mirror of
https://github.com/pkali/Avery_Breakout.git
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PSA 2020 version
Version for PSA 2020 virtual compo.
This commit is contained in:
+32
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; MODE 9++
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org $2000
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mwa #dli $200
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mva #$22 $22f
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mwa #dl $230
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mva #$40 $26f
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mva #$c0 $d40e
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jmp *
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dli pha
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sta $d40a
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lda #13
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sta $d405
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lda #3
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sta $d405
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pla
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rti
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dl dta $90,$6f,a($f000) ; 2 puste linie, 1 linia trybu
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:29 dta a($2f8f) ; $8f,$2f powtorzone 29 razy => 58 linii
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dta $41,a(dl)
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;Acid Breakout - a break from the daily acid
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;build 006, 2010-05-12
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;CLEAR!
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;あめでと
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;---------------------------------------------------
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icl '../lib/atari.hea'
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icl '../lib/system.hea'
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display=$a000
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screenWidth = 256 ;in pixels
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maxLines = 210 ; number of lines on the screen
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spawnProbability = (256*1/5)
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margin = 8 ; top and bottom screen safety margin
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racquetPosMin = $8 ; min position of the paddle moved by the user
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racquetPosMax = $e8 ; max position of the paddle moved by the user
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racquetSize = 4*8
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maxSpeed = 4; maximum speed of a ball. must be power of 2 ('and #' used)
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maxBalls = 64 ; maximum number of moving balls, <$80 (bpl used!)
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maxMemory = 8 ; number of saved pixel positions
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;Beware! For easier calc somewhere it uses "modulo maxMemory"
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;calculations and therefore this value must be a power of 2!
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maxBrickLines = 80 ; maximum number of lines of bricks to be eradicated
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.zpvar xpos ypos .word = $80 ; position of the ball
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.zpvar deXpos deYpos .byte ;position for deletion
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.zpvar dX dY .word ;main loop shortcuts to the table values
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;.zpvar dx dy .word ;delta
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;xpos, dx - "static point precision" - [dx+1].[dx] (big endian!)
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;this static point precision is emulated with .word calcs, just a result is the high byte
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.zpvar currBall collisionCheck racquetPos MyClok eXistenZstackPtr .byte
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.zpvar xMemAddr yMemAddr .word ; address where to store memories of the current ball
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.zpvar temp .word
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.zpvar clearCount clearBallNr .byte
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org $2000
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;---------------------------------------------------
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dl
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.by $70,$30
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;.by $42
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;.wo statusBar
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;.wo eXistenZstack+1
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;.by $02
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;.by 0
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.by $4f ; 1 line
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.wo display
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:127 .by $0f ;128 lines here
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.by $4f
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.wo display+$1000
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.by $0f ; 130 lines here
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:maxlines-130 .byte $0f ; maxLines lines total
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.by $4f+$10 ;Hscroll
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DLracquetAddr0
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.wo racquetDispEven
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.by $4f+$10 ;Hscroll
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DLracquetAddr1
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.wo racquetDispEven
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.by $4f+$10 ;Hscroll
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DLracquetAddr2
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.wo racquetDispEven
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.by $4f+$10 ;Hscroll
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DLracquetAddr3
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.wo racquetDispEven
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.by $41
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.wo dl
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;---------------------------------------------------
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racquetDispEven
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:34 .byte $0
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.byte $ff, $ff, $ff, $ff
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:28 .byte $0
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main
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jsr initialize
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loop
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mva #maxBalls-1 currBall
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flight
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ldx currBall
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lda BalleXistenZ,x
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jeq ballDoesNotexist
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lda xposTableL,x
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sta xpos
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lda xposTableH,x
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sta xpos+1
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lda yposTableL,x
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sta ypos
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lda yposTableH,x
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sta ypos+1
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lda dxTableL,x
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sta dX
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lda dxTableH,x
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sta dX+1
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lda dyTableL,x
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sta dY
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lda dYTableH,x
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sta dY+1
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; now, delete the oldest pixel
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;
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lda memCycleTable,x
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clc
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adc #1 ;next position in the table
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and #maxMemory-1 ; this is the tricky part (mod #maxMemory)
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; due to this AND maxMemory MUST be power of 2!!!
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sta memCycleTable,x ; memCycleTable saved
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tax
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lda xposMemTableAdrL,x
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sta xMemAddr
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lda xposMemTableAdrH,x
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sta xMemAddr+1
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lda yposMemTableAdrL,x
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sta yMemAddr
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lda yposMemTableAdrH,x
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sta yMemAddr+1
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;now on zero page I've got the addressess to store the old xPos and yPos
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ldy currBall
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lda (yMemAddr),y
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tax
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lda (xMemAddr),y
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sta dexpos
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; and erase the last point in the "snake"
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;jsr deplot
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;--------------------------------------------------
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;deplot
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; moved here for the speeeeeed
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; deyxpos, deypos (.byte) - pixel position
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;--------------------------------------------------
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; let's calculate coordinates from xpos and ypos
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;lda dexpos
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lsr
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lsr
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lsr
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tay
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;---
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;ldx deypos
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lda lineAdrL,x
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sta temp
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lda lineAdrH,x
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sta temp+1
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lda dexpos
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and #$07
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tax
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lda (temp),y
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and debittable,x
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sta (temp),y
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;move the ball!!!
