c64-basic/fireworks/fireworks.asm

560 lines
9.2 KiB
NASM

!cpu 6510
; Fireworks - an animated PETSCII fireworks simulator with SID effects.
; Self-starting BASIC line: 10 SYS2061
* = $0801
!word basic_end
!word 10
!byte $9e
!text "2061"
!byte 0
basic_end: !word 0
* = $080d
SCREEN = $0400
COLOR = $d800
GETIN = $ffe4
CHROUT = $ffd2
start:
lda $d020
sta old_border
lda $d021
sta old_background
lda $d418
sta old_volume
ldx #0
save_sid:
lda $d400,x
sta old_sid,x
inx
cpx #7
bne save_sid
lda #0
sta $d020
sta $d021
jsr show_splash
lda #147
jsr CHROUT
lda #0
sta $d020
sta $d021
sta show_state
sta palette
sta auto_show
sta tick
sta seed
lda #3
sta animation_speed
lda #18
sta auto_countdown
lda $a2
sta last_jiffy
jsr draw_skyline
jsr draw_stars
main_loop:
jsr GETIN
beq check_clock
cmp #81
bne check_launch
jmp exit
check_launch:
cmp #32
bne check_auto
jsr launch_rocket
jmp check_clock
check_auto:
cmp #65
bne check_color
lda auto_show
eor #1
sta auto_show
lda #4
sta auto_countdown
jmp check_clock
check_color:
cmp #67
bne check_speed_one
inc palette
lda palette
and #3
sta palette
jmp check_clock
check_speed_one:
cmp #49
bne check_speed_two
lda #6
sta animation_speed
jmp check_clock
check_speed_two:
cmp #50
bne check_speed_three
lda #3
sta animation_speed
jmp check_clock
check_speed_three:
cmp #51
bne check_clock
lda #1
sta animation_speed
check_clock:
lda $a2
cmp last_jiffy
beq main_loop
sta last_jiffy
inc tick
lda tick
cmp animation_speed
bcc main_loop
lda #0
sta tick
inc seed
jsr twinkle_star
lda show_state
beq idle_frame
cmp #1
bne dispatch_explosion
jsr update_rocket
jmp main_loop
dispatch_explosion:
jsr update_explosion
jmp main_loop
idle_frame:
lda auto_show
bne auto_active
jmp main_loop
auto_active:
dec auto_countdown
beq auto_launch
jmp main_loop
auto_launch:
jsr launch_rocket
jmp main_loop
launch_rocket:
lda show_state
bne launch_done
lda seed
clc
adc $d012
and #31
cmp #24
bcc center_ready
sbc #24
center_ready:
clc
adc #8
sta center_x
sta rocket_x
lda #20
sta rocket_y
lda #1
sta show_state
lda #2
sta trail_length
jsr rocket_sound
launch_done:
rts
update_rocket:
; Erase the oldest trail cell.
lda rocket_x
sta plot_x
lda rocket_y
clc
adc #2
cmp #20
bcs skip_old_trail
sta plot_y
lda #32
ldy #0
jsr plot_character
skip_old_trail:
; Turn the old rocket position into a fading trail.
