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WalkTest.asm
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WalkTest.asm
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;----------------------------------------------------------------------------
; SNES Walking Demo by S.Ueyama, 2015
; Based on SNES lab. by Tekepen
;----------------------------------------------------------------------------
.setcpu "65816"
.autoimport on
; Global Variables
.define gBitOpTemp $0006
.define gTriggerWait $0008
.define gPlayerX $0010
.define gPlayerY $0012
.define gWalkAnimationCount $0016
.define gPlayerTileBase $0018
.define gPlayerDirFlag $001a
.define gTalkingFlag $001c
.define gTalkingCount $001e
.define gTalkingAnimationCount $0020
.define gSpritePosTemp $0022
.define gSpriteNegTemp $0024
.define gEffectAnimationCount $0026
.define gRandomReg $0028
.define gPadCountL $002a
.define gPadCountR $002c
.define gPadCountB $002e
.define gPadState $0030
.define gWorkArea $0040
.define kPlayerSpriteIndex1 #$08
.define kPlayerSpriteIndex2 #$09
.define kShadowSpriteIndex #$0a
.define kFxSpriteIndex #$00
.import InitRegs
.segment "STARTUP"
; パレットテーブル
PaletteBase:
.incbin "bg-palette.bin"
.incbin "sp-palette.bin"
; パターンテーブル
PatternBase:
.incbin "bg-ptn.bin"
.incbin "sprite-ptn.bin"
WalkAnimationTable:
.byte $01
.byte $02
.byte $03
.byte $02
; リセット割り込み
.proc Reset
sei
clc
xce ; Native Mode
phk
plb ; DB = 0
rep #$30 ; A,I 16bit
.a16
.i16
ldx #$1fff
txs
jsr InitRegs
; BG configuration
sep #$20
.a8
; Specify BGMode (16/16/4/0)
lda #$01
sta $2105
; BG1
; Map address and size
lda #$40
sta $2107
; Pattern address
stz $210b
; BG2
; Map address and size
lda #$50
sta $2108
; Pattern address
; -> share with BG1
rep #$20
.a16
; BG Palette
ldx #$0000 ; src start
ldy #$0000 ; dest start in words
jsr transferPaletteData
; Sprite Palette
ldx #$0020 ; src start
ldy #$0080 ; dest start in words
jsr transferPaletteData
; BG Pattern
lda #$0000 ; dest start
ldx #$0000 ; src start
ldy #$0800 ; size in words
jsr transferPatternData
; Sprite Pattern
lda #$2000 ; dest start
ldx #$1000 ; src start
ldy #$1000 ; size in words
jsr transferPatternData
jsr fillBGWall
jsr fillBGFloor
ldx #$4000
jsr zeroFillBG
ldx #$01
jsr enableScreen
; Initialize sprites
jsr clearSpriteSecondTable
jsr outAllSprites
; Use sprites for characters
ldx kPlayerSpriteIndex1
ldy #$0000
jsr enableSprite
ldx kPlayerSpriteIndex2
ldy #$0000
jsr enableSprite
ldx kShadowSpriteIndex
ldy #$0000
jsr enableSprite
; Enable effect sprite (and go out)
ldx kFxSpriteIndex
ldy #$00
jsr enableSprite
lda kFxSpriteIndex
ldx #$00
ldy #$e0
jsr setSpritePosition
jsr initGameStates
jsr initSystemStates
jsr enterMainLoop
rti
.endproc
.include "snippets.asm"
; ================= main procs =================
.proc enterMainLoop
mainloop_start:
; mWaitVBlankStart
; mWaitVBlankEnd
jmp mainloop_start
rts
.endproc
.proc mainUpdate
php
pha
phx
jsr applyPadState
jsr calcPlayerTileBase
jsr placePlayerSprites
jsr updateEffectSprite
jsr updateEffectAnimationStatus
jsr scrollHalfPlayerX
; If talking window is enabled
lda gTalkingFlag
and #$01
beq no_talk_proc
jsr advanceTalkingAnimation
no_talk_proc:
plx
pla
plp
rts
.endproc
.proc scrollHalfPlayerX
pha
phx
lda gPlayerX
lsr
tax
jsr scrollBG2
plx
pla
rts
.endproc
.proc applyPadState
php
pha
phx
; Don't move while talking
lda gTalkingFlag
and #$0f
bne end_anim
; Right ON
lda gPadState
and #$01
beq ifleft
; Check maximum value
lda gPlayerX
eor #$ff
beq endmoveif
inc gPlayerX
stz gPlayerDirFlag ; Update direction flag
jmp endmoveif
ifleft:
; Left ON
lda gPadState
and #$02
beq endmoveif
; Check minumum value
lda gPlayerX
dec
beq endmoveif
dec gPlayerX
lda #$01
sta gPlayerDirFlag ; Update direction flag
endmoveif:
; Advance animation (if needed)
lda gPadState
and #$03
beq no_anim
jsr advanceAnimationCount
jmp end_anim
no_anim:
stz gWalkAnimationCount
end_anim:
; Check trigger
lda gPadState
and #$10
beq notrgset
jsr onTriggerPushed
jmp trgend
notrgset:
stz gTriggerWait
trgend:
plx
pla
plp
rts
.endproc
.proc onTriggerPushed
php
pha
phx
; Suppress repeating
lda gTriggerWait
and #$01
bne trgp_end ; Wait for release...
