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mars: rename mars map and some other cleanups
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@ -55,7 +55,7 @@ mars.o: mars.s zp.inc hardware.inc game_over.s \
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mars_keyboard.s draw_tilemap.s \
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mars_sfx.s longer_sound.s \
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text_help.s \
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maps/mars_new.zx02 graphics/parts.gr.zx02
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maps/mars_map.zx02 graphics/parts.gr.zx02
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ca65 -o mars.o mars.s -l mars.lst
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####
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@ -6,13 +6,13 @@ title
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mars map
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~~~~~~~~
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+ animate stars
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+ enforce collision detection
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+ proper smooth movement
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+ transporters
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+ start at starting point
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+ show keens left at start, also when press ??
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+ mark completed levels
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at start, over-write finished levels with blue tiles
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check completed levels when action and not let you re-enter
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level1
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~~~~~~
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+ fix so works again
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@ -7,7 +7,7 @@ PNG2GR = ../../../utils/gr-utils/png2gr
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all: png2map \
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level1_map.zx02 level2_map.zx02 \
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mars_map.gr.zx02 mars_new.zx02
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mars_map.zx02
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###
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@ -29,11 +29,11 @@ level2_map.inc: level2_map.png png2map
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###
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mars_new.zx02: mars_new.inc
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$(ZX02) mars_new.inc mars_new.zx02
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mars_map.zx02: mars_map.inc
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$(ZX02) mars_map.inc mars_map.zx02
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mars_new.inc: mars_new.png png2map
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./png2map mars_new.png mars_new.inc
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mars_map.inc: mars_map.png png2map
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./png2map mars_map.png mars_map.inc
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###
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Binary file not shown.
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Before Width: | Height: | Size: 9.8 KiB |
BIN
games/keen/maps/old/mars_map.png
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BIN
games/keen/maps/old/mars_map.png
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After Width: | Height: | Size: 873 B |
@ -357,15 +357,6 @@ done_parts:
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bit FULLGR
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; lda #<mars_zx02
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; sta ZX0_src
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; lda #>mars_zx02
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; sta ZX0_src+1
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; lda #$c ; load to page $c00
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; jsr full_decomp ; tail call
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rts
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@ -498,28 +489,6 @@ check_location_match:
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rts ; jump
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; lda MARS_X
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; cmp #15
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; bcc do_nothing ; blt
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; cmp #20
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; bcc maybe_ship
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; cmp #35
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; bcs maybe_exit
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;do_nothing:
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; ; TODO: make sound?
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; rts
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;maybe_ship:
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; lda MARS_Y
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; cmp #16
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; bcc do_nothing
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; cmp #24
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; bcs do_nothing
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; jmp do_parts ; tail call
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;maybe_exit:
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; inc LEVEL_OVER
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; rts
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;=====================================
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;=====================================
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@ -535,6 +504,9 @@ dummy_action:
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;=====================================
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;=====================================
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; level number is in X
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; FIXME: make sure level is not completed
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enter_level:
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stx CURRENT_LEVEL
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@ -550,17 +522,17 @@ enter_level:
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;=====================================
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transport_right:
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; TODO: play noise
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lda #34
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sta MARS_TILEX
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lda #3
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transport_common:
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sta MARS_TILEY
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ldy #SFX_TELEPORTSND
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jsr play_sfx
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jsr recenter_map ; fallthrough?
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jsr recenter_map
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jsr copy_tilemap_subset
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@ -573,21 +545,11 @@ transport_right:
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;=====================================
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transport_left:
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; TODO: play noise
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lda #26
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sta MARS_TILEX
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lda #4
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sta MARS_TILEY
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ldy #SFX_TELEPORTSND
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jsr play_sfx
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jsr recenter_map ; fallthrough?
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jsr copy_tilemap_subset
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rts
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bne transport_common ; bra
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;=====================================
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;=====================================
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@ -597,23 +559,11 @@ transport_left:
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transport_secret:
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; TODO: verify we are transporting back to the right place
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; TODO: play noise
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lda #44
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sta MARS_TILEX
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lda #24
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sta MARS_TILEY
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ldy #SFX_TELEPORTSND
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jsr play_sfx
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jsr recenter_map ; fallthrough?
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jsr copy_tilemap_subset
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rts
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bne transport_common ; bra
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@ -702,8 +652,6 @@ location_actions_high:
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; level graphics
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mars_zx02:
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.incbin "maps/mars_map.gr.zx02"
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parts_zx02:
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.incbin "graphics/parts.gr.zx02"
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@ -712,7 +660,7 @@ parts_zx02:
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.include "gr_fast_clear.s"
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.include "gr_copy.s"
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.include "gr_pageflip.s"
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; .include "gr_putsprite_crop.s"
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.include "gr_putsprite_crop.s"
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.include "zx02_optim.s"
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.include "gr_fade.s"
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@ -727,10 +675,9 @@ parts_zx02:
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.include "mars_sfx.s"
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.include "longer_sound.s"
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.include "gr_putsprite_crop.s"
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mars_data_zx02:
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.incbin "maps/mars_new.zx02"
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.incbin "maps/mars_map.zx02"
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; dummy
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enemy_data_out:
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