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sprite-studio.s
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sprite-studio.s
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;------------------------------------------------
;stale z adresami zmiennych strony zerowej
scraddr = $0002 ;wskazniki do roznych miejsc w
coladdr = $0004 ;pamieci kolorow i ekranowej
;na uzytek roznych funkcji
previewaddr = $0006 ;wyłącznie na użytek
;funkcji setuppreview
queuebegin = $0008 ;wskazniki na aktualny poczatek
queueend = $000a ;i koniec kolejki
spriteaddr = $00fb ;adres obecnego sprite'u
dataaddr = $00fd ;dla funkcji wczytywania
;i zapisywania
;------------------------------------------------
;stale z adresami funkcji kernal'a
scnkey = $ff9f
readst = $ffb7
setlfs = $ffba
setnam = $ffbd
open = $ffc0
close = $ffc3
chkin = $ffc6
chkout = $ffc9
clrchn = $ffcc
chrin = $ffcf
chrout = $ffd2
getin = $ffe4
clall = $ffe7
plot = $fff0
reset = $fffc
;------------------------------------------------
;STALE
;adresy sprite banku
bankmin = $3000
bankmax = $4000
;ktory kolor jest aktywny
spriteon = $02
multi0on = $01
multi1on = $03
bkgndon = $00
;jak dluga przerwa miedzy klatkami
;w animacji podgladu
animtimermax = $80
;------------------------------------------------
;------------------------------------------------
;MAKRA
;wypisuje stringa na ekranie
;adres stringa, pozycja wzgledem pamieci ekranu, dlugosc, kolor
print .macro
.block
ldx #0
loop
lda \1,x
sta 1024+\2,x
lda #\4
sta $d800+\2,x
inx
cpx \3
bne loop
.bend
.endm
;to samo co print tylko nie koloruje znakow
;adres stringa, pozycja wzgledem pamieci ekranu, dlugosc
write .macro
.block
ldx #0
loop
lda \1,x
sta 1024+\2,x
inx
cpx \3
bne loop
.bend
.endm
;obsluguje spowalniacze przyciskow
keytimermax = $88
spacetimer = 0
updowntimer = 1
leftrighttimer = 2
functiontimer = 3
;numer keytimer'a
handlekeytimer .macro
dec keytimer+\1
beq *+3
rts
lda #keytimermax
sta keytimer+\1
.endm
;rysuje ikone programu
;pozycja wzgledem lewej krawedzi, pozycja wzgledem gornej
drawprgicon .macro
ldx #80
stx 1024+(40*\2)+\1
inx
stx 1024+(40*\2)+\1+1
inx
stx 1024+(40*\2)+\1+2
inx
stx 1024+(40*\2)+\1+3
inx
stx 1024+(40*(\2+1))+\1
inx
stx 1024+(40*(\2+1))+\1+1
inx
stx 1024+(40*(\2+1))+\1+2
inx
stx 1024+(40*(\2+1))+\1+3
inx
stx 1024+(40*(\2+2))+\1
inx
stx 1024+(40*(\2+2))+\1+1
inx
stx 1024+(40*(\2+2))+\1+2
inx
stx 1024+(40*(\2+2))+\1+3
inx
stx 1024+(40*(\2+3))+\1
inx
stx 1024+(40*(\2+3))+\1+1
inx
stx 1024+(40*(\2+3))+\1+2
inx
stx 1024+(40*(\2+3))+\1+3
lda #12
sta $d800+(40*\2)+\1
sta $d800+(40*\2)+\1+1
sta $d800+(40*(\2+1))+\1
sta $d800+(40*(\2+1))+\1+1
sta $d800+(40*(\2+2))+\1
sta $d800+(40*(\2+2))+\1+1
sta $d800+(40*(\2+3))+\1
sta $d800+(40*(\2+3))+\1+1
lda #2
sta $d800+(40*\2)+\1+2
sta $d800+(40*\2)+\1+3
sta $d800+(40*(\2+1))+\1+2
sta $d800+(40*(\2+1))+\1+3
sta $d800+(40*(\2+2))+\1+2
sta $d800+(40*(\2+2))+\1+3
sta $d800+(40*(\2+3))+\1+2
sta $d800+(40*(\2+3))+\1+3
.endm
;------------------------------------------------
;------------------------------------------------
; KOD STARTOWY DLA BASICA
*=$801
basicstart
.byte $0C,$08,$0A,$00,$9E,$20,$31,$36,$33,$38,$34,$00,$00,$00
;------------------------------------------------
;------------------------------------------------
;$1000
;MUSIC
*=$1000
.offs $1000-*
music
.binary "Blade_Runner.dat",2
;------------------------------------------------
;------------------------------------------------
;zestaw niestandardowych znakow dla programu
*=$2000
.offs $2000-*
.binary "sprite-studio-chars.raw"
