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video.asm - github.com/ClusterM/coolboy-multirom-builder.git - Unnamed repository; edit this file 'description' to name the repository.
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  ; cursors target coordinates
SPRITE_0_X_TARGET .rs 1
SPRITE_0_Y_TARGET .rs 1
SPRITE_1_X_TARGET .rs 1
SPRITE_1_Y_TARGET .rs 1
  ; variables for game name drawing
TEXT_DRAW_GAME .rs 2
TEXT_DRAW_ROW .rs 1
SCROLL_LINES .rs 2 ; current scroll line
SCROLL_LINES_MODULO .rs 1 ; current scroll line % 30
LAST_LINE_MODULO .rs 1
LAST_LINE_GAME .rs 2
SCROLL_FINE .rs 1 ; fine scroll position
SCROLL_LINES_TARGET .rs 2 ; scrolling target
STAR_SPAWN_TIMER .rs 1 ; stars spawn timer
  ; for build info
CHR_RAM_SIZE .rs 1 ; CHR RAM size 8*2^xKB

  ; constants
CHARS_PER_LINE .equ 32
LINES_PER_SCREEN .equ 30
LINES_PER_VISIBLE_SCREEN .equ 15

waitblank: 
  pha
  tya
  pha
  txa
  pha

  bit $2002 ; reset vblank bit
.loop:
  lda $2002 ; load A with value at location $2002
  bpl .loop  ; if bit 7 is not set (not VBlank) keep checking
  
  ; scrolling
  jsr move_scrolling
  jsr scroll_fix  
  ; updating sprites
  jsr sprite_dma_copy
  ; moving cursors
  jsr move_cursors
  ; reading controller 
  jsr read_controller
  ; stars on the background
  .if  ENABLE_STARS!=0
  jsr stars
  .endif
  
  pla
  tax
  pla
  tay
  pla
  ;plp
  rts
  
waitblank_simple:
  pha
  bit $2002
.loop:
  lda $2002  ; load A with value at location $2002
  bpl .loop  ; if bit 7 is not set (not VBlank) keep checking
  pla
  rts

scroll_fix:
  ; scrollong reset
  bit $2002  
  lda #0
  sta $2005
  lda <SCROLL_LINES_MODULO
  cmp #LINES_PER_VISIBLE_SCREEN
  bcc .first_screen ; <?
  sec
  sbc #LINES_PER_VISIBLE_SCREEN ; substracting otherwise
  ldy #%00001010 ; second nametable
  jmp .really  
.first_screen:
  ldy #%00001000 ; first nametable  
.really:
  sty $2000
  asl A
  asl A
  asl A
  asl A
  clc
  adc <SCROLL_FINE
  .if ENABLE_TOP_OFFSET!=0
  ; for large images on the top
  sec
  sbc #8 
  .endif
  sta $2005
  rts

scroll_line_down:
  lda <SCROLL_LINES
  clc
  adc #1
  sta <SCROLL_LINES
  lda <SCROLL_LINES+1
  adc #0
  sta <SCROLL_LINES+1
  inc <SCROLL_LINES_MODULO
  lda <SCROLL_LINES_MODULO
  cmp #LINES_PER_SCREEN
  bcc .modulo_ok
  lda #0
  sta <SCROLL_LINES_MODULO
.modulo_ok:
  lda <LAST_LINE_GAME
  clc
  adc #1
  sta <LAST_LINE_GAME
  lda <LAST_LINE_GAME+1
  adc #0
  sta <LAST_LINE_GAME+1
  inc <LAST_LINE_MODULO
  lda <LAST_LINE_MODULO
  cmp #LINES_PER_SCREEN
  bcc .modulo_ok2
  lda #0
  sta <LAST_LINE_MODULO
.modulo_ok2:  
  jsr print_last_name
  rts