lda rocket_y
sta plot_y
lda #46
ldy #7
jsr plot_character
dec rocket_y
lda rocket_y
cmp #6
bne draw_rocket
lda rocket_x
sta plot_x
lda #32
ldy #0
jsr plot_character
lda #2
sta show_state
lda #0
sta explosion_stage
jsr explosion_sound
jsr draw_explosion
rts
draw_rocket:
sta plot_y
lda rocket_x
sta plot_x
lda #94
ldy #1
jsr plot_character
jsr rocket_sound
rts
update_explosion:
jsr erase_explosion
inc explosion_stage
lda explosion_stage
cmp #5
bcs finish_explosion
jsr explosion_sound
jsr draw_explosion
rts
finish_explosion:
lda #0
sta show_state
lda seed
and #15
clc
adc #8
sta auto_countdown
jsr silence_sid
jsr draw_skyline
jsr draw_stars
rts
draw_explosion:
lda #0
sta particle
draw_particle_loop:
jsr select_particle_position
lda explosion_stage
tax
lda burst_chars,x
ldx particle
ldy particle_colors,x
ldx palette
beq color_ready
palette_shift_loop:
tya
clc
adc #3
and #15
tay
dex
bne palette_shift_loop
color_ready:
jsr plot_character
inc particle
lda particle
cmp #16
bne draw_particle_loop
rts
erase_explosion:
lda #0
sta particle
erase_particle_loop:
jsr select_particle_position
lda #32
ldy #0
jsr plot_character
inc particle
lda particle
cmp #16
bne erase_particle_loop
rts
select_particle_position:
lda explosion_stage
asl
asl
asl
asl
clc
adc particle
tax
lda burst_dx,x
clc
adc center_x
sta plot_x
lda burst_dy,x
clc
adc #6
sta plot_y
rts
draw_stars:
ldx #0
star_loop:
stx object_index
lda star_x,x
sta plot_x
lda star_y,x
sta plot_y
txa
and #1
beq star_dot
lda #42
bne paint_star
star_dot:
lda #46
paint_star:
ldy #15
jsr plot_character
ldx object_index
inx
cpx #18
bne star_loop
rts
twinkle_star:
lda seed
and #15
tax
stx object_index
lda star_x,x
sta plot_x
lda star_y,x
sta plot_y
lda seed
and #1
beq twinkle_dot
lda #42
bne twinkle_paint
twinkle_dot:
lda #46
twinkle_paint:
ldy #1
jsr plot_character
rts
draw_skyline:
ldx #0
building_loop:
stx plot_x
lda building_height,x
sta height_left
lda #24
sta plot_y
building_column:
lda #160
ldy #11
jsr plot_character
dec plot_y
dec height_left
bne building_column
inx
cpx #40
bne building_loop
; Warm windows across the skyline.
ldx #0
window_loop:
stx object_index
lda window_x,x
sta plot_x
lda window_y,x
sta plot_y
lda #81
ldy #7
jsr plot_character
ldx object_index
inx
cpx #12
bne window_loop
rts
rocket_sound:
lda rocket_y
eor #$ff
sta $d400
lda #22
sta $d401
lda #$11
sta $d404
lda #$0f
sta $d418
rts
explosion_sound:
lda #0
sta $d400
lda #45
sta $d401
lda #$81
sta $d404
lda #$08
sta $d405
lda #$88
sta $d406
lda #$0f
sta $d418
rts
silence_sid:
lda #0
sta $d404
sta $d418
rts
plot_character:
sta character
sty character_color
ldy plot_y
lda screen_row_lo,y
sta $fb
lda screen_row_hi,y
sta $fc
lda color_row_lo,y
sta $fd
lda color_row_hi,y
sta $fe
ldy plot_x
lda character
sta ($fb),y
lda character_color
sta ($fd),y
rts
show_splash:
lda #<splash_text
sta $fb
lda #>splash_text
sta $fc
ldy #0
print_splash:
lda ($fb),y
beq wait_for_space
jsr CHROUT
inc $fb
bne print_splash
inc $fc
jmp print_splash
wait_for_space:
jsr GETIN
cmp #32
bne wait_for_space
rts
exit:
jsr silence_sid
ldx #0
restore_sid:
lda old_sid,x
sta $d400,x
inx
cpx #7
bne restore_sid
lda old_volume
sta $d418
lda old_border
sta $d020
lda old_background
sta $d021
lda #147
jsr CHROUT
rts
splash_text:
!byte 147,13,13,13
!byte 154
!text " FIREWORKS"
!byte 13,13
!byte 5
!text " A PETSCII SKY FULL OF COLOR AND SOUND"
!byte 13,13,13
!byte 153
!text " CONTROLS"
!byte 13,13
!text " "
!byte 158
!text "SPACE"
!byte 5
!text " LAUNCH "
!byte 158
!text "A"
!byte 5
!text " AUTO "
!byte 158
!text "C"
!byte 5
!text " COLOR"
!byte 13
!text " "
!byte 158
!text "1-3"
!byte 5
!text " SPEED "
!byte 158
!text "Q"
!byte 5
!text " QUIT"
!byte 13,13,13
!byte 5
!text " HTTPS://C64.P20.DEV"
!byte 13,13
!byte 152
!text " RELEASED 16 OCTOBER 2026"
!byte 13,13,13
!byte 158
!text " PRESS SPACE TO START"
!byte 0
; Five expansion stages, sixteen points per stage. Signed offsets are stored
; as bytes; normal 6502 wrapping performs the addition around the burst center.
