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engine.acme
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engine.acme
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!ifdef DEVELOP {
!to "engine.prg", cbm ; output program
}
!sl "labels.l" ; create label file for vice
!convtab scr ; for conversion to c64 screen codes
!source "lib/mem.acme"
!source "lib/vic.acme"
!source "lib/cia.acme"
!source "lib/std.acme"
!ifndef DEVELOP {
!source "krill/loader/build/loadersymbols-c64.inc"
}
!ifdef DEBUG {
CONTROL_X = %00011000 ; 40 cols
CONTROL_Y_INVALID = %00111000 ; 25 rows
} else {
CONTROL_X = %00010000 ; multi color
CONTROL_Y_INVALID = %01110000 ; invalid mode
}
CONTROL_Y_MASK = %10111111 ; bitmap mode
LINE_0 = FIRST_BADLINE-3
SCROLL_SPEED = 1 ; supported are 1 or 2
TILE_COLS = 3 ; 40 - 1 / 3 = whole number = 13
TILE_ROWS = 2 ; 23 - 1 / 2 = whole number = 11
SCR_COLS = 40 ; horizontal screen chars in memory. the screen is in 38x24 mode
SCR_ROWS = 25 ; vertical screen chars in memory. the screen is in 38x24 mode
MAP_WIDTH = 256 ; assumed by the code, no other widths supported atm
MAP_HEIGHT = 96 ; not really used in the code, but good to know nonetheless
SPRITES = 24 ; 0 or at least 4 as this number includes the sprites in the crunch area
SPRITES_TOP_Y = 60 ; sprite position in fld/crunch area, can be somewhere between 55 and 60
SPRITES_MAX_Y = 229 ; the lower, the more off-screen raster time we have to do other things
TILES = 185 ; TODO: calculate this with pixels.bin size / 8 / TILE_COLS / TILE_ROWS
COPY_ROW_FRAMES = 2 ; use 2 frames to copy all rows, vertically
!if SCROLL_SPEED = 2 {
COPY_COL_FRAMES = 2 ; use 2 frames to copy all cols, horizontally
} else {
COPY_COL_FRAMES = 4 ; use 4 frames to copy all cols, horizontally
}
*=SPR_DATA
_spr_y
!by SPRITES_TOP_Y, SPRITES_TOP_Y, SPRITES_TOP_Y, SPRITES_TOP_Y
!by $64, $66, $68, $6a, $84, $86, $88, $8a, $a4, $a6, $a8, $aa, $c0, $c2, $c4, $c6, $e5, $e5, $e5, $e5
SPR_X
!by $20, $40, $60, $80, $50, $60, $70, $80, $10, $20, $30, $40, $50, $60, $70, $80, $10, $20, $30, $40, $50, $60, $70, $80
SPR_A
!by $0a, $0a, $02, $03, $04, $05, $06, $07, $08, $09, $0a, $0a, $0a, $0d, $0e, $0f, $00, $01, $02, $03, $04, $05, $06, $07
SPR_B
!by $00, $00, $0d, $0c, $0b, $0a, $09, $08, $07, $06, $05, $00, $00, $02, $01, $00, $0f, $0e, $0d, $0c, $0b, $0a, $09, $08
SPR_F
!by SPR_FR_BASE+$00, SPR_FR_BASE+$02, SPR_FR_BASE+$04, SPR_FR_BASE+$06
!by SPR_FR_BASE+$08, SPR_FR_BASE+$0a, SPR_FR_BASE+$0c, SPR_FR_BASE+$0e
!by SPR_FR_BASE+$10, SPR_FR_BASE+$12, SPR_FR_BASE+$14, SPR_FR_BASE+$00
!by SPR_FR_BASE+$02, SPR_FR_BASE+$1a, SPR_FR_BASE+$1c, SPR_FR_BASE+$1e
!by SPR_FR_BASE+$04, SPR_FR_BASE+$04, SPR_FR_BASE+$04, SPR_FR_BASE+$06
!by SPR_FR_BASE+$08, SPR_FR_BASE+$0a, SPR_FR_BASE+$0c, SPR_FR_BASE+$0e
+create_basic_starter CODE_START
*=CODE_START
!zone {
;-------------------------------------------------------------------------------
; install 1541 code (credits for the disk loader go to Krill)
;-------------------------------------------------------------------------------
!ifndef DEVELOP {
jsr install
bcc +
ldx #0
-
sta $d020
stx $d020
jmp -
+
}
;-------------------------------------------------------------------------------
