.segment "CODE" .scope Driver ;; Timer for the player to be able to pick up the joypad upon entering the ;; game. ;; ;; NOTE: this memory address is shared with `zp_title_timer`, as they can ;; never conflict with each other. zp_player_timer = $30 ; asan:ignore PLAYER_TIMER_VALUE = HZ * 2 .ifdef PAL ;; Frame counter which resets every 5 frames. zp_pal_counter = $31 .endif ;; Timer for the pause/unpause workflow. PAUSE_TIMER_VALUE = (HZ / 3) zp_pause_timer = $32 ;; Index from the pool of bullets from which the sprite cycling function ;; will start on. This is constantly rotating so all bullets have at least ;; the chance to have the highest priority every now and then. zp_next_bullet_cycle = $33 ;; The index for the first bullet from the bullets pool on sprite cycling. zp_first_bullet = $34 ;; The index for the first enemy from the enemies pool on sprite cycling. zp_first_enemy = $36 ;; Same as `zp_next_bullet_cycle` but for enemies. zp_next_enemy_cycle = $37 ;; Switch from the title screen to the main screen. Note that this function ;; is to be called with the PPU disabled. If that's not the case, then it ;; will set the proper values to disable it on the next `nmi` call and set ;; the `title over` flag. With that, call again this function so the ;; switching is actually performed. .proc switch ;; Some things from here require the PPU to be disabled. Hence, if ;; that's not the case, disable it now. The `ppu` and the `title over` ;; flags are set as well. lda PPU::zp_mask beq @do_switch lda #%01000100 ora Globals::zp_flags sta Globals::zp_flags lda #$00 sta PPU::zp_mask rts @do_switch: ;; Get the assets ready for the main screen. That is, make sure that the ;; palettes and such are as desired since the title screen needed ;; another setup. jsr Assets::prepare_for_main_screen ;; Switch to the other base nametable. lda #%10001010 sta PPU::zp_control ;; Enable back the PPU. lda #%00011110 sta PPU::zp_mask ;; Setup the player timer. .ifdef PARTIAL lda #1 .else lda #PLAYER_TIMER_VALUE .endif sta zp_player_timer ;; Mark the state of the game as "game". That is, the player has ;; started. Also set the `ppu` flag and unset the `title over` one. lda #%01000001 ora Globals::zp_flags and #%11111011 sta Globals::zp_flags rts .endproc .proc update lda zp_player_timer beq @game dec zp_player_timer beq @load_player ;; TODO: blinking of the selected player (every HZ count?). rts @load_player: jsr Player::init jsr Bullets::init jsr Enemies::init jsr Explosions::init ;; Initialize pause timer. lda #0 sta zp_pause_timer ;; Initialize variables for sprite cycling. sta zp_next_bullet_cycle sta zp_next_enemy_cycle @game: ;; Check if the player is toggling the `pause` state. lda #(Joypad::BUTTON_START | Joypad::BUTTON_SELECT) and Joypad::zp_buttons1 beq @skip_pause_handling ;; What does the timer say, is the player allowed to do it? lda zp_pause_timer bne @skip_pause_handling ;; The timer is zero and the player asked to pause, let's reset the ;; timer. lda #PAUSE_TIMER_VALUE sta zp_pause_timer ;; Pause vs unpause. lda #%00001000 and Globals::zp_flags bne @unpause ;; Pause: set the flag and skip the update. lda #%00001000 ora Globals::zp_flags sta Globals::zp_flags rts @unpause: ;; Unset the flag and go to update. lda #%11110111 and Globals::zp_flags sta Globals::zp_flags bne @do_update @skip_pause_handling: ;; Decrement the pause timer if it's not in a zero value. lda zp_pause_timer beq @pause_check dec zp_pause_timer @pause_check: ;; Are we paused? If so return before updating. lda #%00001000 and Globals::zp_flags beq @do_update rts ;; This is the actual meat of the main game, which updates the state of ;; the player, bullets, enemies, etc. @do_update: jsr Player::update jsr Bullets::update jsr Enemies::update jsr Explosions::update ;; TODO: check if player has died __fallthrough__ sprite_cycling .endproc .proc sprite_cycling ;; The 'y' register will contain the index on OAM of the sprite to be ;; allocated. Note that we skip the player as that is handled directly ;; as we want to guarantee that the player never flickers. ldy #(Player::PLAYER_SPRITES_COUNT * 4) ;;; ;; 1. Attempt to allocate the first spot for a bullet. ;; The 'x' register will index from the different sprite pools. ldx zp_next_bullet_cycle lda Bullets::zp_bullets_pool_base, x ;; Is this a valid bullet? cmp #$FF beq @after_first_bullet ;; It is a valid bullet! Set it now. lda Bullets::zp_bullets_pool_base + 1, x sta OAM::m_sprites, y iny ;; The tile selection depends on how many moves the bullet has done. lda Bullets::zp_bullets_pool_base, x and #%01111111 cmp #Bullets::BULLET_LAST_TRANSITION bcs @last_bullet_tile cmp #Bullets::BULLET_FIRST_TRANSITION bcs @mid_bullet_tile lda #$0E bne @set_bullet_tile @mid_bullet_tile: lda #$0F bne @set_bullet_tile @last_bullet_tile: lda #$1E @set_bullet_tile: sta OAM::m_sprites, y iny lda #0 sta OAM::m_sprites, y iny lda Bullets::zp_bullets_pool_base + 2, x sta OAM::m_sprites, y iny @after_first_bullet: ;; Save the index that was considered for the first bullet. stx zp_first_bullet ; TODO: