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Subject: [stella] Gunfight 2600: Descissions had to be made From: Manuel Polik <manuel.polik@xxxxxxxxxxx> Date: Mon, 05 Mar 2001 16:36:48 +0100 |
Hi there! I just finished a new version of Gunfight 2600. Changes are: - Added Shooting animation - Restricted the cowboy movements - Restricted the shooting angles - Added some playfield I did all this in order to come closer to the original appearance of Gunfight. I'll do playfield obstacles in the area where I now just display the line-counter. The next step I'll work on is the weapons system. Continuing with the playfield right now doesn't make sense, since I just don't now how many RAM is left after I'm done with the weapons. (I need at least need 2 bytes of X/Y coordinates, plus one byte direction + one byte lifetime per bullet, so handling 12 bullets for example would eat up a minimum of 48 bytes RAM...) Please comment on the new demo. I hope it works fine for both players, I just had no second player to test if the players can interfere with each other during some weird Joystick movements :-) Greetings, Manuel BTW: Eckhard, if you're reading this, I've a question for you, since you wrote some time ago to Andrew: "One other thing that I noticed on your demo is, that it only does about 249 scanlines per frame, and every couple of scanlines there is a frame where you do a different number of scanlines, so that the screen jumps. Z26 displays the number of scanlines in the last completed frame, when you start it with the -n command line switch. This could help you to generate a proper display." Now, _where_ do I see "the number of scanlines in the last completed frame"?!? ATM I don't see anything...
Attachment:
gunfight.bin
Description: Binary data
processor 6502
include vcs.h
SCREENSTART = $60
SEG.U vars
org $80
horPosP0 ds 1 ; Horizontal position player 0
horPosP1 ds 1 ; Horizontal position player 1
horPosM0 ds 1 ; Horizontal position missile 0
horPosM1 ds 1 ; Horizontal position missile 1
horPosBL ds 1 ; Horizontal position ball
verPosP0 ds 1 ; Vertical position player 0
verPosP1 ds 1 ; Vertical position player 1
verPosM0 ds 1 ; Vertical position missile 0
verPosM1 ds 1 ; Vertical position missile 1
verPosBL ds 1 ; Vertical position ball
colorBuffer ds 2 ; Buffer player colors temporary
hairBuffer ds 2 ; Buffer player haircolor permanent
playerShapePtr00 ds 2 ; Pointer to current player 0 shape in the ROM
playerShapePtr01 ds 2 ; Pointer to current player 1 shape in the ROM
animCounter ds 2 ; Simple frameCounters, one for each player
playerMovement ds 2 ; backup the Joystick readings for each player
playerShape00 ds 11 ; Player 0 shape complete in the RAM
playerShape01 ds 11 ; Player 1 shape complete in the RAM
colorShape00 ds 11 ; Player 0 colors complete in the RAM
