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SixtyPical/eg/game.60p
2014-04-12 21:20:45 +01:00

227 lines
4.0 KiB
Plaintext

assign byte[256] screen $0400
assign byte[256] screen2 1274
assign byte[256] screen3 1524
assign byte[256] screen4 1774
assign byte[256] colormap 55296
assign byte[256] colormap2 55546
assign byte[256] colormap3 55796
assign byte[256] colormap4 56046
assign byte vic_border 53280
assign byte[4] vic_bg 53281
assign byte joy2 $dc00
assign vector cinv 788
/* --------- */
reserve vector save_cinv
assign word position $fb
assign word new_position $fd
reserve word delta
reserve byte value
reserve word compare_target
reserve byte[16] actor_pos_hi
reserve byte[16] actor_pos_lo
reserve vector dispatch_state
reserve byte[18] press_fire_msg: "PRESS FIRE TO PLAY"
reserve byte save_x // TODO: SHOULD BE BLOCK LOCAL!
routine calculate_new_position outputs (new_position) {
clc
lda <position
adc <delta
sta <new_position
lda >position
adc >delta
sta >new_position
}
routine compare_new_pos {
lda >new_position
cmp >compare_target
if beq {
lda <new_position
cmp <compare_target
} else {
}
}
routine check_new_position_in_bounds {
copy #$07e8 compare_target // just past bottom of screen
jsr compare_new_pos
if bcs {
clc
} else {
copy #$0400 compare_target
jsr compare_new_pos
if bcc {
clc
} else {
sec
}
}
}
routine clear_screen {
ldy #0
repeat bne {
lda #1
sta colormap, y
sta colormap2, y
sta colormap3, y
sta colormap4, y
lda #32
sta screen, y
sta screen2, y
sta screen3, y
sta screen4, y
iny
cpy #250
}
}
routine read_stick {
lda #0
sta <delta
sta >delta
ldx joy2
txa
and #1 // up
if beq {
lda #216 // -40
sta <delta
lda #255
sta >delta
} else {
txa
and #2 // down
if beq {
lda #40
sta <delta
} else {
txa
and #4 // left
if beq {
lda #255 // -1
sta <delta
sta >delta
} else {
txa
and #8 // right
if beq {
lda #1
sta <delta
} else { }
}
}
}
}
// output is .z flag
routine check_fire {
ldx joy2
txa
and #16
}
routine init_game {
ldy #0
repeat bne {
lda #$04
sta actor_pos_hi, y
tya
sta actor_pos_lo, y
iny
cpy #8
}
}
routine state_title_screen {
ldy #0
repeat bne {
lda press_fire_msg, y
sec
sbc #64 // yuck
sta screen, y
iny
cpy #18
}
jsr check_fire
if beq {
jsr clear_screen
jsr init_game
copy routine state_play_game to dispatch_state
} else { }
jmp (save_cinv)
}
routine state_play_game {
// reserve byte save_x
ldx #0
repeat bne {
stx save_x
lda actor_pos_hi, x
sta >position
lda actor_pos_lo, x
sta <position
jsr read_stick
jsr calculate_new_position
jsr check_new_position_in_bounds
if bcs {
lda #32
ldy #0
sta (position), y
copy new_position position
lda #81
ldy #0
sta (position), y
} else { }
ldx save_x
lda >position
sta actor_pos_hi, x
lda <position
sta actor_pos_lo, x
inx
cpx #8
}
jmp (save_cinv)
}
routine our_cinv {
jmp (dispatch_state)
}
routine main {
lda #5
sta vic_border
lda #0
sta vic_bg
jsr clear_screen
copy routine state_title_screen to dispatch_state
with sei {
copy cinv save_cinv
copy routine our_cinv to cinv
}
clc
repeat bcc { }
}