scroll_line_up:
  lda <SCROLL_LINES
  sec
  sbc #1
  sta <SCROLL_LINES
  lda <SCROLL_LINES+1
  sbc #0
  sta <SCROLL_LINES+1
  dec <SCROLL_LINES_MODULO
  lda <SCROLL_LINES_MODULO
  bpl .modulo_ok
  lda #LINES_PER_SCREEN
  sta <SCROLL_LINES_MODULO
  dec <SCROLL_LINES_MODULO
.modulo_ok:
  lda <LAST_LINE_GAME
  sec
  sbc #1
  sta <LAST_LINE_GAME
  lda <LAST_LINE_GAME+1
  sbc #0
  sta <LAST_LINE_GAME+1
  dec <LAST_LINE_MODULO
  lda <LAST_LINE_MODULO
  bpl .modulo_ok2
  lda #LINES_PER_SCREEN
  sta <LAST_LINE_MODULO
  dec <LAST_LINE_MODULO
.modulo_ok2:  
  jsr print_first_name
  rts

load_base_chr:
  ; loading CHR
  lda #$06
  jsr select_prg_bank
  lda #LOW(chr_data)
  sta COPY_SOURCE_ADDR
  lda #HIGH(chr_data)
  sta COPY_SOURCE_ADDR+1
  jsr load_chr
  rts

load_base_pal:
  ; loading palette into $3F00 of PPU
  lda #$3F
  sta $2006
  lda #$00
  sta $2006
  ldx #$00
.loop:
  lda tilepal, x
  sta $2007
  inx
  cpx #32
  bne .loop
  ; letters colors
  lda #$3F
  sta $2006
  lda #$0D
  sta $2006
  ldx #17
.loop2:
  lda tilepal, x
  sta $2007
  inx
  cpx #20
  bne .loop2
  rts

load_black:
  ; loading empty black palette into $3F00 of PPU
  lda #$3F
  sta $2006
  lda #$00
  sta $2006
  ldx #$00
  lda #$3F ; color
.loop:
  sta $2007
  inx
  cpx #32
  bne .loop
  rts

  ; nametable cleanup
clear_screen:
  lda #$20
  sta $2006
  lda #$00
  sta $2006
  lda #$00
  ldx #0
  ldy #$10
.loop:
  sta $2007
  inx
  bne .loop
  dey
  bne .loop
  rts
  
  ; clear all sprites data
clear_sprites:
  lda #$FF
  ldx #0
.loop:
  sta SPRITES, x
  inx
  bne .loop
  rts

  ; DMA sprites loading
sprite_dma_copy:
  ldx #0
  stx $2003  
  ldx #HIGH(SPRITES)
  stx $4014
  rts
  
  ; loading header (image on the top), first part
draw_header1:
  lda #$06
  jsr select_prg_bank
  bit $2002
  lda #$20
  sta $2006
  lda #$00
  sta $2006
  ldx #0
  ldy #$40
.loop:
  lda nametable, x
  sta $2007
  inx
  dey
  bne .loop
  rts
  
  ; loading header (image on the top), second part
draw_header2:
  lda #$06
  jsr select_prg_bank
  bit $2002
  lda #$20
  sta $2006
  lda #$40
  sta $2006
  ldx #$40
  ldy #$40
.loop:
  lda nametable, x
  sta $2007
  inx
  dey
  bne .loop
  ; loading attributes for it
  lda #$23
  sta $2006
  lda #$C0
  sta $2006
  ldx #0
  ldy #8
.palette_loop:
  lda nametable+$3C0, x
  sta $2007
  inx
  dey
  bne .palette_loop
  rts

  ; loading footer (image on the bottom), first part
draw_footer1:
  lda #$06
  jsr select_prg_bank
  ldx #0
  ldy #$40
.loop:
  lda nametable+$340, x
  sta $2007
  inx
  dey
  bne .loop
  rts

  ; loading footer (image on the bottom), second part
draw_footer2:
  lda #$06
  jsr select_prg_bank
  ldx #0
  ldy #$40
.loop:
  lda nametable+$380, x
  sta $2007
  inx
  dey
  bne .loop
  rts

  ; printing game name on the top
print_first_name:
  pha
  lda <SCROLL_LINES
  sta <TEXT_DRAW_GAME
  lda <SCROLL_LINES+1
  sta <TEXT_DRAW_GAME+1
  lda <SCROLL_LINES_MODULO
  sta <TEXT_DRAW_ROW
  jsr print_name
  pla
  rts

