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| author | Miquel Sabaté Solà <mssola@mssola.com> | 2026-02-10 15:16:21 +0100 |
|---|---|---|
| committer | Miquel Sabaté Solà <mssola@mssola.com> | 2026-02-10 15:19:56 +0100 |
| commit | a6bd59a138673b78bc3da39096546b6725590a29 (patch) | |
| tree | 2267dd4007c33d36b659d164ee754b9757aeb83d /src/enemies.s | |
| parent | 4f372e1639c0c43cf6926a100fbbce99585b0291 (diff) | |
| download | jetpac.nes-a6bd59a138673b78bc3da39096546b6725590a29.tar.gz jetpac.nes-a6bd59a138673b78bc3da39096546b6725590a29.zip | |
enemies: add inner movement and facing logic
Enemies now have the ability to be displayed on screen, face at the
direction that they were assigned to at random during initialization
time, and they also have a timer that dictates some inner movement,
similarly as it happened in the original game.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
Diffstat (limited to 'src/enemies.s')
| -rw-r--r-- | src/enemies.s | 249 |
1 files changed, 231 insertions, 18 deletions
diff --git a/src/enemies.s b/src/enemies.s index e114e1b..aa2e0aa 100644 --- a/src/enemies.s +++ b/src/enemies.s @@ -4,89 +4,302 @@ ;; Maximum amount of enemies allowed on screen at the same time. ENEMIES_POOL_CAPACITY = 3 - ;; The capacity of the bullets pool in bytes. + ;; The capacity of the enemies pool in bytes. ENEMIES_POOL_CAPACITY_BYTES = ENEMIES_POOL_CAPACITY * 3 - ENEMIES_INITIAL_X = $F0 + ENEMIES_INITIAL_X = $F0 + ENEMIES_INITIAL_X_RIGHT = $10 - ;; TODO: 3 bytes a la bullets - zp_enemies_pool_base = $60 ; asan:reserve $09 + ;; Base address for the pool of enemies used on this game. The pool has + ;; #ENEMIES_POOL_CAPACITY capacity of enemy objects where each one is 3 + ;; bytes long: + ;; 1. State: which can have two formats: + ;; - $FF: the enemy is not active. + ;; - |DIxx|xxxx|: where D is the direction bit (1: right; 0: left); and + ;; the rest of bits count the number of moves from this + ;; enemy. This is used to account for the inner movement + ;; from an enemy sprite and, in fact, is initialized at + ;; random. This counter is split in two phases depending + ;; on the value of I. If I=0, then the enemy is at its + ;; first inner movement state; and if I=1, then the + ;; enemy is at the other inner movement state. + ;; 2. Y coordinate. + ;; 3. X coordinate. + zp_enemies_pool_base = $60 ; asan:reserve ENEMIES_POOL_CAPACITY_BYTES - zp_enemies_timer = $D0 - zp_enemies_pool_size = $D1 + ;; The current size of active enemies. That is, one thing is the capacity of + ;; the pool, and another is what's the number of enemies on screen. + zp_enemies_pool_size = $D0 + ;; Base index of the enemy tiles in 'tiles' to be used. Whether to use one + ;; row or the other for a given enemy is to be decided by its current state. + zp_enemy_tiles = $D1 + + ;; Initializes the enemy pool for this game. .proc init ldx #0 - stx zp_enemies_timer ldy #ENEMIES_POOL_CAPACITY @enemies_init_loop: - lda #0 + ;; The state is set at random. + stx Globals::zp_tmp0 + jsr Prng::random_valid_y_coordinate + ldx Globals::zp_tmp0 sta zp_enemies_pool_base, x + sta Globals::zp_tmp1 - inx - stx Globals::zp_tmp0 + ;; The Y coordinate is also set at random within the bounds of the + ;; playable screen. jsr Prng::random_valid_y_coordinate ldx Globals::zp_tmp0 + inx sta zp_enemies_pool_base, x + ;; The initial X position is based on whether it's facing left or right. inx + bit Globals::zp_tmp1 + bmi @facing_right lda #ENEMIES_INITIAL_X + bne @set_x_position + @facing_right: + lda #ENEMIES_INITIAL_X_RIGHT + @set_x_position: