aboutsummaryrefslogtreecommitdiff
path: root/tests/src/flicker/flicker.s
diff options
context:
space:
mode:
Diffstat (limited to 'tests/src/flicker/flicker.s')
-rw-r--r--tests/src/flicker/flicker.s280
1 files changed, 280 insertions, 0 deletions
diff --git a/tests/src/flicker/flicker.s b/tests/src/flicker/flicker.s
new file mode 100644
index 0000000..82dcfb7
--- /dev/null
+++ b/tests/src/flicker/flicker.s
@@ -0,0 +1,280 @@
+;;;
+;; This is a simple example of sprite cycling, so sprites don't disappear on a
+;; scanline overflow. This example is extremely simple, and on a real game you'd
+;; take into account lots of things that would make this process less tedious
+;; and less cycle consuming.
+;; Taken from https://github.com/mssola/code.nes.
+
+.segment "HEADER"
+ .byte 'N', 'E', 'S', $1A
+
+ .byte $02, $01
+
+ .byte $00
+ .byte $00
+
+.segment "VECTORS"
+ .addr nmi, reset, irq
+
+.segment "CHARS"
+.incbin "../../assets/diskun.chr"
+
+.segment "CODE"
+
+.include "../shared/diskun.s"
+
+.proc main
+ jsr Diskun::init_palettes
+ jsr init_sprites
+
+ cli
+ lda #%10010000
+ sta $2000 ; PPUCTRL
+ lda #%00011110
+ sta $2001 ; PPUMASK
+
+@main_game_loop:
+ ;; NOTE: the logic is pretty simple: read the pad, move the player
+ ;; accordingly, and apply the flickering effect.
+ jsr joypad_read
+ jsr Diskun::update
+
+ ;; NOTE: comment this `jsr` out if you want to see what happens if no
+ ;; flickering effect is applied (spoiler alert: the last character will
+ ;; suddenly disappear :P).
+ ;;
+ ;; NOTE: this function is called mindlessly. In a real game you'd try to
+ ;; detect scanline overflows, or you will try to be more careful with sprite
+ ;; priorities and apply the flickering more carefully. Here it's applied for
+ ;; (almost) every sprite on each frame and we roll with it.
+ jsr apply_flicker
+
+ lda #%10000000
+ ora $20
+ sta $20
+@wait_for_render:
+ bit $20
+ bmi @wait_for_render
+
+ jmp @main_game_loop
+.endproc
+
+
+;;;
+;; NOTE: this is the actual meat of the example :D
+.proc apply_flicker
+ ;; We will store a 16-bit pointer to the first sprite that can be flickered.
+ ;; In this case, we will point to the first sprite from the first NPC. That
+ ;; is, we suppose that, for whatever reason, we don't want to apply the
+ ;; flickering effect for the player.
+ lda #$10
+ sta $40
+ lda #$02
+ sta $41
+
+ ;;;
+ ;; The algorithm is really straight-forward here: we will simply cycle the
+ ;; sprites starting from the one being pointed at $40-$41 until the last
+ ;; sprite. The main idea is that the OAM will show sprites on a scanline in
+ ;; order. Hence, those sprites that are left beyond the eigth on a scanline
+ ;; will suddenly disappear. Flickering is a technique by which sprites are
+ ;; rotated from OAM priority, and hence they won't disappear always, but
+ ;; just for a small amount of time: just enough to see them, creating a
+ ;; flickering effect.
+ ;;
+ ;; For this, we will reserve four bytes (1 sprite) for auxiliary temporary
+ ;; values ($42-$45) which will then be used in order to carry values along
+ ;; the cycle.
+
+ ;; We initialize the auxiliary bytes with the data from the last sprite to
+ ;; be iterated since these are the values to be stored for the first sprite
+ ;; now (that is, the last element is now the first one).
+ lda $24C
+ sta $42
+ lda $24D
+ sta $43
+ lda $24E
+ sta $44
+ lda $24F
+ sta $45
+
+@loop:
+ ;; For each of the four bytes from a sprite, pick the value stored on its
+ ;; auxiliary byte and save the old value into the auxiliary byte afterwards.
+ ;; This way the current byte holds the value from the previous sprite, but
+ ;; its value will be carry on into the next sprite.