colorShape01 ds 11 ; Player 1 colors complete in the RAM
SEG code
org $F000
start SEI
CLD
LDX #$FF
TXS
LDA #$00
zero STA $00,X ;zero out the machine
DEX
BNE zero
LDA #$30 ;set up the starting vertical position of sprite
STA verPosP0
STA verPosP1
LDA #$25
STA verPosM0
STA verPosM1
STA verPosBL
LDA #$18
STA horPosP0
LDA #$90
STA horPosP1
LDA #$1C
STA COLUBK
LDA #$01
STA CTRLPF
LDA #<cbup00
sta playerShapePtr00
sta playerShapePtr01
LDA #>cbup00
sta playerShapePtr00+1
sta playerShapePtr01+1
LDA #$3C
STA hairBuffer
STA hairBuffer+1
LDX #$0A
ResetPlayers LDA cbup00,X
STA playerShape00,X
STA playerShape01,X
LDA colordata,X
STA colorShape00,X
LDA colordata2,X
STA colorShape01,X
DEX
BPL ResetPlayers
LDA menwithouthats
STA playerShape01+9
LDA menwithouthats+1
STA playerShape01+10
LDA #$F4
STA colorShape01+9
MainLoop JSR VerticalSync ;
JSR VerticalBlank ;
JMP MainScreen ; MainScreen does Overscan
VerticalSync LDA #$02 ;
STA WSYNC ; Finish current line
STA VSYNC ; start vertical sync
LDA #$03 ;
STA TIM64T ;
JMP WaitIntimReady ; finish vertical sync
VerticalBlank STA WSYNC ; Finish current line
STA VSYNC ; Stop vertical sync
LDA #$2B ;
STA TIM64T ; Init timer
; Position all objects
LDY #$04
PosAnother ldx horPosP0,Y ;
JSR PosPlayer
DEY
BPL PosAnother
STA WSYNC ; Finish current line
STA HMOVE
LDY #SCREENSTART ; Init display Kernel
LDA #$02
LDA $F0
INC horPosBL
INC horPosM0
INC horPosM0
INC horPosM1
INC horPosM1
INC horPosM1
LDA #$01
STA VDELP0
WaitIntimReady LDA INTIM ; finish vertical blank
BNE WaitIntimReady ;
RTS
Waste STA WSYNC ; Waste a line
DEX ;
BNE Waste ; if X is not zero, do more lines
RTS
SkipDraw
NOP
SEC
LDA VSYNC
LDA #$00
BEQ Continue
SkipDraw2
NOP
SEC
LDA VSYNC
LDA #$00
BEQ Continue2
MainScreen STA WSYNC ; Finish current line
STA VBLANK ; Stop vertical blank
NextLine LDX #$1F
TXS
TYA
STA WSYNC
CPY verPosBL
PHP
CPY verPosM1
PHP
CPY verPosM0
PHP
SEC
SBC verPosP0 ;
ADC #$0B
BCC SkipDraw
TAX
LDA colorShape00,X
STA colorBuffer
LDA playerShape00,X ;
Continue
STA GRP0
TYA
SBC verPosP1 ;
ADC #$0B
BCC SkipDraw2
TAX
LDA colorShape01,X
STA colorBuffer+1
LDA playerShape01,X ;
Continue2
LDX colorBuffer
STY PF2
STA WSYNC
STA GRP1
STX COLUP0
LDA colorBuffer+1
STA COLUP1
NOP
NOP
NOP
NOP
NOP
NOP
NOP
NOP
NOP
NOP
NOP
NOP
NOP
NOP
NOP
NOP
NOP
NOP
NOP
NOP
NOP
NOP
NOP
NOP
DEY
BNE NextLine
LDX #$FF
TXS
STA WSYNC
LDA #$02 ;
STA VBLANK ; Start vertical blank
JSR joy ; Read the joysticks.
LDX #$01
AnimPlayer LDA playerMovement,X
EOR #$FF
AND #$0F
BEQ NoAnim
LDY #$3C ; Assume No Hair
CMP #$01
BNE HairsOk
LDY haircolors,X ; Load Hair
HairsOk STY hairBuffer,X
AND #$0F
BEQ NoAnim
ASL
ASL
STA playerMovement,X
INC animCounter,X
LDA animCounter,X
AND #$18
LSR
LSR
LSR
ADC playerMovement,X
TAY
TXA
ASL
TAX
LDA cowboyWalk,Y
STA playerShapePtr00,X
TXA
LSR
TAX
NoAnim DEX
BPL AnimPlayer
LDA hairBuffer