sta zp_enemies_pool_base, x inx - dey bne @enemies_init_loop + ;; The initial size of the pool is its whole capacity. lda #ENEMIES_POOL_CAPACITY sta zp_enemies_pool_size + __fallthrough__ init_enemy_type + .endproc + + ;; Initialize the enemy type. That is, define the contents of the + ;; `zp_enemy_tiles` based on the current level kind, as well as the function + ;; handler for it. + .proc init_enemy_type + lda Globals::zp_level_kind + asl + asl + asl + asl + sta zp_enemy_tiles + + ;; TODO: function pointer. + rts + .endproc + + ;; Update the state and movement of all active enemies. + ;; + ;; NOTE: this function does not do collision checking with bullets as + ;; 'Bullets::update' already accounts for it and we assume that it ran + ;; before this one. + .proc update + ldx #253 + ldy zp_enemies_pool_size + + @loop: + ;; Move the 'x' register to the current enemy for this iteration. + inx + inx + inx + + ;; Is the current enemy marked as invalid? If so just move to the next + ;; one. + lda zp_enemies_pool_base, x + cmp #$FF + beq @next + + ;; If its movement state is already at the maximum, reset it, otherwise + ;; increase it by 1. Note that we compare with $7E instead of $7F + ;; because the latter would be equal to $FF if we accounted for the + ;; direction bit and it could be confused with the "invalid" + ;; state. Hence, the second phase of the inner movement has one frame + ;; less of time than the other, but whatever. We also 'and' it with $7E + ;; to avoid the direction bit to affect the comparison. + sta Globals::zp_tmp0 + and #$7E + cmp #$7E + beq @reset + inc zp_enemies_pool_base, x + bne @next + @reset: + lda Globals::zp_tmp0 + and #$80 + sta zp_enemies_pool_base, x + + ;; TODO: collision with background & player. + + @next: + ;; Any more enemies left? + dey + bne @loop + rts .endproc - .proc allocate_sprite_y - ;; TODO + ;; Allocate an enemy indexed by 'x' from the `zp_enemies_pool_base` buffer, + ;; and set it to OAM-reserved space indexed via 'y'. + ;; + ;; The 'y' register will be updated by increasing its value by 16, + ;; indicating the amount of bytes allocated in OAM space. + ;; + ;; NOTE: this function assumes that the enemy is in a valid state. That's up + ;; to the caller to check on this before calling this function. + .proc allocate_x_y + ;; Save the 'y' index, as it's faster to do funny address arithmetics + ;; and add 16 in the end than constantly 'iny' every time in the right + ;; order. + sty Globals::zp_tmp0 + + ;; Y coordinates for each sprite of the enemy. + lda Enemies::zp_enemies_pool_base + 1, x + sta OAM::m_sprites, y ; top left + sta OAM::m_sprites + 4, y ; top right + clc + adc #8 + sta OAM::m_sprites + 8, y ; bottom left + sta OAM::m_sprites + 12, y ; bottom right + + ;; The next thing to account is where the enemy is facing. This will + ;; change the tile set to be picked (e.g. 1st/2nd vs 3rd/4th rows of + ;; tile IDs definitions); but it also changes whether the enemy needs to + ;; be horizontally mirrored by the PPU or not. For the logic we make use + ;; of temporary memory regions that will help us along the way, and we + ;; start like this. + lda Enemies::zp_enemies_pool_base, x + sta Globals::zp_tmp2 + stx Globals::zp_tmp1 + ldx zp_enemy_tiles + + ;; Check on the direction bit from the enemy's state. If facing right, + ;; then the 'x' register will be increased by 8 (pointing then to the + ;; 3rd/4th rows of the enemy tiles ID definitions), and 'a' will have + ;; the value for the third byte of the sprite (i.e. whether to mirror or + ;; not the sprite at