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adw xpos dX xpos
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adw ypos dY ypos
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;top bounce
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; if ypos<margin then bounce
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lda ypos+1
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cmp #margin
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bcs noTop
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; assuming that here a plot can get only from below, so it is enough to switch dy sign
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; sbw #$ffff dy dy ;this does not compile :(
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negw dY
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mva #margin+1 ypos+1
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noTop
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;bottom bounce
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; if ypos>maxLines+margin then bounce
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lda ypos+1
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cmp #maxLines+margin
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bcc noBottom
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; check if the ball hits the racquette
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;jmp noBallOut ; turns off the ball kill
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lda ypos+1
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cmp #maxLines+margin+maxSpeed*2 ; that makes the ball below the racquet
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bcs flyDown2 ;kinda lame optimisation as A carries ypos+1
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lda racquetPos
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sec
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sbc #racquetPosMin
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cmp xpos+1
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jcs flyDown
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clc
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adc #racquetSize-1
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cmp xpos+1
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jcs bottomBounce
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flyDown
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lda ypos+1
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flyDown2
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cmp #255-margin ;maximum depth
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bcc noBottom
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|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
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|
||||||
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ballOut
|
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|
|
||||||
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lda currBall
|
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|
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eXistenZdEstroy
|
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;destroys ball number A
|
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;pushes one free slot to the eXistenZstack
|
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;ends with !number of balls in X (maxBalls == end of the game)
|
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;txa
|
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ldy eXistenZstackPtr
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iny
|
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sta eXistenZstack,y
|
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sty eXistenZstackPtr
|
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|
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;ldx currBall
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tax
|
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lda #0
|
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sta balleXistenZ,x
|
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|
|
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jmp flightLoopEnd
|
||||||
|
|
||||||
|
bottomBounce
|
||||||
|
; assuming that here a plot can get only from below,
|
||||||
|
; so it is enough to switch dy sign
|
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|
; sbw #$ffff dy dy ;this does not compile :(
|
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|
negw dY
|
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|
mva #maxLines+margin-2 ypos+1
|
||||||
|
|
||||||
|
|
||||||
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noBottom
|
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|
|
||||||
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;left bounce
|
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lda xpos+1
|
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cmp #0+maxSpeed+1
|
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|
bcs noLeft
|
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negw dX
|
||||||
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mva #0+maxSpeed+3 xpos+1
|
||||||
|
|
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|
noLeft
|
||||||
|
|
||||||
|
|
||||||
|
;right border bounce
|
||||||
|
lda xpos+1
|
||||||
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.if $100-maxSpeed > $ff
|
||||||
|
.error "maxSpeed too low!!!"
|
||||||
|
.endif
|
||||||
|
cmp #$100-maxSpeed-1
|
||||||
|
bcc noRight
|
||||||
|
negw dX
|
||||||
|
mva #$ff-maxSpeed-3 xpos+1
|
||||||
|
noRight
|
||||||
|
|
||||||
|
;jsr plot
|
||||||
|
; the full plot copied here to get few cycles and collision
|
||||||
|
; high byte is the integer position
|
||||||
|
; low byte is the "fractional" part
|
||||||
|
; let's calculate coordinates from xpos and ypos
|
||||||
|
lda xpos+1
|
||||||
|
lsr
|
||||||
|
lsr
|
||||||
|
lsr
|
||||||
|
tay
|
||||||
|
;---
|
||||||
|
ldx ypos+1
|
||||||
|
lda lineAdrL,x
|
||||||
|
sta temp
|
||||||
|
lda lineAdrH,x
|
||||||
|
sta temp+1
|
||||||
|
|
||||||
|
lda xpos+1
|
||||||
|
and #$07
|
||||||
|
tax
|
||||||
|
|
||||||
|
lda (temp),y
|
||||||
|
sta collisionCheck
|
||||||
|
ora bittable,x ;eor
|
||||||
|
sta (temp),y
|
||||||
|
cmp collisionCheck
|
||||||
|
; when final byte and the original bytes are equal, it means it is a collision (plot in the place of a dot)
|
||||||
|
jne noCollision
|
||||||
|
|
||||||
|
lda ypos+1
|
||||||
|
cmp #maxLines+margin-2-1
|
||||||
|
jcs noCollision ;ball is outside the screen!
|
||||||
|
|
||||||
|
;switch direction, Charles
|
||||||
|
; an idea for assuming which direction to switch - dX or dY?