why not after the first ldx? ;; Increase the index for the bullets cycling. If wrapping is detected, ;; then it resets this value back to zero. inx inx inx cpx #Bullets::BULLETS_POOL_CAPACITY_BYTES bne @set_next_bullets_cycle ldx #0 @set_next_bullets_cycle: stx zp_next_bullet_cycle ;;; ;; 2. Attempt to allocate the next spot for the first enemy. ;; Get the enemy status byte, while also preserving the current enemy ;; cycle index. ldx zp_next_enemy_cycle stx zp_first_enemy lda Enemies::zp_enemies_pool_base, x ;; Is this a valid enemy? If so allocate it and 'Enemies::allocate_x_y' ;; will be responsible for increasing the value of 'y' with the number ;; of sprites allocated (i.e. 16). cmp #$FF beq @after_first_enemy jsr Enemies::allocate_x_y @after_first_enemy: ;; Increase the index for the enemies cycling. If wrapping is detected, ;; then it resets this value back to zero. ldx zp_first_enemy NEXT_ENEMY_INDEX_X cpx #Enemies::ENEMIES_POOL_CAPACITY_BYTES bne @set_next_enemies_cycle ldx #0 @set_next_enemies_cycle: stx zp_next_enemy_cycle ;; TODO: ensure 1 item ;; iny ;; iny ;; iny ;; iny ;; Allocate the rest of valid bullets from the pool. ldx #0 @rest_o_bullets: ;; If we are already passed the amount of bytes we could allocate for ;; bullets, then jump to enemies. If the current indexed bullet is the one ;; we allocated as the first fixed one, then skip it. cpx #Bullets::BULLETS_POOL_CAPACITY_BYTES beq @rest_o_enemies cpx zp_first_bullet beq @next_bullet @do_bullet: ;; Ok, so the bullet has not been allocated yet and we have space for ;; it. Is it valid? lda Bullets::zp_bullets_pool_base, x cmp #$FF beq @next_bullet ;; Yes! Then allocate now. lda Bullets::zp_bullets_pool_base + 1, x sta OAM::m_sprites, y iny ;; The tile selection depends on how many moves the bullet has done. lda Bullets::zp_bullets_pool_base, x and #%01111111 cmp #Bullets::BULLET_LAST_TRANSITION bcs @other_last_bullet_tile cmp #Bullets::BULLET_FIRST_TRANSITION bcs @other_mid_bullet_tile lda #$0E bne @other_set_bullet_tile @other_mid_bullet_tile: lda #$0F bne @other_set_bullet_tile @other_last_bullet_tile: lda #$1E @other_set_bullet_tile: sta OAM::m_sprites, y iny lda #0 sta OAM::m_sprites, y iny lda Bullets::zp_bullets_pool_base + 2, x sta OAM::m_sprites, y iny @next_bullet: inx inx inx jmp @rest_o_bullets ;; Allocate the rest of the valid enemies from the pool. @rest_o_enemies: ldx #0 @rest_o_enemies_loop: ;; If we are already passed the amount of bytes we could allocate for ;; enemies, then jump to items. If the current indexed enemy is the one ;; we allocated as the first fixed one, then skip it. cpx #Enemies::ENEMIES_POOL_CAPACITY_BYTES beq @rest_o_items cpx zp_first_enemy beq @next_enemy @do_enemy: ;; Ok, so the enemy has not been allocated yet and we have space for ;; it. Is it valid? lda Enemies::zp_enemies_pool_base, x cmp #$FF beq @next_enemy ;; Yes! Then call the enemy allocator with the values we have now. Note ;; that the 'y' register will be updated as desired, but the 'x' ;; register will become bananas. Hence, save its value before calling ;; and restore it back after the call. stx Globals::zp_tmp3 jsr Enemies::allocate_x_y ldx Globals::zp_tmp3 @next_enemy: NEXT_ENEMY_INDEX_X jmp @rest_o_enemies_loop @rest_o_items: ;;; TODO ;; At the very end, we allocate any active explosion. @do_explosions: ldx #0 @explosions_loop: ;; If we are already passed the amount of bytes we could allocate for ;; explosions, then break the loop. cpx #Explosions::EXPLOSIONS_POOL_CAPACITY_BYTES beq @after_explosions @do_explosion: ;; Is it valid? lda Explosions::zp_pool_base, x and #$80 beq @next_explosion ;; Yes! Then call the explosion allocator with the values we have ;; now. Note that the 'y' register will be updated as desired, but the ;; 'x' register will become bananas. Hence, save its value before ;; calling and restore it back after the call. stx Globals::zp_tmp3 jsr Explosions::allocate_x_y ldx Globals::zp_tmp3 @next_explosion: NEXT_EXPLOSION_INDEX_X jmp @explosions_loop @after_explosions: ;; Are all spots already filled? As in, did the 'y' register wrap ;; around? If so, just go to the end. tya beq @end ;; We are done with all the sprites we wanted to allocate. Now let's ;; clear out the rest of the slots just in case there was some leftover ;; from a past sprite. Since the OAM space is 256 bytes long, we just ;; need for the 'y' register to wrap around in order to quit. lda #$EF @reset_sprite: sta OAM::m_sprites, y iny iny iny iny bne @reset_sprite @end: rts .endproc .ifdef PAL ;; All the code that is needed to fix some values for PAL machines. .proc pal_handler ;; Check if 5 frames have passed since last counter reset. lda Driver::zp_pal_counter cmp #4 beq @do_handle ;; Nope! Reset the player's step on PAL and increase the counter. lda #1 sta Player::zp_step_on_pal inc Driver::zp_pal_counter bne @end @do_handle: ;; Increase the step just for this frame and reset the counter. lda Player::zp_step_on_pal clc adc #2 sta Player::zp_step_on_pal lda #0 sta Driver::zp_pal_counter @end: rts .endproc .endif .endscope