116 lines
3.5 KiB
Plaintext
116 lines
3.5 KiB
Plaintext
''***************************************
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''* VGA Tile + Sprite Driver Demo v1.0 *
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''* (C) Jim Bagley *
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''***************************************
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_clkmode = xtal1 + pll16x ' enable external clock and pll times 16
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_xinfreq = 5_000_000 ' set frequency to 5 MHZ
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CON
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NUM_COGS = 3 'if not using sprites, you can set this to 1 :)
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NUM_SPRITES = 32 '64 'buffer is 3 words ( X,Y,TILENUM), so use even numbers.
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OBJ
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vga : "VGA_JB_001"
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rend : "VGA_REND_JB_001"
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PUB start | i,c,x,y
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vga.start(@vga_params)
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rend.start(@rend_params)
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repeat y from 0 to 29
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repeat x from 0 to 63
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PutChar(x,y,word[@map][y*64+x])
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print(0,0,string("Hallo Welt"))
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c:=$deadface
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if NUM_SPRITES>0
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repeat i from 0 to rend_num_sprites-1 step 2
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x:=c?
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y:=c?
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SetSprite(i ,x ,y,0)
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SetSprite(i+1,x+4,y,1)
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' SetSprite(i,4+i*3,8+i*2,0)
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repeat
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repeat while vga_params<>1
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repeat while vga_params==1
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if NUM_SPRITES>0
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wordmove(@sprite_list,@sprite_list2,3*rend_num_sprites)
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repeat i from 0 to rend_num_sprites-1
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sprite_list2[i*3+0]++
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sprite_list2[i*3+1]++
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PUB print(x,y,str) | c,a
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repeat
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c:=byte[str++]
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if(c==0)
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return
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a:=-1
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if(c>"A"-1) and (c<"Z"+1)
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a:=(c-"A")+10
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if(c>"a"-1) and (c<"z"+1)
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a:=(c-"a")+10
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if(c>"0"-1) and (c<"9"+1)
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a:=c-"0"
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if(a==-1)
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screen[y<<6+x++]:=0
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screen[y<<6+x++]:=0
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else
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a:=(a<<6)+(@font-@chars) '*64 ( 2 4x8 chars per letter ) + offset from chars to font
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screen[y<<6+x++]:=a
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screen[y<<6+x++]:=a+32
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PUB PutChar(x,y,charnum)
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screen[y<<6+x]:=charnum<<5
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PUB SetSprite(sprnum,x,y,tilenum)
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sprite_list2[sprnum*3+0]:=x
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sprite_list2[sprnum*3+1]:=y
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sprite_list2[sprnum*3+2]:=tilenum<<5
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DAT
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rend_params
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rend_cognum long 0
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rend_image long 0
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rend_pixels long @pixelsdata+$10 'pointer to line buffers ( (256+8)*rendercogs )
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rend_screen long @screen+$10 'pointer to screen charmap buffer ( 64x30 )
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rend_chars long @chars+$10 'pointer to screen character image tiles ( 4x8 )
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rend_sprite_ptr long @sprite_list+$10 'pointer to sprite list ( X,Y,CHR )
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rend_sprchr_ptr long @sprchrs+$10 'pointer to sprite image tiles ( 4x8 )
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rend_num_sprites long NUM_SPRITES
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'vga_params falls after rend_params
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vga_params long 0 'sync
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vga_pixels long @pixelsdata+$10 'pointer to line buffers
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vga_nextlineptr long @next_line+$10 'pointer to nextline to be draw
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vga_enable long 1 'enable display
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vga_cogs long NUM_COGS 'number of display lines before looping to top of buffer
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sprite_list word 0[3*NUM_SPRITES] '4 words as it reads data in longs
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sprite_list2 word 0[3*NUM_SPRITES] '4 words as it reads data in longs
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next_line long 0
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pixelsdata byte 0[(256+8)*NUM_COGS]
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screen word 0*32[64*30] 'Character map layout, TILENUM*32, as you can use pixel offsets into chars if you want, or set the charset to 0, and use as pointer to area
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chars file "mario.chr"
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sprchrs
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font file "font.chr"
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byte $0f,$0f,$0f,$0f
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byte $0f,$03,$03,$0f
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byte $0f,$ff,$ff,$0f
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byte $0f,$ff,$ff,$0f
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byte $0f,$ff,$ff,$0f
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byte $0f,$ff,$ff,$0f
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byte $0f,$03,$03,$0f
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byte $0f,$0f,$0f,$0f
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map file "mario.map"
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