Pieces Finally Coming Together
(This is part four of the chronicle of my Retrochallenge 2015/01 submission, which is to port the modern-day Apple II game, Structris, to the Atari 8-bit home computer using an obscure language called PL65. The mediocrity starts here.)
This week I added a lot of code that couldn’t easily be tested individually. It’s the code that derives which Tetris piece will be generated based on the profile underneath the player’s current position. For a long while, just part of a single Tetris piece would appear at the top of the playfield and smear down the screen.
A late Friday/early Saturday debugging session delivered magical results. One correction to a variable assignment made things go from “nothing works” to “everything works” (well, everything I’ve put in up to now).
From watching the video, several annoyances are immediately apparent:
- The scroll routine is still unoptimized and the pieces shear as the pixels are moved down the screen
- The player’s blip is barely visible. The scroll routine is taking too long and the other routines seem to be running very quickly. I’m following Martin’s original algorithm which has the player’s blip invisible during the scroll routine and visible during the “derive next piece” routines.
Mind If I Crash Here
Earlier in the week, it was looking very dark when my project was causing the Atari to immediately crash. I started commenting out blocks of code in an attempt to narrow down the culprit. Nothing I changed in the code would alleviate the error. At one point my wife was reminding me that I didn’t *have* to finish the project. And I was beginning to listen.
The whole time I was assuming something was wrong in my code, but it turned out something on the floppy disk image or with BeweDOS had gotten corrupted. I’m sure I’m to blame. I’d gotten into the habit of rebooting the emulator whenever I saw a compilation error appear. I realize now, this is probably a bad thing to do when the Atari is writing to the disk.
Code Dump
Here’s the current state of my source code. With the intent of keeping the feel of the original Apple II game and (selfishly) to help finish this in a short timeframe, many of the critical algorithms were lifted straight from Martin Haye’s Applesoft BASIC source code.
INCLUDE D:GRAPHICS.LIB INCLUDE D:PEEKPOKE.LIB ! MEMORY MAP BYTE DL[490] = $8DA0 BYTE FRAME_TEXT[120] = $9F86 BYTE FRAME_GR[5120] = $A000 ! GLOBALS INT SCORE, LV, OX INT ORIGIN BYTE WELL, FLOOR BYTE W, HEIGHT, MH, CX, CY, M, X, Y BYTE H0, HL, HR, HB BYTE RG, RC, RD BYTE CI, BL, B0, BR, SL, SX, SR BYTE H[22] POINTER P1, P2, P3, P4 BYTE V1 BASED P1 BYTE V2 BASED P2 BYTE V3 BASED P3 BYTE V4 BASED P4 BYTE KEYCH = $02FC ! SYMBOLS CONST GRWIDTH = $20 CONST LMARGN = $52 CONST ROWCRS = $54 CONST COLCRS = $55 CONST SAVMSC = $58 CONST CRSINH = $02F0 CONST SDMCTL = $022F CONST SDLIST = $0230 CONST GPRIOR = $026F CONST PCOLR0 = $02C0 CONST PCOLR1 = $02C1 CONST PCOLR2 = $02C2 CONST PCOLR3 = $02C3 CONST COLOR0 = $02C4 CONST COLOR1 = $02C5 CONST COLOR2 = $02C6 CONST COLOR3 = $02C7 CONST COLOR4 = $02C8 !CONST KEYCH = $02FC ! HARDWARE REGISTERS CONST COLPM0 = $D012 CONST COLPM1 = $D013 CONST COLPM2 = $D014 CONST COLPM3 = $D015 CONST COLPF0 = $D016 CONST COLPF1 = $D017 CONST COLPF2 = $D018 CONST COLPF3 = $D019 CONST COLBK = $D01A CONST PRIOR = $D01B CONST WSYNC = $D40A ! COLORS CONST BLACK = $00 CONST GRAY = $08 CONST WHITE = $0F CONST YELLOW = $2C CONST ORANGE = $36 CONST PURPLE = $54 CONST PINK = $5C CONST DKBLUE = $64 CONST LTBLUE = $8C CONST BLUE = $84 CONST GREEN = $C6 !--------------------------------------- ! DISPLAY LIST INTERRUPTS !--------------------------------------- CONST DUMMY=@ @=$8B00 INTERRUPT DLINT1() INT VDSLST = $0200 BEGIN STA WSYNC LDA $84 STA PRIOR LDA #ORANGE STA COLPF1 LDA #YELLOW STA COLPF2 LDA #GRAY STA COLBK VDSLST = $8C00 END @=$8C00 INTERRUPT DLINT2() INT VDSLST = $0200 BEGIN STA WSYNC LDA #$00 STA PRIOR LDA #WHITE STA COLPF1 LDA #BLACK STA COLPF2 STA COLBK VDSLST = $8B00 END @=DUMMY !--------------------------------------- ! DISPLAY INTERRUPT ENABLE !--------------------------------------- PROC DLI_ENABLE() INT VDSLST = $0200 BYTE NMIEN = $D40E BEGIN VDSLST = $8B00 NMIEN = $C0 END !--------------------------------------- ! DISPLAY INTERRUPT DISABLE !--------------------------------------- PROC DLI_DISABLE() BYTE NMIEN = $D40E BEGIN NMIEN = $00 END !--------------------------------------- ! RND returns a random 16 bit number !--------------------------------------- FUNC RND*() BYTE RANDOM=$D20A BEGIN LDA RANDOM LDY RANDOM JSR PUSH END !--------------------------------------- ! RAND returns a random number ! in the range 0 to range-1 !--------------------------------------- FUNC RAND(BYTE range) BEGIN END RND()/(65535/range) !--------------------------------------- ! SET COLORS !--------------------------------------- PROC SET_COLORS() BEGIN POKE(PCOLR0, BLACK) POKE(PCOLR1, PURPLE) POKE(PCOLR2, BLUE) POKE(PCOLR3, DKBLUE) POKE(COLOR0, PINK) POKE(COLOR1, ORANGE) POKE(COLOR2, YELLOW) POKE(COLOR3, GREEN) POKE(COLOR4, GRAY) END !--------------------------------------- ! SET DISPLAY LIST !--------------------------------------- PROC SET_DL() INT I, J, K, GR_ADR BEGIN POKE(SDMCTL,$00) DLI_DISABLE() GR_ADR = .FRAME_GR ! 2x 8 BLANK SCANLINES ! 1x 8 BLANK SCANLINES & DLI DL[0] = $70 DL[1] = $70 DL[2] = $F0 ! 