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game.inc
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game.inc
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* -*-asm-*-
****************
* GAME
* created : ??.7.95
****************
MODULE GAME,MODend_MAIN
*****************
* main loop *
game::
movei #draw_pf,r0 ; game
BL (r0)
again::
WaitVBL
//-> movei #128*8*16,r0
//-> moveta r0,Cursor.a
//-> movei #$f00058,r0
//-> loadw (r0),r0
//-> movei #PrintHex,r1
//-> BL (r1)
movei #ShowTime,r0
BL (r0)
movei #ClearSecond,r0
BL (r0)
cmpq #0,UPDATE
movei #.cont,r0
jump z,(r0)
nop
movei #SettleStone,r0 ; game2
BL (r0)
movei #draw_pf,r0 ; game
BL (r0)
movei #IncPoints,r1 ; main
moveq #1,r0
BL (r1)
movei #CheckLines,r0 ; game2
BL (r0)
movei #NewStone,r0
BL (r0)
moveq #0,Y_Flag
moveq #0,X_Flag
move YADD_init,YADD
movefa DropCounterInit0.a,r0
moveta r0,DropCounterInit.a
moveta r0,DropCounter.a
movei #CheckNewPos0,r2 ; game
BL (r2)
cmpq #0,r0
movei #ExitGame,r0
jump nz,(r0)
nop
.cont
movei #DrawCurrentStone,r0 ; game1
BL (r0)
;---------------
;--- test horizontal move
;---------------
MoveHor::
cmpq #0,X_Flag
jr z,.cont1
movefa x_pos.a,r0
jr nn,.cont
subq #1,r0
jr .cont1
addq #1,X_Flag
.cont:
addqt #2,r0
subq #1,X_Flag
.cont1:
moveta r0,x_pos.a
;---------------
;--- test move down
;---------------
y_pos REG 13
MoveDown::
cmpq #4,YADD ; dropped?
jr nz,.xx
cmpq #8,Y_Flag ; full line?
jr nz,.xx
moveq #1,r0
movei #IncPoints,r1 ; yes =>
BL (r1)
.xx:
movefa y_pos.a,y_pos
cmpq #8,Y_Flag
movei #CheckNewPos0,r2
jr nz,.cont0 ; Y_Flag=8 => cont0
cmpq #0,Y_Flag
BL (r2)
cmpq #0,r0
jr z,.cont1
cmpq #0,X_Flag ; hori. move active ?
jr nz,.cont2 ; yes, no new stone
movefa y_pos.a,y_pos
jr .cont2
subq #1,UPDATE
.cont0:
cmpq #0,Y_Flag
jr z,.cont2 ; Y_Flag=0 => .cont2
movefa y_pos.a,y_pos
.cont1:
sub YADD,Y_Flag
add YADD,y_pos
.cont2:
moveta y_pos,y_pos.a
UNREG y_pos
;-----------------
weiter::
movei #joypad,r0
BL (r0)
cmpq #1,r1
movei #ExitGame,r0
jump z,(r0)
nop
//-> movei #$f00400,r0
//-> movei #$000,r1
//-> storew r1,(r0)
//-> movei #128*8*23,r0
//-> moveta r0,Cursor.a
//-> movei #$f005fA,r0
//-> loadw (r0),r0
//-> movei #PrintHex,r1
//-> BL (r1)
movei #again,r0
jump (r0)
nop
ExitGame:
RTS
*****************
* draw play-field
y_count REG 6
x_count REG 5
PF_ptr REG 4
LOOP REG 3
draw_pf::
PUSH r2,r3,r4,r5,r6
WAITBLITTER
xor UPDATE,UPDATE
movei #1<<16|(-8&$ffff),r0
store r0,(blitter+_BLIT_A1_STEP)