; else
; Set flag
lda #$01
sta gTriggerWait
lda gTalkingFlag
and #$01
bne tk_toggle_close
; Open talking window
ldx #$01
jsr fillMessageWindowArea
lda #$01
sta gTalkingFlag
stz gEffectAnimationCount
stz gTalkingCount
stz gTalkingAnimationCount
jmp tk_toggle_end
tk_toggle_close:
; Close talking window
ldx #$00
jsr fillMessageWindowArea
stz gTalkingFlag
stz gEffectAnimationCount
tk_toggle_end:
trgp_end:
plx
pla
plp
rts
.endproc
.proc advanceAnimationCount
pha
lda gWalkAnimationCount
inc
and #$1f
ora #$80
sta gWalkAnimationCount
pla
rts
.endproc
.proc VBlank
pha
phx
php
jsr mainUpdate
sep #$20
.a8
; Wait Joypad
padwait:
lda $4212
and #$01
bne padwait
rep #$20
.a16
lda $4218
tay
; * I put filter routine here to suppress input chattering.
; However, this may not be needed anymore.
; X <- pad input
jsr updatePadInputCount
txa ; filtered val
and #$03 ; Left, Right bits
sta gPadState
txa ; filtered val
and #$c0
beq notrig
lda #$10
ora gPadState
sta gPadState
notrig:
; Show screen with full brightness
ldx #$0f
jsr enableScreen
plp
plx
pla
rti
.endproc
; == Sub
; MUST UNDER: A16, I16
.proc updatePadInputCount
pha
phy
; Update count
ldx gPadCountR
tya ; in Y = raw
and #$0100
jsr calcNextPadInCount
stx gPadCountR
ldx gPadCountL
tya
and #$0200
jsr calcNextPadInCount
stx gPadCountL
ldx gPadCountB
tya
and #$c000
jsr calcNextPadInCount
stx gPadCountB
; Update bits
ldx #$00
lda gPadCountR
ldy #$01
jsr calcNextPadBits
lda gPadCountL
ldy #$02
jsr calcNextPadBits
lda gPadCountB
ldy #$80
jsr calcNextPadBits
ply
pla
rts
.endproc
; in X: prev val
.proc calcNextPadInCount
bne held
; released: -1
txa
beq endb ; already zero
dex
jmp endb
held:
; held: +1
txa
and #$fc
bne endb ; already max
inx
endb:
rts
.endproc
; in A: count
; in X: old pad bits
; in Y: mask
; out X: new pad bits
.proc calcNextPadBits
clc
cmp #$02
bcc noset
; SET
sty gBitOpTemp
txa
ora gBitOpTemp
jmp endb
noset:
; DEL
tya
eor #$ffff
sta gBitOpTemp
txa
and gBitOpTemp
endb:
tax
rts
.endproc
; ================= generic graphics routines =================
; == Sub
; MUST UNDER: A16, I16
; in X: Source offset
; in Y: Dest offset (in words)
.proc transferPaletteData
pha
phx
phy
sep #$20
.a8
tya
sta $2121
ldy #$0020 ; N=16 entries
copypal:
lda PaletteBase, x
sta $2122
inx
dey
bne copypal
rep #$20
.a16
ply
plx
pla
rts
.endproc
; == Sub
; MUST UNDER: A16, I16
; in A: Dest address
; in X: Start offset
; in Y: Size (in words)
.proc transferPatternData
sta $2116
pha
phx
phy
copyptn:
lda PatternBase, x
sta $2118
inx
inx
dey
bne copyptn
ply
plx
pla
rts
.endproc
; == Sub
; MUST UNDER: A16, I16
.proc outAllSprites
pha
phx
sep #$20
.a8
mWaitVBlankEnd
ldx #$80
spcloop:
rep #$20
.a16
txa
dec
asl
sta $2102
sep #$20
.a8
stz $2104 ; x
lda #$e0
sta $2104 ; y
stz $2104 ; tile
stz $2104 ; others
dex
bne spcloop
rep #$20
.a16
plx
pla
rts
.endproc
; == Sub
; MUST UNDER: A16, I16
.proc clearSpriteSecondTable
php
pha
phx
mWaitVBlankEnd
sep #$20
.a8
; Access second table
stz $2102
lda #$01
sta $2103
ldx #$20
clearloop:
stz $2104
dex
bne clearloop
rep #$20
.a16
plx
pla
plp
rts
.endproc
; == Sub
; MUST UNDER: A16, I16
; in X: sprite index
; in Y: chip index