  ; printing game name on the bottom
print_last_name:
  pha
  lda <LAST_LINE_GAME
  sta <TEXT_DRAW_GAME
  lda <LAST_LINE_GAME+1
  sta <TEXT_DRAW_GAME+1
  lda <LAST_LINE_MODULO
  sta <TEXT_DRAW_ROW
  jsr print_name
  pla
  rts

print_name:
  pha
  tya
  pha
  txa
  pha  
  ; is it header lines?
  lda <TEXT_DRAW_GAME+1
  bne .not_header ; no
  lda <TEXT_DRAW_GAME
  beq .header1
  cmp #1
  beq .header2
  jmp .not_header  
.header1:
  jsr draw_header1
  jmp .end_really_really
.header2:
  jsr draw_header2
  jmp .end_really_really
.not_header:
  ; when there are not so many games we need so offset
  lda <TEXT_DRAW_ROW
  clc
  adc games_offset
  sta <TEXT_DRAW_ROW
  asl <TEXT_DRAW_ROW ; x2
  lda <TEXT_DRAW_ROW
  ; detecting target nametable
  cmp #LINES_PER_SCREEN
  bcc .first_screen
  ; second
  sec
  sbc #LINES_PER_SCREEN
  lsr A
  lsr A
  lsr A
  clc
  adc #$2C
  bit $2002
  sta $2006
  lda <TEXT_DRAW_ROW
  sec
  sbc #LINES_PER_SCREEN
  asl A
  asl A
  asl A
  asl A
  asl A
  sta $2006
  jmp .print_end
  ; first
.first_screen:
  lsr A
  lsr A
  lsr A
  clc
  adc #$20
  bit $2002
  sta $2006
  lda <TEXT_DRAW_ROW
  asl A
  asl A
  asl A
  asl A
  asl A
  sta $2006
.print_end:
  ; we need to substract 2 from game number
  lda <TEXT_DRAW_GAME
  sec
  sbc #2
  sta <TEXT_DRAW_GAME
  lda <TEXT_DRAW_GAME+1
  sbc #0
  sta <TEXT_DRAW_GAME+1
  ; is it footer?
  lda <TEXT_DRAW_GAME
  sec
  sbc games_count
  lda <TEXT_DRAW_GAME+1
  sbc games_count+1
  bcc .print_text_line
  ldx <TEXT_DRAW_GAME
  cpx games_count
  beq .footer1
  dex
  cpx games_count
  beq .footer2
  jmp .end
.footer2:
  jsr draw_footer2
  ; lets keep for footer text palette, i like how it looks
  jmp .end
.footer1:
  jsr draw_footer1
  jmp .end
.print_text_line:
  lda <TEXT_DRAW_GAME+1
  jsr select_prg_bank
  lda #LOW(game_names)
  clc
  adc <TEXT_DRAW_GAME
  sta <TMP
  lda #HIGH(game_names)
  adc #0
  sta <TMP+1
  lda <TMP
  clc 
  adc <TEXT_DRAW_GAME
  sta <TMP
  lda <TMP+1
  adc #0
  sta <TMP+1  
  ldy #0
  lda [TMP], y
  sta COPY_SOURCE_ADDR
  iny
  lda [TMP], y
  sta COPY_SOURCE_ADDR+1
  ; spaces on the left
  ldx #GAME_NAMES_OFFSET+1
.print_blank:
  lda #$00
  sta $2007
  dex
  bne .print_blank  
  ; text
  ldx #GAME_NAMES_OFFSET+1
  ldy #0
  lda #1
.next_char:
  cmp #0 ; after zero we are not printing letters but printing spaces
  beq .end_of_line
  lda [COPY_SOURCE_ADDR], y
.end_of_line:
  sta $2007  
  iny
  inx
  cpx #CHARS_PER_LINE
  bne .next_char
.end:
  ; but if it upper part, we need to erase two lines
  lda <TEXT_DRAW_ROW
  cmp #4
  bcs .end_really
  ldy #CHARS_PER_LINE
  lda #0
.clear_2nd_line:
  sta $2007
  dey
  bne .clear_2nd_line
.end_really:
  ; attributes for text
  lda <TEXT_DRAW_ROW
  cmp #LINES_PER_SCREEN
  bcc .print_palette_addr_first_screen
  ; second nametable
  lda #$2F
  sta $2006
  lda <TEXT_DRAW_ROW
  sec
  sbc #LINES_PER_SCREEN
  jmp .print_palette_addr_select_end
  ; first nametable
.print_palette_addr_first_screen:
  lda #$23
  sta $2006
  lda <TEXT_DRAW_ROW
.print_palette_addr_select_end:
  ; one byte for 4 rows
  lsr A
  lsr A
  asl A
  asl A
  asl A
  clc
  adc #$C0
  sta $2006
  lda #$FF
  sta $2007
  sta $2007
  sta $2007
  sta $2007
  sta $2007
  sta $2007
  sta $2007
  sta $2007  
.end_really_really:
  pla
  tax
  pla
  tay
  pla
  rts