burst_dx:
!byte 0,1,1,1,0,$ff,$ff,$ff,0,1,0,$ff,1,1,$ff,$ff
!byte 0,1,2,1,0,$ff,$fe,$ff,2,2,0,$fe,1,1,$ff,$ff
!byte 0,2,3,2,0,$fe,$fd,$fe,3,3,0,$fd,1,1,$ff,$ff
!byte 0,2,4,2,0,$fe,$fc,$fe,4,3,0,$fc,1,1,$ff,$ff
!byte 0,3,5,3,0,$fd,$fb,$fd,5,4,0,$fb,2,2,$fe,$fe
burst_dy:
!byte $ff,$ff,0,1,1,1,0,$ff,$ff,0,1,0,$ff,1,1,$ff
!byte $fe,$ff,0,1,2,1,0,$ff,$fe,0,2,0,$ff,1,1,$ff
!byte $fd,$fe,0,2,3,2,0,$fe,$fd,0,3,0,$ff,1,1,$ff
!byte $fc,$fe,0,2,4,2,0,$fe,$fc,0,4,0,$ff,1,1,$ff
!byte $fb,$fd,0,3,5,3,0,$fd,$fb,0,5,0,$fe,2,2,$fe
burst_chars: !byte 81,42,43,46,46
particle_colors: !byte 1,7,10,8,2,5,3,13,1,7,10,8,2,5,3,13
star_x: !byte 2,5,8,11,14,17,20,23,26,29,32,35,38,4,10,27,34,16
star_y: !byte 3,8,5,12,4,9,3,13,6,10,4,8,12,15,17,16,14,6
building_height:
!byte 3,3,4,4,4,6,6,6,5,5,3,3,7,7,7,7,4,4,5,5
!byte 5,8,8,8,6,6,4,4,4,7,7,7,5,5,6,6,6,3,3,3
window_x: !byte 2,6,9,13,16,19,22,25,29,32,35,38
window_y: !byte 23,21,22,20,23,22,19,21,20,22,21,23
screen_row_lo: !for i,0,24 { !byte <(SCREEN+i*40) }
screen_row_hi: !for i,0,24 { !byte >(SCREEN+i*40) }
color_row_lo: !for i,0,24 { !byte <(COLOR+i*40) }
color_row_hi: !for i,0,24 { !byte >(COLOR+i*40) }
show_state: !byte 0
palette: !byte 0
auto_show: !byte 0
auto_countdown: !byte 0
animation_speed: !byte 0
tick: !byte 0
last_jiffy: !byte 0
seed: !byte 0
center_x: !byte 0
rocket_x: !byte 0
rocket_y: !byte 0
trail_length: !byte 0
explosion_stage: !byte 0
particle: !byte 0
plot_x: !byte 0
plot_y: !byte 0
character: !byte 0
character_color: !byte 0
height_left: !byte 0
object_index: !byte 0
old_border: !byte 0
old_background: !byte 0
old_volume: !byte 0
old_sid: !fill 7,0