|
||||||
|
; on a diagram below in the middle there is an approached brick
|
||||||
|
/*
|
||||||
|
\ /
|
||||||
|
\-dY /
|
||||||
|
\ /
|
||||||
|
-dX [] -dX
|
||||||
|
/ \
|
||||||
|
/-dY \
|
||||||
|
/ \
|
||||||
|
*/
|
||||||
|
; it means:
|
||||||
|
; if |dX|>|dY| then dX == -dX
|
||||||
|
; else dY == -dY
|
||||||
|
|
||||||
|
; get absolute values
|
||||||
|
lda dX+1
|
||||||
|
bpl dXpositive
|
||||||
|
;dX is negative here
|
||||||
|
lda dY+1
|
||||||
|
bpl dXneg_dYpos
|
||||||
|
|
||||||
|
;dX and dY are negative here
|
||||||
|
cmp dX+1
|
||||||
|
bcc dX_gr_dY__dX_dYneg
|
||||||
|
; |dY| >= |dX| ; hour 5
|
||||||
|
negw dY
|
||||||
|
jmp bounceDone
|
||||||
|
dX_gr_dY__dX_dYneg
|
||||||
|
; hour 4
|
||||||
|
negw dX
|
||||||
|
jmp bounceDone
|
||||||
|
|
||||||
|
dXneg_dYpos
|
||||||
|
; dY in A
|
||||||
|
clc
|
||||||
|
adc dX+1
|
||||||
|
bpl dY_gr_dX__dXneg_dYpos
|
||||||
|
; |dX| > |dy|; hour 2
|
||||||
|
negw dX
|
||||||
|
jmp bounceDone
|
||||||
|
dY_gr_dX__dXneg_dYpos
|
||||||
|
; hour 1
|
||||||
|
negw dY
|
||||||
|
jmp bounceDone
|
||||||
|
|
||||||
|
dXpositive
|
||||||
|
lda dY+1
|
||||||
|
bpl dX_dYpositive
|
||||||
|
;dX positive, dY negative
|
||||||
|
clc
|
||||||
|
adc dX+1
|
||||||
|
bpl dX_gr_dY__dXpos_dYneg
|
||||||
|
; hour 7
|
||||||
|
negw dY
|
||||||
|
jmp bounceDone
|
||||||
|
|
||||||
|
dX_gr_dY__dXpos_dYneg
|
||||||
|
; hour 8
|
||||||
|
negw dX
|
||||||
|
jmp bounceDone
|
||||||
|
|
||||||
|
dX_dYpositive
|
||||||
|
;(dY+1)* is in A
|
||||||
|
cmp dX+1
|
||||||
|
bcc dX_gr_dY__dX_dYpos
|
||||||
|
; dY > dX ; hour 11
|
||||||
|
negw dY
|
||||||
|
jmp bounceDone
|
||||||
|
dX_gr_dY__dX_dYpos
|
||||||
|
; dY < dX ; hour 10
|
||||||
|
negw dX
|
||||||
|
|
||||||
|
bounceDone
|
||||||
|
;spawn the new bally
|
||||||
|
; if there is still an empty slot for a new ball somewhere...
|
||||||
|
lda RANDOM
|
||||||
|
cmp #spawnProbability
|
||||||
|
bcs noCollision
|
||||||
|
|
||||||
|
eXistenZcReate
|
||||||
|
;creates a new ball
|
||||||
|
;removes one free slot from the eXistenZstack
|
||||||
|
;ends with ball number in X
|
||||||
|
;ends with zero when there is no free slot for a ball
|
||||||
|
ldy eXistenZstackPtr
|
||||||
|
beq noMoreSlots
|
||||||
|
lda eXistenZstack,Y
|
||||||
|
dey
|
||||||
|
sty eXistenZstackPtr
|
||||||
|
tax
|
||||||
|
|
||||||
|
;OK, in X there is an empty slot for a ball
|
||||||
|
|
||||||
|
;spawn it
|
||||||
|
lda #1
|
||||||
|
sta balleXistenZ,x
|
||||||
|
lda xPos
|
||||||
|
sta xPosTableL,x
|
||||||
|
lda xPos+1
|
||||||
|
sta xPosTableH,x
|
||||||
|
lda yPos
|
||||||
|
sta yPosTableL,x
|
||||||
|
lda yPos+1
|
||||||
|
sta yPosTableH,x
|
||||||
|
|
||||||
|
; random initial speed and direction
|
||||||
|
lda random
|
||||||
|
bpl dXplus
|
||||||
|
|
||||||
|
;A carries a random number
|
||||||
|
and #maxSpeed-1 ;a variable speed limiter
|
||||||
|
clc
|
||||||
|
adc #$FF-(maxSpeed-1)
|
||||||
|
sta dxTableH,x
|
||||||
|
bne dXlower
|
||||||
|
|
||||||
|
dXplus
|
||||||
|
clc
|
||||||
|
;A carries a random number
|
||||||
|
and #maxSpeed-1 ;a variable speed limiter
|
||||||
|
adc #1
|
||||||
|
sta dxTableH,x
|
||||||
|
dXlower
|
||||||
|
lda random
|
||||||
|
sta dxTableL,x
|
||||||
|
|
||||||
|
|
||||||
|
randomize 1 maxSpeed-1 ;dy can not be too small or the game would take forever
|
||||||
|
sta dyTableH,x
|
||||||
|
lda random
|
||||||
|
sta dyTableL,x
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
; sound
|
||||||
|
;lda random
|
||||||
|
;and #%00001000
|
||||||
|
lda #%00000000
|
||||||
|
sta consol
|
||||||
|
|
||||||
|
|
||||||
|
noCollision
|
||||||
|
noMoreSlots
|
||||||
|
|
||||||
|
|
||||||
|
flightLoopEnd
|
||||||
|
;end of the cycle for one ball
|
||||||
|
;save the changes now
|
||||||
|
ldx currBall
|
||||||
|
|
||||||
|
; let's save the position for the future erase
|
||||||
|
; old position of ball(currBall) is saved here
|
||||||
|
; in table nr memCycleTable(currBall)
|
||||||
|