move_cursors:
  ; fine cursor scrolling
  lda <SPRITE_1_X_TARGET
  cmp SPRITE_1_X
  beq .sprite_1x_target_end
  bcs .sprite_1x_target_plus
  lda SPRITE_1_X
  sec
  sbc #4
  sta SPRITE_1_X
  jmp .sprite_1x_target_end
.sprite_1x_target_plus:
  lda SPRITE_1_X
  clc
  adc #4
  sta SPRITE_1_X
.sprite_1x_target_end:
  lda <SPRITE_1_Y_TARGET
  cmp SPRITE_1_Y
  beq .sprite_1y_target_end
  bcs .sprite_1y_target_plus
  lda SPRITE_1_Y
  sec
  sbc #4
  sta SPRITE_0_Y
  sta SPRITE_1_Y
  jmp .sprite_1y_target_end
.sprite_1y_target_plus:
  lda SPRITE_1_Y
  clc
  adc #4
  sta SPRITE_0_Y
  sta SPRITE_1_Y
.sprite_1y_target_end:
  rts

  ; fine scrolling to target line
move_scrolling:
  ; determining scroll speed
  lda <SCROLL_LINES
  clc
  adc #2
  sta <TMP
  lda <SCROLL_LINES+1
  adc #0
  sta <TMP+1
  lda <SCROLL_LINES_TARGET
  sec
  sbc <TMP
  lda <SCROLL_LINES_TARGET+1
  sbc <TMP+1
  bcs .move_scrolling_fast_down
  lda <SCROLL_LINES_TARGET
  clc
  adc #2
  sta <TMP
  lda <SCROLL_LINES_TARGET+1
  adc #0
  sta <TMP+1
  lda <SCROLL_LINES
  sec
  sbc <TMP
  lda <SCROLL_LINES+1
  sbc <TMP+1
  bcs .move_scrolling_fast_up  
  ; slow scrolling
  jsr .move_scrolling_real
  rts  
  ; fast scrolling
.move_scrolling_fast:
  jsr .move_scrolling_real
  jsr .move_scrolling_real
  jsr .move_scrolling_real
  jsr .move_scrolling_real
  rts
.move_scrolling_fast_up:
  jmp scroll_line_up
.move_scrolling_fast_down:
  jmp scroll_line_down
.move_scrolling_real:
  ; do we need to move screen?
  ldx <SCROLL_LINES_TARGET
  cpx <SCROLL_LINES
  bne .need
  ldx <SCROLL_LINES_TARGET+1
  cpx <SCROLL_LINES+1
  bne .need
  ldx <SCROLL_FINE
  bne .need
  rts  
  ; we need it
.need:
  lda <SCROLL_LINES
  sec
  sbc <SCROLL_LINES_TARGET
  lda <SCROLL_LINES+1
  sbc <SCROLL_LINES_TARGET+1
  bcc .target_plus
  ; scrolling up
  lda <SCROLL_FINE
  sec
  sbc #4
  bmi .target_minus
  sta <SCROLL_FINE
  rts  
.target_minus:
  and #$0f
  sta <SCROLL_FINE
  jsr scroll_line_up
  rts    
.target_plus:
  ; scrolling down
  lda <SCROLL_FINE
  ; adding fine value
  clc
  adc #4
  sta <SCROLL_FINE
  cmp #16
  bne .end
  ; down if fine >=16
  lda #0
  sta <SCROLL_FINE  
  jsr scroll_line_down
.end:
  rts

