Tagalong Todd Tutorial: Part 4 - Files
Revision as of 20:39, 10 December 2012 by Rickreynolds (talk | contribs)
tag4.asm
This is the code for the fourth version built in the tutorial - Todd now appears on the screen.
;;==========================================================================;;
;; Joe Zbiciak's Tagalong Todd! ;;
;; Copyright 2002, Joe Zbiciak, intvnut AT gmail.com. ;;
;; http://spatula-city.org/~im14u2c/intv/ ;;
;;==========================================================================;;
;* ======================================================================== *;
;* TO BUILD IN BIN+CFG FORMAT: *;
;* as1600 -o tagalong.bin -l tagalong.lst tagalong.asm *;
;* *;
;* TO BUILD IN ROM FORMAT: *;
;* as1600 -o tagalong.rom -l tagalong.lst tagalong.asm *;
;* ======================================================================== *;
ROMW 16 ; Use 16-bit ROM
;------------------------------------------------------------------------------
; Include system information
;------------------------------------------------------------------------------
INCLUDE "gimini.asm"
;------------------------------------------------------------------------------
; Global constants and configuration.
;------------------------------------------------------------------------------
TSKQM EQU $7 ; Task queue is 8 entries large
MAXTSK EQU 1 ; Only one task
;------------------------------------------------------------------------------
; Allocate 8-bit variables in Scratch RAM
;------------------------------------------------------------------------------
SCRATCH ORG $100, $100, "-RWBN"
ISRVEC RMB 2 ; Always at $100 / $101
; Task-oriented 8-bit variables
TSKQHD RMB 1 ; Task queue head
TSKQTL RMB 1 ; Task queue tail
TSKDQ RMB 2*(TSKQM+1) ; Task data queue
TSKACT RMB 1 ; Number of active tasks
; Hand-controller 8-bit variables
SH_TMP RMB 1 ; Temp storage.
SH_LR0 RMB 3 ;\
SH_FL0 EQU SH_LR0 + 1 ; |-- Three bytes for left controller
SH_LV0 EQU SH_LR0 + 2 ;/
SH_LR1 RMB 3 ;\
SH_FL1 EQU SH_LR1 + 1 ; |-- Three bytes for right controller
SH_LV1 EQU SH_LR1 + 2 ;/
; Misc other stuff
_SCRATCH EQU $ ; end of scratch area
;------------------------------------------------------------------------------
; Allocate 16-bit variables in System RAM
;------------------------------------------------------------------------------
SYSTEM ORG $2F0, $2F0, "-RWBN"
STACK RMB 32 ; Reserve 32 words for the stack
; Task-oriented 16-bit variables
TSKQ RMB (TSKQM + 1) ; Task queue
TSKTBL RMB (MAXTSK * 4) ; Timer task table
; Hand-controller 16-bit variables
SHDISP RMB 1 ; ScanHand dispatch
; STIC shadow
STICSH RMB 24 ; Room for X, Y, and A regs only.
TODD PROC ; TODD's STATS
@@XP RMB 1 ; X position
@@YP RMB 1 ; Y position
ENDP
PLYR PROC
@@XP RMB 1 ; X position
@@YP RMB 1 ; Y position
@@XV RMB 1 ; X velocity
@@YV RMB 1 ; Y velocity
@@TXV RMB 1 ; Target X velocity
@@TYV RMB 1 ; Target Y velocity
ENDP
MOB_BUSY RMB 1
_SYSTEM EQU $ ; end of system area
;------------------------------------------------------------------------------
; EXEC-friendly ROM header.
