graphics tweaks

This commit is contained in:
2026-07-21 16:46:09 +02:00
parent c703d8b5f3
commit 8420213065
13 changed files with 1131 additions and 290 deletions
+40 -7
View File
@@ -9,11 +9,25 @@ BORDER = $d020 ; border color register
BG = $d021 ; background color register
SCREEN = $0400 ; screen RAM (40x25 chars)
COLRAM = $d800 ; color RAM
SPR_EN = $d015 ; sprite enable bits (parked at 0)
SCRCTL = $d011 ; control 1: raster msb, y-scroll
SPR_EN = $d015 ; sprite enable bits
SPRX0 = $d000 ; sprite 0 x (x/y pairs go up from here)
SPRY0 = $d001 ; sprite 0 y
SPRMSB = $d010 ; 9th x position bit of each sprite
SPRDBLY = $d017 ; sprite y expand
VMCSB = $d018 ; memory setup: screen + charset base
SPRPRI = $d01b ; sprite/background priority
SPRMCEN = $d01c ; sprite multicolor enable
SPRDBLX = $d01d ; sprite x expand
SPRCOL = $d027 ; sprite colors, 8 registers
CPUPORT = $01 ; 6510 port: ROM/RAM banking
CIA1_PA = $dc00 ; CIA1 port A: keyboard columns / joystick 2
CIA1_PB = $dc01 ; CIA1 port B: keyboard rows / joystick 1
CIA1_TA = $dc04 ; CIA1 timer A low byte: free-running entropy
CHARSET = $3800 ; RAM charset: ROM font + the custom tiles
SPRPTR = SCREEN + $3f8 ; sprite shape pointers
; ---- SID registers (single-voice SFX driver) ----
SID_V1FL = $d400 ; voice 1 frequency low
SID_V1FH = $d401 ; voice 1 frequency high
@@ -71,16 +85,24 @@ MAZE_CH = 11 ; cells down
NCELLS = MAZE_CW * MAZE_CH
NENEMIES = 4
CH_WALL = $a0 ; inverse space: solid wall block
; ---- characters (the custom tiles live in the RAM charset) ----
CH_WALL = $e0 ; brick block: spinnable wall piece
CH_POST = $e1 ; bolted plate: fixed pivot post
CH_EXIT = $e2 ; the portal out (4 animated glyph frames)
CH_FLOOR = $20 ; space: corridor
CH_EXIT = $5a ; diamond: the goal
CH_PLAYER = $51 ; filled ball: the runner
CH_ENEMY = $57 ; open circle: an enemy
CH_SHOT = $2a ; asterisk: the runner's bullet
CH_BAR = $e3 ; 7 chars: a bar cell 1-7 pixels full
; ---- the actors are hardware sprites ----
SP_RUN = 0 ; player 1, the runner
SP_CUR = 1 ; player 2, the corner cursor
SP_SHOT = 2 ; the optional bullet
SP_EN = 3 ; the enemies ride sprites 3-6
COL_WALL = MGREY ; spinnable wall pieces
COL_POST = DGREY ; fixed pivot posts
COL_EXIT = LGREEN ; the exit diamond
COL_EXIT = LGREEN ; the exit portal
COL_HILITE = YELLOW ; walls the cursor's spin would move
STATCOL = BLUE ; background band behind the status row
; ---- game timing ----
REP_HOLD = 10 ; runner: frames before a held dir repeats
@@ -90,6 +112,7 @@ CREP_PERIOD = 7
COOL_TIME = 160 ; spin cooldown option: recharge frames
RESPAWN_TIME = 150 ; gun option: frames until a hit enemy returns
RAS_SYNC = 251 ; raster line polled for the frame sync
BUILD_STEPS = 8 ; maze carve animation: generator steps a frame
; ---- zero page pointers (same slots as rabbitc64) ----
txtlo = $f5 ; text pointer for the print routines (2 bytes)
@@ -140,3 +163,13 @@ colhi = $fe
lda #>.addr
sta updvec+1
}
; ---- leave the current screen: fade to black, then run the
; init routine of the next one ----
!macro fadeto .addr {
lda #<.addr
sta fadevec
lda #>.addr
sta fadevec+1
jmp fade_start
}