ldy currBall
|
||||||
|
lda xpos+1 ;high byte is the integer position
|
||||||
|
sta (xMemAddr),y
|
||||||
|
lda ypos+1
|
||||||
|
sta (yMemAddr),y
|
||||||
|
; saved
|
||||||
|
|
||||||
|
lda xpos
|
||||||
|
sta xposTableL,x
|
||||||
|
lda xpos+1
|
||||||
|
sta xposTableH,x
|
||||||
|
|
||||||
|
lda ypos
|
||||||
|
sta yposTableL,x
|
||||||
|
lda ypos+1
|
||||||
|
sta yposTableH,x
|
||||||
|
|
||||||
|
lda dX
|
||||||
|
sta dxTableL,x
|
||||||
|
lda dX+1
|
||||||
|
sta dxTableH,x
|
||||||
|
|
||||||
|
lda dY
|
||||||
|
sta dyTableL,x
|
||||||
|
lda dY+1
|
||||||
|
sta dYTableH,x
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
endOfBallzLoop
|
||||||
|
|
||||||
|
dec currBall
|
||||||
|
jpl flight
|
||||||
|
|
||||||
|
;deaD Ball erasing
|
||||||
|
; if clearPtr (pointer for lazy crearing)
|
||||||
|
; is lower than eXistenZstackPtr
|
||||||
|
; then erase 1 memory ball and increase the pointer
|
||||||
|
; the pointer gets lowered with eXistenZstackPtr
|
||||||
|
|
||||||
|
/*
|
||||||
|
ldx clearPtr
|
||||||
|
dex
|
||||||
|
cpx eXistenZstackPtr
|
||||||
|
bcS clearPrt_GREQ_eXistenZstackPtr
|
||||||
|
|
||||||
|
lda eXistenZstack,x
|
||||||
|
sta clearBallNr
|
||||||
|
jsr clearDeadBall
|
||||||
|
inc clearPtr
|
||||||
|
|
||||||
|
clearPrt_GREQ_eXistenZstackPtr
|
||||||
|
*/
|
||||||
|
|
||||||
|
|
||||||
|
lda eXistenZstackPtr
|
||||||
|
cmp #maxBalls
|
||||||
|
bne gameIsNotOver
|
||||||
|
;game over
|
||||||
|
zzz
|
||||||
|
inc colbak
|
||||||
|
jmp zzz
|
||||||
|
|
||||||
|
gameIsNotOver
|
||||||
|
jmp loop
|
||||||
|
;-------------------
|
||||||
|
ballDoesNotexist
|
||||||
|
;a delay loop for a ball that does not really exist (yet)
|
||||||
|
ldx #75
|
||||||
|
delayLoop
|
||||||
|
dex
|
||||||
|
bne delayLoop
|
||||||
|
jmp endOfBallzLoop
|
||||||
|
;--------------------------------------------------
|
||||||
|
plot
|
||||||
|
; xpos, ypos (.byte) - pixel position
|
||||||
|
;--------------------------------------------------
|
||||||
|
; let's calculate coordinates from xpos and ypos
|
||||||
|
lda xpos
|
||||||
|
lsr
|
||||||
|
lsr
|
||||||
|
lsr
|
||||||
|
tay
|
||||||
|
;---
|
||||||
|
ldx ypos
|
||||||
|
lda lineAdrL,x
|
||||||
|
sta temp
|
||||||
|
lda lineAdrH,x
|
||||||
|
sta temp+1
|
||||||
|
|
||||||
|
lda xpos
|
||||||
|
and #$07
|
||||||
|
tax
|
||||||
|
|
||||||
|
lda (temp),y
|
||||||
|
ora bittable,x ;eor
|
||||||
|
sta (temp),y
|
||||||
|
rts
|
||||||
|
;--------------------------------------------------
|
||||||
|
deplot
|
||||||
|
; deyxpos, deypos (.byte) - pixel position
|
||||||
|
;--------------------------------------------------
|
||||||
|
; let's calculate coordinates from xpos and ypos
|
||||||
|
lda dexpos
|
||||||
|
lsr
|
||||||
|
lsr
|
||||||
|
lsr
|
||||||
|
tay
|
||||||
|
;---
|
||||||
|
ldx deypos
|
||||||
|
lda lineAdrL,x
|
||||||
|
sta temp
|
||||||
|
lda lineAdrH,x
|
||||||
|
sta temp+1
|
||||||
|
|
||||||
|
lda dexpos
|
||||||
|
and #$07
|
||||||
|
tax
|
||||||
|
|
||||||
|
lda (temp),y
|
||||||
|
and debittable,x
|
||||||
|
sta (temp),y
|
||||||
|
rts
|
||||||
|
;--------------------------------------------------
|
||||||
|
byteDePlot
|
||||||
|
; deyxpos, deypos (.byte) - byte-pixel position 32xmaxlines screen
|
||||||
|
;--------------------------------------------------
|
||||||
|
; let's calculate coordinates from xpos and ypos
|
||||||
|
;---
|
||||||
|
ldx deypos
|
||||||
|
lda lineAdrL,x
|
||||||
|
sta temp
|
||||||
|
lda lineAdrH,x
|
||||||
|
sta temp+1
|
||||||
|
|
||||||
|
ldy dexpos
|
||||||
|
lda #0
|
||||||
|
sta (temp),y
|
||||||
|
rts
|
||||||
|
;--------------------------------------------------
|
||||||
|
clearDeadBall
|
||||||
|
;--------------------------------------------------
|
||||||
|
;dead ball in clearBallNr
|
||||||
|
|
||||||
|
ldx #maxMemory-1
|
||||||
|
stx clearCount
|
||||||
|
|
||||||
|
clearDeadLoop
|
||||||
|
ldx clearCount
|
||||||
|
lda xposMemTableAdrL,x
|
||||||
|
sta xMemAddr
|
