This commit is contained in:
Antoine Vignau 2024-02-14 22:41:47 +01:00
parent 389514d172
commit bb59b7901d

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@ -116,6 +116,11 @@ fgCHEST = $94 ; 94 1: not a chest, 0: a chest
intLEVEL = $96 ; 96 theLEVEL-1
fgSOUND = $99 ; 99
fgPLAY = $9a ; 1: alive, 0: dead
fgHOLE = $9c ; -1: left hole, 0: none, 1: right hole
theKEY1 = $9e
theKEY2 = $9f
idxDIG = $a0 ; dig index in sprite list
counter = $a1 ; a simple counter
fgLVLMODE = $a2 ; 0: edit, <>0: game
idxLADDERI = $a3
theLEVEL = $a6
@ -269,8 +274,8 @@ L6099 JSR clearHGRPAGES ; clear HGR pages and draw board
L609F LDX #modeGAME
JSR prepareLEVEL
LDA #$00
STA $9E
STA $9F
STA theKEY1
STA theKEY2
LDA fgDEMO ; are we in demo mode?
LSR
BEQ L60BF ; yes
@ -282,7 +287,7 @@ L609F LDX #modeGAME
LDA #sprHERO
JSR blinkSPRITE
L60BF LDX #$00
STX $9C
STX fgHOLE
STX $54
LDA $97
CLC
@ -454,7 +459,7 @@ prepareLEVEL
STX nbCHEST
STX nbFOE
STX idxFOE
STX $A0
STX idxDIG
STX idxLVLDISK
STX fgODDEVEN
STX theY
@ -818,7 +823,7 @@ L64AF DEC theX
L64BD LDA #$01
STA fgCHEST
LDA $9C
LDA fgHOLE
BEQ L64CD
BPL L64CA
JMP L67E7
@ -875,13 +880,13 @@ L6525 LDA #$00
BMI L6537
LDA #$0F ; fall in a right hole
L6537 STA heroINDEX
JSR L6C13
JSR heroNEXTSTEPX
INC heroSTEPY
LDA heroSTEPY
CMP #$05
BCS L654A
JSR checkCHEST
JMP L6C02
JMP checkCOLLISION
L654A LDA #$00
STA heroSTEPY
@ -897,7 +902,7 @@ L654A LDA #$00
LDA (ptrBBACK),Y
CMP #sprWALL
BNE L656B
LDA #$00
LDA #sprEMPTY
L656B STA (ptrBOARD),Y
INC boardY
LDY boardY
@ -908,7 +913,7 @@ L656B STA (ptrBOARD),Y
LDY boardX
LDA #sprHERO
STA (ptrBOARD),Y
JMP L6C02
JMP checkCOLLISION
L6584 LDA $9B
BNE L658F
@ -920,7 +925,7 @@ L658F LDA #$20
STA $9B
JSR L6A12
LDA $9E
LDA theKEY1
CMP #chrI ; move up
BNE L65A4
JSR checkMOVEUP
@ -945,7 +950,7 @@ L65B8 CMP #chrO ; dig right
BCS L65C2
RTS
L65C2 LDA $9F
L65C2 LDA theKEY2
CMP #chrJ ; move left
BNE L65CB
JMP checkMOVELEFT
@ -988,7 +993,7 @@ L6600 JSR calcSPRITEXY
JSR drawSPRITEXY
LDA #$FF
STA fgLEFTRIGHT
JSR L6C26
JSR heroNEXTSTEPY
DEC heroSTEPX
BPL L662A
LDY boardX
@ -1009,13 +1014,13 @@ L662D LDY boardX ; define sprites
LDA (ptrBBACK),Y ; if we are on a bar
CMP #sprBAR
BEQ L663B
LDA #$00
LDX #$02
LDA #$00 ; run left first step
LDX #$02 ; last step
BNE L663F
L663B LDA #$03
LDX #$05
L663F JSR L6BF4
JMP L6C02
L663B LDA #$03 ; bar left first step
LDX #$05 ; last step
L663F JSR setHEROSTEP
JMP checkCOLLISION
*-----------------------------------
* CHECK IF WE CAN MOVE RIGHT
@ -1050,7 +1055,7 @@ L6674 JSR calcSPRITEXY
JSR drawSPRITEXY
LDA #$01
STA fgLEFTRIGHT
JSR L6C26
JSR heroNEXTSTEPY
