Allow for multiple shots at once.
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parent
2bf56bb422
commit
292cb079a5
115
pewpew.asm
115
pewpew.asm
@ -14,7 +14,9 @@
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; [gap]
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; 0020-0021: (x, y) coordinates of player.
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; 0022: shot cooldown timer.
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; 0030-0032: enable / x / y of shot.
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; 0023-0024: index of next shot.
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; [gap]
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; 0030-003F: {enable, x, y, unused} per shot (max 4 shots).
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;
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; Sprite table buffers -- copied each frame to OAM during VBlank, using DMA.
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; 0100-02FF: table 1 (4 bytes each: x/y coord, tile #, flip/priority/palette)
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@ -29,6 +31,7 @@
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.define playerX $20
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.define playerY $21
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.define shotCooldown $22
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.define nextShotPtr $23
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.define shotData $30
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; TODO(mcmillen): verify that we can relocate these without messing things up.
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@ -139,7 +142,6 @@ LoadPaletteAndTileData:
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; Now, BG3 palette data.
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; Palette entries for BG3 start at 0.
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; TODO(mcmillen): BG2 started at 32, but maybe that's only in mode 0?
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ldx #0
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lda #0
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sta CGADDR
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@ -256,10 +258,9 @@ InitializeSpriteTables:
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lda #$01
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-
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sta spriteTableStart, X
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inx
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inx
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inx
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inx
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.rept 4
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inx
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.endr
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cpx #spriteTable1Size
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bne -
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@ -290,6 +291,10 @@ InitializeWorld:
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sta playerX
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lda #((224 - 32) / 2)
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sta playerY
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; Next shot pointer starts at the beginning.
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ldx #shotData
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stx nextShotPtr
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rts
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@ -436,23 +441,37 @@ MaybeShoot:
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; If the cooldown timer is non-zero, don't shoot.
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lda shotCooldown
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cmp #0
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bne +
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bne ++
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ldx nextShotPtr
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stx $0060
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; Enable shot; set its position to player position.
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lda #1
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sta shotData
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sta 0, X
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lda playerX
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sta shotData + 1
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sta 1, X
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lda playerY
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sta shotData + 2
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sta 2, X
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; Update nextShotPtr.
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.rept 4
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inx
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.endr
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cpx #$0040 ; TODO(mcmillen): use a constant.
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bne +
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ldx #shotData
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+
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stx nextShotPtr
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; Set cooldown timer.
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lda #16
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sta shotCooldown
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+
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++
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rts
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UpdateWorld:
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; TODO(mcmillen): separate out "update world" from "update sprite table".
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; Update shot cooldown.
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lda shotCooldown
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cmp #0
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@ -478,51 +497,57 @@ UpdateWorld:
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ora #%00000010 ; ... and make it the large size. (32x32)
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sta spriteTable2Start
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; Move shot coords.
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ldx $0
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lda shotData
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; Move shot coords and copy into sprite table.
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ldx #0
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; To modify sprite table 2 - one bit set for each active shot.
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; These bits will be *removed* from the sprite table entry.
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stz $00
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UpdateShot:
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lsr $00
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lsr $00
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lda shotData, X
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cmp #1
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bne DisableShot
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; Add to the x-coordinate. If the carry bit is set, we went off the edge
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; of the screen, so disable the shot.
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lda shotData + 1, X
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clc
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adc #6 ; x velocity
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bcs DisableShot
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sta shotData + 1, X ; Store new x-coord.
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lda shotData + 1
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; TODO(mcmillen): do this with an add, then check the carry bit?
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.rept 6
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ina
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cmp #$00 ; If it wraps around, disable it.
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bne +
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stz shotData
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+
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.endr
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sta shotData + 1 ; Store new x-coord.
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; Set up shot in sprite table.
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lda shotData + 1, X ; x
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; TODO(mcmillen): document that shots start at $110?
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sta $0110, X
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lda shotData + 2, X ; y
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sta $0111, X
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lda #8 ; which sprite?
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sta $0112, X
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; See if sprite is still enabled after move.
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lda shotData
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cmp #1
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bne DisableShot
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; Set up shot sprite.
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lda shotData + 1 ; x
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sta $0104
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lda shotData + 2 ; y
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sta $0105
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lda #8 ; which sprite
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sta $0106
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lda $0300
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and #%11111011 ; Display it.
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ora #%00001000 ; and set it to large size.
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sta $0300
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lda $00
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ora #%01000000
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sta $00
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jmp ShotDone
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DisableShot:
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; Disable it by setting x-position to 1 and setting the high x-bit.
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lda #1
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sta $104
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lda $0300
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ora #%00000100
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sta $0300
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sta $110, X
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ShotDone:
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; TODO(mcmillen): in places where we .rept inx (etc), is it faster to use
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; actual addition?
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.rept 4
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inx
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.endr
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cpx #16
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bne UpdateShot
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; Set the enable/disable (and size) bits of the shot sprites.
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lda #$ff
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eor $00
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sta $0301
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; Make the background scroll. Horizontal over time; vertical depending on
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; player's y-coordinate.
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lda vBlankCounter
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