||||||
|
lda xposMemTableAdrH,x
|
||||||
|
sta xMemAddr+1
|
||||||
|
lda yposMemTableAdrL,x
|
||||||
|
sta yMemAddr
|
||||||
|
lda yposMemTableAdrH,x
|
||||||
|
sta yMemAddr+1
|
||||||
|
;now on zero page I've got the addressess to store the old xPos and yPos
|
||||||
|
ldy clearBallNr
|
||||||
|
lda (xMemAddr),y
|
||||||
|
sta dexpos
|
||||||
|
lda (yMemAddr),y
|
||||||
|
sta deypos
|
||||||
|
|
||||||
|
jsr deplot
|
||||||
|
|
||||||
|
dec clearCount
|
||||||
|
bpl clearDeadLoop
|
||||||
|
|
||||||
|
rts
|
||||||
|
;--------------------------------------------------
|
||||||
|
clearScreen
|
||||||
|
;--------------------------------------------------
|
||||||
|
lda #0
|
||||||
|
tax
|
||||||
|
Loopi1
|
||||||
|
:(maxLines*32/256+1) sta display+$100*#,x
|
||||||
|
inx
|
||||||
|
bne Loopi1
|
||||||
|
rts
|
||||||
|
;--------------------------------------------------
|
||||||
|
drawBricks
|
||||||
|
;--------------------------------------------------
|
||||||
|
|
||||||
|
; solid maxBrickLines field
|
||||||
|
lda #%11111111
|
||||||
|
ldx #0
|
||||||
|
loopi2
|
||||||
|
:(maxBrickLines+margin)*32/256-1 sta display+screenWidth+$100*#,x
|
||||||
|
inx
|
||||||
|
bne loopi2
|
||||||
|
|
||||||
|
; empty borders
|
||||||
|
mva #margin deypos
|
||||||
|
loopi3
|
||||||
|
mva #0 dexpos
|
||||||
|
jsr byteDePlot
|
||||||
|
mva #1 dexpos
|
||||||
|
jsr byteDePlot
|
||||||
|
mva #30 dexpos
|
||||||
|
jsr byteDePlot
|
||||||
|
mva #31 dexpos
|
||||||
|
jsr byteDePlot
|
||||||
|
inc deypos
|
||||||
|
lda deypos
|
||||||
|
cmp #maxBrickLines+margin*2
|
||||||
|
bne loopi3
|
||||||
|
|
||||||
|
rts
|
||||||
|
;--------------------------------------------------
|
||||||
|
randomStart
|
||||||
|
; X - ball number
|
||||||
|
;--------------------------------------------------
|
||||||
|
lda #1
|
||||||
|
sta balleXistenZ,x
|
||||||
|
|
||||||
|
randomize margin $ff-margin
|
||||||
|
sta xposTableH,x
|
||||||
|
randomize margin*2+maxBrickLines maxLines-margin*4
|
||||||
|
sta yposTableH,x
|
||||||
|
|
||||||
|
; random initial speed and direction
|
||||||
|
;randomize 0 maxSpeed-1
|
||||||
|
lda #1 ;easy start
|
||||||
|
sta dxTableH,x
|
||||||
|
lda random
|
||||||
|
sta dxTableL,x
|
||||||
|
|
||||||
|
;randomize 1 maxSpeed-1 ;dy can not be too small or the game would take forever
|
||||||
|
lda #-2 ;easy start
|
||||||
|
sta dyTableH,x
|
||||||
|
lda random
|
||||||
|
sta dyTableL,x
|
||||||
|
rts
|
||||||
|
|
||||||
|
|
||||||
|
;--------------------------------------------------
|
||||||
|
initialize
|
||||||
|
;--------------------------------------------------
|
||||||
|
;mva 0 COLPF2S
|
||||||
|
jsr clearscreen
|
||||||
|
jsr drawBricks
|
||||||
|
|
||||||
|
lda dmactls
|
||||||
|
and #$fc
|
||||||
|
;ora #$02 ; normal screen width
|
||||||
|
ora #$01 ; narrow screen width
|
||||||
|
sta dmactls
|
||||||
|
mwa #dl dlptrs
|
||||||
|
; prepare mem address tables (for "snake" routine)
|
||||||
|
|
||||||
|
;first address initialized
|
||||||
|
mva #<xposMemTable xposMemTableAdrL
|
||||||
|
mva #>xposMemTable xposMemTableAdrH
|
||||||
|
mva #<yposMemTable yposMemTableAdrL
|
||||||
|
mva #>yposMemTable yposMemTableAdrH
|
||||||
|
;now add maxBalls to the following addresses
|
||||||
|
;just take the previous one and add "maxBalls"
|
||||||
|
ldx #0
|
||||||
|
initLoop1
|
||||||
|
clc
|
||||||
|
lda xposMemTableAdrL,x
|
||||||
|
adc #<maxBalls ; maxBalls <$80
|
||||||
|
sta xposMemTableAdrL+1,x
|
||||||
|
lda xposMemTableAdrH,x
|
||||||
|
adc #>maxBalls ; maxBalls <$80, so it is == 0
|
||||||
|
sta xposMemTableAdrH+1,x
|
||||||
|
clc
|
||||||
|
lda yposMemTableAdrL,x
|
||||||
|
adc #<maxBalls ; maxBalls <$80
|
||||||
|
sta yposMemTableAdrL+1,x
|
||||||
|
lda yposMemTableAdrH,x
|
||||||
|
adc #>maxBalls ; maxBalls <$80, so it is == 0
|
||||||
|
sta yposMemTableAdrH+1,x
|
||||||
|
inx
|
||||||
|
cpx #maxMemory-1
|
||||||
|
bne initLoop1
|
||||||
|
;snake memory addressess initialized!
