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base:8_sprite_starfield [2015-04-17 04:30] (current) – created - external edit 127.0.0.1
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 +===== 8 Sprite Starfield ====
 +This piece of source, done in ACME shows you a very simple way to create a simple star field/space feature, using 8 sprites. Basically this is a simple routine that will wrap 8 stars across the screen, according to the speed table. Maybe some other time I'll work on a routine which will display more than 8 stars in its simplest form.
 +<code>
 +;===========================================================================
 +;Simple sprite starfield by Richard Bayliss
 +;===========================================================================
  
 +sync = $0340
 +starpos = $0350
 +
 + !to "8spritefield.prg",cbm
 +
 + * = $0900
 + sei
 + jsr $ff81 ; Clear the screen
 + lda #$00  ;Black border + screen
 + sta $d020
 + sta $d021
 + lda #$ff
 + sta $d015 ;Turn on all sprites
 + lda #$00  
 + sta $d017 ;No sprite expansion X
 + sta $d01b ;Sprites in front of chars
 + sta $d01d ;No sprite expansion Y
 + ldx #$00
 +clr2000                 lda #$00
 + sta $2000,x ;Fill $2000 with zero
 + inx
 + bne clr2000
 + lda #$01    ;Create a dot for the sprite starfield
 + sta $2000
 + ldx #$00
 +setsprs                 lda #$80    ;Sprite object data from $2000-$2080
 + sta $07f8,x
 + lda #$01    ;All sprites are white
 + sta $d027,x
 + inx
 + cpx #$08    ;Do the sprite creation 8 times
 + bne setsprs
 + ldx #$00
 +positions         lda postable,x ;Read label postable
 + sta starpos+0,x ;Create data memory for current sprite position
 + inx
 + cpx #$10
 + bne positions
 +
 + lda #<irq ;You should know this bit already ;)
 + sta $0314
 + lda #>irq
 + sta $0315
 + lda #$00
 + sta $d012
 + lda #$7f
 + sta $dc0d
 + lda #$1b
 + sta $d011
 + lda #$01
 + sta $d01a
 + cli
 +mainloop         lda #$00 ;Synchronize the routines outside IRQ so that all routines run outside IRQ
 + sta sync ;correctly
 + lda sync
 +waitsync         cmp sync
 + bne cont
 + jmp waitsync
 +cont         jsr expdpos     ;Call label xpdpos for sprite position x expansion
 + jsr movestars   ;Call label movestars for virtual sprite movement
 + jmp mainloop
 +
 +expdpos                 ldx #$00
 +xpdloop                 lda starpos+1,x ;Read virtual memory from starpos (odd number values)
 + sta $d001,    ;Write memory to the actual sprite y position
 + lda starpos+0,x ;Read virtual memory from starpos (odd number values)
 + asl
 + ror $d010 ;increase the screen limit for sprite x position
 + sta $d000,x ;Write memory to the actual sprite x position
 + inx
 + inx
 + cpx #$10
 + bne xpdloop
 + rts
 +
 +movestars        ldx #$00
 +moveloop         lda starpos+0,x ;Read from data table (starpos)
 + clc
 + adc starspeed+0,x
 + sta starpos+0,x
 + inx ; Add 2 to each value of the loop
 + inx ;
 + cpx #$10 ;Once reached 16 times rts else repeat moveloop
 + bne moveloop
 + rts
 +
 +irq inc $d019 ;You should also know this bit already
 + lda #$00
 + sta $d012
 + lda #$01
 + sta sync
 + jmp $ea31
 +
 +;Data tables for the sprite positions
 +                             ; x    y
 +postable         !byte $00,$38 ;We always keep x as zero, y is changeable
 + !byte $00,$40
 + !byte $00,$48
 + !byte $00,$50
 + !byte $00,$58
 + !byte $00,$60
 + !byte $00,$68
 + !byte $00,$70
 + !byte $00,$78
 +
 +;Data tables for speed of the moving stars (erm dots)
 +                             ;    y
 +starspeed         !byte $04,$00 ;Important. Remember that Y should always be zero. X is changable for
 + !byte $05,$00 ;varied speeds of the moving stars. :)
 + !byte $06,$00
 + !byte $07,$00
 + !byte $06,$00
 + !byte $04,$00
 + !byte $07,$00
 + !byte $05,$00
 + !byte $00,$00
 +</code>
base/8_sprite_starfield.txt · Last modified: 2015-04-17 04:30 by 127.0.0.1