Files
AmigaExamples/028.game2/game1.s
T

459 lines
8.1 KiB
ArmAsm

include "includes.i"
xdef copperList
xdef copperListBpl1Ptr
xdef copperListBpl2Ptr
xdef backgroundOnscreen
xdef backgroundOffscreen
xdef foregroundOnscreen
xdef foregroundOffscreen
xdef foregroundScrollX
xdef backgroundScrollX
xdef joystick
byteMap:
dc.l Entry
dc.l endCode-byteMap
Entry:
lea userstack,a7
lea CUSTOM,a6
move #$7ff,DMACON(a6) ; disable all dma
move #$7fff,INTENA(a6) ; disable all interrupts
jsr InstallPalette
;; move.w #$09e,COLOR00(a6)
move.w #$09e,COLOR08(a6)
lea Level3InterruptHandler,a3
move.l a3,LVL3_INT_VECTOR
;; d0 - fg bitplane pointer offset
;; d1 - bg bitplane pointer offset
move.l #0,d0
move.l #1,d1
jsr SwitchBuffers
move.w #(INTF_SETCLR|INTF_VERTB|INTF_INTEN),INTENA(a6)
move.w #(DMAF_BLITTER|DMAF_SETCLR!DMAF_MASTER),DMACON(a6)
jsr Init ; enable the playfield
Reset:
move.l #0,foregroundScrollX
move.l #0,backgroundScrollX
jsr BlueFill
move.l #-1,frameCount
MainLoop:
jsr WaitVerticalBlank
bsr HoriScrollPlayfield
jsr SwitchBuffers ; takes bitplane pointer offset in d0
jsr ReadJoystick
move.l foregroundScrollX,d0
lsr.l #FOREGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
and.b #$f,d0
cmp.b #$f,d0
bne .s2
move.w #0,moving
.s2:
cmp.b #3,joystickpos
bne .s1
move.w #1,moving
.s1:
move.w #$000,COLOR00(a6)
move.w #$000,COLOR08(a6)
bsr Update
bsr RenderNextForegroundFrame
bsr RenderNextBackgroundFrame
move.w #$09e,COLOR00(a6)
move.w #$09e,COLOR08(a6)
bra MainLoop
Update:
.backgroundUpdates:
add.l #BACKGROUND_SCROLL_PIXELS,backgroundScrollX
btst #FOREGROUND_DELAY_BIT,d6
beq .skipForegroundUpdates
;; ---- Foreground updates ----------------------------------------
.foregroundUpdates:
move.l foregroundScrollX,d0
lsr.l #FOREGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
andi.l #$f,d0
cmp.w #1,moving
bne .c1
add.l #FOREGROUND_SCROLL_PIXELS,foregroundScrollX
move.l foregroundScrollX,d0
lsr.l #FOREGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
andi.l #$f,d0
cmp.b #0,d0
bne .c1
bsr ResetAnimPattern
.c1:
.skipForegroundUpdates:
add.l #1,frameCount
move.l frameCount,d6
rts
HoriScrollPlayfield:
;; d0 - fg x position in pixels
;; d1 - bg x position in pixels
;; movem.l d0-d6,-(sp)
move.l backgroundScrollX,d0
lsr.l #BACKGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
move.w d0,d2
lsr.w #3,d0 ; bytes to scroll
and.w #$F,d2 ; pixels = 0xf - (hpos - (hpos_bytes*8))
move.w #$F,d0
sub.w d2,d0 ; bits to delay
move.w d0,d5 ; d5 == bg bits to delay
move.l foregroundScrollX,d0
lsr.l #FOREGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
move.w d0,d2
lsr.w #3,d0 ; bytes to scroll
