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ootw: first steps at alien laser firing
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@ -68,6 +68,7 @@ ootw_c2.o: ootw_c2.s \
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gr_copy.s gr_copy_offset.s gr_fast_clear.s gr_pageflip.s gr_unrle.s \
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gr_hlin.s gr_putsprite.s gr_putsprite_flipped.s gr_putsprite_crop.s \
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keyboard.s gr_run_sequence.s audio.s \
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alien_laser.s \
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physicist.s alien.s friend.s \
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collision.s door.s laser.s shield.s blast.s gun.s \
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ootw_c2_miners.s \
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@ -105,7 +106,7 @@ ootw_c4.o: ootw_c4.s \
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gr_unrle.s gr_hlin.s \
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gr_putsprite.s gr_putsprite_flipped.s gr_putsprite_crop.s \
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keyboard.s gr_run_sequence.s physicist.s \
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collision.s alien.s \
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collision.s alien.s alien_laser.s \
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ootw_c4_city.s ootw_c4_action.s \
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door.s laser.s shield.s blast.s gun.s charger.s \
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ootw_graphics/sprites/physicist.inc \
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32
ootw/alien.s
32
ootw/alien.s
@ -144,6 +144,13 @@ move_alien_standing:
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cmp alien_y,X
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bne done_move_alien_standing
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;=================
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; delay a bit so it doesn't happen instantaneously
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lda FRAMEL
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and #$3f
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bne done_move_alien_standing
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lda PHYSICIST_X
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cmp alien_x,X
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bcs alien_face_right
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@ -157,14 +164,23 @@ alien_face_right:
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alien_done_facing:
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sta alien_direction,X
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; change to shooting
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lda #A_SHOOTING
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sta alien_state,X
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done_move_alien_standing:
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jmp done_move_alien
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;======================
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; shooting
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move_alien_shooting:
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jmp done_move_alien
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@ -177,6 +193,7 @@ astate_table_lo:
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.byte <alien_yelling ; 05
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.byte <alien_shooting_up; 06
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.byte <alien_disintegrating; 07
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.byte <alien_shooting ; 08
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astate_table_hi:
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.byte >alien_standing ; 00
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@ -187,6 +204,7 @@ astate_table_hi:
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.byte >alien_yelling ; 05
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.byte >alien_shooting_up; 06
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.byte >alien_disintegrating; 07
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.byte >alien_shooting ; 08
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; Urgh, make sure this doesn't end up at $FF or you hit the
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; NMOS 6502 bug
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@ -247,6 +265,20 @@ alien_standing:
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jmp finally_draw_alien
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;==================================
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; SHOOTING
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;==================================
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alien_shooting:
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lda #<alien_shoot_sprite
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sta INL
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lda #>alien_shoot_sprite
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sta INH
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jmp finally_draw_alien
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;===================================
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; CROUCHING
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84
ootw/alien_laser.s
Normal file
84
ootw/alien_laser.s
Normal file
@ -0,0 +1,84 @@
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; Handle alien laser
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; uses laser1 slot
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; should handle multiple at once?
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;laser1_out: .byte $0
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;laser1_start: .byte $0
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;laser1_end: .byte $0
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;laser1_y: .byte $0
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;laser1_direction: .byte $0
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;laser1_count: .byte $0
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;=========================
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; fire alien laser
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;=========================
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; which alien in X
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fire_alien_laser:
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lda laser1_out
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bne done_fire_alien_laser
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; activate laser slot
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inc laser1_out
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; reset count
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lda #0
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sta laser1_count
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; set y
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; assume for now no crouching
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lda alien_y,X
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clc
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adc #4
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sta laser1_y
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; set direction
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lda alien_direction,X
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sta laser1_direction
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beq alien_laser_left
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bne alien_laser_right
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; set x
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alien_laser_left:
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jsr calc_gun_left_collision
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lda alien_x,X
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; dex
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sta laser1_end
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; txa
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sec
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sbc #10
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sta laser1_start
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jmp done_fire_alien_laser
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alien_laser_right:
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jsr calc_gun_right_collision
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lda alien_x,X
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clc
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adc #5
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sta laser1_start
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clc
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adc #10
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sta laser1_end
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done_fire_alien_laser:
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rts
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17
ootw/laser.s
17
ootw/laser.s
@ -13,12 +13,29 @@
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; should handle shooting while crouching
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laser_out:
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laser0_out: .byte $0
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laser1_out: .byte $0
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laser_start:
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laser0_start: .byte $0
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laser1_start: .byte $0
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laser_end:
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laser0_end: .byte $0
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laser1_end: .byte $0
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laser_y:
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laser0_y: .byte $0
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laser1_y: .byte $0
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laser_direction:
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laser0_direction: .byte $0
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laser1_direction: .byte $0
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laser_cout:
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laser0_count: .byte $0
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laser1_count: .byte $0
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;=========================
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; fire laser
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@ -132,6 +132,7 @@ end_message:
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.include "gun.s"
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.include "blast.s"
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.include "laser.s"
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.include "alien_laser.s"
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.include "shield.s"
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.include "door.s"
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.include "collision.s"
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@ -110,6 +110,7 @@ end_message:
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.include "blast.s"
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.include "collision.s"
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.include "dummy_friend.s"
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.include "alien_laser.s"
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.include "ootw_c4_action.s"
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