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https://github.com/deater/dos33fsprogs.git
synced 2024-06-13 03:29:32 +00:00
keen: more or less have things fixed for 128x80 grid now
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@ -203,9 +203,11 @@ tilemap_count_smc:
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done_tilemap_subset:
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;==========================
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; activate yorps
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;==========================
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ldx NUM_ENEMIES
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ldx #NUM_ENEMIES
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beq done_yorps
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clc
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@ -232,10 +232,7 @@ skip_end_sound:
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level1_gameover:
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; mars plays this
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; ldy #SFX_GAMEOVERSND
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; jsr play_sfx
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; mars plays the sound
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lda #GAME_OVER
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sta LEVEL_OVER
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@ -252,10 +249,6 @@ level1_levelover:
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; includes
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;==========================
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; level graphics
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;level1_bg_zx02:
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; .incbin "graphics/level1_bg.gr.zx02"
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.include "text_print.s"
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.include "gr_offsets.s"
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.include "gr_fast_clear.s"
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@ -35,9 +35,14 @@ enemy_is_out:
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lda enemy_data_tiley,X
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adc #2 ; point below feet
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adc #>big_tilemap
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tay
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lda tilemap_lookup_high,Y
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; adc #>big_tilemap
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sta load_foot1_smc+2
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lda tilemap_lookup_low,Y
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sta load_foot1_smc+1
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ldy enemy_data_tilex,X
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load_foot1_smc:
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@ -128,9 +133,14 @@ enemy_facing_right:
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clc
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lda enemy_data_tiley,X
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adc #1 ; point to feet
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tay
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adc #>big_tilemap
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; adc #>big_tilemap
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lda tilemap_lookup_high,Y
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sta load_right_foot_smc+2
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lda tilemap_lookup_low,Y
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sta load_right_foot_smc+1
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ldy enemy_data_tilex,X
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iny ; to the right
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@ -182,8 +192,13 @@ enemy_facing_left:
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lda enemy_data_tiley,X
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adc #1 ; point to feet
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adc #>big_tilemap
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tay
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; adc #>big_tilemap
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lda tilemap_lookup_high,Y
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sta load_left_foot_smc+2
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lda tilemap_lookup_low,Y
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sta load_left_foot_smc+1
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ldy enemy_data_tilex,X
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dey ; look to the left
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@ -13,13 +13,20 @@ check_items:
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; if X==0, check TILEX and TILEX+1
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; if X==1, check TILEX+1
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clc
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lda KEEN_TILEY
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adc #>big_tilemap
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ldx KEEN_TILEY
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lda tilemap_lookup_high,X
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sta INH
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lda KEEN_TILEX
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lda tilemap_lookup_low,X
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ora KEEN_TILEX
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sta INL
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; clc
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; adc #>big_tilemap
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; sta INH
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; lda KEEN_TILEX
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; sta INL
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lda KEEN_X
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bne check_head_tilex1
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@ -50,7 +57,26 @@ check_head_tilex1:
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;========================
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; check feet
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check_feet:
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inc INH ; point to next row
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; inc INH ; point to next row
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lda INL ; blurgh much longer
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clc
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adc #$80
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sta INL
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lda #$0
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adc INH
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sta INH
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; won't work, maybe not faster
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; lda INL
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; eor #$80
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; sta INL
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; asl
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; adc INH
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; sta INH
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dec INL ; restore tile pointer
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lda KEEN_X
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@ -180,12 +180,21 @@ keen_check_head:
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sec
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lda KEEN_TILEY
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sbc #1
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adc #>big_tilemap
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tay
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lda tilemap_lookup_high,Y
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sta INH
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lda #0
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lda tilemap_lookup_low,Y
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sta INL
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; adc #>big_tilemap
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; sta INH
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; lda #0
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; sta INL
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ldy KEEN_TILEX
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lda KEEN_X
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bne collide_head_r
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collide_head_l:
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@ -223,12 +232,20 @@ collide_left_right:
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clc
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lda KEEN_TILEY
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adc #1
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adc #>big_tilemap
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adc #1 ; look at feet
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tay
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lda tilemap_lookup_high,Y
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sta INH
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lda KEEN_TILEX
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lda tilemap_lookup_low,Y
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ora KEEN_TILEX
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sta INL
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; adc #>big_tilemap
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; sta INH
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; lda KEEN_TILEX
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; sta INL
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lda KEEN_DIRECTION
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beq done_keen_collide ; can this happen?
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@ -365,9 +382,14 @@ check_falling:
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lda KEEN_TILEY
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adc #2 ; point below feet
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adc #>big_tilemap
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tax
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lda tilemap_lookup_high,X
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; adc #>big_tilemap
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sta INH
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lda #0
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lda tilemap_lookup_low,X
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; lda #0
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sta INL
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ldy KEEN_TILEX
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