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MapLoader.asm
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#import "Constants.asm"
BasicUpstart2(start)
.label Row = $02B0
.label Col = $02B1
.label TileNumber = $02B2
.label FrameCounter = $02A8
.label BellFrameCounter = $02B3
.label ScrollFrameCounter = $02B4
.label Direction = $02B5
start:
lda 1
and #%11111110
sta 1
lda #BLACK
sta EXTCOL
lda #BLUE
sta BGCOL0
lda $DD00
and #%11111100
ora #%00000010 //<- your desired VIC bank value, Bank 1
sta $DD00
lda $D018
and #%00000001
ora #%00001000 //<- your desired CharMem bank value, Screem @ $4000, Character @ $6000
sta $D018
lda SCROLX
and #%11110111
ora #%00010000 // Set multicolour mode for characters
sta SCROLX
lda #BROWN
sta BGCOL1
lda #GREY
sta BGCOL2
jsr DrawScreen // Draw Map on the Screen
loop:
sei
lda #90 // Scanline -> A
cmp RASTER // Compare A to current raster line
bne loop
inc $D020
EndControls:
inc FrameCounter // increase frame counter
lda FrameCounter
and #127 // Only count 0 -> 127 (128 cycles)
cmp #2 // 4 second frame counter (4 frames = .5 secs per frame)
bne !ByPassReSet+
lda #0 // reset frame
sta FrameCounter
lda Direction
beq !ByPassScroll+
cmp #1
bne DirectionLeft
dec ScrollFrameCounter
lda ScrollFrameCounter
and #%00000111
sta ScrollFrameCounter
lda SCROLX
and #%11111000
ora ScrollFrameCounter
sta SCROLX
lda ScrollFrameCounter
bne !ByPassScroll+
jsr ScrollLeft
jmp !ByPassScroll+
DirectionLeft:
inc ScrollFrameCounter
lda ScrollFrameCounter
and #%00000111
sta ScrollFrameCounter
lda ScrollFrameCounter
bne !ByPassScrollHere+
jsr ScrollRight
!ByPassScrollHere:
lda SCROLX
and #%11111000
ora ScrollFrameCounter
sta SCROLX
!ByPassScroll:
lda 197
cmp #scanCode_A
bne TestForDKey
lda #1
sta Direction
jmp EndControls
TestForDKey:
cmp #scanCode_D
bne Nothing
lda #2
sta Direction
jmp EndControls
Nothing:
lda #0
sta Direction
!ByPassReSet:
cli
dec $D020
jmp loop
CalculateBellFrame:
lda FrameCounter
lsr // /2
lsr // /4
lsr // /8
lsr // 16
lsr // 32
//sta BellFrameCounter
rts
DrawScreen:
lda #<SCREENRAM + (5*40)
sta Screen
lda #>SCREENRAM + (5*40)
sta Screen + 1
lda #<COLOURRAM + (5*40)
sta Colour
lda #>COLOURRAM + (5*40)
sta Colour + 1
lda #<MAP_1
sta MapTile
lda #>MAP_1
sta MapTile + 1
lda #0
sta Row
DrawRowLoop:
lda #0
sta Col
DrawColumnLoop:
ldy #0
lda #0
sta TileCharLookup
sta TileCharLookup + 1
lda MapTile: $DEAD // Get Current Tile Number
sta TileNumber
sta TileCharLookup
asl TileCharLookup // * 2
rol TileCharLookup + 1
asl TileCharLookup
rol TileCharLookup + 1 // * 4
clc
lda #<MAP_TILES
adc TileCharLookup
sta TileCharLookup
lda #>MAP_TILES
adc TileCharLookup + 1
sta TileCharLookup + 1
DrawTile:
lda TileCharLookup: $B00B, y // get Tile Character
ldx TileLocationOffSet,y // Character Offset.
sta Screen: $BABE, x
ldx TileNumber
lda COLOUR_TILES, x // Colour information for tile
ldx TileLocationOffSet, y
sta Colour: $BEEF,x // Character Colour Ram
iny
cpy #$04
bne DrawTile
LIBMATH_ADD8BITTO16BIT_AV(MapTile,$01)
LIBMATH_ADD8BITTO16BIT_AV(Screen,$02)
LIBMATH_ADD8BITTO16BIT_AV(Colour,$02)
inc Col
ldx Col
cpx #$14
beq EndDrawColumnLoop
jmp DrawColumnLoop
EndDrawColumnLoop:
LIBMATH_ADD8BITTO16BIT_AV(Screen,$28)
LIBMATH_ADD8BITTO16BIT_AV(Colour,$28)
inc Row
ldx Row
cpx #$0A
beq EndDrawRowLoop
jmp DrawRowLoop
EndDrawRowLoop:
rts
TileLocationOffSet:
.byte 0, 1, 40, 41
BellAnimationTiles:
.byte 27, 29, 27, 31
* = $2000 "Map data"
MAP_TILES:
.import binary "..\02. CharPad\Quasidemo - Tiles.bin"
COLOUR_TILES:
.import binary "..\02. CharPad\Quasidemo - TileAttribs.bin"
CHAR_ColourS:
.import binary "..\02. CharPad\Quasidemo - CharAttribs.bin"
MAP_1:
.import binary "..\02. CharPad\Quasidemo - Map (20x11).bin"
* = $6000 "Chars data"
CHARS:
.import binary "..\02. CharPad\Quasidemo - Chars.bin"
.macro LIBMATH_ADD8BITTO16BIT_AV(AddAddress,AddValue)
{
clc
lda AddAddress
adc #AddValue
sta AddAddress
lda AddAddress + 1
adc #$00
sta AddAddress + 1
}
.macro DrawTile(TileLocationZeroPage, TileScreen, TileColour)
{
ldy #0
!Tile:
lda (TileLocationZeroPage), y // get Tile Character
ldx TileLocationOffSet,y // Character Offset.
