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- ;-------T-------T------------------------T----------------------------------;
- ;3D STARFIELD
- ;------------
- ;This is a demo of a triple buffered starfield. I didn't orginally write
- ;this starfield code, but it was very old so it needed a fair bit of
- ;cleaning up to work with the library. It now runs in 4 colours for a
- ;little more depth too...
-
- INCDIR "INCLUDES:"
- INCLUDE "exec/exec_lib.i"
- INCLUDE "games/games_lib.i"
- INCLUDE "games/games.i
-
- CALL MACRO
- jsr _LVO\1(a6)
- ENDM
-
- NSTARS = 800 ;Number of stars
-
- XSPEED = -4
- YSPEED = 6
- ZSPEED = 2
-
- SCR_HEIGHT = 256
- SCR_WIDTH = 320
-
- SECTION "Stars",CODE
-
- ;==========================================================================;
- ; INITIALISE DEMO
- ;==========================================================================;
-
- Start: MOVEM.L A0-A6/D1-D7,-(SP)
- move.l ($4).w,a6
- lea GMS_Name(pc),a1
- moveq #$00,d0
- CALL OpenLibrary
- move.l d0,GMS_Base
- beq Quit
-
- move.l GMS_Base(pc),a6
- sub.l a0,a0
- CALL SetUserPrefs
-
- lea Screen(pc),a0
- CALL AddScreen
- tst.l d0
- bne Error
-
- CALL ShowScreen
-
- ;==========================================================================;
-
- ;==========================================================================;
-
- ;Randomize star coordinates
-
- lea StarCoords,a0 ;a0 = Ptr to star co-ordinates.
- move.w #NSTARS-1,d7
- .loop1 move.w #8192,d1
- CALL SlowRandom
- move.w d0,(a0)+
- CALL SlowRandom
- move.w d0,(a0)+
- CALL SlowRandom
- move.w d0,(a0)+
- dbra d7,.loop1
-
- ;Construct perspective table
-
- lea PersTable,a0 ;a0 = ptr to perspective table.
- moveq #0,d1 ;d1 = Starting at 0.
- .loop2 move.l #$95FFFF,d2 ;d2 = $95FFFF
- move.l d1,d3 ;d3 = d1
- add.w #300,d3 ;d3 = ++300
- divu d3,d2 ;d2 = ($95ffff)/d3
- move.w d2,(a0)+ ;a0 = d2+
- addq.w #1,d1 ;d1 = ++1
- cmp.w #8192,d1 ;d1 = Equal to 8192?
- bne.s .loop2
-
- ;Construct plot tables for fast drawing.
-
- lea PlotXTable,a0 ;a0 = X table - byte positions.
- lea PlotBTable,a1 ;a1 = Bit table (X related).
- lea PlotYTable,a2 ;a2 = Y table - line position.
- moveq #0,d0 ;d0 = 00
- .loop3 move.w d0,d1 ;d1 = d0
- lsr.w #3,d1 ;d1 = (d0)<<3
- move.w d1,(a0)+ ;a0 = d1+
-
- move.w d0,d1 ;d1 = d0
- eor.w #$FFFF,d1 ;d1 = (d0) eor $ffff
- and.w #%00000111,d1 ;d1 = &%00000111
- move.w d1,(a1)+ ;a1 = BitSet++
-
- cmp.w #SCR_HEIGHT,d0 ;Write out the Y values for the
- bge.s .plot2 ;table.
- move.w d0,d1 ;d1 = Line Number.
- mulu #80,d1 ;d1 = (LineNumber)*80
- move.w d1,(a2)+ ;a2 = (LineNumber*80)++
-
- .plot2 addq.w #1,d0
- cmp.w #SCR_WIDTH,d0
- bne.s .loop3
-
- ;==========================================================================;
- ; MAIN LOOP
- ;==========================================================================;
-
- Main: move.l GMS_Base(pc),a6
- CALL WaitSVBL
-
- lea Screen(pc),a0
- CALL SwapBuffers
-
- ;==========================================================================;
- ; STAR ANIMATION
- ;==========================================================================;
-
- movem.w StarXPos(pc),d0/d1/d2 ;MV = d0/d1/d2 = XPos/YPos/ZPos
- add.w #XSPEED,d0 ;d0 = (StarXPos)+XSPEED
- add.w #YSPEED,d1 ;d1 = (StarYPos)+YSPEED
- add.w #ZSPEED,d2 ;d2 = (StarZPos)+ZSPEED
- and.w #%0000011111111111,d0
- and.w #%0000011111111111,d1
- and.w #%0000011111111111,d2
- movem.w d0/d1/d2,StarXPos
-
- lea Sinus(pc),a0 ;a0 = Sinus table.