+ .repeat 4, I
+ ldy #I
+ lda $42, y
+ pha
+ lda ($40), y
+ sta $42, y
+ pla
+ sta ($40), y
+ .endrepeat
+
+ ;; And move the sprite pointer 4 bytes (1 sprite). Note that we only need to
+ ;; move the low byte since we know beforehand that everything will be inside
+ ;; of the $2xx range.
+ lda $40
+ clc
+ adc #4
+ sta $40
+
+ ;; We know that the last byte from the last sprite is held at $24F. Thus, if
+ ;; the sprite pointer is already passed this point, we can break the loop.
+ ;; Otherwise just carry on.
+ cmp #$50
+ bne @loop
+
+ rts
+.endproc
+
+;;;
+;; NOTE: and from here on stuff that is not relevant for sprite flickering.
+
+nmi:
+ bit $20
+ bpl @next
+
+ pha
+ txa
+ pha
+ tya
+ pha
+
+ jsr Diskun::nmi_update
+
+ lda #$00
+ sta $2003 ; OAMADDR
+ lda #$02
+ sta $4014 ; OAMDMA
+
+ bit $2002 ; PPUSTATUS
+ lda #$00
+ sta $2005 ; PPUSCROLL
+ sta $2005 ; PPUSCROLL
+
+ lda #%01111111
+ and $20
+ sta $20
+
+ pla
+ tay
+ pla
+ tax
+ pla
+@next:
+ rti
+
+reset:
+ sei
+ cld
+
+ ldx #$40
+ stx $4017 ; APU Frame Counter
+
+ ldx #$ff
+ txs
+
+ inx
+ stx $2000 ; PPUCTRL
+ stx $2001 ; PPUMASK
+ stx $4010 ; APU DMC
+
+@vblankwait1:
+ bit $2002 ; PPUSTATUS
+ bpl @vblankwait1
+
+ ldx #0
+ lda #0
+@ram_reset_loop:
+ sta $000, x
+ sta $100, x
+ sta $300, x
+ sta $400, x
+ sta $500, x
+ sta $600, x
+ sta $700, x
+ inx
+ bne @ram_reset_loop ; if x overflows back to #00, then we are done.
+
+ lda #$ef
+@sprite_reset_loop:
+ sta $200, x
+ inx
+ bne @sprite_reset_loop
+
+ lda #$00
+ sta $2003 ; OAMADDR
+ lda #$02
+ sta $4014 ; OAMDMA
+
+@vblankwait2:
+ bit $2002 ; PPUSTATUS
+ bpl @vblankwait2
+
+ lda #$3F
+ sta $2006 ; PPUADDR
+ lda #$00
+ sta $2006 ; PPUADDR
+
+ lda #$0F
+ ldx #$20
+@palettes_reset_loop:
+ sta $2007 ; PPUDATA
+ dex
+ bne @palettes_reset_loop
+
+ jmp main
+
+irq:
+ rti
+
+.proc init_sprites
+ NUM_SPRITES = 20
+
+ lda #$40
+ sta Diskun::m_screen_y
+ lda #$46
+ sta Diskun::m_screen_x
+
+ ldx #$00
+@load_sprites_loop:
+ lda initial_sprite_data, x
+ sta $0200, x
+ inx
+ cpx #(4 * NUM_SPRITES)
+ bne @load_sprites_loop
+ rts
+initial_sprite_data:
+ ;; $200-$20F
+ .byte $40, $01, %00000000, $46
+ .byte $40, $01, %01000000, $4E
+ .byte $48, $11, %00000000, $46
+ .byte $48, $11, %01000000, $4E
+
+ ;; $210-$21F
+ .byte $60, $01, %00000000, $68
+ .byte $60, $01, %01000000, $70
+ .byte $68, $11, %00000000, $68
+ .byte $68, $11, %01000000, $70
+
+ ;; $220-$22F
+ .byte $60, $01, %00000000, $7A
+ .byte $60, $01, %01000000, $82
+ .byte $68, $11, %00000000, $7A
+ .byte $68, $11, %01000000, $82
+
+ ;; $230-$23F
+ .byte $60, $01, %00000000, $8C
+ .byte $60, $01, %01000000, $94
+ .byte $68, $11, %00000000, $8C
+ .byte $68, $11, %01000000, $94
+
+ ;; $240-$24F
+ .byte $60, $01, %00000000, $9E
+ .byte $60, $01, %01000000, $A6
+ .byte $68, $11, %00000000, $9E
+ .byte $68, $11, %01000000, $A6
+.endproc