;------------------------------------------------------------------------------
ORG $5000 ; Use default memory map
ROMHDR: BIDECLE ZERO ; MOB picture base (points to NULL list)
BIDECLE ZERO ; Process table (points to NULL list)
BIDECLE MAIN ; Program start address
BIDECLE ZERO ; Bkgnd picture base (points to NULL list)
BIDECLE ONES ; GRAM pictures (points to NULL list)
BIDECLE TITLE ; Cartridge title/date
DECLE $03C0 ; No ECS title, run code after title,
; ... no clicks
ZERO: DECLE $0000 ; Screen border control
DECLE $0000 ; 0 = color stack, 1 = f/b mode
ONES: DECLE C_BLU, C_BLU ; Initial color stack 0 and 1: Blue
DECLE C_BLU, C_BLU ; Initial color stack 2 and 3: Blue
DECLE C_BLU ; Initial border color: Blue
;------------------------------------------------------------------------------
;; ======================================================================== ;;
;; TITLE -- Display our modified title screen & copyright date. ;;
;; ======================================================================== ;;
TITLE: PROC
STRING 102, "Tagalong Todd", 0
BEGIN
; Patch the title string to say '=JRMZ=' instead of Mattel.
CALL PRINT.FLS ; Write string (ptr in R5)
DECLE C_WHT, $23D ; White, Point to 'Mattel' in top-left
STRING '=JRMZ=' ; Guess who? :-)
STRING ' Productions'
BYTE 0
CALL PRINT.FLS ; Write string (ptr in R1)
DECLE C_WHT, $2D0 ; White, Point to 'Mattel' in lower-right
STRING '2002 =JRMZ=' ; Guess who? :-)
BYTE 0
; Done.
RETURN ; Return to EXEC for title screen display
ENDP
;; ======================================================================== ;;
;; MAIN: Here's our main program code. ;;
;; ======================================================================== ;;
MAIN: PROC
DIS
MVII #STACK, R6 ; Set up our stack
MVII #$25D, R1 ;\
MVII #$102, R4 ; |-- Clear all of memory
CALL FILLZERO ;/
MVII #INITISR, R0 ;\ Do GRAM initialization in ISR.
MVO R0, ISRVEC ; |__ INITISR will the point to the
SWAP R0 ; | regular ISR when it's done.
MVO R0, ISRVEC+1;/
;; ------------------------------------------------------------ ;;
;; Set up our hand-controller dispatch. ;;
;; ------------------------------------------------------------ ;;
MVII #HAND, R0 ;\__ Set up scanhand dispatch table
MVO R0, SHDISP ;/
;; ------------------------------------------------------------ ;;
;; Put you and Todd onscreen. ;;
;; ------------------------------------------------------------ ;;
MVII #$1000, R0
MVO R0, PLYR.XP
MVO R0, PLYR.YP
MVII #$4000, R0
MVO R0, TODD.XP
MVO R0, TODD.YP
EIS
;; ------------------------------------------------------------ ;;
;; Fall into the RUNQ. We should never exit the RUNQ in this ;;
;; demo, since we never call SCHEDEXIT. ;;
;; ------------------------------------------------------------ ;;
CALL RUNQ ; Run until a SCHEDEXIT happens
;; ------------------------------------------------------------ ;;
;; If a SCHEDEXIT *does* happen (say, due to a bug), crash ;;
;; gracefully. ;;
;; ------------------------------------------------------------ ;;
CALL PRINT.FLS
DECLE C_RED, $200 + 11*20
;01234567890123456789
STRING "SCHEDEXIT WAS CALLED",0
DECR PC ; Can't get here
ENDP
;; ======================================================================== ;;
;; SINTBL -- Sine table. sin(disc_dir) * 511 ;;
;; ======================================================================== ;;
SINTBL PROC
DECLE $0000
DECLE $00C3
DECLE $0169
DECLE $01D8
DECLE $01FF
DECLE $01D8
DECLE $0169
DECLE $00C3
DECLE $0000
DECLE $FF3D
DECLE $FE97
DECLE $FE28
DECLE $FE01