|
||||||
|
|
||||||
|
;clear the balleXistenZ (nothing is bouncing!)
|
||||||
|
;and other tables
|
||||||
|
ldx #0
|
||||||
|
txa
|
||||||
|
eXistenZclearLoop
|
||||||
|
sta balleXistenZ,x
|
||||||
|
sta dxTableL,x
|
||||||
|
sta dxTableH,x
|
||||||
|
sta dyTableL,x
|
||||||
|
sta dyTableH,x
|
||||||
|
sta xposTableL,x
|
||||||
|
sta xposTableH,x
|
||||||
|
sta yposTableL,x
|
||||||
|
sta yposTableH,x
|
||||||
|
sta memCycleTable,x
|
||||||
|
|
||||||
|
inx
|
||||||
|
cpx #maxBalls
|
||||||
|
bne eXistenZclearLoop
|
||||||
|
sta balleXistenZcatch
|
||||||
|
|
||||||
|
|
||||||
|
dex
|
||||||
|
; X == maxBalls-1
|
||||||
|
txa
|
||||||
|
eXistenZstackFill
|
||||||
|
sta eXistenZstack+1,x
|
||||||
|
dex
|
||||||
|
txa
|
||||||
|
bne eXistenZstackFill
|
||||||
|
|
||||||
|
|
||||||
|
ldy #maxBalls
|
||||||
|
sty eXistenZstackPtr
|
||||||
|
;sty clearPtr
|
||||||
|
|
||||||
|
|
||||||
|
;OK, one ball starts!
|
||||||
|
|
||||||
|
;ldy eXistenZstackPtr
|
||||||
|
lda eXistenZstack,Y
|
||||||
|
dey
|
||||||
|
sty eXistenZstackPtr
|
||||||
|
|
||||||
|
tax
|
||||||
|
|
||||||
|
|
||||||
|
jsr randomStart ;just one random pixxxel
|
||||||
|
;previously the whole band of ballz
|
||||||
|
|
||||||
|
;VBI
|
||||||
|
mva #$b0 racquetPos
|
||||||
|
vmain vint,7
|
||||||
|
rts
|
||||||
|
;--------------------------------------------------
|
||||||
|
vint
|
||||||
|
;------------JOY-------------
|
||||||
|
;happy happy joy joy
|
||||||
|
;check for joystick now
|
||||||
|
/*
|
||||||
|
inc MyClok
|
||||||
|
lda MyClok
|
||||||
|
and #$07
|
||||||
|
bne jNotRight
|
||||||
|
*/
|
||||||
|
ldy PORTA
|
||||||
|
/*
|
||||||
|
tya
|
||||||
|
and #$01 ;up
|
||||||
|
bne jNotUp
|
||||||
|
ldx joystickConversion ;up
|
||||||
|
lda #1
|
||||||
|
sta keyboardGrid,x
|
||||||
|
jNotUp
|
||||||
|
tya
|
||||||
|
and #$02 ;down
|
||||||
|
bne jNotDown
|
||||||
|
ldx joystickConversion+1 ;up
|
||||||
|
lda #1
|
||||||
|
sta keyboardGrid,x
|
||||||
|
jNotDown
|
||||||
|
*/
|
||||||
|
tya
|
||||||
|
and #$04 ;left
|
||||||
|
bne jNotLeft
|
||||||
|
ldx racquetPos
|
||||||
|
cpx #racquetPosMin+1
|
||||||
|
bcc jNotLeft
|
||||||
|
dex
|
||||||
|
dex
|
||||||
|
stx racquetPos
|
||||||
|
|
||||||
|
jNotLeft
|
||||||
|
tya
|
||||||
|
and #$08 ;right
|
||||||
|
bne jNotRight
|
||||||
|
ldx racquetPos
|
||||||
|
cpx #racquetPosMax
|
||||||
|
bcs jNotRight
|
||||||
|
inx
|
||||||
|
inx
|
||||||
|
stx racquetPos
|
||||||
|
jNotRight
|
||||||
|
/*
|
||||||
|
;fire
|
||||||
|
lda TRIG0
|
||||||
|
bne JNotFire
|
||||||
|
...