.binary "sprite-studio-chars-rev.raw"
;------------------------------------------------
;------------------------------------------------
;sprite'y na uzytek samego programu
*=$2800
.offs $2800-*
cursorsprite
.binary "cursor-sprites.raw"
;------------------------------------------------
;------------------------------------------------
;ZMIENNE
clipboard ;trzymac tutaj wyrownane do 64 bajtow
.repeat 64, $00
clipflag
.byte $00
cursorx
.byte $00
cursory
.byte $00
multimode
.byte $01
gridmode
.byte $00
animationmode
.byte $01
overlaymode
.byte $01
addrlock
.byte $00
sprite0base
.byte $c0
sprite1base
.byte $c0
sprite2base
.byte $c0
sprite3base
.byte $c0
animtimer
.byte animtimermax
addrindex ;wartosc bcd x*64=adres sprite
.byte $92, $01
spritecol
.byte $02
multi0col
.byte $0f
multi1col
.byte $01
bkgndcol
.byte $00
curcol ;spojrz stale na poczatku
.byte $02
basecol ;dla funkcji floodfillmulti
.byte $00
spriteindex
.byte $00
spritebyte
.byte $00
tmpbyte
.byte $00,$00,$00
bitmask
.byte $00
bitcounter
.byte $00
counter3 ;żeby zliczać do trzech we funkcji
.byte $00 ;drawcanvasmulti i drawcanvassingle
canvaschar0 ;dla trybu single color
.byte 160
;dwa znaki dla trybu multi color
canvaschar1
.byte 160
canvaschar2
.byte 160
mkeylock
.byte $00
gkeylock
.byte $00
fkeylock ;flip horizontal
.byte $00
shiftfkeylock ;flip vertical
.byte $00
pluskeylock
.byte $00
minuskeylock
.byte $00
akeylock
.byte $00
shiftakeylock
.byte $00
okeylock
.byte $00
shiftokeylock
.byte $00
lkeylock
.byte $00
cbmlkeylock ;load
.byte $00
cbmskeylock ;save
.byte $00
cbmdkeylock ;disk dir view
.byte $00
cbmxkeylock ;cut
.byte $00
cbmckeylock ;copy
.byte $00
cbmvkeylock ;paste
.byte $00
cbmcommakeylock ;slide left
.byte $00
cbmperiodkeylock ;slide right
.byte $00
cbmcolonkeylock ;slide down
.byte $00
cbmapekeylock ;slide up
.byte $00
keytimer
.repeat 4, keytimermax
filename
.repeat 22, $00
filenamelen
.byte $00
notstudio64str
.screen "error: not a sprite studio 64 file "
nodevstr
.screen "error: device not present "
invalidstr
.screen "error: maybe invalid file "
cantwritestr
.screen "error: error while writing to file "
emptystr
.screen " "
errormsglen
.byte *-emptystr
getfilestr
.screen "filename: "
getfilestrlen
.byte *-getfilestr
spritestr
.screen "sprite color "
spritestrlen
.byte *-spritestr
multi0str
.screen "multi-0 color"
multi0strlen
.byte *-multi0str
multi1str
.screen "multi-1 color"
multi1strlen
.byte *-multi1str
bkgndstr
.screen "bkgnd color "
bkgndstrlen
.byte *-bkgndstr
modestr
.screen "multicolor: "
modestrlen
.byte *-modestr
gridstr
.screen "grid: "
gridstrlen
.byte *-gridstr
addrstr
.screen "address:"
addrstrlen
.byte *-addrstr
coordstr
.screen "x: y:"
coordstrlen
.byte *-coordstr
animationstr
.screen "animation:"
animationstrlen
.byte *-animationstr
overlaystr
.screen "overlay:"
overlaystrlen
.byte *-overlaystr
lockstr
.screen "addr lock:"
lockstrlen
.byte *-lockstr
prgnamestr
.screen "sprite studio 64"
prgnamestrlen
.byte *-prgnamestr
versionstr
.screen "ver. 1.2"
versionstrlen
.byte *-versionstr
copyleftstr
.screen "(c) 2024 by tobiasz stamborski"
copyleftstrlen
.byte *-copyleftstr
musicstr
.screen "music by raik picheta"
musicstrlen
.byte *-musicstr
advocacystr
.screen "pocket knife among sprite editors!"
advocacystrlen
.byte *-advocacystr
splashinfostr
.screen "hit space to continue"
splashinfostrlen
.byte *-splashinfostr
;------------------------------------------------
;------------------------------------------------
;1 kB pamieci zarezerwowany na kolejke
;dla algorytmu floodfill.
