diff options
| author | Miquel Sabaté Solà <msabate@suse.com> | 2023-11-12 09:39:05 +0100 |
|---|---|---|
| committer | Miquel Sabaté Solà <mikisabate@gmail.com> | 2025-02-04 21:02:11 +0100 |
| commit | db9cb2118e7b2575ed3b0f535e50dd85c24df25a (patch) | |
| tree | 8bfe1a7e48bd85e2e9ab0c650c248a7bed1955b7 /space/src/states | |
| parent | cb854722b9890c171f7d0600812a7e9a3a2a25c9 (diff) | |
| download | code.nes-db9cb2118e7b2575ed3b0f535e50dd85c24df25a.tar.gz code.nes-db9cb2118e7b2575ed3b0f535e50dd85c24df25a.zip | |
space: Simplify the code and its goals
Originally this was supposed to be a sort of mini game, but that would
have probably made it too complex for newcomers. Thus, let's just keep
it to subpixel movement and shooting bullets, which is already a big
step from the `basics/sprite.s` example.
Signed-off-by: Miquel Sabaté Solà <msabate@suse.com>
Diffstat (limited to 'space/src/states')
| -rw-r--r-- | space/src/states/bullets.s | 181 | ||||
| -rw-r--r-- | space/src/states/player.s | 188 |
2 files changed, 286 insertions, 83 deletions
diff --git a/space/src/states/bullets.s b/space/src/states/bullets.s new file mode 100644 index 0000000..af74ce7 --- /dev/null +++ b/space/src/states/bullets.s @@ -0,0 +1,181 @@ +;;; +;; Implements the pool of bullets available when pressing B. The main code +;; should just want to call `init` for initializing the memory space, and then +;; `update` on each main game loop iteration. The following addresses are +;; reserved: +;; -> $40-$41: internal data. +;; -> $0208-$0213: OAM data (this is a pool of three sprites). +;; +;; NOTE: the code in here touch the addresses on OAM directly, instead of +;; keeping them in some internal addresses on zero page. This is usually not a +;; good idea, and more so if we were to do collision checking and stuff like +;; that. That being said, because of its simplicity, it's not that big of a +;; deal. +.scope Bullets + ;; The number of bullets shown on screen for the current frame. + m_bullets_screen = $40 + + ;; Frame counter. See `FRAMES` below. + m_frames = $41 + + ;; How many frames have to pass to allow the user to shoot another bullet + ;; after the previous one. + FRAMES = 15 + + ;; Initializes the pool of bullets. + .proc init + ;; Initializing variables. + + lda #0 + sta m_bullets_screen + + lda #FRAMES + sta m_frames + + ;; Set X and Y positions off-screen for the three available slots. + + lda #$ff + sta $208 + sta $20C + sta $210 + sta $20B + sta $20F + sta $213 + + ;; All three sprites are instances of the same tile. + + lda #4 + sta $209 + sta $20D + sta $210 + + ;; Nothing special for these sprites, set attributes to 0. + + lda #0 + sta $20A + sta $20E + sta $212 + + rts + .endproc + + ;; Update bullets on screen, check if a new one has to be shown, etc. + .proc update + ;; If the frame counter has the same value as our allowed one, we can go + ;; into the `bullets_pressed` subroutine, otherwise we will skip it + ;; altogether. + lda m_frames + cmp #FRAMES + beq @check + inc m_frames + jmp @position + @check: + jsr bullets_pressed + @position: + jsr update_positions + + rts + .endproc + + ;; Shows a new bullet right in front of the ship if the player requested it + ;; and it is possible. + .proc bullets_pressed + ;; If we reached the maximum of bullets on screen, return early. + lda m_bullets_screen + cmp #3 + bne :+ + rts + : + ;; If the B button is not pressed, return early. + lda #Joypad::BUTTON_B + and Joypad::m_buttons1 + bne :+ + rts + : + ;; The following code will loop through the three bullet sprites and + ;; find one that