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scene-engine.asm
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; asmsyntax=ca65
; TODO: sprite-zero commands (moving it around?)
; TODO: extract static animation from test code
; TODO: New CHR for text box (ascii and text box BG)
; TODO: Palette data
; Scene ID in A, use the SceneIDs enum.
RunScene:
asl a
tax
lda Scene_Index+0, x
sta AddressPointer3+0
lda Scene_Index+1, x
sta AddressPointer3+1
lda #0
sta sf_AnimPointers+0
sta sf_AnimPointers+1
sta sf_AnimPointers+2
sta sf_AnimPointers+3
sta sf_DialogueTable+0
sta sf_DialogueTable+1
.NMI_Set NMI_Scene
@loop:
ldy #0
lda (AddressPointer3), y
iny
jsr scene_FunctionLaunch
tya
clc
adc AddressPointer3
sta AddressPointer3
bcc :+
inc AddressPointer3+1
:
jmp @loop
@end:
rts
scene_FunctionLaunch:
asl a
tax
lda scene_Functions+1, x
pha
lda scene_Functions+0, x
pha
rts ; jump to function code
scene_Functions:
.word sf_EOD-1
.word sf_DrawFullScene-1
.word sf_WaitSeconds-1
.word sf_WaitFrames-1
.word sf_SetSkippable-1
.word sf_SetUnskippable-1
.word sf_DrawText-1
.word sf_DrawTextFromTable-1
.word sf_ClearText-1
.word sf_TurnOffPPU-1
.word sf_TurnOnPPU-1
.word sf_FillNametable-1
.word sf_LoadChr-1
.word sf_PadSprites-1
.word sf_SetPalette-1
;.word WriteNewsAttr-1
;.word WriteStaticAttributes-1
.word ClearAttrTable0-1
.word ClearAttrTable1-1
.word ClearAttrTable2-1
.word ClearAttrTable3-1
.word sf_SetFramePointer-1
.word sf_SetNMIPointer-1
.word sf_RunFunction-1
.word sf_SetNametable0-1
.word sf_SetNametable1-1
.word sf_SetNametable2-1
.word sf_SetNametable3-1
.word sf_SetExitRoutine-1
.word sf_PrepareText-1
;.word sf_SetDialogueTable-1
.word sf_GotoInit-1
fn_lastidx = ((* - scene_Functions) / 2) - 1
.out .sprintf("fn_lastidx: %d", fn_lastidx)
.if fn_lastidx <> SceneCmd::GotoInit
.error "scene_Functions table does not match SceneCmd enum!"
.endif
sf_EOD:
brk ; u wot m8
rts
sf_DrawFullScene:
lda (AddressPointer3), y
sta IdxA ; source bank
iny
lda (AddressPointer3), y
tax ; destination nametable
; increment and backup Y
iny
tya
pha
; scene id
lda (AddressPointer3), y
pha
lda $8000
sta LastBank
lda #2
jsr MMC1_Select_Page
pla ; get scene id from stac
jsr LoadScreen
lda LastBank
jsr MMC1_Select_Page
; restore Y
pla
tay
iny
rts
scene_AnimLaunch:
lda sf_AnimPointers+0, x
sta AddressPointer0+0
lda sf_AnimPointers+1, x
sta AddressPointer0+1
jmp (AddressPointer0)
; A = 0 Frame
; A = 1 NMI
scene_frameCode:
asl a
tax
lda sf_AnimPointers+1, x
beq :+
lda $8000
sta LastBank
lda sf_AnimBank
jsr MMC1_Select_Page
tya
pha
jsr scene_AnimLaunch
pla
tay
lda LastBank
jsr MMC1_Select_Page
:
rts
sf_WaitSeconds:
; turn on PPU here?
lda (AddressPointer3), y
iny
sta sf_Seconds
@seconds:
.ifdef PAL
lda #50
.else
lda #60
.endif
sta sf_Frames
@frames:
; frame code
lda #0
jsr scene_frameCode
jsr sf_CheckSkip
jsr WaitForNMI
dec sf_Frames
bne @frames
dec sf_Seconds
bne @seconds
rts
sf_CheckSkip:
jsr ReadControllers
lda #BUTTON_START
jsr ButtonPressedP1
bne :+
rts
:
lda #0
sta sf_PpuOn
jsr WaitForNMI
lda sf_ExitRoutine
jmp JumpToInit
sf_WaitFrames:
; turn on PPU here?
