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Sam Coupe Sprite Tutorial - Part 3 - A full 32x32 Sprite
;
; -----------------------------------------------------------------------------------
; | |
; | Program: SAM Coupe Sprites Tutorial 2 |
; | Filename: Sprites2.asm |
; | Version: 1.0 |
; | Date: 12/10/2017 |
; | Author: Pete Gallagher - PJG Creations Ltd |
; | |
; -----------------------------------------------------------------------------------
;
ORG 0x8000 ; Store the program in User Address Space
DUMP 1,0 ;
autoexec ; Automatically Execute the Program
;
; ***********************************************************************************
; * *
; * Equates *
; * *
; ***********************************************************************************
;
LMPR: EQU 250 ; The Lower Memory Page Register Address
HMPR: EQU 251 ; The Higher Memory Page Register Address
VMPR: EQU 252 ; The Video Memory Page Register Address
JCLSBL: EQU 334 ; The Clear Screen Routine...
; ... Set A to 0 to clear the whole screen) (0x14E)
JREADKEY: EQU 361 ; The Keyboard Read Routine...
; ... Returns with Z Flag set if no key pressed...
; ... Otherwise A = Keycode for key pressed
;
; ***********************************************************************************
; * *
; * Application Start *
; * *
; ***********************************************************************************
;
DI ; Disable Interupts
;
; Becuase the Stack Pointer lives in Page B, but we're paging the Screen into Pages A and B,
; we need to make sure we save the current Stack Pointer location, and create our own location.
; We rewrite our program here effectively, by storing it's original location in a holding position.
;
LD (System_SP+1),SP; Get the Current Stack Pointer Location and Overwrite...
; ... the holding value below.
;
; Get the Current Screen Page and set the LMPR register up so we can write to the screen
;
IN A,(VMPR) ; Get the VMPR Register, which holds info about...
; ... which Page the Screen is Paged Into
AND 0b00011110 ; We're only interested in the Screen Page...
; ... so mask off everything but the Page Bits...
; ... The result will be stored in the A Register
OR 0b00100000 ; Set Bit 5 which, when loaded into the LMPR register...
; ... will Set the RAM in Page 0
LD (Scr_Page+1),A ; Overwrite the holding value for the Screen Page location...
; ... now that we know it
;
CALL Clear_Screen ; Clear the Screen
;
LD SP,0xC000 ; Set the Stack Pointer to a location of our choosing
;
LD A,(Scr_Page+1) ; Get the current Screen Location which we stored earlier
OR 0b00100000 ; Set Bit 5 which, when loaded into the LMPR register...
; ... will Set the RAM in Page 0
OUT (LMPR),A ;
;
; All of the above shifting around of the Stack Pointer, allows us to Call routines...
; ... Which of course will store their return location on the Stack Pointer...
; ... This would've overwritten some of the Screen Page if left unreseolved...
;
; CALL Wait_For_Key ; Wait for a keypress
;
; Print a sprite in the top left corner
;
LD DE,0x0000 ; Point to the Top Left corner of our screen
;
; Print a Sprite
;
print_sprite: LD HL,Sprite1_1 ; Set pointer to start of our Sprite
LD C,32 ; Setup Line counter, 32 lines per sprite to print
;
; This is the start of our Sprite Printing Loop
;
Print_Loop: LD B,16 ; Set up loop counter, 16 bytes per line of a sprite to print
;
Print_Loop1: LD A,(HL) ; Get Sprite from pointer
BIT 0,C ; Check if this is an odd or even line...
JR NZ,Odd_Line ; ... If this is an odd line (Bit 0 is a 1), then print an odd line...
JP Even_Line ; ... Otherwise, print an even line
;
; We've printed a pixel... Wait for a keypress then set for the next pixel in our Sprite...
;
Print_Loop2:
;
; Note: You can uncomment this line if you want to step through the Sprite being drawn!
;
; CALL Wait_For_Key ;
;
INC DE ; Move to the next Screen Position
INC HL ; Move to next Sprite Byte
DJNZ Print_Loop1 ; If we've not yet reach the last Sprite Byte, then loop
;
LD E,0 ; Point to the Left of our screen
BIT 0,C ; Check if this is an odd or even line...
JR Z,Print_Loop3 ; ... If this is an even line (Bit 0 is a 0), Dont' increment yet...
INC D ; ... Otherwise, set for the next line
;
; Increment the Line Counter
;
Print_Loop3: LD A,C ; Move C Register to A ready for Subtraction
LD C,1 ; C= 1
SUB C ; Set for Next Sprite Line - Decrement C by 1 - Subtract C (1) from A
LD C,A ; Move A Register back to C Register (Line Counter)
JR NZ,print_loop ; Repeat if we're not on the last line
CALL Wait_For_Key ;
;
; We must remember to switch BASIC back into Page 0
;
LD A,0x1F ; Set ROM0 back into Page A...
OUT (LMPR), A ; ... So that when we try to return to BASIC it all still works!
;
; Return the System Stack Pointer to it's original location in Bank B somewhere...
;
System_SP: LD SP,0 ; Place holder for the System Stack Location...
; This will be overwritten above once we know it's location
EI ; Enable Interupts
;
; Return back to BASIC
;
RET ;
;
;
;
Odd_Line: SET 7,E ;
LD (DE),A ; Set the colour of pixels 0,2 and 0,3 to White
JP Print_Loop2 ;
;
;
;
Even_Line: RES 7,E ;
LD (DE),A ; Set the colour of pixels 0,2 and 0,3 to White
JP Print_Loop2 ;
;
; ***********************************************************************************
; * *
; * Clear the Screen *
; * *
; ***********************************************************************************
;
Clear_Screen: XOR A ; Clear the A register, so when passed into clear screen...
; ...it clears the whole screen
CALL JCLSBL ; Clear the Screen
DI ; Disable Interupts
RET ;
;
; ***********************************************************************************
; * *
; * Wait for a KeyPres *
; * *
; ***********************************************************************************
;
Wait_For_Key: PUSH BC ; Save the BC Registers
PUSH DE ; Save the DE Registers
PUSH HL ; Save the HL Registers
LD A,0x1F ; Set for ROM in Page A
OUT (LMPR),A ;
;
Key_Loop: CALL JREADKEY ; Read the Keyboard (Zero if no key)
JR Z,Key_Loop ; If no key pressed, then loop
;
No_Key_Loop: CALL JREADKEY ; Read the Keyboard (Zero if no key)
JR NZ,No_Key_Loop ; If key still pressed, then loop
;
DI ; Disable Interuprts
;
Scr_Page: LD A,0 ; Place holder for the Screen Page...
; ...The 0 will be overwritten above once we know where it is...
OUT (LMPR),A ; Page the Screen into the relevant Page
POP HL ; Retrieve the HL Registers
POP DE ; Retrieve the DE Registers
POP BC ; Retrieve the BC Registers
RET ;
;
; ***********************************************************************************
; * *
; * Sprites *
; * *
; ***********************************************************************************
;
Sprite1_1: DEFB 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF
Sprite1_2: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_3: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_4: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_5: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_6: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_7: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_8: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_9: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_10: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_11: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_12: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_13: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_14: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_15: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_16: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_17: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_18: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_19: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_20: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_21: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_22: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_23: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_24: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_25: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_26: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_27: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_28: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_29: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_30: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_31: DEFB 0xF4, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x4F
Sprite1_32: DEFB 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF
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