sta TileScreen, x
ldx TileNumber
lda COLOUR_TILES, x // Colour information for tile
ldx TileLocationOffSet, y
sta TileColour,x // Character Colour Ram
iny
cpy #$04
bne !Tile-
}
// inc FrameCounter // increase frame counter
// lda FrameCounter
// and #127 // Only count 0 -> 127 (128 cycles)
//cmp #128 // 4 second frame counter (4 frames = .5 secs per frame)
//bne AnimateBell
//lda #0 // reset frame
// sta FrameCounter
// AnimateBell:
//jsr CalculateBellFrame // work out which frame the bell is currently on
//cmp BellFrameCounter // Bell Frame Counter same as before, no need to re-draw frame
//bne DrawBellFrame
// jmp EvaluateSpriteControl
// DrawBellFrame:
// sta BellFrameCounter
// lda #0
// sta ZeroPageLow
// sta ZeroPageLow + 1
// ldx BellFrameCounter
// lda BellAnimationTiles,x // get bell tile frame for the frame counter
// sta TileNumber
// sta ZeroPageLow // work out tile character offset
// asl ZeroPageLow // * 2
// rol ZeroPageLow + 1
// asl ZeroPageLow
// rol ZeroPageLow + 1 // * 4
// clc
// lda #<MAP_TILES // add offset to Map Tiles Address Location
// adc ZeroPageLow
// sta ZeroPageLow
// lda #>MAP_TILES
// adc ZeroPageLow + 1
// sta ZeroPageLow + 1
// DrawTile(ZeroPageLow, $4162, $D962) // Draw Tile
// LIBMATH_ADD8BITTO16BIT_AV(ZeroPageLow,$04)
// inc TileNumber
// DrawTile(ZeroPageLow, $4164, $D964) // Draw Next Tile
// EvaluateSpriteControl:
* = * "Scroll Right"
ScrollRight:
{
.label Rows = ZeroPageParam1
.label Cols = ZeroPageParam2
.label ScreenLoc = ZeroPageLow
.label ColourLoc = ZeroPageLow2
.label CharTransfer = ZeroPageParam3
.label ColTransfer = ZeroPageParam3
.label StartOfScrollingScreen = SCREENRAM + (5 * 40)
.label StartOfScrollingColour = COLOURRAM + (5 * 40)
RowColumnCollection:
.for (var row=0; row<20; row++)
{
lda StartOfScrollingScreen + (row * 40) + 39
pha
lda StartOfScrollingColour + (row * 40) + 39
pha
.for (var col=38; col>=0; col--)
{
lda StartOfScrollingScreen + (row * 40) + col
sta StartOfScrollingScreen + (row * 40) + col + 1
lda StartOfScrollingColour + (row * 40) + col
sta StartOfScrollingColour + (row * 40) + col + 1
}
// ldy #38
// !ColumnLooper:
// lda StartOfScrollingScreen + (row * 40),y
// iny
// sta StartOfScrollingScreen + (row * 40),y
// dey
// lda StartOfScrollingColour + (row * 40),y
// iny
// sta StartOfScrollingColour + (row * 40),y
// dey
// dey
// bpl !ColumnLooper-
pla
sta StartOfScrollingColour + (row * 40)
pla
sta StartOfScrollingScreen + (row * 40)
}
rts
}
* = * "Scroll Left"
ScrollLeft:
{
.label Rows = ZeroPageParam1
.label Cols = ZeroPageParam2
.label ScreenLoc = ZeroPageLow
.label ColourLoc = ZeroPageLow2
.label CharTransfer = ZeroPageParam3
.label ColTransfer = ZeroPageParam3
.label StartOfScrollingScreen = SCREENRAM + (5 * 40)
.label StartOfScrollingColour = COLOURRAM + (5 * 40)
RowColumnCollection:
.for (var row=0; row<20; row++)
{
lda StartOfScrollingScreen + (row * 40)
pha
lda StartOfScrollingColour + (row * 40)
pha
.for (var col=0; col<39; col++)
{
lda StartOfScrollingScreen + (row * 40) + col + 1
sta StartOfScrollingScreen + (row * 40) + col
lda StartOfScrollingColour + (row * 40) + col + 1
sta StartOfScrollingColour + (row * 40) + col
}
pla
sta StartOfScrollingColour + (row * 40) + 39
pla
sta StartOfScrollingScreen + (row * 40) + 39
}
rts
}