xor r0,r0
store r0,(blitter+_BLIT_A1_FSTEP)
store r0,(blitter+_BLIT_A1_FPIXEL)
movei #$3f,r1
store r0,(blitter+_BLIT_A2_STEP)
store r0,(blitter+_BLIT_A2_PIXEL)
store r1,(blitter+_BLIT_A2_MASK)
movei #BLIT_PITCH1|BLIT_PIXEL16|BLIT_WID96|BLIT_XADDPHR,r1
store screen_ptr,(blitter)
store r1,(blitter+_BLIT_A1_FLAGS)
movei #BLIT_MASK|BLIT_PITCH1|BLIT_PIXEL16|BLIT_WID64|BLIT_XADDPHR,r1
store r1,(blitter+_BLIT_A2_FLAGS)
movei #PlayFieldTop,PF_ptr
moveq #PFmax_x-1,x_count
moveq #PFmax_y-1,y_count
shlq #3,x_count
shlq #3,y_count
movei #.loop0,LOOP
.loop0
move y_count,r0
move x_count,r1
shlq #16,r0
or r1,r0
load (PF_ptr),r1
shlq #7,r1
add pattern_ptr,r1
.wait1
load (blitter+_BLIT_CMD),r2
shrq #1,r2
jr cc,.wait1
nop
store r0,(blitter+_BLIT_A1_PIXEL)
;---------------
store r1,(blitter+_BLIT_A2_BASE) ; source
;---------------
movei #8<<16|8,r0
movei #BLIT_UPDA1|BLIT_SRCEN|BLIT_LFU_REPLACE|BLIT_BUSHI*0,r1
store r0,(blitter+_BLIT_COUNT)
store r1,(blitter+_BLIT_CMD)
;---------------
subq #8,x_count
jump nn,(LOOP)
subq #4,PF_ptr
subq #8,y_count
moveq #PFmax_x-1,x_count
jump nn,(LOOP)
shlq #3,x_count
POP r2,r3,r4,r5,r6
jump (LR)
nop
UNREG LOOP,PF_ptr,x_count,y_count
*****************
* clear Overlay
ClearSecond::
movei #BLIT_PITCH1|BLIT_PIXEL32|BLIT_WID3584|BLIT_XADDPHR,r1
WAITBLITTER
store screen1_ptr,(blitter)
store r1,(blitter+_BLIT_A1_FLAGS)
moveq #0,r0
store r0,(blitter+_BLIT_A1_PIXEL)
store r0,(blitter+_BLIT_A1_FPIXEL)
store r0,(blitter+_BLIT_A1_STEP)
store r0,(blitter+_BLIT_A1_FSTEP)
store r0,(blitter+_BLIT_PATD)
store r0,(blitter+_BLIT_PATD+4)
movei #1<<16|((PFmax_x*8)*(PFmax_y*8)*2)>>2,r0
movei #BLIT_PATDSEL,r1
store r0,(blitter+_BLIT_COUNT)
store r1,(blitter+_BLIT_CMD)
jump (LR)
nop
*****************
* CheckNewPos
* r0 = new_x / r1 = new_y
COUNTER2 REG 7
EXIT REG 6
LINEOFFSET REG 5
MASKE REG 4
PFptr REG 3
CheckNewPos0::
movefa x_pos.a,r0
CheckNewPos::
movefa y_pos.a,r1
movefa StoneType.a,r5 ; Stein
movefa Rotation.a,r6 ; Drehung
shlq #2,r5
or r5,r6
movei #steine,r3 ; Position des Drehpunktes
shlq #3,r6
add r6,r3
shlq #3,r6
movei #Maske,MASKE
add r6,MASKE
movei #.exit,EXIT
load (r3),r5
addq #4,r3
addq #8,r0
add r5,r0 ; x korrigieren
add X_Flag,r0
jump n,(EXIT)
load (r3),r5
shrq #3,r0
add r5,r1 ; y korrigieren
add Y_Flag,r1
sharq #3,r1
movei #PFmax_x<<2,LINEOFFSET
shlq #2,r0
movei #PlayField,PFptr
imult LINEOFFSET,r1
add r0,PFptr
add r1,PFptr
subq #4*4,LINEOFFSET