.proc enableSprite
pha
phx
phy
sep #$20
.a8
; Set Pattern Area Base
lda #%10100001 ; start=$2000
sta $2101
txa
asl ; Select sprite (start = x*2 words)
sta $2102
stz $2103
lda #$00
sta $2104 ; x = 0
lda #$00
sta $2104 ; y = 0
tya
sta $2104 ; tile
lda #$20 ; Display order = high
sta $2104 ; other flags
rep #$20
.a16
ply
plx
pla
rts
.endproc
; == Sub
; MUST UNDER: A16, I16
; in A: sprite index
; in X: start tile index
; in Y: high priority bit
.proc changeSpriteTile
pha
phx
phy
asl
inc
sta $2102 ; Select sprite + 1w
sep #$20
.a8
txa
sta $2104 ; Base tile index
; Update other flags
lda #$00
ldx gPlayerDirFlag
beq noflip
ora #$40 ; Flip X
noflip:
ora #$20
tyx
beq no_highest
ora #$10
no_highest:
sta $2104 ; store
rep #$20
.a16
ply
plx
pla
rts
.endproc
; == Sub
; MUST UNDER: A16, I16
; in A: sprite index
; in X: x position
; in Y: y position
.proc setSpritePosition
pha
phx
phy
asl
sta $2102 ; Select sprite
; Check max X
txa
and #$ff00
beq no_cap_x
bmi no_cap_x ; negative
ldx #$ff ; Cap to 255
no_cap_x:
sep #$20
.a8
txa
sta $2104 ; x
tya
sta $2104 ; y
rep #$20
.a16
ply
plx
pla
rts
.endproc
; == Sub
; MUST UNDER: A16, I16
; in X: brightness(1-15)
.proc enableScreen
php
pha
sep #$20
.a8
lda #$13 ; Sprite and BG1,2 ON
sta $212c
stz $212d
; brightness
txa
and #$0f
sta $2100
rep #$20
.a16
pla
plp
rts
.endproc
; ================= specific routines =================
; == Sub
; MUST UNDER: A16, I16
.proc disableInts
sep #$20
.a8
stz $4200
rep #$20
.a16
rts
.endproc
; == Sub
; MUST UNDER: A16, I16
.proc initSystemStates
pha
; VSync and Joypad
sep #$20
.a8
stz $4016
lda #$81
sta $4200
rep #$20
.a16
pla
rts
.endproc
; == Sub
; MUST UNDER: A16, I16
.proc initGameStates
pha
sep #$20
.a8
stz gPadState
stz gWalkAnimationCount
rep #$20
.a16
lda #$20
sta gPlayerX
lda #$6e
sta gPlayerY
stz gPlayerTileBase
stz gPlayerDirFlag
stz gTriggerWait
stz gTalkingFlag
stz gTalkingCount
stz gTalkingAnimationCount
stz gEffectAnimationCount
lda #$1234
sta gRandomReg
stz gPadCountL
stz gPadCountR
stz gPadCountB
pla
rts
.endproc
; == Sub
; MUST UNDER: A16, I16
; in X: amount
.proc scrollBG2
php
pha
sep #$20
.a8
txa
sta $210f
lda #$00
sta $210f
rep #$20
.a16
pla
plp
rts
.endproc
; == Sub
; MUST UNDER: A16, I16
.proc calcPlayerTileBase
php
pha
phx
phy
lda gWalkAnimationCount
and #$80
beq tilecalc_stopped
; Walking frames - - - - -
lda gWalkAnimationCount
and #$1f
lsr
lsr
lsr
tax
lda WalkAnimationTable, x
and #$00ff
asl
asl
sta gPlayerTileBase
jmp tilecalc_end
; Stopped frame - - - - -
tilecalc_stopped:
stz gPlayerTileBase
tilecalc_end:
; If talking
lda gTalkingFlag
and #$0f
beq calc_talk_tile_end
; Don't animate if count is max
clc
lda gTalkingCount
cmp #$60
bcs skip_inc
inc gTalkingAnimationCount
skip_inc:
lda gTalkingAnimationCount
clc
and #$08
lsr
adc #$80
sta gPlayerTileBase ; 0x80 + 0 or 4
calc_talk_tile_end:
ply
plx
pla
plp
rts
.endproc
.define kPlayerXOffset #$10
.define kPlayerEffectSpriteOffset #$10
; == Sub
; MUST UNDER: A16, I16
.proc placePlayerSprites
php
pha
phx
phy
; Position
lda gPlayerX
sta gSpritePosTemp
ldx kPlayerXOffset
jsr calcOffsetPosition
stx gSpriteNegTemp
; Top sprite
ldx gSpritePosTemp ; X=x position