DECLE $FE28
DECLE $FE97
DECLE $FF3D
ENDP
;; ======================================================================== ;;
;; HAND Dispatch table. ;;
;; ======================================================================== ;;
HAND PROC
DECLE HIT_KEYPAD
DECLE HIT_ACTION
DECLE HIT_DISC
ENDP
;; ======================================================================== ;;
;; HIT_KEYPAD -- Someone hit a key on a keypad. ;;
;; ======================================================================== ;;
HIT_KEYPAD PROC
JR R5
ENDP
;; ======================================================================== ;;
;; HIT_ACTION -- Someone hit a key on a keypad. ;;
;; ======================================================================== ;;
HIT_ACTION PROC
JR R5
ENDP
;; ======================================================================== ;;
;; HIT_DISC -- Someone hit a key on a keypad. ;;
;; ======================================================================== ;;
HIT_DISC PROC
PSHR R5
ANDI #$FF, R2 ; Ignore controller number
CMPI #$80, R2
BLT @@pressed
CLRR R0
MVO R0, PLYR.TXV
MVO R0, PLYR.TYV
PULR PC
@@pressed: MOVR R2, R1
ADDI #4, R1
ANDI #$F, R1
ADDI #SINTBL,R2 ; sine pointer
ADDI #SINTBL,R1 ; cosine pointer
MVI@ R2, R2 ; sine for our direction
MVI@ R1, R1 ; cosine for our direction
NEGR R2
MVO R2, PLYR.TYV ; Set our target Y velocity to sine
MVO R1, PLYR.TXV ; Set our target X velocity to cosine
PULR PC
ENDP
;; ======================================================================== ;;
;; MOB_UPDATE -- This updates the player's and Todd's position and vel. ;;
;; ======================================================================== ;;
MOB_UPDATE PROC
PSHR R5
;; ------------------------------------------------------------ ;;
;; Bring our actual velocity closer to our target velocity, ;;
;; and apply the velocity to our position. ;;
;; ------------------------------------------------------------ ;;
MVI PLYR.TXV, R0
SUB PLYR.XV, R0
SARC R0
BMI @@nr0
ADCR R0
@@nr0 SARC R0
BMI @@nr1
ADCR R0
@@nr1 ADD PLYR.XV, R0
MVO R0, PLYR.XV
ADD PLYR.XP, R0
MVO R0, PLYR.XP
MVI PLYR.TYV, R0
SUB PLYR.YV, R0
SARC R0
BMI @@nr2
ADCR R0
@@nr2 SARC R0
BMI @@nr3
ADCR R0
@@nr3 ADD PLYR.YV, R0
MVO R0, PLYR.YV
ADD PLYR.YP, R0
MVO R0, PLYR.YP
;; ------------------------------------------------------------ ;;
;; Merge our position with our MOB registers. ;;
;; ------------------------------------------------------------ ;;
MVII #@@mobr, R4 ; MOB information template
MVII #STICSH, R5
MVI PLYR.XP, R0 ;\
SWAP R0 ; |
ANDI #$00FF, R0 ; |- Player X position
XOR@ R4, R0 ; |
MVO@ R0, R5 ;/
MVI TODD.XP, R0 ;\
SWAP R0 ; |
ANDI #$00FF, R0 ; |- Todd X position
XOR@ R4, R0 ; |
MVO@ R0, R5 ;/
ADDI #6, R5
MVI PLYR.YP, R0 ;\
SWAP R0 ; |
ANDI #$007F, R0 ; |- Player Y position
XOR@ R4, R0 ; |
MVO@ R0, R5 ;/
MVI TODD.YP, R0 ;\
SWAP R0 ; |
ANDI #$007F, R0 ; |- Todd Y position
XOR@ R4, R0 ; |
MVO@ R0, R5 ;/
ADDI #6, R5
MVI@ R4, R0 ; \_ Player's A register
MVO@ R0, R5 ; /
MVI@ R4, R0 ; \_ Todd's A register
MVO@ R0, R5 ; /
CLRR R0
MVO R0, MOB_BUSY
PULR PC
;; ------------------------------------------------------------ ;;
;; Bits to copy into MOB registers. ;;
;; ------------------------------------------------------------ ;;
@@mobr DECLE STIC.mobx_visb ; make player visible
DECLE STIC.mobx_visb ; make Todd visible
DECLE STIC.moby_yres ; make player 8x16 MOB
DECLE STIC.moby_yres ; make Todd 8x16 MOB
DECLE STIC.moba_fg1 + STIC.moba_gram + 0*8 ; Player is blue
DECLE STIC.moba_fg2 + STIC.moba_gram + 0*8 ; Todd is red
