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.segment "CODE"
;; Assuming that the 'x' register indexes an explosion on its pool, increment
;; the register as many times as to point to the next one. Bound checking is not
;; performed, it's up to the caller to implement that.
.macro NEXT_EXPLOSION_INDEX_X
inx
inx
inx
.endmacro
.scope Explosions
;; Maximum amount of explosions allowed on screen at the same time. At
;; maximum it can happen that all enemies explode at the same time (3), plus
;; some animation (e.g. player blasting off).
EXPLOSIONS_POOL_CAPACITY = 3 + 1
;; The capacity of the explosions pool in bytes.
EXPLOSIONS_POOL_CAPACITY_BYTES = EXPLOSIONS_POOL_CAPACITY * 3
;; Base address for the pool of explosions used on this game. The pool has
;; #EXPLOSIONS_POOL_CAPACITY capacity of explosion objects where each one is
;; 3 bytes long:
;; 1. State:
;; |Att- TTTT|; where:
;; |
;; |- A: active if 1; inactive if 0.
;; |- t: tile ID.
;; |- T: timer.
;; 2. Y coordinate.
;; 3. X coordinate.
zp_pool_base = $70 ; asan:reserve EXPLOSIONS_POOL_CAPACITY_BYTES
;; The amount of time each explosion frame will take.
FRAME_TIME = HZ / 20
;; Initialize the pool of explosions for the game.
.proc init
lda #0
ldx #0
ldy #EXPLOSIONS_POOL_CAPACITY
@loop:
sta Explosions::zp_pool_base, x
NEXT_EXPLOSION_INDEX_X
dey
bne @loop
rts
.endproc
;; Create a new explosion object on the Y coordinates on `Globals::zp_arg2`
;; and the X coordinates on `Globals::zp_arg3`.
;;
;; NOTE: in the (extremely unlikely) case that no free spot is found on the
;; pool of objects, then nothing is done (i.e. no boom boom).
.proc create
ldx #0
ldy #EXPLOSIONS_POOL_CAPACITY
@loop:
;; If it's already active, then skip this spot.
lda Explosions::zp_pool_base, x
and #$80
bne @next
;; We've got a free spot! Then just activate it and set the timer. After
;; that set the coordinates as given in the arguments.
lda #($80 | FRAME_TIME)
sta Explosions::zp_pool_base, x
lda Globals::zp_arg2
sta Explosions::zp_pool_base + 1, x
lda Globals::zp_arg3
sta Explosions::zp_pool_base + 2, x
rts
@next:
NEXT_EXPLOSION_INDEX_X
dey
bne @loop
rts
.endproc
;; Update all active explosions.
.proc update
ldx #0
ldy #EXPLOSIONS_POOL_CAPACITY
;; We need the 'y' register free to do faster register operations.
sty Globals::zp_idx
@loop:
;; Is it active?
lda Explosions::zp_pool_base, x
tay
and #$80
beq @next
;; Yes! Decrement the timer and check if it ran out.
dey
tya
and #$0F
bne @set_and_next
;; Timer's up! Go to the next explosion phase and check if we are done.
tya
clc
adc #$20
tay
and #$60
cmp #$60
beq @explosion_done
;; We are not done yet. Then grab the high nibble as stored on the 'y'
;; register and reset the timer on the low nibble. That's our new value.
tya
ora #FRAME_TIME
sta Explosions::zp_pool_base, x
bne @next
@explosion_done:
;; We are actually done. Invalidate the explosion.
ldy #0
__fallthrough__ @set_and_next
@set_and_next:
sty Explosions::zp_pool_base, x
@next:
NEXT_EXPLOSION_INDEX_X
dec Globals::zp_idx
bne @loop
rts
.endproc
;; Allocate an explosion indexed by 'x' from the `Explosions::zp_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.
;;
;; The 'x' register will be preserved.
;;
;; The 'Globals::zp_tmp0' and the 'Globals::zp_tmp1' memory regions are also
;; tampered by this function.
;;
;; NOTE: this function assumes that the explosion is in a valid
;; state. That's up to the caller to check before calling this function.
.proc allocate_x_y
;; Preserve both indices.
sty Globals::zp_tmp0
stx Globals::zp_tmp1
;; Y coordinates for each sprite of the explosion.
lda Explosions::zp_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
;; Select the tile ID. It depends on the phase as defined in the 'state'
;; value.
lda Explosions::zp_pool_base, x
and #$60
beq @first
cmp #$20
beq @second
lda #$B0
ldx #$C0
bne @set_tile
@first:
lda #$70
ldx #$80
bne @set_tile
@second:
lda #$90
ldx #$A0
__fallthrough__ @set_tile
@set_tile:
sta OAM::m_sprites + 1, y ; top left
clc
adc #1
sta OAM::m_sprites + 5, y ; top right
txa
sta OAM::m_sprites + 9, y ; bottom left
inx
txa
sta OAM::m_sprites + 13, y ; bottom right
;; No special attributes.
lda #0
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
;; The X-coordinate for each sprite.
ldx Globals::zp_tmp1
lda Explosions::zp_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
.endscope
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