship 1, or 2 for ship 2 or 3 for both ships
ShipShieldForceStop:
{
TryShip1:
pha
and #$01
beq TryShip2
ldx #$00
stx ship_1_shield_count
// LSB of sprite's data ptr to x and
// MSB to Accum so we can call the SetDataPtr
ldx #<sprite_ship
lda #>sprite_ship
jsr ship_1.SetDataPtr
// fall through and try ship 2
TryShip2:
pla
and #$02
beq Done
ldx #$00
sta ship_2_shield_count
// LSB of sprite's data ptr to x and
// MSB to Accum so we can call the SetDataPtr
ldx #<sprite_ship
lda #>sprite_ship
jsr ship_2.SetDataPtr
Done:
rts
}
// ShipShieldForceStop end
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// Call at end of program after main loop to clean up
ShipShieldCleanup:
{
lda #3
jsr ShipShieldForceStop
rts
}
// ShipShieldCleanup end
//////////////////////////////////////////////////////////////////////////////