160 LINES OF MODE 10 ! EACH SET OF 4 SCANLINES ! POINT TO SAME MEMORY RANGE K = 3 FOR I = 0 TO 39 DO FOR J = 0 TO 3 DO DL[K] = $4F DOKE(.DL+K+1, GR_ADR) K = K + 3 NEXT GR_ADR = GR_ADR + $20 NEXT ! OVERWRITE LAST MODE F ADD DLI ! TO ENABLE NORMAL TEXT AT BOTTOM DL[K-3] = $CF ! TEXT FRAME DL[K+0] = $42 DOKE(.DL+K+1, .FRAME_TEXT) DL[K+3] = $02 DL[K+4] = $02 DL[K+5] = $02 ! JVB DL[K+6] = $41 DOKE(.DL+K+7, .DL) ! INSTALL NEW DISPLAY LIST ! 1. TURN OFF ANTIC ! 2. POINT TO NEW DISPLAY_LIST ! 3. TURN ON ANTIC POKE(SDMCTL,$00) DOKE(SDLIST,.DL) POKE(SDMCTL,$21) ! ENABLE GTIA MODE 10 POKE(GPRIOR,$84) POKE(PRIOR,$84) DLI_ENABLE() END !--------------------------------------- ! GET KEY !--------------------------------------- FUNC GET_KEY() BYTE KEY BEGIN CLOSE(1) OPEN(1,4,0,"K:") KEY = GET(1) CLOSE(1) END KEY !--------------------------------------- ! MYSTR !--------------------------------------- FUNC MYSTR$(INT NUM) STRING SBUFF$[16] BYTE A,B BYTE BASE BEGIN BASE = 10 SBUFF$[15] = "0"; A = 16 REPEAT DEC A B = NUM MOD BASE + 48 IF B >= 58 THEN B = B + 7 ENDIF NUM = NUM/BASE P1 = .SBUFF+A V1 = B UNTIL NUM = 0 END SBUFF$[A] !--------------------------------------- ! SET LEVEL !--------------------------------------- PROC SET_LEVEL(INT L) BEGIN LV = L WELL = LV MOD 10 IF WELL = 0 THEN WELL = 10 ENDIF FLOOR = 39 - 2 * WELL END !--------------------------------------- ! HOME !--------------------------------------- PROC HOME() BEGIN WRTLN(CHR$(125)) END !--------------------------------------- ! HELP SCREEN !--------------------------------------- PROC HELP_SCREEN() BYTE KEY BEGIN SETCOLOR(2,0,0) POKE(CRSINH,$FF) POKE(LMARGN,0) CR() HOME() WRTLN("WELCOME TO STRUCTRIS!") WRTLN("BY MARTIN HAYE, INTRO'D KFEST 2010") CR() CR() WRTLN("(FANCY OPENING SCREEN GOES HERE)") CR() CR() WRTLN("KEYS:") WRTLN(" I: UP") WRTLN(" J: LEFT") WRTLN(" K: RIGHT (ALTERNATE: L)") WRTLN(" M: DOWN") CR() WRTLN("BUILD UP THE TETRIS BLOCKS. YOU CANNOT") WRTLN("ROTATE THEM. EVIL PROGRAMMER LAUNCHES") WRTLN("BLOCKS WHERE YOU ARE TO TRAP YOU. DON'T") WRTLN("GET TRAPPED. FINISHED ROWS FALL AWAY.") CR() WRTLN("CLEAR ENOUGH ROWS: NEXT LEVEL! HARDER!") CR() WRTLN("HIT A KEY TO BEGIN THE TORTURE.") KEY = GET_KEY() POKE(CRSINH,0) END !--------------------------------------- ! INIT !--------------------------------------- PROC INIT() INT I BEGIN SET_LEVEL(1) DLI_ENABLE() SET_COLORS() SET_DL() END !--------------------------------------- ! CLEAR WELL !--------------------------------------- PROC CLEAR_WELL() INT I, J BEGIN P1 = .FRAME_GR FOR I = 0 TO 31 DO FOR J = 0 TO FLOOR DO V1 = $00 P1 = P1 + 1 NEXT NEXT END !--------------------------------------- ! LPLOT !--------------------------------------- PROC LPLOT (BYTE X, Y, C) BEGIN P1 = .FRAME_GR + $20 * Y + X V1 = C END !--------------------------------------- ! SCRN !--------------------------------------- FUNC SCRN (BYTE X, Y) BEGIN P1 = .FRAME_GR + $20 * Y + X END V1 !--------------------------------------- ! HLIN - PLOT HORIZ LINE AT Y=0 !