*=$2c00
.offs $2c00-*
queuearea
.repeat 1024, $00
;------------------------------------------------
;------------------------------------------------
;$3000 - $4000
;IS SPRITE BANK
*=$3000
.offs $3000-*
.binary "default-spritebank.raw"
;------------------------------------------------
;------------------------------------------------
; GŁÓWNY KOD PROGRAMU
*=$4000
.offs $4000-*
init
lda #0
sta $d021 ;ekran na czarno
sta $d020
lda #$30
sta spriteaddr+1
lda #$00
sta spriteaddr
jsr initcharset
jsr showsplash ;splash screen
jsr clrscr
jsr draweditborder
jsr setupall
jsr setupmusic
jsr setupirqstd
mainloop
jsr readkeyboard
jsr readjoy
jsr updatecursor
jsr updatepreview
jmp mainloop
rts
;------------------------------------------------
showsplash
.block
lda #1
sta $d021
jsr clrscr
#drawprgicon 4,4
#print prgnamestr,(40*4)+9, prgnamestrlen,0
#print versionstr,(40*6)+9, versionstrlen,0
#print copyleftstr,(40*8)+9, copyleftstrlen,0
#print musicstr,(40*10)+9, musicstrlen,0
#print advocacystr,(40*16)+3, advocacystrlen,0
#print splashinfostr,(40*23)+9, splashinfostrlen,0
sei
lda #%11111111
sta $dc02
lda #%00000000
sta $dc03
loop1
lda #%01111111 ;7
sta $dc00
lda $dc01
and #%00010000 ;spacja
bne loop1
loop2
lda $dc01
and #%00010000 ;spacja
beq loop2
cli
lda #0
sta $d021
rts
.bend
;------------------------------------------------
drawpreviewbg
.block
ldx #0
line0
lda #75
sta $400+520+29,x
lda bkgndcol
sta $d800+520+29,x
inx
cpx #6
bne line0
ldx #0
lda #<($400+560+29)
sta scraddr
lda #>($400+560+29)
sta scraddr+1
lda #<($d800+560+29)
sta coladdr
lda #>($d800+560+29)
sta coladdr+1
majorloop
ldy #0
minorloop
lda #69
sta (scraddr),y
lda bkgndcol
sta (coladdr),y
iny
cpy #6
bne minorloop
lda scraddr
clc
adc #40
sta scraddr
bcc *+4
inc scraddr+1
lda coladdr
clc
adc #40
sta coladdr
bcc *+4
inc coladdr+1
inx
cpx #5
bne majorloop
rts
.bend
setuppreview
.block
lda addrlock
cmp #0
bne *+10
lda spriteaddr
sta previewaddr
lda spriteaddr+1
sta previewaddr+1
;wskazniki
jsr div64addr
sta 2040
sta sprite0base
clc
adc animationmode
sta 2041
sta sprite1base
clc
adc animationmode
sta 2042
sta sprite2base
clc
adc animationmode
sta 2043
sta sprite3base
;wspolrzedne
lda $d010
ora #%00001111
sta $d010
lda #0
sta $d000
sta $d002
sta $d004
sta $d006
lda #160
sta $d001
sta $d003
sta $d005
sta $d007
;podwojna wysokosc/szerokosc
lda #%00001111
sta $d017
sta $d01d
lda previewaddr
sta dataaddr
lda previewaddr+1
sta dataaddr+1
;ustawic kolor
ldy #63
lda (dataaddr),y
sta $d027
;single/multi color
jsr loadmultifrom
cmp #0
bne *+13
lda $d01c
and #%11111110
sta $d01c
jmp *+11
lda $d01c
ora #%00000001
sta $d01c
;natepny sprite
ldx #0
loop1
lda dataaddr
clc
adc #$40
sta dataaddr
bcc *+4
inc dataaddr+1
inx
cpx animationmode
bne loop1
;ustawic kolor
ldy #63
lda (dataaddr),y
sta $d028
;single/multi color
jsr loadmultifrom
cmp #0
bne *+13
lda $d01c
and #%11111101
sta $d01c
jmp *+11
lda $d01c
ora #%00000010
sta $d01c
;natepny sprite
ldx #0
loop2
lda dataaddr
clc
adc #$40
sta dataaddr
bcc *+4
inc dataaddr+1
inx
cpx animationmode
bne loop2
;ustawic kolor
ldy #63
lda (dataaddr),y
sta $d029
;single/multi color
jsr loadmultifrom
cmp #0
bne *+13
