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platform_f256jr.asm
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;======================================
; seed = quick and dirty
;======================================
RandomSeedQuick .proc
lda RTC_MIN
sta RNG_SEED_HI
lda RTC_SEC
sta RNG_SEED_LO
lda #rcEnable|rcDV ; cycle the DV bit
sta RNG_CTRL
lda #rcEnable
sta RNG_CTRL
.endproc
;======================================
; seed = elapsed seconds this hour
;======================================
RandomSeed .proc
lda RTC_MIN
jsr Bcd2Bin
sta RND_MIN
lda RTC_SEC
jsr Bcd2Bin
sta RND_SEC
; elapsed minutes * 60
lda RND_MIN
asl
asl
pha
asl
pha
asl
pha
asl
sta RND_RESULT ; *32
pla
clc
adc RND_RESULT ; *16
sta RND_RESULT
pla
clc
adc RND_RESULT ; *8
sta RND_RESULT
pla
clc
adc RND_RESULT ; *4
sta RND_RESULT
; add the elapsed seconds
clc
lda RND_SEC
adc RND_RESULT
sta RNG_SEED_LO
stz RNG_SEED_HI
lda #rcEnable|rcDV ; cycle the DV bit
sta RNG_CTRL
lda #rcEnable
sta RNG_CTRL
.endproc
;======================================
; Convert BCD to Binary
;======================================
Bcd2Bin .proc
pha
; upper-nibble * 10
lsr ; n*8
pha
lsr
lsr
sta zpTemp1 ; n*2
pla
clc
adc zpTemp1
sta zpTemp1
; add the lower-nibble
pla
and #$0F
clc
adc zpTemp1
.endproc
;======================================
; Initialize SID
;======================================
InitSID .proc
pha
phx
lda #0 ; reset the SID registers
ldx #$1F
_next1 sta SID1_BASE,X
sta SID2_BASE,X
dex
bpl _next1
lda #$09 ; Attack/Decay = 9
sta SID1_ATDCY1
sta SID1_ATDCY2
sta SID1_ATDCY3
sta SID2_ATDCY1
stz SID1_SUREL1 ; Susatain/Release = 0 [square wave]
stz SID1_SUREL2
stz SID1_SUREL3
stz SID2_SUREL1
;lda #$21
;sta SID1_CTRL1
;sta SID1_CTRL2
;sta SID1_CTRL3
;sta SID2_CTRL1
lda #$08 ; Volume = 8 (mid-range)
sta SID1_SIGVOL
sta SID2_SIGVOL
plx
pla
rts
.endproc
;======================================
; Initialize PSG
;======================================
InitPSG .proc
pha
phx
lda #0 ; reset the PSG registers
ldx #$07
_next1 sta PSG1_BASE,X
sta PSG2_BASE,X
dex
bpl _next1
plx
pla
rts
.endproc
;======================================
; Initialize the text-color LUT
;======================================
InitTextPalette .proc
pha
phy
; switch to system map
stz IOPAGE_CTRL
ldy #$3F
_next1 lda _Text_CLUT,Y
sta FG_CHAR_LUT_PTR,Y ; same palette for foreground and background
sta BG_CHAR_LUT_PTR,Y
dey
bpl _next1
ply
pla
rts
;--------------------------------------
_Text_CLUT .dword $00282828 ; 0: Dark Jungle Green
.dword $00DDDDDD ; 1: Gainsboro
.dword $00143382 ; 2: Saint Patrick Blue
.dword $006B89D7 ; 3: Blue Gray
.dword $00693972 ; 4: Indigo
.dword $00B561C2 ; 5: Deep Fuchsia
.dword $00352BB0 ; 6: Blue Pigment
.dword $007A7990 ; 7: Fern Green
.dword $0074D169 ; 8: Moss Green
.dword $00E6E600 ; 9: Peridot
.dword $00C563BD ; A: Pastel Violet
.dword $005B8B46 ; B: Han Blue
.dword $00BC605E ; C: Medium Carmine
.dword $00C9A765 ; D: Satin Sheen Gold
.dword $0004750E ; E: Hookers Green
.dword $00BC605E ; F: Medium Carmine
.endproc
;======================================
; Initialize the graphic-color LUT
;======================================
InitGfxPalette .proc
pha
phy
