;=========== ; CONSTANTS ;=========== CONST_SHIPX = 15 CONST_TILE_W = 64 CONST_TILE_H = 64 CONST_MAP_MASK_X = (CONST_TILE_W - 1) CONST_MAP_MASK_Y = (CONST_TILE_H - 1) CONST_LOWRES_W = 40 CONST_LOWRES_H = 40 CONST_BETA_I = $ff CONST_BETA_F = $80 CONST_SCALE_I = $14 CONST_SCALE_F = $00 CONST_LOWRES_HALF_I = $ec ; -(LOWRES_W/2) CONST_LOWRES_HALF_F = $00 flying_start: ;=================== ; Clear screen/pages ;=================== jsr clear_screens jsr set_gr_page0 ; Initialize the 2kB of multiply lookup tables jsr init_multiply_tables ;=============== ; Init Variables ;=============== lda #20 sta SHIPY lda #0 sta TURNING sta ANGLE sta SPACEX_I sta SPACEY_I sta CX_I sta CX_F sta CY_I sta CY_F sta DRAW_SPLASH sta SPEED sta SPLASH_COUNT lda #1 ; slightly off North for better view of island sta ANGLE lda #2 ; initialize sky both pages sta DRAW_SKY lda #4 ; starts out at 4.5 altitude sta SPACEZ_I lda #$80 sta SPACEZ_F jsr update_z_factor flying_loop: lda SPLASH_COUNT ; 3 beq flying_keyboard ; 2nt/3 dec SPLASH_COUNT ; decrement splash count ; 5 flying_keyboard: jsr get_key ; get keypress ; 6 lda LASTKEY ; 3 ; cmp #('Q') ; if quit, then return ; bne skipskip ; rts ;skipskip: cmp #('W') ; 2 bne check_down ; 3/2nt ;=========== ; UP PRESSED ;=========== lda SHIPY cmp #17 bcc check_down ; bgt, if shipy>16 dec SHIPY dec SHIPY ; move ship up inc SPACEZ_I ; incement height jsr update_z_factor lda #0 sta SPLASH_COUNT check_down: cmp #('S') bne check_left ;============= ; DOWN PRESSED ;============= lda SHIPY cmp #28 bcs splashy ; ble, if shipy < 28 inc SHIPY inc SHIPY ; move ship down dec SPACEZ_I ; decrement height jsr update_z_factor bcc check_left splashy: lda #10 sta SPLASH_COUNT check_left: cmp #('A') bne check_right ;============= ; LEFT PRESSED ;============= lda TURNING bmi turn_left beq turn_left lda #$0 sta TURNING clv bvc check_right turn_left: lda #253 ; -3 sta TURNING dec ANGLE check_right: cmp #('D') bne check_speedup ;============== ; RIGHT PRESSED ;============== lda TURNING ;; FIXME: optimize me bpl turn_right lda #0 sta TURNING clv bvc check_speedup turn_right: lda #3 sta TURNING inc ANGLE check_speedup: cmp #('Z') bne check_speeddown ;========= ; SPEED UP ;========= lda #$8 cmp SPEED beq check_speeddown inc SPEED check_speeddown: cmp #('X') bne check_brake ;=========== ; SPEED DOWN ;=========== lda SPEED beq check_brake dec SPEED check_brake: cmp #(' '+128) bne check_land ;============ ; BRAKE ;============ lda #$0 sta SPEED check_land: cmp #13 bne check_help ;===== ; LAND ;===== ; finds value in space_x.i,space_y.i ; returns color in A lda CX_I sta SPACEX_I lda CY_I sta SPACEY_I jsr lookup_map cmp #COLOR_BOTH_LIGHTGREEN bne must_land_on_grass landing_loop: jsr