moveq #4,r0 ; 4x4 blocks
moveq #4,COUNTER2
load (MASKE),r1
.loop
addq #4,MASKE
load (PFptr),r2
addq #4,PFptr
and r2,r1
jump nz,(EXIT)
subq #1,r0
jr nz,.loop
load (MASKE),r1
subq #1,COUNTER2
moveq #4,r0
jr nz,.loop
add LINEOFFSET,PFptr
jump (LR)
moveq #0,r0
.exit
jump (LR)
moveq #1,r0
UNREG PFptr,MASKE,LINEOFFSET,EXIT,COUNTER2
*****************
include "joystick.inc"
;-------------------------------
*****************
* DrawCurrentStone
Stone REG 4
x_pos REG 3
y_pos REG 2
DrawCurrentStone::
WAITBLITTER
moveq #0,r1
store r1,(blitter+_BLIT_A1_FSTEP)
store r1,(blitter+_BLIT_A1_FPIXEL)
store r1,(blitter+_BLIT_A2_PIXEL)
movefa x_pos.a,x_pos
movefa y_pos.a,y_pos
addq #8,x_pos ; Offset for border
movefa StoneType.a,r1 ; stone type
movefa Rotation.a,r0
shlq #2,r1
add r1,r0
move r0,Stone
movei #steine,r1 ; coordinates of central point
shlq #3,r0
add r0,r1
load (r1),r0
addq #4,r1
add r0,x_pos
load (r1),r0
add r0,y_pos
shlq #16,x_pos
shlq #16,y_pos
shrq #16,x_pos
or x_pos,y_pos
store y_pos,(blitter+_BLIT_A1_PIXEL)
move x_pos,r0
neg r0
shlq #30,r0
shrq #30,r0 ; = AND #$3
addq #32,r0
neg r0
shlq #16,r0
shrq #16,r0
bset #16,r0
store r0,(blitter+_BLIT_A1_STEP)
movei #BLIT_PITCH1|BLIT_PIXEL16|BLIT_WID96|BLIT_XADDPHR,r1
store screen1_ptr,(blitter) ; A1 Base
store r1,(blitter+_BLIT_A1_FLAGS)
;---------------
movei #Stones,r0
shlq #11,Stone
movei #BLIT_PITCH1|BLIT_PIXEL16|BLIT_WID32|BLIT_XADDPHR,r1
add Stone,r0
store r1,(blitter+_BLIT_A2_FLAGS)
store r0,(blitter+_BLIT_A2_BASE)
movei #-4&$ffff,r0
store r0,(blitter+_BLIT_A2_STEP)
;---------------
movei #32<<16|32,r0
movei #BLIT_UPDA1|BLIT_SRCEN|BLIT_LFU_REPLACE,r1
store r0,(blitter+_BLIT_COUNT)
movefa x_pos.a,r0
shlq #30,r0
shrq #30,r0
jr z,.cont
nop
bset #10,r1 ; UPDA2
.cont
jump (LR)
store r1,(blitter+_BLIT_CMD)
UNREG x_pos,y_pos,Stone
*****************
***************************************************************
***************************************************************
;---------------
; settle current stone
;---------------
COLOR REG 7
COUNTER2 REG 6
LINEOFFSET REG 5
MASKE REG 4
PFptr REG 3
SettleStone::
//-> jump (LR)
movefa StoneType.a,r5 ; Stein
movefa Rotation.a,r6 ; Drehung
move r5,COLOR
shlq #2,r5
or r5,r6
movei #steine,r3 ; Position des Drehpunktes
shlq #3,r6
addq #1,COLOR
add r6,r3
shlq #3,r6
movei #Maske,MASKE
add r6,MASKE
load (r3),r5
movefa x_pos.a,r0
addq #4,r3
addq #8,r0
add r5,r0 ; x korrigieren
load (r3),r5