lda $d01c
and #%11111011
sta $d01c
jmp *+11
lda $d01c
ora #%00000100
sta $d01c
;natepny sprite
ldx #0
loop3
lda dataaddr
clc
adc #$40
sta dataaddr
bcc *+4
inc dataaddr+1
inx
cpx animationmode
bne loop3
;ustawic kolor
ldy #63
lda (dataaddr),y
sta $d02a
;single/multi color
jsr loadmultifrom
cmp #0
bne *+13
lda $d01c
and #%11110111
sta $d01c
jmp *+11
lda $d01c
ora #%00001000
sta $d01c
;natepny sprite
ldx #0
loop4
lda dataaddr
clc
adc #$40
sta dataaddr
bcc *+4
inc dataaddr+1
inx
cpx animationmode
bne loop4
lda multi0col
sta $d025
lda multi1col
sta $d026
;enable
lda #$80
sta $d015
ldx #0
lda #$01
sta tmpbyte
enable
lda $d015
ora tmpbyte
sta $d015
asl tmpbyte
inx
cpx overlaymode
bne enable
rts
.bend
;pobiera tryb multicolor - 0 lub 1
;dla sprite z adresu dataaddr
loadmultifrom
.block
ldy #63
lda (dataaddr),y
lsr
lsr
lsr
lsr
lsr
lsr
lsr
rts
.bend
;dzieli adres sprite (previewaddr)
;przez 64
;a = wynik
div64addr
.block
lda previewaddr
sta scraddr
lda previewaddr+1
sta scraddr+1
ldx #0
loop
lda scraddr
sec
sbc #64
inx
sta scraddr
bcs loop
dec scraddr+1
bpl loop
dex
txa
rts
.bend
updatepreview
lda animationmode
cmp #1
bne *+3
rts
dec animtimer
beq *+3
rts
lda #animtimermax
sta animtimer
lda sprite0base
clc
adc animationmode
sta tmpbyte
inc 2040
lda 2040
cmp tmpbyte
bne *+8
lda sprite0base
sta 2040
lda sprite1base
clc
adc animationmode
sta tmpbyte
inc 2041
lda 2041
cmp tmpbyte
bne *+8
lda sprite1base
sta 2041
lda sprite2base
clc
adc animationmode
sta tmpbyte
inc 2042
lda 2042
cmp tmpbyte
bne *+8
lda sprite2base
sta 2042
lda sprite3base
clc
adc animationmode
sta tmpbyte
inc 2043
lda 2043
cmp tmpbyte
bne *+8
lda sprite3base
sta 2043
rts
;------------------------------------------------
setupcursor
.block
;wskaznik
lda #cursorsprite/$40
sta 2047
;multi/single color
lda multimode
cmp #0
beq *+13
inc 2047
lda #16
sta tmpbyte
jmp *+8
lda #8
sta tmpbyte
;wspolrzedne
lda #24+8
ldx cursorx
loop1
clc
adc tmpbyte
dex
bne loop1
sta $d00e
lda #50+8
ldx cursory
loop2
clc
adc #8
dex
bne loop2
sta $d00f
;ustawic single color dla tego sprite
lda $d01c
and #%01111111
sta $d01c
;enable
lda $d015
ora #%10000000
sta $d015
;wypisac wspolrzedne na ekranie
jsr drawcoord
rts
.bend
updatecursor
inc $d02e
bne *+5
inc $d02e
rts
;------------------------------------------------
setupall
jsr readmultimode
jsr drawoptions
jsr setupcursor
jsr readspritecol
jsr correctcolchoose
jsr drawaddress
jsr drawcanvas
jsr drawprevopts
jsr drawpreviewbg
jsr setuppreview
rts
;------------------------------------------------
draweditborder
.block
;obramowanie pola edycji
lda #64 ;rogi
sta 1024
lda #66
sta 1024+24+1
lda #72
sta 1024+(22*40)
lda #74
sta 1024+(22*40)+24+1
lda #65 ;gora
ldx #0
drawloop1
sta 1024+1,x
inx
cpx #24
bne drawloop1
lda #73 ;dol
ldx #0
drawloop2
sta 1024+(22*40)+1,x
inx
cpx #24
bne drawloop2
lda #$04 ;lewy bok
sta scraddr+1
lda #$28
sta scraddr
ldy #0
ldx #21
drawloop3
lda #68
sta (scraddr),y
clc
lda scraddr
adc #40
bcc *+4
inc scraddr+1
sta scraddr
dex
bne drawloop3
lda #$04 ;prawy bok
sta scraddr+1
lda #$41
sta scraddr
ldy #0
ldx #21
drawloop4
lda #70
sta (scraddr),y
clc
lda scraddr
adc #40
bcc *+4
inc scraddr+1
sta scraddr