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RANDOM_test.asm
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; @com.wudsn.ide.lng.mainsourcefile=RANDOM_test.asm
;mads RANDOM_test.asm -o:RANDOM_test.bin -d:TARGET=5200
;mads RANDOM_test.asm -o:RANDOM_test.xex -d:TARGET=800
;---------------------------------------------------
.IFNDEF TARGET
.def TARGET = 800 ; 5200
.ENDIF
;---------------------------------------------------
OPT r+ ; saves 10 bytes, and probably works :) https://github.com/tebe6502/Mad-Assembler/issues/10
;---------------------------------------------------
;---------------------------------------------------
;---------------------------------------------------
FirstZpageVariable = $50
.zpvar DliColorBack .byte = FirstZpageVariable
.zpvar ClearSky .byte ; $ff - Crear sky during drawmountains, 0 - no clear sky
.zpvar PaddleState .byte ; old state 2nd button for 2 buttons joysticks
.zpvar GradientNr .byte
.zpvar GradientColors .word
.zpvar JoystickNumber .byte
.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory
; 0 - nothing
.zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory
.zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on)
.zpvar xdraw .word ; = $64 ;variable X for plot
.zpvar ydraw .word ; variable Y for plot
; (like in Atari Basic - Y=0 in upper right corner of the screen)
.zpvar xbyte .word
.zpvar ybyte .word
.zpvar CharCode .byte
.zpvar fontind .word
.zpvar tanknr .byte
.zpvar oldplot .word
.zpvar xc .word
.zpvar temp .word ; temporary word for the most embeded loops only
.zpvar temp2 .word ; same as above
.zpvar modify .word ; origially used to replace self-modyfying code
.zpvar tempXROLLER .word ; same as above for XROLLER routine (used also in result display routine)
.zpvar xtempDRAW .word ; same as above for XDRAW routine
.zpvar ytempDRAW .word ; same as above for XDRAW routine
.zpvar tempor2 .word
.zpvar CreditsVScrol .byte
;--------------temps used in circle routine
.zpvar xi .word ; X (word) in draw routine
.zpvar fx .byte
.zpvar yi .word ; Y (word) in draw routine
.zpvar fy .byte
.zpvar xk .word
.zpvar fs .byte
.zpvar yc .byte ; ycircle - temporary for circle
.zpvar dx .word
.zpvar dy .word
.zpvar dd .word
.zpvar di .word
.zpvar dp .word
;----------------------------
.zpvar UnderTank1 .byte
.zpvar UnderTank2 .byte
;----------------------------
.zpvar TestFlightFlag .byte ; For AI test flights ($ff - test, $00 - standard shoot flight)
.zpvar weaponPointer .word
.zpvar dliCounter .byte
.zpvar pressTimer .byte
.zpvar NTSCcounter .byte
.zpvar sfx_effect .byte
.zpvar RMT_blocked .byte
.zpvar ScrollFlag .byte
.zpvar SkStatSimulator .byte
.zpvar FloatingAlt .byte ; floating tank altitude
.zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
; --------------OPTIMIZATION VARIABLES--------------
.zpvar Force .word
.zpvar Force_ .byte ; Force is 3 bytes long
.zpvar Angle .byte
.zpvar Parachute .byte ; are you insured with parachute?
.zpvar color .byte
.zpvar Erase .byte ; if 1 only mask of the character is printed
; on the graphics screen. if 0 character is printed normally
.zpvar radius .byte
.zpvar decimal .word
.zpvar NumberOfPlayers .byte ; current number of players (counted from 1)
.zpvar Counter .byte ; temporary Counter for outside loops
.zpvar ExplosionRadius .byte
.zpvar FunkyBombCounter .byte
.zpvar ResultY .byte
.zpvar xcircle .word
.zpvar ycircle .word
.zpvar vy .word
.zpvar vy_ .word ; 4 bytes
.zpvar vx .word
.zpvar vx_ .word ; 4 bytes
.zpvar HitFlag .byte ; $ff when missile hit ground, $00 when no hit,
; $01-$06 tank index+1 when hit tank
.zpvar PositionOnTheList .byte ; pointer position on the list being displayed
.zpvar FirstKeypressDelay .byte
.zpvar IsEndOfTheFallFlag .byte ;for small speedup ground falling
.zpvar TankSequencePointer .byte
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag
; (0 - round only, >0 - each turn)
.zpvar RandomMountains .byte ; mountains type change after each turn flag
; (0 - round only, >0 - each turn)
.zpvar FastSoilDown .byte ; 0 - standard, >0 - fast
.zpvar BlackHole .byte ; 0 - no, >0 - yes
.zpvar XHit .word
.zpvar delta .word
.zpvar HowMuchToFall .byte
.zpvar magic .word ; worst var name in the whole business
.zpvar xtraj .word
.zpvar xtraj_ .byte ; 3 bytes
.zpvar ytraj .word
.zpvar ytraj_ .byte ; 3 bytes
.zpvar Wind .word
.zpvar Wind_ .word ; 4 bytes
.zpvar RangeLeft .word
.zpvar RangeRight .word
.zpvar NewAngle .byte
.zpvar escFlag .byte ; 7 bit - Exit game,
; 6 bit - Exit to GameOver (cleared - exit to Menu), 0 - nothing
.zpvar LineYdraw .byte
.zpvar LineXdraw .word
.zpvar plot4x4color .byte ; $00 / $ff
.zpvar Multiplier .word
.zpvar Multiplier_ .byte ; 3 bytes
.zpvar HowToDraw .byte
.zpvar DrawDirFactor .byte
.zpvar gravity .byte
.zpvar LineLength .word
.zpvar tracerflag .byte
.zpvar isInventory .byte
.zpvar DifficultyLevel .byte
.zpvar goleft .byte
.zpvar OffsetDL1 .byte
.zpvar L1 .byte
HotNapalmFlag = FunkyBombCounter ; variable reuse!
