antoine-source/loderunner/source/LR.DATA.S

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2023-07-08 16:35:15 +00:00
*
* Lode Runner
* (c) 1983, Broderbund Software
* (s) 2014, Brutal Deluxe Software
*
mx %11
lst off
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* Sprites : 102
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* sprEMPTY = 0
* sprWALL = 1
* sprWALLI = 2 ; mur indestructible
* sprLADDER = 3
* sprBAR = 4
* sprTRAP = 5
* sprLADDERI = 6
* sprCHEST = 7
* sprFOE = 8
* sprHERO = 9
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* 3B: 0
* 45: A
* 5E: Z
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*---------------------------------------
* HGR 280 x 192
* Board 28 x 16
* Sprite 10 x 11
* --------------------
* 280 x 171
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*--- Decoded level (28 x 16)
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L0800 DS lvlWIDTH ; le plateau avec les personnages
L081C DS lvlWIDTH
L0838 DS lvlWIDTH
L0854 DS lvlWIDTH
L0870 DS lvlWIDTH
L088C DS lvlWIDTH
L08A8 DS lvlWIDTH
L08C4 DS lvlWIDTH
L08E0 DS lvlWIDTH
L08FC DS lvlWIDTH
L0918 DS lvlWIDTH
L0934 DS lvlWIDTH
L0950 DS lvlWIDTH
L096C DS lvlWIDTH
L0988 DS lvlWIDTH
L09A4 DS lvlWIDTH
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ds \
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L0A00 DS lvlWIDTH ; le plateau sans les personnages
L0A1C DS lvlWIDTH
L0A38 DS lvlWIDTH
L0A54 DS lvlWIDTH
L0A70 DS lvlWIDTH
L0A8C DS lvlWIDTH
L0AA8 DS lvlWIDTH
L0AC4 DS lvlWIDTH
L0AE0 DS lvlWIDTH
L0AFC DS lvlWIDTH
L0B18 DS lvlWIDTH
L0B34 DS lvlWIDTH
L0B50 DS lvlWIDTH
L0B6C DS lvlWIDTH
L0B88 DS lvlWIDTH
L0BA4 DS lvlWIDTH
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ds \
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*--- $0C00
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sizeLI = 48 ; on pourrait avoir 48 <20>chelles invisibles
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tblLADDERIX ds sizeLI ; $0C00 mais le jeu n'en autorise
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tblLADDERIY ds sizeLI ; que 45
sizeFOE = 8 ; on pourrait avoir 8 ennemis
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tblFOEX ds sizeFOE ; $0C60 mais le jeu n'en autorise
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tblFOEY ds sizeFOE ; que 5
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tblFOEACTION ds sizeFOE
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tblFOESTEPX ds sizeFOE ; animation step in x-coord
tblFOESTEPY ds sizeFOE ; animation step in y-coord
tblFOEINDEX ds sizeFOE ; animation index
tblFOELEFTRIGHT ds sizeFOE ; does foe runs to the left or to the right?
tblFOETEMPO ds sizeFOE ; performs actions based on value
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sizeHOLE = 32 ; nombre de trous possibles
tblHOLEX ds sizeHOLE ; $0CA0 X des trous
tblHOLEY ds sizeHOLE ; Y des trous
tblHOLET ds sizeHOLE ; tempo des trous
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*--- $0D00 - Level buffer from/to disk
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levelDISK ds 256
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*--- $0E00 - buffer pour le son
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sndDURATION ds 128
sndNOTE ds 128
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*--- $0F00 - Title page until $1A84
logo HEX 128518851C9423A80011A09518851C94
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*--- Line numbers
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xhgr
]debut = $2000
lup 200
dfb <]debut
]debut = ]debut+160
--^
yhgr
]debut = $2000
lup 200
dfb >]debut
]debut = ]debut+160
--^
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*--- Level line numbers
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tblBOARDALLL
DFB <L0800,<L081C,<L0838,<L0854,<L0870,<L088C,<L08A8,<L08C4
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DFB <L08E0,<L08FC,<L0918,<L0934,<L0950,<L096C,<L0988,<L09A4
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tblBOARDALLH
DFB >L0800,>L081C,>L0838,>L0854,>L0870,>L088C,>L08A8,>L08C4
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DFB >L08E0,>L08FC,>L0918,>L0934,>L0950,>L096C,>L0988,>L09A4
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tblBOARDBACKL
DFB <L0A00,<L0A1C,<L0A38,<L0A54,<L0A70,<L0A8C,<L0AA8,<L0AC4
DFB <L0AE0,<L0AFC,<L0B18,<L0B34,<L0B50,<L0B6C,<L0B88,<L0BA4
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tblBOARDBACKH
DFB >L0A00,>L0A1C,>L0A38,>L0A54,>L0A70,>L0A8C,>L0AA8,>L0AC4
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DFB >L0AE0,>L0AFC,>L0B18,>L0B34,>L0B50,>L0B6C,>L0B88,>L0BA4