--------------------------------------- PROC HLIN (BYTE X1, X2, C) BEGIN WHILE X1 <= X2 DO LPLOT(X1,1,C) INC X1 ENDWHILE END !--------------------------------------- ! LPRINT !--------------------------------------- PROC LPRINT(BYTE X, Y INT ADDR BYTE LEN) BEGIN P1 = .FRAME_TEXT + $20 * Y + X P2 = ADDR WHILE LEN > 0 DO V1 = V2 - $20 P1 = P1 + 1 P2 = P2 + 1 DEC LEN ENDWHILE END !--------------------------------------- ! PRINT LEVEL !--------------------------------------- PROC PRINT_LEVEL() BYTE D, L BEGIN LPRINT(12,0,"LEVEL: ") L = 1 IF LV >= 10 THEN L = 2 ENDIF IF LV >= 99 THEN L = 3 ENDIF D = LV MOD 10 + $10 POKE(.FRAME_TEXT + 17 + L, D) IF LV >= 10 THEN D = LV / 10 + $10 POKE(.FRAME_TEXT + 17 + L - 1, D) ENDIF IF LV >= 100 THEN D = (LV MOD 100) / 10 + $10 POKE(.FRAME_TEXT + 17 + L - 1, D) D = LV / 100 + $10 POKE(.FRAME_TEXT + 17 + L - 2, D) ENDIF END !--------------------------------------- ! DRAW WELL !--------------------------------------- PROC DRAW_WELL() BYTE X1, X2, Y1, Y2 INT I BEGIN X1 = WELL X2 = 31 - WELL Y1 = 41 - 2 * WELL - 1 Y2 = Y1 + 1 CLEAR_WELL() ! DRAW WALLS FOR I = 0 TO Y2 + 1 DO LPLOT(X1, I, $88) LPLOT(X2, I, $88) NEXT ! DRAW BLACK LINES OVER PREV WALLS FOR I = 0 TO Y2 DO LPLOT(X1-1, I, $00) LPLOT(X2+1, I, $00) NEXT ! DRAW CHECKBOARD1 FOR I = X1 + 1 TO X2 - 1 STEP 2 DO LPLOT(I, Y1, $88) LPLOT(I, Y2, $22) NEXT ! DRAW CHECKBOARD1 FOR I = X1 + 2 TO X2 - 1 STEP 2 DO LPLOT(I, Y1, $22) LPLOT(I, Y2, $88) NEXT PRINT_LEVEL() END !--------------------------------------- ! PRINT NUM CLEARED !--------------------------------------- PROC PRINT_NUM_CLEARED() BEGIN LPRINT (11, 2, "CLEARED ") END !--------------------------------------- ! LEVEL INIT !--------------------------------------- PROC LEVEL_INIT() INT I BEGIN ORIGIN = .FRAME_GR + 1249 - 63 * WELL W = 15 - LV HEIGHT = 20 - LV MH = HEIGHT - 1 OX = (32 - W * 2) / 2 M = 0; HB = 0 H[0] = -9 H[W + 1] = -9 FOR I = 1 TO W DO H[I] = 0 NEXT X = -99 CX = OX + W; CY = 37 - LV + 1 RG = 5 + LV * 2; RD = 0; RC = 0 DRAW_WELL() PRINT_NUM_CLEARED() END !--------------------------------------- ! SCROLL !--------------------------------------- PROC SCROLL() INT A1, A2 BYTE H, F BEGIN F = 0; H = 37 - LV A1 = ORIGIN A2 = A1 - 32 P1 = A1; P2 = A2; P3 = A1 + 1; P4 = A2 + 1 WHILE V1 <> $88 DO WHILE H > 0 DO IF F = 0 AND V1 = $00 THEN F = 1 ENDIF IF F = 1 THEN V1 = V2 V3 = V4 IF H = 1 THEN V2 = $00 V4 = $00 ENDIF ENDIF P1 = A2 P3 = A2 + 1 A2 = A2 - 32 P2 = A2 P4 = A2 + 1 DEC H ENDWHILE A1 = A1 + 2 A2 = A1 - 32 P1 = A1 P2 = A2 P3 = A1 + 1 P4 = A2 + 1 F = 0; H = 37 - LV ENDWHILE END !--------------------------------------- ! KB PROC !