displayposition = modify
LineAddress4x4 = xcircle
;* RMT ZeroPage addresses in artwork/sfx/scorch_str9-NTSC.rmt
DISPLAY = $1000
SCREENHEIGHT = 256
screenwidth = 32
;-----------------------------------------------
; libraries
;-----------------------------------------------
.IF TARGET = 800
icl 'Atari/lib/ATARISYS.ASM'
icl 'Atari/lib/MACRO.ASM'
.ELIF TARGET = 5200
OPT h-f+ ; no headers, single block --> cart bin file
icl 'Atari/lib/5200SYS.ASM'
icl 'Atari/lib/5200MACRO.ASM'
.enum @kbcode
_space = $00
_Y = $01
_up = $02
_O = $03
_left = $04
_tab = $05
_right = $06
_A = $07
_down = $08
_I = $09
_esc = $0a
_help = $0b ; Visual Debug in 5200
_del = $fc ; $0c ;not used in 5200
_M = $0d
_S = $0e
_atari = $fd ; not used in 5200
_ret = $0c ; fire in 5200
_none = $0f
.ende
.ENDIF
;-----------------------------------------------
; variable declarations in RAM (no code)
;-----------------------------------------------
ORG $3000
; These tebles are at the beginning of memory pages becouse ....
bittable1_long
.ds $100
bittable2_long
.ds $100
linetableL
.ds (screenHeight)
linetableH
.ds (screenHeight)
; loading address
ORG $4000
;--------------------------------------------------
; Game Code
;--------------------------------------------------
FirstSTART
.IF TARGET = 5200
; start in 5200 diagnostic mode
; move original startup procedure to RAM
Modified5200Splash = $2100 ; apparently there is some free space here
; check kernel version
Atari5200KernelByte = $fff8
; $32 - 4 joy
; $00 - 2 joy
; $ff - Altirra kernel
lda Atari5200KernelByte
beq rom2joy
cmp #$32
beq rom4joy
altirra_kernel
mwa #Modified5200Splash+$8a modify
bne @+ ; JMP
rom4joy
mwa #Modified5200Splash+$16b modify
bne @+ ; JMP
rom2joy
mwa #Modified5200Splash+$181 modify
@
mwa $fffc temp ; startup proc address
mwa #Modified5200Splash temp2
jsr CopyFromROM
; modify the end of the splash procedure
lda #$60 ; rts
sta (temp2),y
jsr Modified5200Splash+$0f ; after the diag cart detection
; modify the text
splash_text = $3c80 ; '.scorch.supersystem.copyright.19xx.atari'
splash_year = splash_text + $1e
splash_copyright = splash_text + $14
ldy #19 ; 20 characters
@ lda NewSplashText,y
sta splash_copyright,y
dey
bpl @-
; splash screen delay. maybe add fire to speed up?