and.w #$F,d2 ; pixels = 0xf - (hpos - (hpos_bytes*8))
move.w #$F,d0
sub.w d2,d0 ; bits to delay
lsl.w #4,d5
or.w d5,d0
move.w d0,BPLCON1(a6)
;; movem.l (sp)+,d0-d6
rts
ResetAnimPattern:
lea animIndex,a0
move.l animIndexPatternPtr,a1
move.l #7,d0
.loop:
move.l (a1)+,(a0)+
dbra d0,.loop
add.l #8,animIndexPatternPtr
cmp.l #$ffffffff,(a1)
bne .s1
lea animIndexPattern,a0
move.l a0,animIndexPatternPtr
.s1:
rts
RenderNextBackgroundFrame:
lea backgroundMap,a2
move.l backgroundScrollX,d0
lsr.l #BACKGROUND_SCROLL_TILE_INDEX_CONVERT,d0
and.b #$fe,d0
add.l d0,a2
cmp.w #$FFFF,20(a2)
bne .skip
move.l #0,backgroundScrollX
.skip:
bsr RenderBackgroundTile
rts
RenderNextForegroundFrame_Old:
lea map,a2
move.l foregroundScrollX,d0
lsr.l #FOREGROUND_SCROLL_TILE_INDEX_CONVERT,d0
lsr.l #1,d0
and.b #$fe,d0
add.l d0,a2
cmp.w #$FFFF,20(a2)
bne .skip
bra Reset
.skip:
move.l #8,d3
.loop:
bsr RenderForegroundTile
bsr ClearForegroundTile
dbra d3,.loop
.noRender
rts
RenderNextForegroundFrame:
lea map,a2
move.l foregroundScrollX,d0
lsr.l #FOREGROUND_SCROLL_TILE_INDEX_CONVERT,d0
lsr.l #1,d0
and.b #$f0,d0
add.l d0,a2
move.l #7,d3
.loop:
move.l d3,d2
bsr RenderForegroundTile2
add.l #2,a2
dbra d3,.loop
bsr ClearForegroundTile
rts
RenderForegroundTile2:
;; a2 - address of tileIndex
move.l foregroundScrollX,d0
lsr.w #FOREGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
lsr.w #3,d0 ; bytes to scroll
move.l foregroundOffscreen,a0
add.l d0,a0
lea tilemap,a1
add.l #(BITPLANE_WIDTH_BYTES*SCREEN_BIT_DEPTH*SCREEN_HEIGHT/4)+BITPLANE_WIDTH_BYTES-8,a0
add.w (a2),a1 ; source tile
lea animIndex,a4
move.l d2,d1
lsl.l #2,d1
add.l d1,a4
move.l (a4),d1
lsr.l #2,d1 ; anim scaling (speed)
cmp.l #10,d1
bge .s1
add.l d1,a1
jsr BlitTile
cmp.l #2,(a4)
blt .s2
.s1:
sub.l #2,(a4)
.s2:
rts
RenderForegroundTile:
;; a2 - address of tileIndex
move.l foregroundScrollX,d0
lsr.w #FOREGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
lsr.w #3,d0 ; bytes to scroll
move.l foregroundOffscreen,a0
add.l d0,a0
lea tilemap,a1
add.l #(BITPLANE_WIDTH_BYTES*SCREEN_BIT_DEPTH*SCREEN_HEIGHT/4)+BITPLANE_WIDTH_BYTES-8,a0
add.w (a2),a1 ; source tile
move.l foregroundScrollX,d2
lsr.b #FOREGROUND_SCROLL_SHIFT_CONVERT,d2 ; convert to pixels
lsr.b #1,d2
andi.w #$f,d2 ; find the shift component
jsr BlitTile
rts
ClearForegroundTile
lea tilemap,a1
add.w #11520,a1 ; source tile
move.l foregroundScrollX,d2
lsr.b #FOREGROUND_SCROLL_SHIFT_CONVERT,d2 ; convert to pixels
lsr.b #1,d2
andi.w #$f,d2 ; find the shift component
cmp.b #8,d2
bge .skip
sub.l #32,a0
jsr BlitTile
.skip:
rts
RenderBackgroundTile:
;; a2 - map
move.l backgroundScrollX,d0
lsr.w #BACKGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