--------------------------------------- FUNC KB_PROC() BYTE RC BEGIN RC = 1 LPLOT(CX,CY,$00) SCROLL() IF SCRN(CX,CY) = $00 THEN CASE KEYCH OF $0D DO IF SCRN(CX, CY-1) = $00 AND CY > 1 THEN DEC CY ENDIF ENDOF OF $01 DO IF SCRN(CX-1, CY) = $00 THEN DEC CX ENDIF ENDOF OF $05 DO IF SCRN(CX, CY+1) = $00 THEN INC CY ENDIF ENDOF OF $44 DO IF SCRN(CX, CY+1) = $00 THEN INC CY ENDIF ENDOF OF $00 DO IF SCRN(CX+1, CY) = $00 THEN INC CX ENDIF ENDOF ENDCASE KEYCH = $FF ELSE IF SCRN(CX,CY+1) <> $00 THEN RC = 0 ENDIF INC CY ENDIF LPLOT(CX,CY,$66) END RC !--------------------------------------- ! PICK_X_COORD !--------------------------------------- PROC PICK_X_COORD() BYTE I BEGIN IF X > 128 THEN X = (CX - OX) / 2 + 1 ENDIF IF X > 128 OR X < 1 THEN X = -9 RETURN ENDIF IF X > W THEN X = -9 RETURN ENDIF IF X > 1 AND H[X-1] < H[X] THEN DEC X ELSE IF X < W AND H[X+1] < H[X] THEN INC X ENDIF ENDIF IF H[X] - HB < MH THEN INC M ENDIF END !--------------------------------------- ! CALC_SHAPE_CONSTRAINTS !--------------------------------------- PROC CALC_SHAPE_CONSTRAINTS() BEGIN H0 = H[X] HL = H[X-1] - H0 HR = H[X+1] - H0 IF HR > 3 THEN HR = 3 ENDIF IF HL > 3 THEN HL = 3 ENDIF INC M END !--------------------------------------- ! APPLY CHOSEN COORD !--------------------------------------- PROC APPLY_CHOSEN_COORD() BEGIN H[X-1] = H[X-1] + BL H[X] = H[X] + B0 H[X+1] = H[X+1] + BR SX = (X - 1) * 2 + OX IF BL = 0 THEN SL = 0 GOTO L745 ENDIF BL = BL * 3; SL = HL * 3 :L745 IF BR = 0 THEN GOTO L755 ENDIF BR = BR * 3; SR = HR * 3 :L755 B0 = B0 * 3 INC M END !--------------------------------------- ! CHOOSE_SHAPE !--------------------------------------- PROC CHOOSE_SHAPE() BYTE I BEGIN INC M I = HL * 4 + HR CASE I OF 0 DO CASE RAND(4) OF 0 DO CI = $11 BL = 1 B0 = 1 BR = 2 ENDOF OF 1 DO CI = $22 BL = 2 B0 = 1 BR = 1 ENDOF OF 2 DO CI = $66 BL = 1 B0 = 2 BR = 1 ENDOF OF 3 DO CI = $77 BL = 1 B0 = 1 BR = 1 ENDOF ENDCASE ENDOF OF 1 DO CI = $44 BL = 1 B0 = 2 BR = 1 ENDOF OF 2 DO CI = $22 BL = 0 B0 = 3 BR = 1 ENDOF OF 3 DO CASE RAND(3) OF 0 DO CI = $11 BL = 3 B0 = 1 BR = 0 ENDOF OF 1 DO CI = $22 BL = 1 B0 = 3 BR = 0 ENDOF OF 2 DO CI = $33 BL = 2 B0 = 2 BR = 0 ENDOF ENDCASE ENDOF OF 4 DO CI = $55 BL = 1 B0 = 2 BR = 1 ENDOF OF 5 DO CI = $66 BL = 1 B0 = 2 BR = 1 ENDOF OF 6 DO CASE RAND(2) OF 0 DO CI = $44 BL = 2 B0 = 2 BR = 0 ENDOF OF 0 DO CI = $66 BL = 1 B0 = 3 BR = 0 ENDOF ENDCASE ENDOF OF 7 DO CASE RAND(2) OF 0 DO CI = $44 BL = 2 B0 = 2 BR = 0 ENDOF OF 0 DO CI = $66 BL = 1 B0 = 3 BR = 0 ENDOF ENDCASE ENDOF OF 8 DO CI = $11 BL = 1 B0 = 3 BR = 0 ENDOF OF 9 DO CI = $11 BL = 1 B0 = 3 BR = 0 ENDOF OF 10 DO CASE RAND(2) OF 0 DO CI = $11 BL = 1 B0 = 3 BR = 0 ENDOF OF 1 DO CI = $22 BL = 0 B0 = 3 BR = 1 ENDOF ENDCASE ENDOF OF 11 DO CI = $11 BL = 1 B0 = 3 BR = 0 ENDOF OF 12 DO CASE RAND(3) OF 0 DO CI = $11 BL = 0 B0 = 3 BR = 1 ENDOF OF 1 DO CI = $22 BL = 0 B0 = 1 BR = 3 ENDOF OF 2 DO CI = $33 BL = 0 B0 = 2 BR = 2 ENDOF ENDCASE ENDOF OF 13 DO CASE RAND(2) OF 0 DO CI = $55 BL = 0 B0 = 2 BR = 2 ENDOF OF 1 DO CI = $66 BL = 0 B0 = 3 BR = 1 ENDOF ENDCASE ENDOF OF 14 DO CI = $22 BL = 0 B0 = 3 BR = 1 ENDOF OF 15 DO CI = $77 BL = 0 B0 = 3 BR = 0 ENDOF ENDCASE END !