the PPU level). + bit Globals::zp_tmp2 + bmi @face_right + lda #0 + beq @set_state + @face_right: + txa + clc + adc #8 + tax + lda #%01000000 + @set_state: + sta OAM::m_sprites + 2, y ; top left + sta OAM::m_sprites + 6, y ; top right + sta OAM::m_sprites + 10, y ; bottom left + sta OAM::m_sprites + 14, y ; bottom right + + ;; If the counter for the enemy's state is already at its second phase, + ;; increase 'x' by 4 to reflect that it needs to pick the "other" state + ;; from the tiles ID definitions. Then load all four bytes of tile IDs + ;; and store them appropiately. + lda Globals::zp_tmp2 + and #$40 + beq @set_facing + txa + clc + adc #4 + tax + @set_facing: + lda tiles, x + sta OAM::m_sprites + 1, y ; top left + lda tiles + 1, x + sta OAM::m_sprites + 5, y ; top right + lda tiles + 2, x + sta OAM::m_sprites + 9, y ; bottom left + lda tiles + 3, x + sta OAM::m_sprites + 13, y ; bottom right + + ;; The Y-coordinate for each sprite. + ldx Globals::zp_tmp1 + lda Enemies::zp_enemies_pool_base + 2, x ; top left + sta OAM::m_sprites + 3, y + sta OAM::m_sprites + 11, y ; bottom left + clc + adc #8 + sta OAM::m_sprites + 7, y ; top right + sta OAM::m_sprites + 15, y ; bottom right + + ;; And update the 'y' register to notify 16 bytes were stored. + lda Globals::zp_tmp0 + clc + adc #16 + tay + rts .endproc ;; Definitions for all the enemy types. An enemy type is defined by four ;; bytes, containing the tile IDs for it. Some enemies only span 2 tiles, - ;; and because of this they have $FF as filler bytes. Last but not least, - ;; each enemy actually has two states in order to mock some inner movement. - ;; This is also handled here and this is why an enemy spans a whooping 8 - ;; bytes of definition, which is fine because we have a lot of room to spare - ;; in ROM space. + ;; and because of this they have $FF as filler bytes. + ;; + ;; Moreover, each enemy has two states in order to show some inner + ;; movement. This is why each enemy has an extra row of tile IDs, which + ;; contain the "other" state. + ;; + ;; Finally, enemies can face right or left, which usually would be handled + ;; in code, but it's much cheaper to abuse our mostly empty ROM-space with + ;; extra definitions than being careful on the order in the allocation + ;; loop. + ;; + ;; Thus, an enemy takes a whoping amount of 32 bytes. The first four bytes + ;; are the actualy tile IDs for the enemy. The second row of four bytes is + ;; its "other" shape in order to show inner movement. And the last two rows + ;; are simply mirrors of the first two whenever the enemy is facing right + ;; instead of left. tiles: ;; Asteroid .byte $26, $27, $36, $37 .byte $46, $47, $56, $57 + .byte $27, $26, $37, $36 + .byte $47, $46, $57, $56 ;; Furry thingie .byte $28, $29, $38, $39 .byte $48, $49, $58, $59 + .byte $29, $28, $39, $38 + .byte $49, $48, $59, $58 ;; Bubble .byte $24, $25, $34, $35 .byte $44, $45, $54, $55 + .byte $25, $24, $35, $34 + .byte $45, $44, $55, $54 ;; Fighter jet 1 .byte $2A, $2B, $3A, $3B .byte $2A, $2B, $3A, $3B + .byte $2B, $2A, $3B, $3A + .byte $2B, $2A, $3B, $3A ;; Fighter jet 2 .byte $31, $32, $FF, $FF .byte $31, $32, $FF, $FF + .byte $32, $31, $FF, $FF + .byte $32, $31, $FF, $FF ;; UFO .byte $40, $41, $FF, $FF .byte $50, $51, $FF, $FF + .byte $41, $40, $FF, $FF + .byte $51, $50, $FF, $FF ;; Cross .byte $2C, $2D, $3C, $3D .byte $4C, $4D, $5C, $5D + .byte $2D, $2C, $3D, $3C + .byte $4D, $4C, $5D, $5C ;; Weirdo .byte $2E, $2F, $3E, $3F .byte $4E, $4F, $5E, $5F + .byte $2F, $2E, $3F, $3E + .byte $4F, $4E, $5F, $5E .endscope |
