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Allow more than 4 shots.

main
Colin McMillen 9 years ago
parent
commit
49abebc211
  1. 27
      pewpew.asm

27
pewpew.asm

@ -16,8 +16,9 @@
; 0022: shot cooldown timer. ; 0022: shot cooldown timer.
; 0023-0024: index of next shot. ; 0023-0024: index of next shot.
; [gap] ; [gap]
; 0030-003F: {enable, x, y, unused} per shot (max 4 shots).
;
; 0030-008F: {enable, x, y, x-velocity} per shot (max 16 shots).
; I've reserved room so that these can be 6 bytes eventually.
; [gap]
; Sprite table buffers -- copied each frame to OAM during VBlank, using DMA. ; Sprite table buffers -- copied each frame to OAM during VBlank, using DMA.
; 0100-02FF: table 1 (4 bytes each: x/y coord, tile #, flip/priority/palette) ; 0100-02FF: table 1 (4 bytes each: x/y coord, tile #, flip/priority/palette)
; 0300-031F: table 2 (2 bits each: high x-coord bit, size) ; 0300-031F: table 2 (2 bits each: high x-coord bit, size)
@ -33,7 +34,8 @@
.define shotCooldown $22 .define shotCooldown $22
.define nextShotPtr $23 .define nextShotPtr $23
.define shotArray $30 .define shotArray $30
.define shotArrayLength 4
.define shotArrayLength 16
.define shotSize 4
; TODO(mcmillen): verify that we can relocate these without messing things up. ; TODO(mcmillen): verify that we can relocate these without messing things up.
.define numSprites 128 .define numSprites 128
@ -346,7 +348,6 @@ JoypadRead:
JoypadHandler: JoypadHandler:
; TODO(mcmillen): handle joystick using 16-bit loads?
JoypadUp: JoypadUp:
lda joy1 + 1 lda joy1 + 1
bit #$08 ; Up bit #$08 ; Up
@ -465,18 +466,20 @@ MaybeShoot:
sta 1, X sta 1, X
lda playerY lda playerY
sta 2, X sta 2, X
lda #2 ; x-velocity.
sta 3, X
; Update nextShotPtr. ; Update nextShotPtr.
.rept 4
.rept shotSize
inx inx
.endr .endr
cpx #(shotArray + shotArrayLength * 4)
cpx #(shotArray + shotArrayLength * shotSize)
bne + bne +
ldx #shotArray ldx #shotArray
+ +
stx nextShotPtr stx nextShotPtr
; Set cooldown timer. ; Set cooldown timer.
lda #16
lda #8
sta shotCooldown sta shotCooldown
++ ++
rts rts
@ -531,13 +534,17 @@ UpdateShot:
bne DisableShot bne DisableShot
; Add to the x-coordinate. If the carry bit is set, we went off the edge ; Add to the x-coordinate. If the carry bit is set, we went off the edge
; of the screen, so disable the shot. ; of the screen, so disable the shot.
lda shotArray + 3, X ; x-velocity.
sta $01
lda shotArray + 1, X lda shotArray + 1, X
clc clc
adc #6 ; x velocity
adc $01
bcs DisableShot bcs DisableShot
sta shotArray + 1, X ; Store new x-coord. sta shotArray + 1, X ; Store new x-coord.
; Set up shot in sprite table. ; Set up shot in sprite table.
; TODO(mcmillen): we use X for indexing both into the shots table and the
; sprites table, which is a problem as it assumes shotSize = 4.
lda shotArray + 1, X ; x lda shotArray + 1, X ; x
; TODO(mcmillen): document that shots start at $110? ; TODO(mcmillen): document that shots start at $110?
sta $0110, X sta $0110, X
@ -559,11 +566,11 @@ DisableShot:
ShotDone: ShotDone:
; TODO(mcmillen): in places where we .rept inx (etc), is it faster to use ; TODO(mcmillen): in places where we .rept inx (etc), is it faster to use
; actual addition? ; actual addition?
.rept 4
.rept shotSize
inx inx
.endr .endr
iny iny
cpx #(4 * shotArrayLength)
cpx #(shotArrayLength * shotSize)
bne UpdateShot bne UpdateShot
; Make the background scroll. Horizontal over time; vertical depending on ; Make the background scroll. Horizontal over time; vertical depending on

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