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maze.asm
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; Maze
;
; Maze cell data; 4 bits per cell. 0 - no wall, 1 - wall
; 1 left
; 2 right
; 4 up
; 8 down
jiffies = $14
sm_ptr = $58 ; Screen memory pointer
ramtop = $6a
ch = $2f4 ; Pointer to high byte of character set
chr = $2400 ; International character set
dmactl = $22f ; DMA control
dl_ptr = $230
gfxctl = $d01d ; Graphics control
pmbase = $d407 ; PMG base pointer
p0_hpos = $d000 ; Player 0 hor pos
p1_hpos = $d001 ; Player 1 hor pos
p0_color= $2c0
p1_color= $2c1
gprior = $26f ; Graphics priority
color_reg1 = $2c5
color_reg2 = $2c6
p0_size = $d008
p0_addr = $c4
p1_addr = $c6
; Zero page variables
ORG $cb
position .word 0 ; Screen Position, word, address to screen memory
coord_x .byte 0 ; x coordinate of current cell, 0-39
coord_y .byte 0 ; y coordinate, 0-23
maze_ready .byte 0 ; is maze ready; 0 - false, otherwise true
target_jiffies .byte 0 ; keeps track of target jiffies to wait for
wall_mask .byte %00000001 ; convenience var to check walls
.MACRO SETUP_WAIT
.IFDEF SLOW_DOWN
lda jiffies ; check jiffies counters
clc
sta target_jiffies
.ENDIF
.ENDM
.MACRO DO_THE_WAIT
wait_loop
.IFDEF SLOW_DOWN
lda target_jiffies
sec
sbc jiffies
bpl wait_loop ; check if negative, as one might actually miss the
; target if checking for equality
.ENDIF
.ENDM
ORG $2000
.LOCAL display_list
:3 .byte $70
.byte $42 ; ANTIC mode 2 + sm ptr
sm .word 0
:23 .byte $02 ; ANTIC mode 2
.byte $41, a(display_list) ; Jump to address and wait for VBL
.ENDL
.DEF ALG_HUNT_AND_KILL ; maze_alg points to Hunt-and-Kill
.DEF SLOW_DOWN ; slow down the maze generation
ICL "definitions"
; Maze carving
ICL "sparse_maze"
; Maze algorithms
ICL "hunt_and_kill"
; Control schemes
ICL "player_control"
; General utility macros and procs
ICL "general_utils"
; Coordinate mapping utilities
ICL "coord_utils"
the_guy_height = 7
the_guy
.byte %00000000
.byte %00111000
.byte %01010100
.byte %01111100
.byte %01000100
.byte %00111000
.byte %00000000
; Player grid coordinates
p0_x .byte 1
p0_y .byte 1
p1_x .byte 20
p1_y .byte 12
.PROC init
lda #$30 ; set PMG 2k memory are from $3000-$37ff
sta pmbase
sta position + 1
clc
adc #4 ; p0 data starts at pmbase + 1k
sta p0_addr + 1
adc #1 ; p1 data starts at p1_addr + $100
sta p1_addr + 1
lda #0 ; reset lo-bytes of addresses
sta p0_addr
sta p1_addr
sta position
setup_display_list
lda #0 ; set black background color
sta color_reg2
lda #$f ; max luminance for foreground
sta color_reg1
mva #>chr ch ; set character set
init_and_enable_pmg
setup_players
clear_screen_memory
maze_alg.init
jmp main
.ENDP
.PROC setup_display_list
lda #0 ; disable ANTIC for display list update
sta dmactl
mwa sm_ptr display_list.sm
mwa #display_list dl_ptr ; set display list address
lda #$22 ; enable ANTIC again
sta dmactl
rts
.ENDP
.PROC init_and_enable_pmg
enable_pmg
; PMG / http://www.hintermueller.de/dereatari-chapter-4
lda #[46 + 16] ; single line resolution
sta dmactl
; clear pmg memory
ldy #0
lda #0
clr_loop_pmg
sta (p0_addr), y
iny
bne clr_loop_pmg
ldy #0
; p0 lo byte sets y coordinate (includes borders)
lda p0_y
sta p0_addr
p0_loop ; Copy... The Guy
lda the_guy,y
sta (p0_addr),y
iny
cpy #the_guy_height
bne p0_loop
lda #1 ; set priority to players, playfield then background
sta gprior
lda #2 ; enable players
sta gfxctl
lda #$BF
sta p0_color
p1_init
; set p1
ldy #0
lda p1_y
sta p1_addr
p1_loop
lda the_guy,y
sta (p1_addr),y
iny
cpy #the_guy_height
bne p1_loop
lda #$48
sta p1_color
rts
.ENDP
.PROC setup_players
.ENDP
.PROC clear_screen_memory
; Clear screen memory, 40*24 bytes = 3 pages and change
mwa sm_ptr position
mwa sm_ptr position+2 ; use zero page locations without worries at this point
inc position+3 ; as they are uninitialized anyway. I setup pointers
mwa position+2 position+4 ; to 3 consecutive pages for simpler clearing loop
inc position+5
lda #walled_in
ldy #0 ; Offset
clr_loop
sta (position),y
sta (position+2),y
sta (position+4),y
iny
bne clr_loop
; Still 192 bytes to go on the fourth page
ldy #192
inc position+5 ; increase hi byte for next page
clr_loop2
dey
sta (position+4),y
bne clr_loop2
rts
.ENDP
.PROC main
maze_loop
maze_alg.step ; run one step of algorithm
lda #0
cmp maze_ready ; is maze ready
beq maze_loop
main_loop
SETUP_WAIT
player_control.read_controls
DO_THE_WAIT
jmp main_loop
.ENDP
; Custom character set
ORG chr
INS "maze.chr"
RUN init