lda (AddressPointer3), y
iny
sta sf_Frames
.NMI_Set NMI_Scene
:
; frame code
lda #0
jsr scene_frameCode
jsr sf_CheckSkip
jsr WaitForNMI
dec sf_Frames
bne :-
rts
sf_SetSkippable:
lda #1
sta sf_Skippable
rts
sf_SetUnskippable:
lda #0
sta sf_Skippable
rts
sf_TurnOffPPU:
;.Disable_Drawing
lda #0
sta sf_PpuOn
jsr WaitForNMI
rts
sf_TurnOnPPU:
lda #1
sta sf_PpuOn
jsr WaitForNMI
rts
sf_FillNametable:
brk
rts
sf_LoadChr:
lda $8000
sta LastBank
lda #0
sta AddressPointer5
; Dest pattern table
;iny
lda (AddressPointer3), y
and #$80
beq :+
lda #$10
:
; AddressPointer0 is the dest start address for CHR
sta AddressPointer5+1
; Source Page
lda (AddressPointer3), y
and #$7F
jsr MMC1_Select_Page
; Dest offset (in tiles)
iny
lda (AddressPointer3), y
; tiles -> address
tax
lda data_Mult16_A, x
sta AddressPointer5+0
lda AddressPointer5+1
ora data_Mult16_B, x
sta AddressPointer5+1
; Tile count
iny
lda (AddressPointer3), y
sta ChrWriteTileCount
iny
lda (AddressPointer3), y
sta AddressPointer4
iny
lda (AddressPointer3), y
sta AddressPointer4+1
iny
; Save Y
tya
pha
jsr WriteChrData
; Restore Y
pla
tay
lda LastBank
jmp MMC1_Select_Page
sf_PadSprites:
ldx LastSpriteOffset
lda #$FE
:
sta Sprites, x
inx
inx
inx
inx
bne :-
rts
sf_SetPalette:
lda (AddressPointer3), y
asl a
asl a
tax
clc
adc #4
sta TmpX ; exit condition
iny
@loop:
lda (AddressPointer3), y
sta PaletteBuffer, x
iny
inx
cpx TmpX
bne @loop
rts
sf_SetFramePointer:
lda (AddressPointer3), y
sta sf_AnimPointers+0
iny
lda (AddressPointer3), y
sta sf_AnimPointers+1
iny
rts
sf_SetNMIPointer:
lda (AddressPointer3), y
sta sf_AnimPointers+2
iny
lda (AddressPointer3), y
sta sf_AnimPointers+3
iny
rts
sf_RunFunction:
lda (AddressPointer3), y
sta AddressPointer0+0
iny
lda (AddressPointer3), y
sta AddressPointer0+1
iny
jmp (AddressPointer0)
sf_SetNametable0:
lda #$00
sta sf_Nametable
rts
sf_SetNametable1:
lda #$01
sta sf_Nametable
rts
sf_SetNametable2:
lda #$02
sta sf_Nametable
rts
sf_SetNametable3:
lda #$03
sta sf_Nametable
rts
sf_SetExitRoutine:
lda (AddressPointer3), y
iny
sta sf_ExitRoutine
rts
sf_ClearText:
; Get the CHR start tile ID
lda (AddressPointer3), y
iny
tax
; TileID -> CHR Address
lda data_Mult16_A, x
sta AddressPointer0+0
lda data_Mult16_B, x
sta AddressPointer0+1
; Clear all the CHR tiles in PPU RAM
;jsr WriteBufferUnrolled
ldx #$FF
lda #$00
jsr ClearTileRow
; Do it again, lmao
; Get the CHR start tile ID
lda (AddressPointer3), y
iny
tax
; TileID -> CHR Address
lda data_Mult16_A, x
sta AddressPointer0+0
lda data_Mult16_B, x
sta AddressPointer0+1
; Clear all the CHR tiles in PPU RAM
;jsr WriteBufferUnrolled
ldx #$FF
lda #$00
jsr ClearTileRow
jsr TextClearStringBuffer
jsr TextClearBuffer
rts
sf_DrawText:
;bit $2002
lda #$00
sta TextEor
lda (AddressPointer3), y ;text area ID
and #$80
beq :+
lda #$FF
sta TextEor
:
lda (AddressPointer3), y ;text area ID
and #$7F
tax
; Get the CHR start tile ID
lda sf_TextStartTiles, x
tax
; TileID -> CHR Address
lda data_Mult16_A, x
sta AddressPointer6+0
lda data_Mult16_B, x
sta AddressPointer6+1
; If we came from sf_DrawTextFromTable, modify
; the reader state to read from the dialogue
; table instead of the command stream.