movefa y_pos.a,r1
shrq #3,r0
add r5,r1 ; y korrigieren
sharq #3,r1
movei #PFmax_x<<2,LINEOFFSET
shlq #2,r0
movei #PlayField,PFptr
mult LINEOFFSET,r1
add r0,PFptr
add r1,PFptr
subq #4*4,LINEOFFSET
moveq #4,r0 ; 16 blocks
moveq #4,COUNTER2
.loop
load (MASKE),r1
addqt #4,MASKE
and COLOR,r1
load (PFptr),r2
or r2,r1
subq #1,r0
store r1,(PFptr)
jr nz,.loop
addqt #4,PFptr
subq #1,COUNTER2
moveq #4,r0
jr nz,.loop
add LINEOFFSET,PFptr
jump (LR)
nop
UNREG PFptr,MASKE,LINEOFFSET,COUNTER2,COLOR
;---------------
; test for completed lines
;---------------
LOOP2 REG 15
Points REG 13
Y1 REG 12
Y REG 11
CONT REG 10
LOOP1 REG 9
LOOP0 REG 8
Counter REG 7
LineCount REG 6
ptr_save REG 5
ptr REG 4
ptr2 REG 3
LineOffset REG 2
CheckLines::
PUSH LR
movei #.loop0,LOOP0
movei #.loop1,LOOP1
movei #.loop2,LOOP2
movei #.cont,CONT
movei #PlayFieldTop,ptr
movei #PFmax_x*4,LineOffset ; field width
moveq #4,LineCount ; max. 4 lines
moveq #10,Points
moveq #PFmax_y-2,Y
.loop0
sub LineOffset,ptr
move ptr,ptr_save
subq #4,ptr ; border
moveq #PFmax_x-3,Counter ; field width - border
.loop1
load (ptr),r0
subq #4,ptr
cmpq #0,r0
jump z,(CONT) ; empty space
subq #1,Counter
jump nn,(LOOP1)
nop
;-- line filled, "blink" line
moveq #7,r1
move ptr_save,ptr
.loop2
moveq #PFmax_x-3,Counter
subq #4,ptr
.loop3
subq #1,Counter
store r1,(ptr)
jr nn,.loop3
subqt #4,ptr
; wait 3 VBLs
moveq #1,r0
.wait
WaitVBL
subq #1,r0
jr nn,.wait
nop
movei #draw_pf,r0
PUSH r1
BL (r0)
POP r1
subq #1,r1
jump nn,(LOOP2)
move ptr_save,ptr
; -- now move all lines above down
move ptr_save,ptr2 ; dest
subq #4,ptr2
move ptr2,ptr
sub LineOffset,ptr
move Y,Y1
moveq #10,Counter
.loop4
load (ptr),r0
subq #4,ptr
store r0,(ptr2)
subq #1,Counter
jr nz,.loop4
subq #4,ptr2
subq #8,ptr ; skip two borders
subq #8,ptr2
subq #1,Y1
jr nn,.loop4
moveq #10,Counter
WaitVBL
movei #draw_pf,r0
BL (r0)
PUSH r2,r3,r4
movei #IncLines,r0
BL (r0)
movei #IncPoints,r1
move Points,r0
BL (r1)
POP r2,r3,r4
shlq #1,Points
subq #1,LineCount
addqt #1,Y
jr z,.exit
add LineOffset,ptr_save
.cont
subq #1,Y
jump nn,(LOOP0)
move ptr_save,ptr
.exit
RTS
UNREG Y1,Y,CONT,LOOP2,LOOP1,LOOP0,Counter,LineCount
UNREG ptr_save,ptr,ptr2,LineOffset,Points
;---------------
ENDMODULE GAME
**********************************************************
**********************************************************
//-> MODULE JOYSTICK,MODend_GAME
//-> include "joystick.inc"
//-> ENDMODULE JOYSTICK