@ cpx RTCLOK+1
bne @-
no5200splash
.ENDIF
StartAfterSplash
; generate linetables
jsr GenerateLineTable
.IF TARGET = 800
; pokeys init
lda #3 ; stereo (pseudo)
sta POKEY+$0f ; stereo
sta POKEY+$1f ; stereo
.ELIF TARGET = 5200
mva #$7f SkStatSimulator
.ENDIF
.IF TARGET = 5200
mva #$0f STICK0
mva #$04 CONSOL5200 ; Speaker off, Pots enabled, port #1 selected
mwa #kb_continue VKEYCNT ; Keyboard handler
.ENDIF
VMAIN VBLinterrupt,7 ; jsr SetVBL
mva #2 chactl ; necessary for 5200
mwa #dl dlptrs ; issue #72 (glitches when switches)
mva #@dmactl(narrow|dma) dmactls
@
mva random xdraw
;mva random ydraw
lda random
;and #%00111111
sta ydraw
; let's calculate coordinates from xdraw and ydraw
;xbyte = xbyte/8
lda xdraw
:3 lsr
sta xbyte
;---
ldx ydraw
ldy linetableL,x
lda linetableH,x
sta xbyte+1
ldx xdraw ; optimization (256 bytes long bittable)
lda (xbyte),y
ora bittable1_long,x
sta (xbyte),y
jmp @-
dl
.byte SKIP8, SKIP8, SKIP8
.byte LMS|MODEF
.word DISPLAY
:127 .byte MODEF
.byte JVB
.word dl
;--------------------------------------------------
.proc GenerateLineTable
mwa #display temp
mwa #linetableL temp2
mwa #linetableH modify
ldy #0
@ lda temp
sta (temp2),y
lda temp+1
sta (modify),y
adw temp #screenwidth
iny
cpy #0 ;#screenheight+1
bne @-
; and bittables for fastest plot and point (thanks @jhusak)
ldy #0
lda #$40
@ asl
adc #0
sta bittable1_long,y
tax
eor #%11111111
sta bittable2_long,y
txa
dey
bne @-
endof
rts
.endp
; -----------------------------------------
.proc plot ;plot (xdraw, ydraw, color)
; color == 1 --> put pixel
; color == 0 --> erase pixel
; xdraw (word) - X coordinate
; ydraw (word) - Y coordinate
; this is one of the most important routines in the whole
; game. If you are going to speed up the game, start with
; plot - it is used by every single effect starting from explosions
; through line drawing and small text output!!!
;
; Optimized by 0xF (Fox) THXXXX!!!
; -----------------------------------------
MakePlot
; let's calculate coordinates from xdraw and ydraw
;xbyte = xbyte/8
lda xdraw
:3 lsr
sta xbyte
;---
ldx ydraw
ldy linetableL,x
lda linetableH,x
sta xbyte+1
ldx xdraw ; optimization (256 bytes long bittable)
lda (xbyte),y
ora bittable1_long,x
sta (xbyte),y
rts
.endp
;--------------------------------------------------
MakeDarkScreen
;--------------------------------------------------
mva #0 dmactls ; dark screen
; and wait one frame :)
;--------------------------------------------------
.proc WaitOneFrame
;--------------------------------------------------
jsr CheckStartKey ; START KEY
seq:wait ; or waitRTC ?
rts
.endp
;--------------------------------------------------
.proc PauseYFrames
; Y - number of frames to wait (divided by 2)
; pauses for maximally 510 frames (255 * 2)
;--------------------------------------------------
@ jsr WaitOneFrame
jsr WaitOneFrame
dey
bne @-
rts
.endp
;-------------------------------------------------
.proc CopyFromROM
;-------------------------------------------------
;copy from CART to RAM
; trashes: Y
; temp: source
; temp2: destination
; modify: destination-end
;usage:
; mwa #DisplayCopyRom temp
; mwa #display temp2
; mwa #DisplayCopyEnd+1 modify
; jsr CopyFromROM
ldy #0
@ lda (temp),y
sta (temp2),y
inw temp
inw temp2
cpw temp2 modify
bne @-
rts
.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
.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
jmp XITVBV
.ELIF TARGET = 5200
lda SkStatSimulator
smi: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
.endp
.IF TARGET = 5200
.proc kb_continue
cmp #$0c ; START key on 5200 keypad
beq StartPressed
sta kbcode ;Store key code in shadow.
mva #0 SkStatSimulator
beq VBLinterrupt.exit
StartPressed
mvx #%00000110 CONSOL ; virtual CONSOL Start key pressed
bne VBLinterrupt.exit
.endp
.ENDIF
;--------------------------------------------------
.proc CheckStartKey
;--------------------------------------------------
lda CONSOL ; turbo mode
and #%00000001 ; START KEY
rts
.endp
;-------------------------------------------------
.ECHO "Bytes on top left: ",$bfe8-* ; ROM_SETTINGS-*
.IF TARGET = 800
run FirstSTART
.ELIF TARGET = 5200
.IF * > ROM_SETTINGS-1
.ERROR 'Code too long to fit in 5200'
.ENDIF
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
; "01234567890123456789"
.byte " pokey random test " ; 20 characters title
.byte " ", $ff ; $BFFD == $ff means diagnostic cart, no splash screen
.word FirstSTART
.ENDIF