lda sf_DialogueSwitch
beq :+
; Lookup pointer to text
iny
lda (AddressPointer3), y
asl a
tax
lda DialogueIndex+0, x
sta AddressPointer4+0
lda DialogueIndex+1, x
sta AddressPointer4+1
; Backup pointer
lda AddressPointer3+0
pha
lda AddressPointer3+1
pha
; Backup Y
tya
pha
ldy #$FF
; Grab pointer to text
lda AddressPointer4+0
sta AddressPointer3+0
lda AddressPointer4+1
sta AddressPointer3+1
:
ldx #$FF
@loop:
iny
inx
lda (AddressPointer3), y
sta TextBuffer, x
bne @loop
; Restore data reader state after loading the text from a table.
lda sf_DialogueSwitch
beq :+
; Restore y
pla
tay
; Restore pointer to main data
pla
sta AddressPointer3+1
pla
sta AddressPointer3+0
; Clear switch
lda #0
sta sf_DialogueSwitch
:
tya
pha
;jsr TextPrepare
;jsr TextPrepare_v2
jsr TextPrepare_v3
;lda #16 ; number of chars
ldx #0
;ldx #$FF
lda sf_PpuOn
beq @fulldraw
lda #16 ; CHR count
jsr PreparePartialTextWrite
@partial:
jsr WaitForNMI
jsr WritePartialTextBuffer
dec ChrCount
bne @partial
jmp @drawdone
@fulldraw:
lda AddressPointer6+0
sta AddressPointer0+0
lda AddressPointer6+1
sta AddressPointer0+1
lda #16 ; CHR count
jsr WriteTextBuffer
@drawdone:
jsr TextClearBuffer
pla
tay
iny
rts
sf_DrawTextFromTable:
; Just set a flag and reuse sf_DrawText. The
; only difference between these two functions
; is where the text data is read from.
lda #$FF
sta sf_DialogueSwitch
jmp sf_DrawText
sf_PrepareText:
; Get the nametable address
bit $2002
lda (AddressPointer3), y
pha
iny
lda (AddressPointer3), y
sta $2006
pla
sta $2006
iny
lda (AddressPointer3), y ; text area ID
tax
iny
lda (AddressPointer3), y ; start tile ID
sta sf_TextStartTiles, x ;save it
iny
tax
tya ; backup AddressPointer3's Y
pha
; Draw a line of sequential tiles
ldy #8 ; 16 tiles long, 2 written per loop
@loop:
stx $2007
inx
stx $2007
inx
dey
bne @loop
; Restore AddressPointer3's Y
pla
tay
rts
sf_SetDialogueTable:
lda (AddressPointer3), y
sta sf_DialogueTable+0
iny
lda (AddressPointer3), y
sta sf_DialogueTable+1
iny
rts
sf_GotoInit:
lda sf_ExitRoutine
jmp JumpToInit
NMI_Scene:
pha
lda sf_PpuOn
beq @ppuoff
;lda #0
;sta sf_PpuOn
jsr WriteSprites
jsr WritePalettes
lda #1
jsr scene_frameCode
; TODO: put the values into variables
.Update_PpuMask PPU_MASK_ON | PPU_MASK_LEFTSPRITES | PPU_MASK_LEFTBACKGROUND
lda #PPU_CTRL_NMI | PPU_CTRL_SP_PATTERN
ora sf_Nametable
sta $2000
lda #0
sta $2005
sta $2005
dec Sleeping
pla
rti
@ppuoff:
lda #0
sta $2001
dec Sleeping
pla
rti