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2025-01-20 11:30:33 +01:00

349 lines
7.9 KiB
NASM

; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
.IF *>0 ;this is a trick that prevents compiling this file alone
;--------------------------------------------------
.proc DLIinterruptGraph
pha
phy
ldy dliCounter
cpy #$14
beq GoBlackHole
lda dliColorsBack,y
.IF TARGET = 800
nop ; necessary on 800 because DLIs take less time, jitter visible without it
nop
nop
.ENDIF
nop
;nop
sta COLPF1
lda GradientNr
bne GoGradient
ldy #$ff ; one mauntain color
GoGradient
iny
lda (GradientColors),y ; mountains colors array
sta COLPF2
NoBlacHoleLine
EndOfDLI_Gr
inc dliCounter
ply
pla
rti
GoBlackHole
lda BlackHole
beq NoBlacHoleLine
nop
lda #$00 ; color of last line
sta COLPF2
beq EndOfDLI_Gr
.endp
;--------------------------------------------------
.proc DLIinterruptOptions
pha
phy
lda dliCounter
bne Subtitle
lda #0 ; background color
sta COLPF1
ldy GradientNr
beq @+
ldy #1
@ lda (GradientColors),y ; mountains colors array
sta COLPF2 ; allways <> 0 !!!
bne DLIinterruptGraph.EndOfDLI_Gr
Subtitle
lda #0
sta COLPF2
lda random
and #%00000011
ora #%00010000
sta COLPF1
bne DLIinterruptGraph.EndOfDLI_Gr
.endp
;--------------------------------------------------
.proc DLIinterruptGameOver
pha
phy
lda dliCounter
bne EndofPMG
lda #%00100001 ; playfield after P/M - prior=1
;STA WSYNC
sta PRIOR
bne DLIinterruptGraph.EndOfDLI_Gr
EndofPMG
cmp #1
bne ColoredLines
lda #%00100100 ; playfield before P/M
;STA WSYNC
sta PRIOR
bne DLIinterruptGraph.EndOfDLI_Gr
ColoredLines
cmp #9
beq CreditsScroll
tay
lda GameOverColoursTable-3,y ; -2 because this is DLI nr 2 and -1 (labels line)
ldy #$0a ; text colour (brightnes)
;STA WSYNC
sta COLPF2
sty COLPF1
bne DLIinterruptGraph.EndOfDLI_Gr
CreditsScroll
lda #$00
sta COLPF2
beq DLIinterruptGraph.EndOfDLI_Gr
.endp
;--------------------------------------------------
.proc DLIinterruptText
pha
lda dliCounter
bne MoreBarsColorChange
lda #TextBackgroundColor
;sta WSYNC
sta COLPF2
mva #TextForegroundColor COLPF3
bne EndOfDLI_Text
MoreBarsColorChange
and #%00000001
rol
sta COLPF2
EndOfDLI_Text
inc dliCounter
pla
DLIinterruptNone
rti
.endp
;--------------------------------------------------
.proc VBLinterrupt
mva #0 dliCounter
mva #$02 DliColorBack
lda PAL
and #%00001110
beq itsPAL
;it is NTSC here
dec NTSCcounter
bne itsPAL
mva #6 NTSCcounter
bne SkippedIfNTSC ; skip doing VBL things each 6 frames in Amerika, Amerika
; We're all living in Amerika, Coca Cola, Wonderbra
itsPAL
; pressTimer is trigger tick counter. always 50 ticks / s
bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
SkippedIfNTSC
bit RMT_blocked
bmi SkipRMTVBL
; ------- RMT -------
lda sfx_effect
bmi lab2
asl @ ; * 2
tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module)
lda #0 ;A = 0 note (0..60)
bit noSfx
smi:jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
lda #$ff
sta sfx_effect ;reinit value
lab2
jsr RASTERMUSICTRACKER+3 ;1 play
; ------- RMT -------
SkipRMTVBL
; ------ meteors ------ start
.IF METEORS = 1
ldx #0
bit Mcounter
bpl MeteorOnSky
bit MeteorsFlag
bmi SkipMeteors
; randomize meteor
lda random
and #%11111111
bne SkipMeteors
lda random