is free (off-screen). If one could be found, it will + ;; assign it to the ship's position. + ldx #0 + @loop: + ;; Is the Y position on this sprite $FF? If so then it's free and we can + ;; jump into @set so we re-initialize the position for this bullet. + lda $208, x + cmp #$FF + beq @set + + ;; Oops, that was not the case. At this point, is this the last bullet? + ;; If so, we can go to the @end, otherwise we increase the index and try + ;; again. + cpx #8 + beq @end + inx + inx + inx + inx + jmp @loop + @set: + ;; At the current index we have a bullet to initialize. Hence, give it + ;; the Y value from the player and the X one (+4 so it's at the center + ;; of the ship on the X axis). + lda Player::m_screen_y + sta $208, x + lda Player::m_screen_x + clc + adc #4 + inx + inx + inx + sta $208, x + + ;; Reset the `m_frames` so to disallow too many bullets being shot at + ;; once, and increate the `m_bullets_screen` variable. + lda #0 + sta m_frames + inc m_bullets_screen + @end: + rts + .endproc + + ;; Updates the positions from the bullets being shown on screen. If one + ;; bullet goes off screen, then it's properly freed so it can be picked up + ;; by another B press. + .proc update_positions + ldx #0 + @loop: + ;; Do nothing if the bullet is free. + lda $208, x + cmp #$FF + beq @next + + ;; The indexed bullet is shown on screen, and we should make it move + ;; upward by 10 units. That being said, if its Y position is lesser or + ;; equal than 10, we can directly free it now. Otherwise, just update + ;; the Y value by performing this subtraction. + cmp #10 + bcc @free + beq @free + sec + sbc #10 + jmp @save + @free: + ;; This bullet should be freed, decrease `m_bullets_screen` and set `a` + ;; to an off-screen value. + dec m_bullets_screen + lda #$FF + @save: + ;; Either way you reach this, in `a` we have the Y value to be stored. + sta $208, x + @next: + ;; If we are already at the last bullet, jump to the @end. Otherwise + ;; increase the index and loop again. + cpx #8 + beq @end + inx + inx + inx + inx + jmp @loop + @end: + rts + .endproc +.endscope diff --git a/space/src/states/player.s b/space/src/states/player.s index a43f61e..29c1585 100644 --- a/space/src/states/player.s +++ b/space/src/states/player.s @@ -5,28 +5,48 @@ ;; -> $0200-$0207: OAM data. ;;; .scope Player - ;; TODO: change names of pos_x and signed_x et al - m_pos_x = $30 - m_pos_y = $31 - m_velocity_x = $32 - m_velocity_y = $33 + ;; Unsigned screen coordinates on the X axis. + m_screen_x = $30 + + ;; Unsigned screen coordinates on the Y axis. + m_screen_y = $31 + + ;; The actual velocity on the X coordinates. This is a signed fixed point + ;; 4.4 (high nibble: pixels; low: subpixels). + m_velocity_x = $32 + + ;; The actual velocity on the Y coordinates. This is a signed fixed point + ;; 4.4 (high nibble: pixels; low: subpixels). + m_velocity_y = $33 + + ;; The target velocity on the X coordinates. This is a signed fixed point + ;; 4.4 (high nibble: pixels; low: subpixels). m_target_velocity_x = $34 + + ;; The target velocity on the Y coordinates. This is a signed fixed point + ;; 4.4 (high nibble: pixels; low: subpixels). m_target_velocity_y = $35 - m_signed_x = $36 ; NOTE ! - m_signed_y = $38 ; NOTE ! + + ;; Computed position on the X coordinates at the subpixel level. This is a + ;; signed fixed point 12.4. NOTE: two bytes! + m_position_x = $36 + + ;; Computed position on the X coordinates at the subpixel level. This is a + ;; signed fixed point 12.4. NOTE: two bytes! + m_position_y = $38 ;; Initializes the player by initializing its internal