; disable all basic, kernal and irq crap
;-------------------------------------------------------------------------------
; set empty interrupt routine
+set16 EMPTY_INTERRUPT, VECTOR_NMI
+set16 EMPTY_INTERRUPT, VECTOR_IRQ
; disable IRQs
sei
; disable ROMs
+set ALL_RAM_WITH_IO, RAM_ROM_SELECTION
+disable_timer_interrupts
lda #0
; no IRQs
sta VIC_IRQ_CONTROL
; set timer A to 0
sta CIA2_TIMER_A_LO
sta CIA2_TIMER_A_HI
; trigger timer A interrupt
+set %10000001, CIA2_INTERRUPT_CONTROL
+set %00000001, CIA2_CONTROL_TIMER_A
; reset stack
ldx #$ff
txs
; just clear this flag and never ever touch this again
cld
; -> NMI is disabled as soon as EMPTY_INTERRUPT has been triggered since we will never ever ack NMI again
; -> zero page completely free on this spot except for the special regs $00 and $01
;-------------------------------------------------------------------------------
; copy loader code to work area $0200 ~ $0400
;-------------------------------------------------------------------------------
!ifndef DEVELOP {
; copy 2 pages
ldy #2
ldx #0
.copy_loop
lda DISK_LOADER_SRC, x
sta DISK_LOADER, x
dex
bne .copy_loop
inc .copy_loop + 2
inc .copy_loop + 5
dey
bne .copy_loop
}
;-------------------------------------------------------------------------------
; setup VIC
;-------------------------------------------------------------------------------
; select VIC area: bank 3
lda #0; upper 6 bits must always be 0
sta CIA2_DATA_PORT_A
; select screen bank 8, hires-bank 0
lda #%10000000
sta VIC_ADDR_SELECT
+set %10101010, VIC_SPR_MULTI
+set BROWN, VIC_SPR_COLOR_01
+set GREY, VIC_SPR_COLOR_11
+set $ff, VIC_SPR_ENABLE
;-------------------------------------------------------------------------------
; setup test stuff
;-------------------------------------------------------------------------------
!if SPRITES > 0 {
!for .i, 0, SPRITES-1 {
lda _spr_y + .i
sta SPR_Y + .i
lda #.i
sta SPR_I + .i
}
}
!if SPRITES < 4 {
ldx #$ff-(2^(8-(2*SPRITES))-1)
} else {
ldx #$ff
}
stx VIC_SPR_ENABLE
;---can be done at compile time?---
ldx #CONTROL_Y_INVALID
stx CTRL_Y_INVALID
ldx #0
stx C_COPY
stx R_COPY
stx SCROLL_U_D
stx SCROLL_L_R
ldx #COLOR_BLACK
stx VIC_BACKGROUND_0
stx VIC_BORDER
ldx #2
stx TILE_COL
ldx #1
stx TILE_ROW
; ldx #<TILE_MAP
; ldx #$80
ldx #$7b
stx C_MAP_POS_LO
stx R_MAP_POS_LO
; ldx #>TILE_MAP
; ldx #$40
ldx #$22
stx C_MAP_POS_HI
stx R_MAP_POS_HI
ldx #0
stx C_SCR_POS_LO
stx C_SCR_POS_HI
stx R_SCR_POS_LO
stx R_SCR_POS_HI
stx C_PIX_POS_LO
stx C_PIX_POS_HI
stx R_PIX_POS_LO
stx R_PIX_POS_HI
;----------------------------------
;-------------------------------------------------------------------------------
; setup sound
;-------------------------------------------------------------------------------
lda #0 ; starting from 0
jsr INIT_SONG
;-------------------------------------------------------------------------------
; load map data and initialize screen
;-------------------------------------------------------------------------------
!ifndef DEVELOP {
jmp .load
.load_error
ldx #0
-
sta $d020
stx $d020
jmp -
!convtab pet {
tile_map
!tx "map"
!by 0
tile_clr
!tx "colors"
!by 0
tile_scr
!tx "screen"
!by 0
tile_pix
!tx "pixels"
!by 0
}
.load
ldx #<tile_map