STA colorShape00+8
LDA hairBuffer+1
STA colorShape01+8
LDY #$06
AnimateCowboys LDA (playerShapePtr01),Y
STA playerShape01,Y
LDA (playerShapePtr00),Y
STA playerShape00,Y
DEY
BPL AnimateCowboys
LDX #$1E
JSR Waste
JMP MainLoop ; Repeat
joy LDA SWCHA
LDX INPT4
BMI NoButton1
TAY
EOR #$FF
LSR
LSR
LSR
LSR
TAX
AND #$08
BEQ NoButton05
LDA cowboyShoot,X
STA playerShapePtr00
LDA #$00
STA REFP0
LDA #$3C
STA hairBuffer
TYA
ORA #$F0
BNE NoButton1
NoButton05 TYA
NoButton1 LDX INPT5
BMI NoButton2
TAY
EOR #$FF
AND #$0F
TAX
AND #$04
BEQ NoButton15
LDA cowboyShoot,X
STA playerShapePtr01
LDA #$08
STA REFP1
LDA #$3C
STA hairBuffer+1
TYA
ORA #$0F
BNE NoButton2
NoButton15 TYA
NoButton2 LDX #$01
JoyPlayer2
STA playerMovement,X
LSR
TAY
BCC up
UpDone TYA
LSR
TAY
BCC down
DownDone TYA
LSR
TAY
BCC left
LeftDone TYA
LSR
TAY
BCC right
RightDone TYA
DEX
BPL JoyPlayer2
RTS
right INC horPosP0,X
LDA horPosP0,X
CMP rightrestriction,X
BNE HorPosOK
DEC horPosP0,X
LDA playerMovement,X
ORA #$08
STA playerMovement,X
HorPosOK LDA #$00
STA REFP0,X
JMP RightDone
left DEC horPosP0,X
LDA horPosP0,X
CMP leftrestriction,X
BNE HorPosOK2
INC horPosP0,X
LDA playerMovement,X
ORA #$04
STA playerMovement,X
HorPosOK2 LDA #$08
STA REFP0,X
JMP LeftDone
up INC verPosP0,X
LDA verPosP0,X
CMP #SCREENSTART-1
BNE VerPosOk
DEC verPosP0,X
LDA playerMovement,X
ORA #$01
STA playerMovement,X
VerPosOk JMP UpDone
down DEC verPosP0,X
LDA verPosP0,X
CMP #$0D
BNE VerPosOk2
INC verPosP0,X
LDA playerMovement,X
ORA #$02
STA playerMovement,X
VerPosOk2 JMP DownDone
PosPlayer
sta WSYNC ;begin scanline
lda HorzTable,X ;+4 7
sta HMP0,Y ;+3 10
and #$0F ;+2 12
tax ;+2 14
P0 dex ;+2 16
bpl P0 ;
sta RESP0,Y ;
rts
cowboyWalk
.byte #<cbup01,#<cbup00,#<cbup01,#<cbup02 ; DummyLine
.byte #<cbup01,#<cbup00,#<cbup01,#<cbup02 ; Up
.byte #<cbup01,#<cbup00,#<cbup01,#<cbup02 ; Down
.byte #<cbup01,#<cbup00,#<cbup01,#<cbup02 ; DummyLine
.byte #<cblt01,#<cblt00,#<cblt01,#<cblt02 ; Left
.byte #<cblu01,#<cblu00,#<cblu01,#<cblu02 ; Left-Up
.byte #<cbld01,#<cbld00,#<cbld01,#<cbld02 ; Left-Down
.byte #<cbup01,#<cbup00,#<cbup01,#<cbup02 ; DummyLine
.byte #<cblt01,#<cblt00,#<cblt01,#<cblt02 ; Right
.byte #<cblu01,#<cblu00,#<cblu01,#<cblu02 ; Right-Up
.byte #<cbld01,#<cbld00,#<cbld01,#<cbld02 ; Right-Down
menwithouthats
.byte %00111000
.byte %00000000
cowboyShoot
.byte #<cbup01 ; DummyLine
.byte #<cbup01 ; DummyLine
.byte #<cbup01 ; DummyLine
.byte #<cbup01 ; DummyLine
.byte #<cblt03 ; Left
.byte #<cblu03 ; Left-Up
.byte #<cbld03 ; Left-Down
.byte #<cbup01 ; DummyLine
.byte #<cblt03 ; Right
.byte #<cblu03 ; Right-Up
.byte #<cbld03 ; Right-Down
cbup00
.byte %00001100
.byte %01101100
.byte %01101100
.byte %00111000
.byte %00111010
.byte %10111010
.byte %01111100
.byte %00010000
.byte %00111000
.byte %01111100
.byte %00111000
cbup01
.byte %01101100
.byte %01101100
