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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