; switch to graphic map
lda #$01
sta IOPAGE_CTRL
ldy #$3F
_next1 lda Palette,Y
sta GRPH_LUT0_PTR,Y
lda Palette+$40,Y
sta GRPH_LUT1_PTR,Y
dey
bpl _next1
; switch to system map
stz IOPAGE_CTRL
ply
pla
rts
.endproc
;======================================
; Initialize the Sprite layer
;--------------------------------------
; sprites dimensions are 32x32 (1024)
;======================================
InitSprites .proc
pha
; switch to system map
stz IOPAGE_CTRL
; setup player sprites (sprite-00 & sprint-01)
lda #<PLSHAP2TAB
sta SP00_ADDR
sta SP01_ADDR
lda #>PLSHAP2TAB
sta SP00_ADDR+1
sta SP01_ADDR+1
stz SP00_ADDR+2
stz SP01_ADDR+2
stz SP00_X
stz SP00_X+1
stz SP00_Y
stz SP00_Y+1
stz SP01_X
stz SP01_X+1
stz SP01_Y
stz SP01_Y+1
; setup bomb sprites (sprite-02 & sprint-03)
lda #<PLSHAP1TAB
sta SP02_ADDR
sta SP03_ADDR
lda #>PLSHAP1TAB
sta SP02_ADDR+1
sta SP03_ADDR+1
stz SP02_ADDR+2
stz SP03_ADDR+2
stz SP02_X
stz SP02_X+1
stz SP02_Y
stz SP02_Y+1
stz SP03_X
stz SP03_X+1
stz SP03_Y
stz SP03_Y+1
lda #scEnable|scLUT0|scDEPTH0|scSIZE_16
sta SP00_CTRL
sta SP02_CTRL
sta SP03_CTRL
lda #scEnable|scLUT1|scDEPTH0|scSIZE_16
sta SP01_CTRL
pla
rts
.endproc
;======================================
;
;======================================
CheckCollision .proc
pha
phx
phy
ldx #1 ; Given: SP02_Y=112
_nextBomb lda zpBombDrop,X ; A=112
beq _nextPlayer
cmp #132
bcs _withinRange
bra _nextPlayer
_withinRange sec
sbc #132 ; A=8
lsr ; /2 ; A=4
lsr ; /4 ; A=2
lsr ; /8 ; A=1
sta zpTemp1 ; zpTemp1=1 (row)
lda PlayerPosX,X
lsr ; /2
lsr ; /4
sta zpTemp2 ; (column)
lda #<CANYON
sta zpSource
lda #>CANYON
sta zpSource+1
ldy zpTemp1
_nextRow beq _checkRock
lda zpSource
clc
adc #40
sta zpSource
bcc _1
inc zpSource+1
_1 dey
bra _nextRow
_checkRock ldy zpTemp2
lda (zpSource),Y
beq _nextPlayer
;cmp #4
;bcs _nextPlayer
sta P2PF,X
stz zpTemp1
txa
asl
rol zpTemp1
tay
lda zpSource
stz zpTemp2+1
clc
adc zpTemp2
sta P2PFaddr,Y
_nextPlayer dex
bpl _nextBomb
ply
plx
pla
rts
.endproc
;======================================
; Clear the play area of the screen
;======================================
ClearScreen .proc
v_QtyPages .var $04 ; 40x30 = $4B0... 4 pages + 176 bytes
; remaining 176 bytes cleared via ClearGamePanel
v_EmptyText .var $00
v_TextColor .var $40
;---
php
pha
phx
phy
; switch to color map
lda #iopPage3
sta IOPAGE_CTRL
; clear color
lda #<CS_COLOR_MEM_PTR
sta zpDest
lda #>CS_COLOR_MEM_PTR
sta zpDest+1
stz zpDest+2
ldx #v_QtyPages
lda #v_TextColor
_nextPageC ldy #$00
_nextByteC sta (zpDest),Y
iny
bne _nextByteC
inc zpDest+1 ; advance to next memory page
dex
bne _nextPageC
; switch to text map
lda #iopPage2
sta IOPAGE_CTRL
; clear text
lda #<CS_TEXT_MEM_PTR
sta zpDest
lda #>CS_TEXT_MEM_PTR
sta zpDest+1
ldx #v_QtyPages
lda #v_EmptyText
_nextPageT ldy #$00
_nextByteT sta (zpDest),Y
iny
bne _nextByteT
inc zpDest+1 ; advance to next memory page
dex
bne _nextPageT
; switch to system map
stz IOPAGE_CTRL
ply
plx
pla
plp
rts
.endproc
;======================================
; Clear the bottom of the screen
;======================================
ClearGamePanel .proc
v_EmptyText .var $00
v_TextColor .var $40
v_RenderLine .var 24*CharResX
;---
php
pha
phx
phy
; switch to color map