set_cursor_targets:
  ; set scroll targets first
.not_ok1:
  lda <SCROLL_LINES_TARGET
  clc
  adc #10
  sta <TMP
  lda <SCROLL_LINES_TARGET+1
  adc #0
  sta <TMP+1
  lda <TMP
  sec
  sbc <SELECTED_GAME
  lda <TMP+1
  sbc <SELECTED_GAME+1
  bcs .ok1 ; надо скроллить вниз
  lda <SCROLL_LINES_TARGET
  clc
  adc #1
  sta <SCROLL_LINES_TARGET
  lda <SCROLL_LINES_TARGET+1
  adc #0
  sta <SCROLL_LINES_TARGET+1
  jmp .not_ok1  
.ok1:
.not_ok2:
  lda <SELECTED_GAME
  sec
  sbc <SCROLL_LINES_TARGET
  lda <SELECTED_GAME+1
  sbc <SCROLL_LINES_TARGET+1
  bcs .ok2 ; надо скроллить вверх
  lda <SCROLL_LINES_TARGET
  sec
  sbc #1
  sta <SCROLL_LINES_TARGET
  lda <SCROLL_LINES_TARGET+1
  sbc #0
  sta <SCROLL_LINES_TARGET+1
  jmp .not_ok2
.ok2:
  ; set cursor targets depending on selected game number
  ; left cursor, X
  ldx <SELECTED_GAME
  lda #GAME_NAMES_OFFSET*8
  sta <SPRITE_0_X_TARGET  
  ; right cursor, X
  lda <SELECTED_GAME+1
  jsr select_prg_bank
  ldx <SELECTED_GAME
  ldy loader_data_cursor_pos, x
  dey
  tya
  clc
  adc #GAME_NAMES_OFFSET+2
  asl A
  asl A
  asl A
  sta <SPRITE_1_X_TARGET  
  ; Y coordinate it the same for both
  lda <SELECTED_GAME  
  ; when there are not so many games
  clc
  adc games_offset  
  sec 
  sbc <SCROLL_LINES_TARGET
  clc
  adc #2
  asl A
  asl A
  asl A
  asl A
  sec
  sbc #1
  .if ENABLE_TOP_OFFSET!=0 ; for large images on top
  clc
  adc #8
  .endif
  sta <SPRITE_0_Y_TARGET
  sta <SPRITE_1_Y_TARGET
  rts
  
stars:
  lda <STAR_SPAWN_TIMER
  cmp #$E0 ; stars count
  beq .spawn_end  
  inc <STAR_SPAWN_TIMER
  lda <STAR_SPAWN_TIMER
  and #$0F
  cmp #0
  bne .spawn_end
  lda <STAR_SPAWN_TIMER
  lsr A
  lsr A
  tay
  lda <STAR_SPAWN_TIMER
  lda #$FC ; Y, below screen
  sta SPRITES+4, y
  iny
  jsr random ; random tile
  and #$03
  clc
  adc #$71
  sta SPRITES+4, y
  iny
  jsr random  ; attributes, random palette
  and #%00000011 ; palette - tho lowest bits
  ora #%00100000 ; low priority bit
  sta SPRITES+4, y
  iny
  jsr random
  sta SPRITES+4, y
.spawn_end:
  ldy #8
.move_next:
  lda SPRITES, y
  cmp #$FF
  beq .move_end
  tya
  lsr A
  lsr A
  and #$07
  cmp #$00
  beq .move_fast
  cmp #$01
  beq .move_fast
  cmp #$02
  beq .move_fast
  cmp #$03
  beq .move_medium
  cmp #$04
  beq .move_medium
  cmp #$05
  beq .move_slow
  cmp #$06
  beq .move_slow  
.move_very_slow: ; default
  lda SPRITES, y
  sbc #1
  jmp .moved
.move_slow:
  lda SPRITES, y
  sec
  sbc #2
  jmp .moved
.move_medium:
  lda SPRITES, y
  sec
  sbc #3
  jmp .moved
.move_fast:
  lda SPRITES, y
  sec
  sbc #4
.moved:
  sta SPRITES, y
  cmp #$0A
  bcs .move_next1
  lda #$FC
  sta SPRITES, y ; reset Y
  jsr random  ; random tile
  and #$03
  clc
  adc #$71
  sta SPRITES+1, y
  jsr random ; random X
  sta SPRITES+3, y
  jsr random ; random attributes
  and #%00000011 ; palette - lowest two bits
  ora #%00100000 ; priority bit
  sta SPRITES+2, y
.move_next1:
  iny
  iny
  iny
  iny
  bne .move_next  
.move_end:
  rts