INC heroSTEPX
LDA heroSTEPX
CMP #$05
@ -1073,13 +1078,13 @@ L66A5 LDY boardX
LDA (ptrBBACK),Y
CMP #sprBAR
BEQ L66B3
LDA #$08
LDX #$0A
LDA #$08 ; run right step 1
LDX #$0A ; run right step 3
BNE L66B7
L66B3 LDA #$0B
LDX #$0D
L66B7 JSR L6BF4
JMP L6C02
L66B3 LDA #$0B ; bar right step 1
LDX #$0D ; bar right step 3
L66B7 JSR setHEROSTEP
JMP checkCOLLISION
*-----------------------------------
* CAN WE MOVE UP
@ -1137,7 +1142,7 @@ L6711 JSR calcSPRITEXY
STA ptrBOARD+1
LDA tblBOARDBACKH,Y
STA ptrBBACK+1
JSR L6C13
JSR heroNEXTSTEPX
DEC heroSTEPY
BPL L6757
LDY boardX
@ -1159,10 +1164,10 @@ L673B STA (ptrBOARD),Y
STA heroSTEPY
BNE L675A
L6757 JSR checkCHEST
L675A LDA #$10
LDX #$11
JSR L6BF4
JSR L6C02
L675A LDA #$10 ; climb ladder step 1
LDX #$11 ; climb ladder step 2
JSR setHEROSTEP
JSR checkCOLLISION
CLC
RTS
@ -1200,7 +1205,7 @@ L678A JSR calcSPRITEXY
STA ptrBOARD+1
LDA tblBOARDBACKH,Y
STA ptrBBACK+1
JSR L6C13
JSR heroNEXTSTEPX
INC heroSTEPY
LDA heroSTEPY
CMP #$05
@ -1233,11 +1238,12 @@ L67D8 JMP L6892
checkDIGLEFT
LDA #$FF
STA $9C
STA $9E
STA $9F
STA fgHOLE
STA theKEY1
STA theKEY2
LDA #$00
STA $A0
STA idxDIG
L67E7 LDY boardY ; are we on last line?
CPY #lvlHEIGHT-1
BCS L67D8
@ -1258,25 +1264,25 @@ L67E7 LDY boardY ; are we on last line?
BNE L686E
JSR calcSPRITEXY
JSR drawSPRITEXY
JSR L6C13
JSR L6C26
LDY $A0
JSR heroNEXTSTEPX
JSR heroNEXTSTEPY
LDY idxDIG
LDA L699E,Y
LDX L69AB,Y
JSR getNOTE
LDX $A0
LDX idxDIG
LDA #$00
CPX #$06
BCS L682B
LDA #$06
L682B STA heroINDEX
JSR L6C02
LDX $A0
JSR checkCOLLISION
LDX idxDIG
CPX #$0C
BEQ L6898
CPX #$00
BEQ L684C
LDA L6979,X
LDA L6979,X ; dig left - 1
PHA
LDX boardX
DEX
@ -1284,8 +1290,8 @@ L682B STA heroINDEX
JSR getXY
PLA
JSR drawSPRITEXY
LDX $A0
L684C LDA L697A,X
LDX idxDIG
L684C LDA L697A,X ; dig left
PHA
LDX boardX
DEX
@ -1295,11 +1301,11 @@ L684C LDA L697A,X
JSR getXY
PLA
JSR drawSPRXYCOLLISION
LDX $A0
LDA L6992,X
LDX idxDIG
LDA L6992,X ; dig left
INC theY
JSR coutHGR1
INC $A0
INC idxDIG
CLC
RTS
@ -1311,7 +1317,7 @@ L686E LDY boardY
STY theX
LDA #sprWALL
JSR coutHGR1
LDX $A0
LDX idxDIG
BEQ L6892
DEX
LDA L697A,X
@ -1323,13 +1329,13 @@ L686E LDY boardY
PLA
JSR drawSPRITEXY
L6892 LDA #$00
STA $9C
STA fgHOLE
SEC
RTS
L6898 LDX boardX
DEX
JMP L6C39
JMP addNEWHOLE
L689E JMP L695C
*-----------------------------------
@ -1338,11 +1344,11 @@ L689E JMP L695C
checkDIGRIGHT
LDA #$01
STA $9C
STA $9E
STA $9F
STA fgHOLE
STA theKEY1
STA theKEY2
LDA #$0C
STA $A0
STA idxDIG
L68AD LDY boardY ; are we on last line?
CPY #lvlHEIGHT-1
BCS L689E
@ -1364,20 +1370,20 @@ L68AD LDY boardY ; are we on last line?