|
||||||
|
JNotFire
|
||||||
|
*/
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
lda racquetPos
|
||||||
|
|
||||||
|
sec
|
||||||
|
lda #screenWidth-1
|
||||||
|
sbc racquetPos
|
||||||
|
:3 lsr
|
||||||
|
clc
|
||||||
|
adc #<racquetDispEven
|
||||||
|
sta dlracquetAddr0
|
||||||
|
lda #>racquetDispEven
|
||||||
|
adc #0
|
||||||
|
sta dlracquetAddr0+1
|
||||||
|
|
||||||
|
lda dlracquetAddr0
|
||||||
|
sta dlracquetAddr1
|
||||||
|
sta dlracquetAddr2
|
||||||
|
sta dlracquetAddr3
|
||||||
|
lda dlracquetAddr0+1
|
||||||
|
sta dlracquetAddr1+1
|
||||||
|
sta dlracquetAddr2+1
|
||||||
|
sta dlracquetAddr3+1
|
||||||
|
|
||||||
|
lda racquetPos
|
||||||
|
lsr
|
||||||
|
and #$03
|
||||||
|
sta HSCROL
|
||||||
|
|
||||||
|
lda racquetPos
|
||||||
|
:4 lsr
|
||||||
|
tax
|
||||||
|
lda hexconv,x
|
||||||
|
sta hexDump
|
||||||
|
|
||||||
|
lda racquetPos
|
||||||
|
and #$0F
|
||||||
|
tax
|
||||||
|
lda hexconv,x
|
||||||
|
sta hexDump+1
|
||||||
|
|
||||||
|
|
||||||
|
jmp XITVBV
|
||||||
|
|
||||||
|
;--------------------------------------------------
|
||||||
|
hexConv
|
||||||
|
dta d"0123456789abcdef"
|
||||||
|
marginLine :32 .byte 0
|
||||||
|
|
||||||
|
lineAdrL
|
||||||
|
:margin .byte <marginLine ;8 lines of margin space
|
||||||
|
:maxLines .byte <(display+32*#)
|
||||||
|
;:margin .byte <marginLine ;8 lines of margin space
|
||||||
|
:256-maxLines-1*margin .by <marginLine; (display+32*#) ;just to let the plot smear on full .byte ypos
|
||||||
|
lineAdrH
|
||||||
|
:margin .byte >marginLine
|
||||||
|
:maxLines .byte >(display+32*#)
|
||||||
|
;:margin .byte >marginLine
|
||||||
|
:256-maxLines-1*margin .by >marginLine; (display+32*#) ;just to let the plot smear on full .byte ypos
|
||||||
|
; $E000 is an address in ROM - the trick to avoid spawning new balls!
|
||||||
|
bittable
|
||||||
|
.byte $80,$40,$20,$10,$08,$04,$02,$01
|
||||||
|
debittable
|
||||||
|
.byte %01111111
|
||||||
|
.byte %10111111
|
||||||
|
.byte %11011111
|
||||||
|
.byte %11101111
|
||||||
|
.byte %11110111
|
||||||
|
.byte %11111011
|
||||||
|
.byte %11111101
|
||||||
|
.byte %11111110
|
||||||
|
|
||||||
|
dxTableL :maxBalls .byte 0
|
||||||
|
dxTableH :maxBalls .byte 0
|
||||||
|
dyTableL :maxBalls .byte 0
|
||||||
|
dyTableH :maxBalls .byte 0
|
||||||
|
; xpos and ydaw are "decimal" parts of static point precision .word
|
||||||
|
xposTableL :maxBalls .byte 0 ; "fractional" part
|
||||||
|
xposTableH :maxBalls .byte 0 ; "fractional" part
|
||||||
|
yposTableL :maxBalls .byte 0 ;
|
||||||
|
yposTableH :maxBalls .byte 0 ;
|
||||||
|
;ball position memory tables - the ball trace works like a "snake"
|
||||||
|
; (one set, one erased)
|
||||||
|
; there are "maxMemory" number of tables, "maxballs" length each
|
||||||
|
; too bad their addressess are not known in advance,
|
||||||
|
; so a short subrourine must calculate them and place to XposMemTableAdrL, etc.
|
||||||
|
balleXistenZ :maxBalls .byte 0 ; 0-dead, 1-alive!
|
||||||
|
balleXistenZcatch
|
||||||
|
.byte 0 ; catch last ball byte
|
||||||
|
eXistenZstack ; goes from index [1..maxBalls]. maxBalls[0] is unused
|
||||||
|
; keeps the list of free slots for balls
|
||||||
|
; goes from down to top. ptr==0 means stack is empty (all balls playing)
|
||||||
|
:maxBalls+1 .byte 0
|
||||||
|
xposMemTable
|
||||||
|
:maxBalls*maxMemory .byte 0
|
||||||
|
yposMemTable
|
||||||
|
:maxBalls*maxMemory .byte 0
|
||||||
|
;addressess of the tables with
|
||||||
|
xposMemTableAdrL
|
||||||
|
:maxMemory .byte 0
|
||||||
|
xposMemTableAdrH
|
||||||
|
:maxMemory .byte 0
|
||||||
|
yposMemTableAdrL
|
||||||
|
:maxMemory .byte 0
|
||||||
|
yposMemTableAdrH
|
||||||
|
:maxMemory .byte 0
|
||||||
|
;table for keeping the count on the last position to be deleted from the "snake"
|
||||||
|
memCycleTable
|
||||||
|
:maxBalls .byte 0
|
||||||
|
statusBar
|
||||||
|
dta d"rc$"
|
||||||
|
hexDump
|
||||||
|
dta d" dx$"
|
||||||
|
dxDisp
|
||||||
|
dta d" dy$"
|
||||||
|
dyDisp
|
||||||
|
dta d" balls$"
|
||||||
|
ballDisp
|
||||||
|
dta d" "
|
||||||
|
|
||||||
|
RUN main
|
||||||
|
|
||||||
|
|
||||||
Binary file not shown.