data and loading some ;; values of the sprite itself. .proc init ;; Initialize position + subpixel. lda #$B0 - sta m_signed_y + sta m_position_y lda #$00 - sta m_signed_y + 1 + sta m_position_y + 1 lda #$7A - sta m_signed_x + sta m_position_x lda #$F0 - sta m_signed_x + 1 + sta m_position_x + 1 ;; Initialize velocity. lda #0 @@ -35,21 +55,6 @@ sta m_target_velocity_x sta m_target_velocity_y - ;; The player itself is built with two identical sprites placed side by - ;; side, where the second one is flipped horizontally. Thus, the player - ;; takes up the first two slots on OAM data ($0200-$0207). Here we only - ;; need to select the sprite and the attributes, since the position will - ;; be updated on each game loop. Hence, here we select the sprite - ;; located at #0 on the pattern table, and then we set for the second - ;; one the horizontal flip bit for the attributes. - lda #0 - sta $0201 ; First sprite select. - sta $0205 ; Second sprite select. - lda #%00000000 - sta $0202 ; First sprite attributes. - lda #%01000000 - sta $0206 ; Second sprite attributes. - rts .endproc @@ -87,7 +92,6 @@ lda positive_velocity, x sta m_target_velocity_x jmp @target_check_up - @target_check_left: ;; Similar to before: if it was not pressed, then set the target ;; velocity to 0, otherwise set the proper value and jump to the up @@ -98,14 +102,11 @@ lda negative_velocity, x sta m_target_velocity_x jmp @target_check_up - @target_no_x: ;; None of the buttons on the X-axis were pressed. Set the target ;; velocity to 0. lda #0 sta m_target_velocity_x - ;; NOTE: walkthrough - @target_check_up: ;; Same as before but we return early if it was pressed, otherwise ;; we go into the arrow-down check. @@ -115,7 +116,6 @@ lda negative_velocity, x sta m_target_velocity_y rts - @target_check_down: ;; If down was not pressed, go to the "no_y" case, otherwise return ;; early after setting the proper Y target velocity. @@ -125,26 +125,21 @@ lda positive_velocity, x sta m_target_velocity_y rts - @target_no_y: ;; None of the buttons on the Y-axis were pressed. Set the target ;; velocity to 0. lda #0 sta m_target_velocity_y rts - - ;; TODO positive_velocity: - ;; $18: 0001 | 1000 - ;; $28: 0010 | 1000 .byte $18, $28 negative_velocity: - ;; $E8: 1110 | 1000 - ;; $D8: 1101 | 1000 .byte $E8, $D8 .endproc - ;; TODO: give it a closer look + ;; Increase the current velocity on each axis so to match the target + ;; velocity on each case. Note that the velocity is simply increased by + ;; one. A more detailed code could be more nuanced than this. .proc accelerate lda m_velocity_x sec @@ -173,72 +168,70 @@ rts .endproc - ;; TODO: give it a closer look + ;; Apply the currently computed velocity to the position at subpixel + ;; level. .proc apply_velocity lda m_velocity_x bmi @apply_negative_velocity_x clc - adc m_signed_x - sta m_signed_x + adc m_position_x + sta m_position_x lda #0 ;NOTE: adding possible carry! - adc m_signed_x + 1 - sta m_signed_x + 1 + adc m_position_x + 1 + sta m_position_x + 1 jmp @apply_velocity_y - @apply_negative_velocity_x: lda #0 sec sbc m_velocity_x sta $00 - lda m_signed_x + lda m_position_x sec sbc $00 - sta m_signed_x - lda m_signed_x + 1 + sta m_position_x + lda m_position_x + 1 sbc #0 - sta m_signed_x + 1 - ;; NOTE: walkthrough - + sta m_position_x + 1 @apply_velocity_y: lda m_velocity_y bmi @apply_negative_velocity_y clc - adc m_signed_y - sta m_signed_y + adc m_position_y + sta m_position_y lda #0 - adc m_signed_y + 1 - sta m_signed_y + 1 + adc m_position_y + 1 + sta m_position_y + 1 rts - @apply_negative_velocity_y: lda #0 