lda #iopPage3
sta IOPAGE_CTRL
; text color
lda #<CS_COLOR_MEM_PTR+v_RenderLine
sta zpDest
lda #>CS_COLOR_MEM_PTR+v_RenderLine
sta zpDest+1
stz zpDest+2
lda #v_TextColor
ldy #$00
_next1 sta (zpDest),Y
iny
cpy #$F0 ; 6 lines
bne _next1
; switch to text map
lda #iopPage2
sta IOPAGE_CTRL
lda #<CS_TEXT_MEM_PTR+v_RenderLine
sta zpDest
lda #>CS_TEXT_MEM_PTR+v_RenderLine
sta zpDest+1
stz zpDest+2
lda #v_EmptyText
ldy #$00
_next2 sta (zpDest),Y
iny
cpy #$F0 ; 6 lines
bne _next2
; switch to system map
stz IOPAGE_CTRL
ply
plx
pla
plp
rts
.endproc
;======================================
; Render High Score
;======================================
RenderHiScore .proc
v_RenderLine .var 2*CharResX
;---
php
pha
phx
phy
; switch to color map
lda #iopPage3
sta IOPAGE_CTRL
; reset color for the 40-char line
ldx #$FF
ldy #$FF
_nextColor inx
iny
cpy #$14
beq _processText
lda HighScoreColor,Y
sta CS_COLOR_MEM_PTR+v_RenderLine,X
inx
sta CS_COLOR_MEM_PTR+v_RenderLine,X
bra _nextColor
; process the text
_processText
; switch to text map
lda #iopPage2
sta IOPAGE_CTRL
ldx #$FF
ldy #$FF
_nextChar inx
iny
cpy #$14
beq _XIT
lda HighScoreMsg,Y
beq _space
cmp #$20
beq _space
cmp #$41
bcc _number
bra _letter
_space sta CS_TEXT_MEM_PTR+v_RenderLine,X
inx
sta CS_TEXT_MEM_PTR+v_RenderLine,X
bra _nextChar
; (ascii-30)*2+$A0
_number sec
sbc #$30
asl
clc
adc #$A0
sta CS_TEXT_MEM_PTR+v_RenderLine,X
inx
inc A
sta CS_TEXT_MEM_PTR+v_RenderLine,X
bra _nextChar
_letter sta CS_TEXT_MEM_PTR+v_RenderLine,X
inx
clc
adc #$40
sta CS_TEXT_MEM_PTR+v_RenderLine,X
bra _nextChar
_XIT
; switch to system map
stz IOPAGE_CTRL
ply
plx
pla
plp
rts
.endproc
;======================================
; Render High Score
;======================================
RenderHiScore2 .proc
v_RenderLine .var 24*CharResX
;---
php
pha
phx
phy
; switch to color map
lda #iopPage3
sta IOPAGE_CTRL
; reset color for the 40-char line
ldx #$FF
ldy #$FF
_nextColor inx
iny
cpy #$14
beq _processText
lda HighScoreColor,Y
sta CS_COLOR_MEM_PTR+v_RenderLine,X
inx
sta CS_COLOR_MEM_PTR+v_RenderLine,X
bra _nextColor
; process the text
_processText
; switch to text map
lda #iopPage2
sta IOPAGE_CTRL
ldx #$FF
ldy #$FF
_nextChar inx
iny
cpy #$14
beq _XIT
lda HighScoreMsg,Y
beq _space
cmp #$20
beq _space
cmp #$41
bcc _number
bra _letter
_space sta CS_TEXT_MEM_PTR+v_RenderLine,X
inx
sta CS_TEXT_MEM_PTR+v_RenderLine,X
bra _nextChar
; (ascii-30)*2+$A0
_number sec
sbc #$30
asl
clc
adc #$A0
sta CS_TEXT_MEM_PTR+v_RenderLine,X
inx
inc A
sta CS_TEXT_MEM_PTR+v_RenderLine,X
bra _nextChar
_letter sta CS_TEXT_MEM_PTR+v_RenderLine,X
inx
clc
adc #$40
sta CS_TEXT_MEM_PTR+v_RenderLine,X
bra _nextChar
_XIT
; switch to system map
stz IOPAGE_CTRL
ply
plx
pla
plp
rts
.endproc
;======================================
; Render Title
;======================================
RenderTitle .proc
v_RenderLine .var 24*CharResX
;---
php
pha
phx
phy
; switch to color map
lda #iopPage3
sta IOPAGE_CTRL
; reset color for two 40-char lines
ldx #$FF
ldy #$FF
_nextColor inx
iny
cpy #$50
beq _processText
lda TitleMsgColor,Y
sta CS_COLOR_MEM_PTR+v_RenderLine,X
bra _nextColor
; process the text
_processText
; switch to text map
lda #iopPage2