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*--- From a X in board to a X in HGR
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xtable DB $00 ; HGR column index
DB $05 ; 0..5..10..15
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DB $0A
DB $0F
DB $14
DB $19
DB $1E
DB $23
DB $28
DB $2D
DB $32
DB $37
DB $3C
DB $41
DB $46
DB $4B
DB $50
DB $55
DB $5A
DB $5F
DB $64
DB $69
DB $6E
DB $73
DB $78
DB $7D
DB $82
DB $87
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*--- From a Y in board to a Y in HGR
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ytable DB $00 ; HGR line index
DB $0B ; 0.11.22.33
DB $16 ; 22
DB $21 ; 33
DB $2C ; 44
DB $37 ; 55
DB $42 ; 66
DB $4D ; 77
DB $58 ; 88
DB $63 ; 99
DB $6E ; 110
DB $79 ; 121
DB $84 ; 132
DB $8F ; 143
DB $9A ; 154
DB $A5 ; 165
DB $B5 ; 181 ; ligne de texte
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*--- From a X in board to a Y column in HGR (0..39) - LOGO
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bytable DB $00
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DB $01
DB $02
DB $04
DB $05
DB $07
DB $08
DB $0A
DB $0B
DB $0C
DB $0E
DB $0F
DB $11
DB $12
DB $14
DB $15
DB $16
DB $18
DB $19
DB $1B
DB $1C
DB $1E
DB $1F
DB $20
DB $22
DB $23
DB $25
DB $26
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*--- From a X in board to a sprite table (0..6) - LOGO - Useless now
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bitable DB $00 ; 0..4: sprite is 2-col wide
DB $03 ; 5..6: sprite is 3-col wide
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DB $06
DB $02
DB $05
DB $01
DB $04
DB $00
DB $03
DB $06
DB $02
DB $05
DB $01
DB $04
DB $00
DB $03
DB $06
DB $02
DB $05
DB $01
DB $04
DB $00
DB $03
DB $06
DB $02
DB $05
DB $01
DB $04
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*--- From a X in HGR (0..139) coordinate to a Y column in HGR (0..39)
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xbytable
]debut = $0
lup 140
dfb <]debut
]debut = ]debut+2
--^
DB $00 ; and the index within the table
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DB $00
DB $00
DB $00
DB $01
DB $01
DB $01
DB $02
DB $02
DB $02
DB $02
DB $03
DB $03
DB $03
DB $04
DB $04
DB $04
DB $04
DB $05
DB $05
DB $05
DB $06
DB $06
DB $06
DB $06
DB $07
DB $07
DB $07
DB $08
DB $08
DB $08
DB $08
DB $09
DB $09
DB $09
DB $0A
DB $0A
DB $0A
DB $0A
DB $0B
DB $0B
DB $0B
DB $0C
DB $0C
DB $0C
DB $0C
DB $0D
DB $0D
DB $0D
DB $0E
DB $0E
DB $0E
DB $0E
DB $0F
DB $0F
DB $0F
DB $10
DB $10
DB $10
DB $10
DB $11
DB $11
DB $11
DB $12
DB $12
DB $12
DB $12
DB $13
DB $13
DB $13
DB $14
DB $14
DB $14
DB $14
DB $15
DB $15
DB $15
DB $16
DB $16
DB $16
DB $16
DB $17
DB $17
DB $17
DB $18
DB $18
DB $18
DB $18
DB $19
DB $19
DB $19
DB $1A
DB $1A
DB $1A
DB $1A
DB $1B
DB $1B
DB $1B
DB $1C
DB $1C
DB $1C
DB $1C
DB $1D
DB $1D
DB $1D
DB $1E
DB $1E
DB $1E
DB $1E
DB $1F
DB $1F
DB $1F
DB $20
DB $20
DB $20
DB $20
DB $21
DB $21
DB $21
DB $22
DB $22
DB $22
DB $22
DB $23
DB $23
DB $23
DB $24
DB $24
DB $24
DB $24
DB $25
DB $25
DB $25
DB $26
DB $26
DB $26
DB $26
DB $27
DB $27
DB $27
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*--- From a X in HGR to a sprite table (0..6)
xbitable DB $00 ; 0..4: sprite is 2-col wide
DB $02 ; 5..6: sprite is 3-col wide
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DB $04
DB $06
DB $01
DB $03
DB $05
DB $00
DB $02
DB $04
DB $06
DB $01
DB $03
DB $05
DB $00
DB $02
DB $04
DB $06
DB $01
DB $03
DB $05
DB $00
DB $02
DB $04
DB $06
DB $01
DB $03
DB $05
DB $00
DB $02
DB $04
DB $06
DB $01
DB $03
DB $05
DB $00
DB $02
DB $04
DB $06
DB $01
DB $03
DB $05
DB $00
DB $02
DB $04
DB $06
DB $01
DB $03
DB $05
DB $00
DB $02
DB $04
DB $06
DB $01
DB $03
DB $05
DB $00
DB $02
DB $04
DB $06
DB $01
DB $03
DB $05
DB $00
DB $02
DB $04
DB $06
DB $01
DB $03
DB $05
DB $00
DB $02
DB $04
DB $06
DB $01
DB $03
DB $05
DB $00
DB $02
DB $04
DB $06
DB $01
DB $03
DB $05
DB $00
DB $02
DB $04
DB $06
DB $01
DB $03
DB $05
DB $00
DB $02
DB $04
DB $06
DB $01
DB $03
DB $05
DB $00
DB $02
DB $04
DB $06
DB $01
DB $03
DB $05
DB $00
DB $02
DB $04
DB $06
DB $01
DB $03
DB $05
DB $00
DB $02
DB $04
DB $06
DB $01
DB $03
DB $05
DB $00
DB $02
DB $04
DB $06
DB $01
DB $03
DB $05
DB $00
DB $02
DB $04
DB $06
DB $01
DB $03
DB $05
DB $00
DB $02
DB $04
DB $06
DB $01
DB $03
DB $05
2024-02-08 21:48:24 +00:00
ds \
*--- $1F00 - Score buffer
2023-07-08 16:35:15 +00:00
2024-02-19 16:43:51 +00:00
scorebuf ds 256
*--- R<EFBFBD>f<EFBFBD>rence des scores
2024-02-20 20:37:01 +00:00
scoreEMPTY hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 0000000000000000
hex 00000000CCCFC4C5A0D2D5CECEC5D2
hex 00 ; <= data disk