sec sbc m_velocity_y sta $00 - lda m_signed_y + lda m_position_y sec sbc $00 - sta m_signed_y - lda m_signed_y + 1 + sta m_position_y + lda m_position_y + 1 sbc #0 - sta m_signed_y + 1 + sta m_position_y + 1 rts .endproc + ;; Translate the position at subpixel level to actual screen coordinates. .proc position_to_coordinates jsr position_to_coordinates_x jsr position_to_coordinates_y - rts .endproc + ;; Translate the X position at subpixel level to actual screen coordinates. .proc position_to_coordinates_x ;; Convert the fixed point position coordinate into screen coordinates - lda m_signed_x + lda m_position_x sta $00 - lda m_signed_x + 1 + lda m_position_x + 1 sta $01 lsr $01 ror $00 @@ -250,7 +243,7 @@ ror $00 ; Assume that everything is fine and save the sprite position lda $00 - sta m_pos_x + sta m_screen_x lda m_velocity_x bmi @position_from_negative_velocity @@ -263,32 +256,33 @@ rts @bound_upper_x: lda #$EF - sta m_pos_x + sta m_screen_x lda #$0E - sta m_signed_x + 1 + sta m_position_x + 1 lda #$F0 - sta m_signed_x + sta m_position_x lda #0 sta m_velocity_x rts @position_from_negative_velocity: - lda m_signed_x + 1 + lda m_position_x + 1 bmi @bound_lower_x rts @bound_lower_x: lda #0 - sta m_signed_x - sta m_signed_x + 1 - sta m_pos_x + sta m_position_x + sta m_position_x + 1 + sta m_screen_x sta m_velocity_x rts .endproc + ;; Translate the Y position at subpixel level to actual screen coordinates. .proc position_to_coordinates_y ;; Convert the fixed point position coordinate into screen coordinates - lda m_signed_y + lda m_position_y sta $00 - lda m_signed_y + 1 + lda m_position_y + 1 sta $01 lsr $01 ror $00 @@ -300,7 +294,7 @@ ror $00 ; Assume that everything is fine and save the sprite position lda $00 - sta m_pos_y + sta m_screen_y lda m_velocity_y bmi @position_from_negative_velocity_y @@ -313,23 +307,23 @@ rts @bound_upper_y: lda #$EF - sta m_pos_y + sta m_screen_y lda #$0E - sta m_signed_y + 1 + sta m_position_y + 1 lda #$F0 - sta m_signed_y + sta m_position_y lda #0 sta m_velocity_y rts @position_from_negative_velocity_y: - lda m_signed_y + 1 + lda m_position_y + 1 bmi @bound_lower_y rts @bound_lower_y: lda #0 - sta m_signed_y - sta m_signed_y + 1 - sta m_pos_y + sta m_position_y + sta m_position_y + 1 + sta m_screen_y sta m_velocity_y rts .endproc @@ -340,16 +334,44 @@ ;; Update the sprite on OAM memory according to what we have in the ;; internal data stored in $30-$3F. .proc update - lda m_pos_y + ;; Update Y position. + lda m_screen_y sta $200 sta $204 - lda m_pos_x + ;; Update X position. + lda m_screen_x sta $203 clc adc #8 sta $207 + ;; If we have a target velocity, then we will show some fire, + ;; otherwise we keep the basic ship. + lda m_target_velocity_x + bne @fire + lda m_target_velocity_y + bne @fire + lda #0 + jmp @sprite_set + @fire: + lda #2 + @sprite_set: + ;; The player itself is built with two identical sprites placed side + ;; by side, where the second one is flipped horizontally. Thus, the + ;; player takes up the first two slots on OAM data ($0200-$0207). + ;; Here we only need to select the sprite and the attributes, since + ;; the position will be updated on each game loop. Hence, here we + ;; select the sprite as indexed by the value set on the `a` register + ;; on the pattern table, and then we set for the second one the + ;; horizontal flip bit for the attributes. + sta $0201 ; First sprite select. + sta $0205 ; Second sprite select. + lda #%00000000 + sta $0202 ; First sprite attributes. + lda #%01000000 + sta $0206 ; Second sprite attributes. + rts .endproc .endscope |