ENDP
;; ======================================================================== ;;
;; ISR -- Just keep the screen on, and copy the STIC shadow over. ;;
;; ======================================================================== ;;
ISR PROC
;; ------------------------------------------------------------ ;;
;; Basics: Update color stack and video enable. ;;
;; ------------------------------------------------------------ ;;
MVO R0, STIC.viden ; Enable display
MVI STIC.mode, R0 ; ...in color-stack mode
MVII #C_GRY, R0 ;\
MVO R0, STIC.cs0 ; |__ Set display to grey
MVO R0, STIC.cs2 ; |
MVO R0, STIC.bord ;/
;; ------------------------------------------------------------ ;;
;; Update STIC shadow and queue updates for MOB velocities. ;;
;; ------------------------------------------------------------ ;;
MVI MOB_BUSY, R0
TSTR R0
BNEQ @@no_mobs
MVO PC, MOB_BUSY
CALL MEMCPY ;\__ Copy over the STIC shadow.
DECLE $0000, STICSH, 24 ;/
MVII #MOB_UPDATE, R0
JSRD R5, QTASK
@@no_mobs:
CALL DOTIMER ; Update timer-based tasks.
B $1014 ; return from interrupt.
ENDP
;; ======================================================================== ;;
;; INITISR -- Copy our GRAM image over, and then do the plain ISR. ;;
;; ======================================================================== ;;
INITISR PROC
PSHR R5
CALL MEMCPY
DECLE $3800, GRAMIMG, GRAMIMG.end - GRAMIMG
MVII #ISR, R0
MVO R0, ISRVEC
SWAP R0
MVO R0, ISRVEC + 1
PULR PC
ENDP
;; ======================================================================== ;;
;; GRAMIMG -- Arrow pictures and other graphics to load into GRAM. ;;
;; ======================================================================== ;;
GRAMIMG PROC
@@person: ; Crappy person graphic.
DECLE %00010000
DECLE %00111000
DECLE %00111000
DECLE %00010000
DECLE %00010000
DECLE %01111100
DECLE %10111010
DECLE %10111010
DECLE %10111010
DECLE %10111010
DECLE %00111000
DECLE %00101000
DECLE %00101000
DECLE %00101000
DECLE %00101000
DECLE %01101100
@@end:
ENDP
;; ======================================================================== ;;
;; LIBRARY INCLUDES ;;
;; ======================================================================== ;;
INCLUDE "../library/print.asm" ; PRINT.xxx routines
INCLUDE "../library/fillmem.asm" ; CLRSCR/FILLZERO/FILLMEM
INCLUDE "../library/memcpy.asm" ; MEMCPY
INCLUDE "../library/hexdisp.asm" ; HEX16/HEX12
INCLUDE "../task/scanhand.asm" ; SCANHAND
INCLUDE "../task/timer.asm" ; Timer-based task stuff
INCLUDE "../task/taskq.asm" ; RUNQ/QTASK
;* ======================================================================== *;
;* This program is free software; you can redistribute it and/or modify *;
;* it under the terms of the GNU General Public License as published by *;
;* the Free Software Foundation; either version 2 of the License, or *;
;* (at your option) any later version. *;
;* *;
;* This program is distributed in the hope that it will be useful, *;
;* but WITHOUT ANY WARRANTY; without even the implied warranty of *;
;* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU *;
;* General Public License for more details. *;
;* *;
;* You should have received a copy of the GNU General Public License *;
;* along with this program; if not, write to the Free Software *;
;* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. *;
;* ======================================================================== *;
;* Copyright (c) 2002, Joseph Zbiciak *;
;* ======================================================================== *;