- movem.w StarXAdd(pc),d3/d4/d5 ;MV = d3/d4/d5 : X/Y/Z
- add.w (a0,d0.w),d3
- add.w (a0,d1.w),d4
- add.w (a0,d2.w),d5
- movem.w d3/d4/d5,StarXAdd
-
- ;===========================================================================;
- ; SCREEN CLEAR
- ;===========================================================================;
-
- move.l GMS_Base(pc),a6
- lea Screen(pc),a0
- moveq #BUFFER3,d0
- CALL ClrScreen
-
- ;==========================================================================;
- ; DRAW STARS
- ;==========================================================================;
-
- lea StarCoords,a0 ;Draw starfield
- lea PersTable,a1
- lea PlotXTable,a2
- lea PlotBTable,a3
- lea PlotYTable,a4
- move.l Screen+GS_MemPtr2(pc),a6
-
- movem.w StarXAdd(pc),d3/d4/d5 ;MV = d3/d4/d5 : ?
- add.w #4096,d3 ;d3 = ++4096
- add.w #4096,d4 ;d4 = ++4096
-
- move.w #NSTARS-1,d7
-
- .draw1 movem.w (a0)+,d0/d1/d2 ;MV = d0/d1/d2 : XPos/YPos/ZPos.
- add.w d3,d0 ;Increase XPos.
- and.w #8191,d0 ;d0 = And'd
- sub.w #4096,d0 ;d0 = --4096
-
- add.w d4,d1 ;Y-movement
- and.w #8191,d1 ;d1 = And'd
- sub.w #4096,d1 ;d1 = --4096
-
- add.w d5,d2 ;Z-movement
- and.w #8191,d2
- add.w d2,d2 ;d2 = *2 [word]
- move.w (a1,d2.w),d6 ;d6 = Read from Perspective table.
-
- muls d6,d0 ;X-projection
- swap d0
- add.w #176,d0
-
- cmp.w #SCR_WIDTH-1,d0
- bhi.s .nodraw
- muls d6,d1 ;Y-projection
- swap d1
- add.w #136,d1
- cmp.w #SCR_HEIGHT-1,d1
- bhi.s .nodraw
-
- add.w d0,d0 ;d0 = *2 [word]
- add.w d1,d1 ;d1 = *2 [word]
- move.w (a4,d1.w),d6 ;d6 = Plot Y.
- add.w (a2,d0.w),d6 ;d6 = ++PlotX.
- move.w (a3,d0.w),d0 ;d0 = BitValue.
-
- cmp.w #7000,d2 ;Now draw the star according to
- bgt.s .draw2 ;its position in the Z axis.
- bset d0,(a6,d6.w)
- dbra d7,.draw1
- bra.s .done
-
- .draw2 cmp.w #13000,d2
- bgt.s .draw3
- bset d0,40(a6,d6.w)
- dbra d7,.draw1
- bra.s .done
-
- .draw3 bset d0,(a6,d6.w)
- bset d0,40(a6,d6.w)
- .nodraw dbra d7,.draw1
-
- .done move.l GMS_Base(pc),a6
- moveq #JPORT1,d0 ;Read from port 1 (mouse).
- moveq #JT_ZBXY,d1
- CALL ReadJoyPort ;Go get joystick status.
- btst #MB_LMB,d0
- beq Main
-
- ;===========================================================================;
- ; RETURN TO DOS
- ;===========================================================================;
-
- move.l GMS_Base(pc),a6
- lea Screen(pc),a0
- CALL DeleteScreen
- Error move.l GMS_Base(pc),a1
- move.l ($4).w,a6
- CALL CloseLibrary
- Quit MOVEM.L (SP)+,A0-A6/D1-D7
- moveq #$00,d0
- rts
-
- ;===========================================================================;
- ; DATA
- ;===========================================================================;
-
- GMS_Name:
- dc.b "games.library",0
- even
- GMS_Base:
- dc.l 0
-
- AMT_PLANES = 2
-
- Screen: dc.l GSV1,0
- dc.l 0,0,0 ;Screen memory 1/2/3.
- dc.l 0 ;Screen link.
- dc.l .Palette ;Address of screen palette.
- dc.l 0 ;Address of rasterlist.
- dc.l 4 ;Amount of colours in palette.
- dc.w 320,256 ;Screen Width and Height.
- dc.w 0,0,0 ;Picture Width/8 and Height.
- dc.w AMT_PLANES ;Amount of planes.
- dc.w 0,0 ;X/Y screen offset.
- dc.w 0,0 ;X/Y picture offset.
- dc.l TPLBUFFER ;Special attributes.
- dc.w LORES|COL12BIT ;Screen mode.
- dc.w INTERLEAVED ;Screen type
- even
-
- .Palette
- dc.w $0000,$0DDD,$0666,$0222
-
- ;===========================================================================;
- ; STAR DATA
- ;===========================================================================;
-
- StarXAdd dc.w 33 ;Star stuff
- StarYAdd dc.w 12
- StarZAdd dc.w -114
-
- StarXPos dc.w 0 ;Sinus positions
- StarYPos dc.w 310
- StarZPos dc.w 1280
-
- INCLUDE "GAMESLIB:source/asm/demos/StarSinus.i"
-
- SECTION Storage,BSS
-
- StarCoords
- ds.w NSTARS*3 ;Star coordinates
-
- PersTable
- ds.w 8192 ;Perspective table
-
- PlotXTable ds.w SCR_WIDTH ;Plot tables
- PlotBTable ds.w SCR_WIDTH
- PlotYTable ds.w SCR_HEIGHT
-
-