BNE L6936
JSR calcSPRITEXY
JSR drawSPRITEXY
JSR L6C13
JSR L6C26
LDY $A0
JSR heroNEXTSTEPX
JSR heroNEXTSTEPY
LDY idxDIG
LDA L6992,Y
LDX L699F,Y
JSR getNOTE
LDX $A0
LDX idxDIG
LDA #$08
CPX #$12
BCS L68F3
LDA #$0E
L68F3 STA heroINDEX
JSR L6C02
LDX $A0
JSR checkCOLLISION
LDX idxDIG
CPX #$18
BEQ L6962
CPX #$0C
@ -1390,7 +1396,7 @@ L68F3 STA heroINDEX
JSR getXY
PLA
JSR drawSPRITEXY
LDX $A0
LDX idxDIG
L6914 LDA L697A,X
PHA
LDX boardX
@ -1402,10 +1408,10 @@ L6914 LDA L697A,X
PLA
JSR drawSPRXYCOLLISION
INC theY
LDX $A0
LDX idxDIG
LDA L6986,X
JSR coutHGR1
INC $A0
INC idxDIG
CLC
RTS
@ -1417,7 +1423,7 @@ L6936 LDY boardY
STY theX
LDA #$01
JSR coutHGR1
LDX $A0
LDX idxDIG
CPX #$0C
BEQ L695C
DEX
@ -1431,13 +1437,13 @@ L6936 LDY boardY
JSR drawSPRITEXY
L695C LDA #$00
STA $9C
STA fgHOLE
SEC
RTS
L6962 LDX boardX
L6962 LDX boardX ; we're digging
INX
JMP L6C39
JMP addNEWHOLE
* Enchanement des sprites
@ -1561,7 +1567,7 @@ L69F2 LDA demoKEY ; first entry is the fisrt key
AND #$0F
TAX
LDA tblDEMO2KEY,X
STA $9E
STA theKEY1
LDA demoKEY
LSR
LSR
@ -1569,13 +1575,17 @@ L69F2 LDA demoKEY ; first entry is the fisrt key
LSR
TAX
LDA tblDEMO2KEY,X
STA $9F ; second key
STA theKEY2 ; second key
DEC demoREPEAT
RTS
* 0123456
tblDEMO2KEY ASC "IJKLOU "
*-----------------------------------
* DEMO MODE ENGINE ENTRY POINT
*-----------------------------------
L6A12 LDA fgDEMO
CMP #$01
BEQ L69B8
@ -1586,7 +1596,7 @@ L6A12 LDA fgDEMO
LDA fgINPUT
CMP #chrK
BEQ L6A55
L6A28 JMP L6AD0
L6A28 JMP getJOYSTICKKEY
L6A2B CPX #chrSPC
BCS L6A49
@ -1610,8 +1620,8 @@ L6A49 LDA fgINPUT
CMP #chrJ
BEQ L6A28
LDX theA
STX $9E
STX $9F
STX theKEY1
STX theKEY2
L6A55 RTS
*-------------------------------
@ -1638,6 +1648,8 @@ L6A67 JSR printMEN
LSR $9D
JMP L6A12
*--- dead code
INC $97
INC theMEN ; man++
LSR fgPLAY
@ -1732,24 +1744,25 @@ doSPEEDUP LDA theSPEED
L6ACD JMP L6A12
*-------------------------------
*
* GET JOYSTICK KEY
*-------------------------------
L6AD0 LDA BUTN1
getJOYSTICKKEY
LDA BUTN1
BPL L6AD9
LDA #chrU
LDA #chrU ; dig
BNE L6AE0
L6AD9 LDA BUTN0
BPL L6AE5
LDA #chrO
L6AE0 STA $9E
STA $9F
LDA #chrO ; dig
L6AE0 STA theKEY1
STA theKEY2
RTS
L6AE5 JSR readJOYSTICK
LDY theJOYX
LDA joyXMAX
CMP #$2E
L6AE5 JSR readJOYSTICK ; no keys pressed
LDY theJOYX ; read joystick
LDA joyXMAX ; clamp
CMP #$2E ; return key
BEQ L6AFA
CPY joyXMAX
BCS L6B03
@ -1770,8 +1783,8 @@ L6B13 CPY joyXMIN
BCC L6B1C
LDA #chrJ
BNE L6B1E
L6B1C LDA #$C0
L6B1E STA $9F
L6B1C LDA #chrA-1
L6B1E STA theKEY2
LDY theJOYY
LDA joyYMIN
CMP #$2E
@ -1796,9 +1809,13 @@ L6B4B CPY joyYMAX
LDA #chrK
BNE L6B56
L6B54 LDA #chrA-1
L6B56 STA $9E
L6B56 STA theKEY1
RTS
*----------------------------------
* KEYS AND ASSOCIATED JUMPS
*----------------------------------
tblKEY HEX 9E809B9281938A8B889598998D00
tblKEYADR DA doNEXTLEVEL-1 ; 9E - CTRL-^
@ -1887,12 +1904,12 @@ checkCHEST LDA heroSTEPX ; is sprite still in X
L6BF3 RTS
*-----------------------------------
*
* STEP HERO STEP
*-----------------------------------
L6BF4 INC heroINDEX
CMP heroINDEX
BCC L6BFD
setHEROSTEP INC heroINDEX ; A is the first step
CMP heroINDEX ; X the last
BCC L6BFD ; sets the step accordingly
L6BFA STA heroINDEX
RTS
L6BFD CPX heroINDEX
@ -1900,10 +1917,11 @@ L6BFD CPX heroINDEX
RTS
*-----------------------------------
*
* CHECK COLLISION
*-----------------------------------
L6C02 JSR calcSPRITEXY
checkCOLLISION
JSR calcSPRITEXY
JSR drawSPRXYCOLLISION
LDA fgCOLLISION ; les sprites sont-ils entrŽs en collision ?