+97
@@ -0,0 +1,97 @@
|
|||||||
|
|
||||||
|
TODO
|
||||||
|
T021: balls are ferking stick to the right part of the screen...
|
||||||
|
T023: find and set few nice starting points and speeds to be rotated (remove not really sexy random start)
|
||||||
|
T025: do nice game over (when not clear)
|
||||||
|
T026: do nice "ALL CLEAR" screen
|
||||||
|
|
||||||
|
T028: (idea) spinning the ball - when ball bounces the racquette when it is moving, dX adds or subs
|
||||||
|
|
||||||
|
Changes:
|
||||||
|
|
||||||
|
2012-02-16
|
||||||
|
Fork to the colour version. (averybreakout.asm) Graphics mode tests.
|
||||||
|
|
||||||
|
|
||||||
|
build 023: 2010-06-26
|
||||||
|
+ idle ball delay loop shortened to 75 loops for a smoother experience
|
||||||
|
T027: when ball is down out of the screen and the racquette is over it, it bounces.
|
||||||
|
Need to add a check for it! (no bounces when out of the screen)
|
||||||
|
|
||||||
|
build 022: 2010-06-24
|
||||||
|
T022: when balls disappear, their traces should disappear, too, even when a new ball is NOT created
|
||||||
|
now the dead pixels disappear only when a new ball is created.
|
||||||
|
It has been done by expanding the bottom area, so the balls are going down.
|
||||||
|
Screen had to been cut 10 lines. Not a big deal.
|
||||||
|
T024: detect the ending
|
||||||
|
Detected (gameIsNotOver label).
|
||||||
|
|
||||||
|
|
||||||
|
build 021: 2010-06-21
|
||||||
|
+ apparently the slowest part of the engine is eXistenZcheck - rewrite as a simple stack!
|
||||||
|
as usual, it was not as simple as thought previously... But works now!
|
||||||
|
Will be easier to clear traces of the dead balls now.
|
||||||
|
|
||||||
|
build 020: 2010-06-02
|
||||||
|
+ when the racquette is max to the right it does not bounce balls!
|
||||||
|
+ still problems with racquet
|
||||||
|
solved - pos+size was >$ff
|
||||||
|
+ very fast balls get through the left-right side borders
|
||||||
|
solved by a better usage of "maxSpeed"
|
||||||
|
|
||||||
|
build 019: 2010-05-27
|
||||||
|
+ alive balls are somewhere in the outer space - check where and fix
|
||||||
|
where: YposTableH -- 00 -- 08 most 01, XposTableH - FF, FE, 00, 01
|
||||||
|
basicaly these are places where a ball should never be!
|
||||||
|
One fix let other "outer-space" related buggies die, too.
|
||||||
|
The problem was that bouncing ball got behind the border and started to bounce
|
||||||
|
there and forth outside the screen. Fix - bring it back on the playfield.
|
||||||
|
+ balls are created somewhere outside the screen
|
||||||
|
+ when balls disappear, their traces should disappear, too (now 1 pixel stays on screen)
|
||||||
|
+ high dX balls were sticking to Vborders. Fixed by increasing the margin
|
||||||
|
|
||||||
|
build 018: 2010-05-26
|
||||||
|
+ 1 pixel out of the deleted bunch stays forever (erase/store sequence was invalid)
|
||||||
|
|
||||||
|
|
||||||
|
build 017: 2010-05-25
|
||||||
|
+ too few high dX balls
|
||||||
|
x low-priority: rewrite memorytables to use lda (zpage,x) addressing (cool:)
|
||||||
|
Turned out not to be such a low-priority job as wrong sequence of writes
|
||||||
|
to memorytables make one pixel staying on the screen. Rewrite to simplify!
|
||||||
|
Turned out that indirect X addressing is not good for it and this is closed.
|
||||||
|
|
||||||
|
build 016: 2010-05-24
|
||||||
|
Forgot about documenting updates...
|
||||||
|
Basically the game is close to the end, but number of small issues emerged.
|
||||||
|
+ racquette is too slow (and it was such a work to make it 1-px smooth...)
|
||||||
|
|
||||||
|
build 006: 2010-05-12
|
||||||
|
Collision detection
|
||||||
|
Ough... turned out to be way more difficult than expected, but now collisions are detected and balls are bouncing!
|
||||||
|
|
||||||
|
build 005: 2010-05-10
|
||||||
|
Snake like plot memory! Lots and lots of pixels, less balls (64 is the max...)
|
||||||
|
|
||||||
|
|
||||||
|
build 004: 2010-05-09
|
||||||
|
Multiple ballz
|
||||||
|
|
||||||
|
|
||||||
|
build 003: 2010-05-08
|
||||||
|
Feeling bouncy
|
||||||
|
simple boundary bounces work nicely.
|
||||||
|
Unfrtunately number of draws per frame dropped to circa 70.
|
||||||
|
I guess 64 will be an achievement for 2 frames.
|
||||||
|
|
||||||
|
build 002: 2010-05-06
|
||||||
|
MADS rewrite :-]
|
||||||
|
;bare plots get circa 320 pixels per frame. I will go for 128 pix max now
|
||||||
|
|
||||||
|
|
||||||
|
build 001: 2010-05-04
|
||||||
|
|
||||||
|
First try:
|
||||||
|
Strip scorch sources to get clean gr.8 screen.
|
||||||
|
(and PLOT)
|
||||||
|
Basic idea: http://wonderfl.net/c/tNGi/fullscreen
|
||||||
Reference in New Issue
Block a user