load_text_palette:
  lda #$23
  sta $2006
  lda #$C8
  sta $2006
  lda #$FF
  ldy #$38
.print_warning_palette:
  sta $2007
  dey
  bne .print_warning_palette
  rts

  ; print null-terminated string from [COPY_SOURCE_ADDR]
print_text:
  ldy #0
.loop:
  lda [COPY_SOURCE_ADDR], y
  sta $2007
  iny
  cmp #0 ; stop at zero
  bne .loop
  rts

  ; show "saving... keep power on" message
saving_warning_show:
  ; disable PPU
  lda #%00000000
  sta $2000
  sta $2001
  jsr waitblank_simple
  jsr clear_screen
  lda #$21
  sta $2006
  lda #$C0
  sta $2006
  lda #LOW(string_saving)
  sta COPY_SOURCE_ADDR
  lda #HIGH(string_saving)
  sta COPY_SOURCE_ADDR+1
  jsr print_text
  jsr load_text_palette
  jsr waitblank_simple
  bit $2002
  lda #0
  sta $2005
  sta $2005
  lda #%00001000
  sta $2000
  lda #%00001010
  sta $2001
  jsr waitblank_simple
  rts

  ; hide this message (clear screen)
saving_warning_hide:
  lda #%00000000 ; disable PPU
  sta $2000
  sta $2001
  jsr waitblank_simple
  jsr clear_screen
  rts

detect_chr_ram_size:
  ; disable PPU
  lda #%00000000
  sta $2000
  sta $2001
  jsr waitblank_simple
  jsr enable_chr_write
  lda #$00
  sta $2006
  sta $2006
  ; store $AA to zero bank
  sta <CHR_RAM_SIZE
  lda #$AA
  sta $2007
  ; calculate bank number
.next_size:
  lda #1
  ldx CHR_RAM_SIZE
  ; shift 1 to the left CHR_RAM_SIZE times
.shift_loop:
  dex
  bmi .shift_done
  asl A
  beq .end ; overflow check
  jmp .shift_loop
.shift_done:
  ; select this bank
  jsr select_chr_bank
  ; store $AA
  ldx #$00
  stx $2006
  stx $2006
  lda #$AA
  sta $2007
  ; check for $AA
  stx $2006
  stx $2006
  ldy $2007 ; dump read
  cmp $2007
  bne .end ; check failed
  ; store $55
  stx $2006
  stx $2006
  lda #$55
  ; check for $55
  sta $2007
  stx $2006
  stx $2006
  ldy $2007 ; dump read
  cmp $2007
  bne .end ; check failed
  ; select zero bank
  lda #0
  jsr select_chr_bank
  ; check that $AA is not overwrited
  stx $2006
  stx $2006
  lda #$AA
  ldy $2007 ; dump read
  cmp $2007
  bne .end ; check failed
  ; OK! Let's check next bank
  inc <CHR_RAM_SIZE
  jmp .next_size
.end:
  lda #0
  jsr select_chr_bank
  lda #0
  sta $2006
  sta $2006
  sta $2007
  jsr disable_chr_write
  rts