lsr.w #3,d0 ; bytes to scroll
move.l backgroundOffscreen,a0
add.l d0,a0
lea backgroundTilemap,a1
add.l #BITPLANE_WIDTH_BYTES-2,a0 ; dest
add.w (a2),a1 ; source tile
move.l backgroundScrollX,d2
lsr.b #BACKGROUND_SCROLL_SHIFT_CONVERT,d2 ; convert to pixels
andi.w #$f,d2 ; find the shift component
jsr BlitTile
rts
Level3InterruptHandler:
movem.l d0-a6,-(sp)
lea CUSTOM,a6
.checkVerticalBlank:
move.w INTREQR(a6),d0
and.w #INTF_VERTB,d0
beq.s .checkCopper
.verticalBlank:
move.w #INTF_VERTB,INTREQ(a6) ; clear interrupt bit
add.l #1,verticalBlankCount
.checkCopper:
move.w INTREQR(a6),d0
and.w #INTF_COPER,d0
beq.s .interruptComplete
.copperInterrupt:
move.w #INTF_COPER,INTREQ(a6) ; clear interrupt bit
.interruptComplete:
movem.l (sp)+,d0-a6
rte
copperList:
copperListBpl1Ptr:
;; this is where bitplanes are assigned to playfields
;; http://amigadev.elowar.com/read/ADCD_2.1/Hardware_Manual_guide/node0079.html
;; 3 bitplanes per playfield, playfield1 gets bitplanes 1,3,5
dc.w BPL1PTL,0
dc.w BPL1PTH,0
dc.w BPL3PTL,0
dc.w BPL3PTH,0
dc.w BPL5PTL,0
dc.w BPL5PTH,0
copperListBpl2Ptr:
;; 3 bitplanes per playfield, playfield2 gets bitplanes 2,4,6
dc.w BPL2PTL,0
dc.w BPL2PTH,0
dc.w BPL4PTL,0
dc.w BPL4PTH,0
dc.w BPL6PTL,0
dc.w BPL6PTH,0
dc.l $fffffffe
InstallPalette:
include "out/tilemap-palette.s"
rts
foregroundOnscreen:
dc.l foregroundBitplanes1
foregroundOffscreen:
dc.l foregroundBitplanes2
backgroundOnscreen:
dc.l backgroundBitplanes1
backgroundOffscreen:
dc.l backgroundBitplanes1
tilemap:
incbin "out/foreground.bin"
backgroundTilemap:
incbin "out/background.bin"
map:
include "out/foreground-map.s"
dc.w $FFFF
backgroundMap:
include "out/background-map.s"
dc.w $FFFF
foregroundScrollX:
dc.l 0
backgroundScrollX:
dc.l 0
frameCount:
dc.l 0
verticalBlankCount:
dc.l 0
moving:
dc.w 0
joystick:
dc.b 0
joystickpos:
dc.b 0
animIndex:
ds.l 16,0
animIndexPatternPtr:
dc.l animIndexPattern
animIndexPattern:
dc.l 0
dc.l 8*4
dc.l 10*4
dc.l 16*4
dc.l 12*4
dc.l 14*4
dc.l 16*4
dc.l 0
dc.l 0
dc.l 16*4
dc.l 10*4
dc.l 6*4
dc.l 2*4
dc.l 16*4
dc.l 14*4
dc.l 0
dc.l 0
dc.l 8*4
dc.l 10*4
dc.l 16*4
dc.l 12*4
dc.l 14*4
dc.l 16*4
dc.l 0
dc.l 0
dc.l 16*4
dc.l 10*4
dc.l 8*4
dc.l 12*4
dc.l 4*4
dc.l 12*4
dc.l 0
dc.l $ffffffff
section .bss
foregroundBitplanes1:
ds.b IMAGESIZE*3
foregroundBitplanes2:
ds.b IMAGESIZE*3
backgroundBitplanes1:
ds.b IMAGESIZE*2
startUserstack:
ds.b $1000 ; size of stack
userstack:
end
0: UpdateFG
UpdateBG
RenderFG
RenderBG
SwapBufferFG
SwapBufferBG
1: RenderFG
SwapBufferFG
2: UpdateFG
RenderFG
RenderBG
SwapBufferFG
SwapBufferBG
2: RenderFG
SwapBufferFG
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