--------------------------------------- ! PLOT_A_LINE !--------------------------------------- PROC PLOT_A_LINE() BEGIN IF BL = 0 THEN GOTO L835 ENDIF IF SL > 0 AND SL < 128 THEN DEC SL GOTO L835 ENDIF DEC BL HLIN(SX-2,SX-1,CI) IF SL <> 0 THEN LPRINT (0,0,"WHOA!") ENDIF :L835 IF B0 = 0 THEN GOTO L850 ENDIF DEC B0 HLIN(SX,SX+1,CI) :L850 IF BR = 0 THEN GOTO L870 ENDIF IF SR > 0 AND SR < 128 THEN DEC SR GOTO L870 ENDIF DEC BR HLIN(SX+2,SX+3,CI) :L870 IF BL + B0 + BR = 0 THEN X = -99 M = 0 ENDIF END !--------------------------------------- ! MYDEBUG !--------------------------------------- PROC MYDEBUG() BEGIN LPRINT(0,0,"CX: ") LPRINT(3,0,MYSTR$(CX)) LPRINT(0,1,"CY: ") LPRINT(3,1,MYSTR$(CY)) LPRINT(0,2,"OX: ") LPRINT(3,2,MYSTR$(OX)) LPRINT(0,3,"W: ") LPRINT(3,3,MYSTR$(W)) LPRINT(6,0,"X: ") LPRINT(9,0,MYSTR$(X)) LPRINT(6,1,"HL: ") LPRINT(9,1,MYSTR$(HL)) LPRINT(6,2,"H0: ") LPRINT(9,2,MYSTR$(H0)) LPRINT(6,3,"HR: ") LPRINT(9,3,MYSTR$(HR)) LPRINT(12,0,"M: ") LPRINT(15,0,MYSTR$(M)) LPRINT(12,1,"BL: ") LPRINT(15,1,MYSTR$(BL)) LPRINT(12,2,"B0: ") LPRINT(15,2,MYSTR$(B0)) LPRINT(12,3,"BR: ") LPRINT(15,3,MYSTR$(BR)) LPRINT(17,0,"SL: ") LPRINT(20,0,MYSTR$(SL)) LPRINT(17,1,"SR: ") LPRINT(20,1,MYSTR$(SR)) LPRINT(17,2,"SX: ") LPRINT(20,2,MYSTR$(SX)) END !--------------------------------------- ! GOTCHA !--------------------------------------- FUNC GOTCHA() BYTE KEY BYTE R,N,Q BEGIN KEY = 0 KEYCH = $FF R = ASC("R") N = ASC("N") Q = ASC("Q") LPRINT(9,0," OOPS! ") LPRINT(0,2,"R)ESTART, N)EW, OR Q)UIT?") OPEN(1,4,0,"K:") WHILE KEY <> R AND KEY <> N AND KEY <> Q DO KEY = GET(1) LPRINT(26,2,.KEY,1) ENDWHILE CLOSE(1) END KEY !--------------------------------------- ! BYE_NOW !--------------------------------------- PROC BYE_NOW() INT I BEGIN I = 3000 WHILE I > 0 DO I = I - 1 ENDWHILE GRAPHICS(0) HOME() WRTLN("BYE NOW.") END !--------------------------------------- ! MAIN !--------------------------------------- MAIN() BYTE LOOP BEGIN HELP_SCREEN() HOME() :_init INIT() :_level_init LEVEL_INIT() LOOP = 1 WHILE LOOP = 1 DO CASE M OF 0 DO PICK_X_COORD() ENDOF OF 1 DO CALC_SHAPE_CONSTRAINTS() ENDOF OF 2 DO CHOOSE_SHAPE() ENDOF OF 3 DO APPLY_CHOSEN_COORD() ENDOF OF 4 DO PLOT_A_LINE() ENDOF ENDCASE LOOP = KB_PROC() ENDWHILE LOOP = GOTCHA() CASE LOOP OF ASC("R") DO GOTO _level_init ENDOF OF ASC("N") DO GOTO _init ENDOF OF ASC("Q") DO BYE_NOW() ENDOF ENDCASE END
Up Next (Yikes! Less than a week left)
- Add row clearing
- Implement level advancement
- Re-write scrolling subroutine in 6502