ldy #>tile_map
jsr loadcompd
bcs .load_error
ldx #<tile_clr
ldy #>tile_clr
jsr loadcompd
bcs .load_error
ldx #<tile_scr
ldy #>tile_scr
jsr loadcompd
bcs .load_error
ldx #<tile_pix
ldy #>tile_pix
jsr loadcompd
bcs .load_error
}
jsr init_screen
;-------------------------------------------------------------------------------
; setup raster irq
;-------------------------------------------------------------------------------
; ack all interrupts which might have happend
+set $ff, VIC_IRQ_STATUS
+set16 IRQ, VECTOR_IRQ
+set_raster_line_9 LINE_0
+set 1, VIC_IRQ_CONTROL
; enable IRQs
cli
-
; some 7 cycle garbage instructions
lda ($f0), y
lda ($f0, x)
lda ($f0), y
lda ($f0, x)
lda ($f0), y
sec ; 2
+bcs ; 3
jmp -
}
!source "scroll.acme"
!source "joystick.acme"
!source "raster.acme"
!source "tiles.acme"
init_screen !zone {
lda #(8*SCR_COLS/SCROLL_SPEED % 256)
sta INIT_SCREEN_LO
lda #1+(8*SCR_COLS/SCROLL_SPEED / 256)
sta INIT_SCREEN_HI
-
jsr SCROLL_L
jsr COPY_TILES
dec INIT_SCREEN_LO
bne -
lda #$ff
sta INIT_SCREEN_LO
dec INIT_SCREEN_HI
bne -
rts
}
!ifdef DEBUG {
!warn "code ends on: ", *-1
}
*=SONG_DATA
!bin "snd/transylvanian.bin"
!ifndef DEVELOP {
*=DISK_LOADER_SRC
!bin "krill/loader/build/loader-c64.prg",,2
*=DISK_INSTALLER
!bin "krill/loader/build/install-c64.prg",,2
}
!ifdef DEVELOP {
*=TILE_MAP
!bin "map.bin"
*=TILE_CLR
!bin "colors.bin"
*=TILE_SCR
!bin "screen.bin"
*=TILE_PIX
!bin "pixels.bin"
}
*=SPR_FR
!bin "spr/hero.raw", 64*4
!for .i, 0, 15 {
+sprite_line %.............#.#.#.#.#.#
+sprite_line %.............#.#.#.#.#.#
+sprite_line %.............#.#.#.#.#.#
+sprite_line %.............#.#.#.#.#.#
+sprite_line %.............#.#.#.#.#.#
+sprite_line %.............#.#.#.#.#.#
+sprite_line %.............#.#.#.#.#.#
+sprite_line %.............#.#.#.#.#.#
+sprite_line %.............#.#.#.#.#.#
;+sprite_line %.............#.#.#.#.#.#
!by .i, .i, .i
!by .i, .i, .i
!by .i, .i, .i
;+sprite_line %#.#.#.#.#.#.############
+sprite_line %#.#.#.#.#.#.############
+sprite_line %#.#.#.#.#.#.############
+sprite_line %#.#.#.#.#.#.############
+sprite_line %#.#.#.#.#.#.############
+sprite_line %#.#.#.#.#.#.############
+sprite_line %#.#.#.#.#.#.############
+sprite_line %#.#.#.#.#.#.############
+sprite_line %#.#.#.#.#.#.############
+sprite_line %#.#.#.#.#.#.############
!by $00; padding
+sprite_line %########################
+sprite_line %#.#..................#.#
+sprite_line %#..#................#..#
+sprite_line %#...#..............#...#
+sprite_line %#....#............#....#
+sprite_line %#.....#..........#.....#
+sprite_line %#......#........#......#
+sprite_line %#.......#......#.......#
+sprite_line %#........#....#........#
+sprite_line %#.........#..#.........#
+sprite_line %#..........##..........#
+sprite_line %#.........#..#.........#
+sprite_line %#........#....#........#
+sprite_line %#.......#......#.......#
+sprite_line %#......#........#......#
+sprite_line %#.....#..........#.....#
+sprite_line %#....#............#....#
+sprite_line %#...#..............#...#
+sprite_line %#..#................#..#
+sprite_line %#.#..................#.#
+sprite_line %########################
!by $00; padding
}
!ifdef DEBUG {
!warn "frames end on: ", *-1
}