BEQ L6C12 ; non
@ -1913,10 +1931,11 @@ L6C02 JSR calcSPRITEXY
L6C12 RTS
*-----------------------------------
*
* SET HERO NEXT STEP X
*-----------------------------------
L6C13 LDA heroSTEPX
heroNEXTSTEPX
LDA heroSTEPX
CMP #$02
BCC L6C20
BEQ L6C25
@ -1927,10 +1946,11 @@ L6C20 INC heroSTEPX
L6C25 RTS
*-----------------------------------
*
* SET HERO NEXT STEP Y
*-----------------------------------
L6C26 LDA heroSTEPY
heroNEXTSTEPY
LDA heroSTEPY
CMP #$02
BCC L6C33
BEQ L6C38
@ -1941,11 +1961,11 @@ L6C33 INC heroSTEPY
L6C38 RTS
*-----------------------------------
*
* ADD A NEW HOLE
*-----------------------------------
L6C39 LDA #$00
STA $9C
addNEWHOLE LDA #$00 ; tell we're digging
STA fgHOLE
LDY boardY
INY
STX theX
@ -1954,7 +1974,7 @@ L6C39 LDA #$00
STA ptrBOARD
LDA tblBOARDALLH,Y
STA ptrBOARD+1
LDA #sprEMPTY
LDA #sprEMPTY ; make the hole visible
LDY theX
STA (ptrBOARD),Y
JSR coutHGR1
@ -1964,7 +1984,7 @@ L6C39 LDA #$00
LDA #sprEMPTY
JSR coutHGR1
INC theY
LDX #$FF
LDX #$FF ; add the hole to the list
L6C67 INX
CPX #sizeHOLE-2
BEQ L6C81
@ -1974,7 +1994,7 @@ L6C67 INX
STA tblHOLEY,X
LDA theX
STA tblHOLEX,X
LDA #$B4
LDA #$B4 ; its tempo
STA tblHOLET,X
SEC
L6C81 RTS
@ -3367,7 +3387,7 @@ displayHIGHSCORES
LDX #$FF
LDY #$FF
LDA #$04
STA $A1
STA counter
L77B7 LDA fgINPUT
CMP #chrK
BEQ L77C7
@ -3381,7 +3401,7 @@ L77C7 LDA KBD
BNE L77B7
DEY
BNE L77B7
DEC $A1
DEC counter
BNE L77B7
L77D6 STA KBDSTROBE
STA TXTPAGE1
@ -5025,7 +5045,7 @@ L85E7 LDA #>HGR1
L85F3 STA bsDATA
L85F6 LDA #$68
STA $A1
STA counter
LDA bsDATA
BNE L8601
LDA #$0A
@ -5033,16 +5053,16 @@ L8601 JSR coutHGR2
L8604 LDA KBD
BMI L8628
JSR checkMOVEMENT
DEC $A1
DEC counter
BNE L8604
LDA #$00
JSR coutHGR2
LDA #$68
STA $A1
STA counter
L8619 LDA KBD
BMI L8628
JSR checkMOVEMENT
DEC $A1
DEC counter
BNE L8619
JMP L85F6
@ -5190,7 +5210,7 @@ L86F9 LDA ptrSTRSND+1
blinkSPRITE
STA bsDATA
L8703 LDA #$68
STA $A1
STA counter
LDA #sprEMPTY
LDX bsDATA
BNE L8710
@ -5200,17 +5220,17 @@ L8713 LDA KBD ; key pressed?
BMI L873C ; yes
JSR checkMOVEMENT ; buttons pressed?
BCS L873C ; yes
DEC $A1
DEC counter
BNE L8713
LDA bsDATA ; output sprite
JSR coutHGR1
LDA #$68 ; redo the wait
STA $A1
STA counter
L872B LDA KBD
BMI L873C
JSR checkMOVEMENT
BCS L873C
DEC $A1
DEC counter
BNE L872B
JMP L8703