.byte %01101100
.byte %00111000
.byte %10111010
.byte %10111010
.byte %01111100
cbup02
.byte %01100000
.byte %01101100
.byte %01101100
.byte %00111000
.byte %10111000
.byte %10111010
.byte %01111100
cblt00
.byte %11000011
.byte %11000110
.byte %01101100
.byte %00111000
.byte %10111000
.byte %10111110
.byte %01111000
cblt01
.byte %00111100
.byte %00111000
.byte %00111000
.byte %00111000
.byte %01111000
.byte %01111000
.byte %00111000
cblt02
.byte %11000011
.byte %11000110
.byte %01101100
.byte %00111000
.byte %01111000
.byte %00111100
.byte %00111000
cblt03
.byte %00111100
.byte %00111000
.byte %00111000
.byte %00111000
.byte %00111100
.byte %00111111
.byte %00111000
cbld00
.byte %11001100
.byte %11001110
.byte %01101100
.byte %00111000
.byte %01111000
.byte %11111000
.byte %01111000
cbld01
.byte %01111110
.byte %01101100
.byte %01101100
.byte %00111000
.byte %10111010
.byte %11111100
.byte %01111000
cbld02
.byte %11001100
.byte %11001110
.byte %01101100
.byte %00111000
.byte %10111100
.byte %10111111
.byte %01111100
cbld03
.byte %01111110
.byte %01101100
.byte %01101100
.byte %00111000
.byte %01111010
.byte %11111100
.byte %01111000
cblu00
.byte %11001100
.byte %11001110
.byte %01101100
.byte %00111000
.byte %00111000
.byte %01111100
.byte %01111100
cblu01
.byte %01111110
.byte %01101100
.byte %01101100
.byte %00111000
.byte %11111001
.byte %11111110
.byte %01111100
cblu02
.byte %11001100
.byte %11001110
.byte %01101100
.byte %00111000
.byte %10111000
.byte %11111110
.byte %01111100
cblu03
.byte %01111110
.byte %01101100
.byte %01101100
.byte %00111000
.byte %10111000
.byte %01111110
.byte %01111101
rightrestriction
.byte $29,$99
leftrestriction
.byte $FF,$6F
haircolors
.byte $00,$F4
colordata
.byte $F4
.byte $F2
.byte $F2
.byte $F0
.byte $00
.byte $00
.byte $00
.byte $3C
.byte $3C
.byte $15
.byte $17
colordata2
.byte $E4
.byte $E2
.byte $E2
.byte $E0
.byte $00
.byte $00
.byte $00
.byte $3C
.byte $3C
.byte $00
.byte $00
ORG $FF00
HorzTable ;this must not cross a page boundary
.byte $30,$20,$10,$00,$F0,$E0,$D0,$C0,$B0,$A0,$90
.byte $71,$61,$51,$41,$31,$21,$11,$01,$F1,$E1,$D1,$C1,$B1,$A1,$91
.byte $72,$62,$52,$42,$32,$22,$12,$02,$F2,$E2,$D2,$C2,$B2,$A2,$92
.byte $73,$63,$53,$43,$33,$23,$13,$03,$F3,$E3,$D3,$C3,$B3,$A3,$93
.byte $74,$64,$54,$44,$34,$24,$14,$04,$F4,$E4,$D4,$C4,$B4,$A4,$94
.byte $75,$65,$55,$45,$35,$25,$15,$05,$F5,$E5,$D5,$C5,$B5,$A5,$95
.byte $76,$66,$56,$46,$36,$26,$16,$06,$F6,$E6,$D6,$C6,$B6,$A6,$96
.byte $77,$67,$57,$47,$37,$27,$17,$07,$F7,$E7,$D7,$C7,$B7,$A7,$97
.byte $78,$68,$58,$48,$38,$28,$18,$08,$F8,$E8,$D8,$C8,$B8,$A8,$98
.byte $79,$69,$59,$49,$39,$29,$19,$09,$F9,$E9,$D9,$C9,$B9,$A9,$99
.byte $7A,$6A,$5A,$4A,$3A,$2A,$1A,$0A,$FA,$EA,$DA,$CA,$BA,$AA,$9A
org $FFFC
.word start
.word start
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