aboutsummaryrefslogtreecommitdiff
path: root/src/driver.s
blob: 149eaa7a39e99147fe60361483568accfcf9f4d3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
.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

    ;; 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

        ;; Initialize pause timer.
        lda #0
        sta zp_pause_timer

        ;; Initialize variables for sprite cycling.
        sta zp_next_bullet_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
        JAL sprite_cycling
        ;; TODO: fall through?
    .endproc

    .proc sprite_cycling
        ;; The 'y' register will contain the index on OAM of the sprite to be
        ;; allocated.
        ldy #(Player::PLAYER_SPRITES_COUNT * 4)

        ;; 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 Globals::zp_tmp0

        ;; 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

        ;; TODO: ensure 1 enemy
        ;; iny
        ;; iny
        ;; iny
        ;; iny

        ;; TODO: ensure 1 item
        ;; iny
        ;; iny
        ;; iny
        ;; iny

        ;; TODO: rest of bullets
        ldx #0
    @rest_o_bullets:
        cpx #Bullets::BULLETS_POOL_CAPACITY_BYTES
        beq @rest_o_enemies
        cpx Globals::zp_tmp0
        bne @do_bullet
        inx
        inx
        inx
        cpx #Bullets::BULLETS_POOL_CAPACITY_BYTES
        beq @rest_o_enemies
    @do_bullet:
        lda Bullets::zp_bullets_pool_base, x
        cmp #$FF
        beq @next_bullet

        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

    @rest_o_enemies:
        ;; TODO: rest of enemies
        ;; TODO: rest of items

        ;; 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