draw_background_mode7 ; Draw Shadow lda #>shadow_forward sta INH lda #ship_forward sta INH lda #(grass_string) sta OUTH lda #<(grass_string) sta OUTL jsr print_both_pages ; "NEED TO LAND ON GRASS!" check_help: cmp #('H') bne check_done ;===== ; HELP ;===== jsr print_help lda #2 sta DRAW_SKY check_done: ;================ ; Wrap the Angle ;================ ; FIXME: only do this in right/left routine? lda ANGLE ; 3 and #$f ; 2 sta ANGLE ; 3 ;================ ; Handle Movement ;================ speed_move: ldx SPEED ; 3 beq draw_background ; 2nt/3 ;============= lda ANGLE ; dx.i=fixed_sin[(angle+4)&0xf].i; // cos() ; 3 clc ; 2 adc #4 ; 2 and #$f ; 2 asl ; 2 tay ; 2 lda fixed_sin_scale,Y ; 4 sta DX_I ; 3 iny ; dx.f=fixed_sin[(angle+4)&0xf].f; // cos() ; 2 lda fixed_sin_scale,Y ; 4 sta DX_F ; 3 lda ANGLE ; dy.i=fixed_sin[angle&0xf].i; // sin() ; 3 and #$f ; 2 asl ; 2 tay ; 2 lda fixed_sin_scale,Y ; 4 sta DY_I ; 3 iny ; dx.f=fixed_sin[angle&0xf].f; // sin() ; 2 lda fixed_sin_scale,Y ; 4 sta DY_F ; 3 ;============ ; 54 speed_loop: clc ; fixed_add(&cx,&dx,&cx); ; 2 lda CX_F ; 3 adc DX_F ; 3 sta CX_F ; 3 lda CX_I ; 3 adc DX_I ; 3 sta CX_I ; 3 clc ; fixed_add(&cy,&dy,&cy); ; 2 lda CY_F ; 3 adc DY_F ; 3 sta CY_F ; 3 lda CY_I ; 3 adc DY_I ; 3 sta CY_I ; 3 dex ; 2 bne speed_loop ; 2nt/3 ;============ ; 45 ;==================== ; Draw the background ;==================== draw_background: jsr draw_background_mode7 ; 6 check_over_water: ; See if we are over water lda CX_I ; 3 sta SPACEX_I ; 3 lda CY_I ; 3 sta SPACEY_I ; 3 jsr lookup_map ; 6 sec ; 2 sbc #COLOR_BOTH_DARKBLUE ; 2 sta OVER_LAND ; 3 ;=========== ; 31 ; Calculate whether to draw the splash lda #0 ; set splash drawing to 0 ; 2 sta DRAW_SPLASH ; 3 lda SPEED ; if speed==0, no splash ; 3 beq no_splash ; 2nt/3 lda TURNING ; 3 beq no_turning_splash ; 2nt/3 lda SHIPY ; 3 cmp #27 ; 2 bcc no_turning_splash ; blt if shipy<25 skip ; 2nt/3 lda #1 ; 2 sta SPLASH_COUNT ; 3 no_turning_splash: lda OVER_LAND ; no splash if over land ; 3 bne no_splash ; 2nt/3 lda SPLASH_COUNT ; no splash if splash_count expired ; 3 beq no_splash ; 2nt/3 lda #1 ; 2 sta DRAW_SPLASH ; 3 no_splash: ;============== ; Draw the ship ;============== clv ; 2 lda TURNING ; 3 beq draw_ship_forward ; 2nt/3 bpl draw_ship_right ; 2nt/3 bmi draw_ship_left ;; FIXME: optimize order ; 2nt/3 draw_ship_forward: lda DRAW_SPLASH ; 2 beq no_forward_splash ; 2nt/3 ; Draw Splash lda #>splash_forward ; 2 sta INH ; 3 lda #shadow_forward ; 2 sta INH ; 3 lda #ship_forward ; 2 sta INH ; 3 lda #splash_right ; 2 sta INH ; 3 lda #shadow_right ; 2 sta INH ; 3 lda #ship_right ; 2 sta INH ; 3 lda #splash_left ; 2 sta INH ; 3 lda #shadow_left ; 2 sta INH ; 3 lda #ship_left ; 2 sta INH ; 3 lda #