sta Mpoint1X
sta Mpoint2X
lda #0
sta Mpoint1X+1
sta Mpoint2X+1
lda random
and #$1f
sta Mpoint1Y
sta Mpoint2Y
mva #10 Mcounter
MeteorOnSky
jsr GoMplot
NoFirstPlot
ldx #2 ; second point coordinates
lda Mcounter
beq @+
dec Mcounter
bpl SkipSecondPlot
@ lda Mpoint1Y,x
cmp #64
bne GoSecondPlot
mva #$ff Mcounter
bmi SkipMeteors
GoSecondPlot
jsr GoMplot2
SkipSecondPlot
SkipMeteors
.ENDIF
; ------ meteors ------ end
bit ScrollFlag
bpl EndOfCreditsVBI
CreditsVBI
inc CreditsVScrol
lda CreditsVScrol
cmp #32 ;not too fast
beq nextlinedisplay
:2 lsr ;not too fast
sta VSCROL
jmp EndOfCreditsVBI
nextlinedisplay
lda #0
sta CreditsVScrol
sta VSCROL
clc
lda DLCreditsAddr
adc #40
sta DLCreditsAddr
bcc @+
inc DLCreditsAddr+1
@
cmp #<CreditsLastLine
bne EndOfCreditsVBI
lda DLCreditsAddr+1
cmp #>CreditsLastLine
bne EndOfCreditsVBI
; adw DLCreditsAddr #40
; cpw DLCreditsAddr #CreditsLastLine
; bne EndOfCreditsVBI
mwa #Credits DLCreditsAddr
EndOfCreditsVBI
.IF TARGET = 800
; support for joysticks :)
ldx JoystickNumber
lda STICK0,x
sta STICK0
lda STRIG0,x
sta STRIG0
; and PADDLES (2 and 3 joystick button)
txa
asl
tax
lda PADDL0,x
sta PADDL0
; lda PADDL1,x
; sta PADDL1
jmp XITVBV
.ELIF TARGET = 5200
lda SkStatSimulator
bmi @+
inc SkStatSimulator
@
lda JoystickNumber ; select port
ora #%00000100 ; Speaker off, Pots enabled
sta CONSOL5200
center = 114 ;Read analog stick and make it look like a digital stick
threshold = 60
lda JoystickNumber
asl
tax
lda paddl0,x ;Read POT0 value (horizontal position)
cmp #center+threshold ;Compare with right threshold
rol stick0 ;Feed carry into digital stick value
cmp #center-threshold ;Compare with left threshold
rol stick0 ;Feed carry into digital stick value
lda paddl1,x ;Read POT1 value (vertical position)
cmp #center+threshold ;Compare with down threshold
rol stick0 ;Feed carry into digital stick value
cmp #center-threshold ;Compare with down threshold
rol stick0 ;Feed carry into digital stick value
lda stick0 ;0 indicates a press so the right/down values need to be inverted
eor #2+8
and #$0f
sta stick0
ldx JoystickNumber
; check shift key (5200 second fire button)
lda SKSTAT
:3 lsr ; third bit
and trig0,x ; and first button
;lda trig0,x
sta strig0 ;Move hardware to shadow
mva chbas chbase
lda skstat ;Reset consol key shadow is no key is pressed anymore
and #4
beq @+
mva #consol_reset consol
mva #@kbcode._none kbcode
@
exit
pla
tay
pla
tax
pla
rti
.ENDIF
; ------ meteors plot/flight subroutine ------ start
.IF METEORS = 1
GoMplot
lda Mpoint1Y,x
cmp #64
beq @+
GoMplot2
sta EplotY
inc Mpoint1Y,x
mwa Mpoint1X,x EplotX
inw Mpoint1X,x
jmp Explot
@ rts
.ENDIF
; ------ meteors plot/flight subroutine ------ end
.endp
.IF TARGET = 5200
.proc kb_continue
cmp #$0c ; START key on 5200 keypad
beq StartPressed
sta kbcode ;Store key code in shadow.
mva #0 SkStatSimulator
beq VBLinterrupt.exit
StartPressed
mvx #%00000110 CONSOL ; virtual CONSOL Start key pressed
bne VBLinterrupt.exit
.endp
.ENDIF
;--------------------------------------------------
.macro SetDLI
; SetDLI #WORD
; Initialises Display List Interrupts
LDY # <:1
LDX # >:1
jsr _SetDLIproc
.endm
.proc _SetDLIproc
LDA #$00
STA NMIEN
LDA #$C0
STY VDSLST
STX VDSLST+1
STA NMIEN
rts
.endp
.ENDIF