sta IOPAGE_CTRL
ldx #$FF
ldy #$FF
_nextChar inx
iny
cpy #$50
beq _XIT
lda TitleMsg,Y
sta CS_TEXT_MEM_PTR+v_RenderLine,X
bra _nextChar
_XIT
; switch to system map
stz IOPAGE_CTRL
ply
plx
pla
plp
rts
.endproc
;======================================
; Render Author
;======================================
RenderAuthor .proc
v_RenderLine .var 26*CharResX
;---
php
; switch to color map
lda #iopPage3
sta IOPAGE_CTRL
; reset color for the 40-char line
ldx #$FF
ldy #$FF
_nextColor inx
iny
cpy #$14
beq _processText
lda AuthorColor,Y
sta CS_COLOR_MEM_PTR+v_RenderLine,X
inx
sta CS_COLOR_MEM_PTR+v_RenderLine,X
bra _nextColor
; process the text
_processText
; switch to text map
lda #iopPage2
sta IOPAGE_CTRL
ldx #$FF
ldy #$FF
_nextChar inx
iny
cpy #$14
beq _XIT
lda AuthorMsg,Y
beq _space
cmp #$20
beq _space
bra _letter
_space sta CS_TEXT_MEM_PTR+v_RenderLine,X
inx
sta CS_TEXT_MEM_PTR+v_RenderLine,X
bra _nextChar
_letter sta CS_TEXT_MEM_PTR+v_RenderLine,X
inx
clc
adc #$40
sta CS_TEXT_MEM_PTR+v_RenderLine,X
bra _nextChar
_XIT
; switch to system map
stz IOPAGE_CTRL
plp
rts
.endproc
;======================================
; Render SELECT (Qty of Players)
;======================================
RenderSelect .proc
v_RenderLine .var 27*CharResX
;---
php
pha
phx
phy
; switch to color map
lda #iopPage3
sta IOPAGE_CTRL
; reset color for the 40-char line
ldx #$FF
ldy #$FF
_nextColor inx
iny
cpy #$14
beq _processText
lda PlyrQtyColor,Y
sta CS_COLOR_MEM_PTR+v_RenderLine,X
inx
sta CS_COLOR_MEM_PTR+v_RenderLine,X
bra _nextColor
; process the text
_processText
; switch to text map
lda #iopPage2
sta IOPAGE_CTRL
ldx #$FF
ldy #$FF
_nextChar inx
iny
cpy #$14
beq _XIT
lda PlyrQtyMsg,Y
beq _space
cmp #$20
beq _space
cmp #$41
bcc _number
bra _letter
_space sta CS_TEXT_MEM_PTR+v_RenderLine,X
inx
sta CS_TEXT_MEM_PTR+v_RenderLine,X
bra _nextChar
; (ascii-30)*2+$A0
_number sec
sbc #$30
asl
clc
adc #$A0
sta CS_TEXT_MEM_PTR+v_RenderLine,X
inx
inc A
sta CS_TEXT_MEM_PTR+v_RenderLine,X
bra _nextChar
_letter sta CS_TEXT_MEM_PTR+v_RenderLine,X
inx
clc
adc #$40
sta CS_TEXT_MEM_PTR+v_RenderLine,X
bra _nextChar
_XIT
; switch to system map
stz IOPAGE_CTRL
ply
plx
pla
plp
rts
.endproc
;======================================
; Render Title
;======================================
RenderPlayers .proc
v_RenderLine .var 26*CharResX
;---
php
pha
phx
phy
; switch to color map
lda #iopPage3
sta IOPAGE_CTRL
; reset color for the 40-char line
ldx #$FF
ldy #$FF
_nextColor inx
iny
cpy #$14
beq _processText
lda PlayersMsgColor,Y
sta CS_COLOR_MEM_PTR+v_RenderLine,X
inx
sta CS_COLOR_MEM_PTR+v_RenderLine,X
bra _nextColor
; process the text
_processText
; switch to text map
lda #iopPage2
sta IOPAGE_CTRL
ldx #$FF
ldy #$FF
_nextChar inx
iny
cpy #$14
beq _XIT
lda PlayersMsg,Y
beq _space
cmp #$20
beq _space
cmp #$41
bcc _number
bra _letter
_space sta CS_TEXT_MEM_PTR+v_RenderLine,X
inx
sta CS_TEXT_MEM_PTR+v_RenderLine,X
bra _nextChar
; (ascii-30)*2+$A0
_number sec
sbc #$30
asl
clc
adc #$A0
sta CS_TEXT_MEM_PTR+v_RenderLine,X
inx
inc A
sta CS_TEXT_MEM_PTR+v_RenderLine,X
bra _nextChar
_letter sta CS_TEXT_MEM_PTR+v_RenderLine,X
inx
clc
adc #$40
sta CS_TEXT_MEM_PTR+v_RenderLine,X
bra _nextChar