; Keen PoC Level 1 ; by deater (Vince Weaver) ; Zero Page .include "zp.inc" .include "hardware.inc" .include "common_defines.inc" MAX_TILE_X = 96 ; 116 - 20 MAX_TILE_Y = 5 ; (34 - 24)/2 (maybe?) keen_start: ;=================== ; init screen jsr TEXT jsr HOME bit KEYRESET bit SET_GR bit PAGE1 bit LORES bit FULLGR jsr clear_top ; avoid grey stripes at load ;===================== ; init vars ;===================== lda #0 sta ANIMATE_FRAME sta FRAMEL sta FRAMEH sta KEEN_WALKING sta KEEN_JUMPING sta LEVEL_OVER sta LASER_OUT sta KEEN_XL sta KEEN_FALLING sta KEEN_SHOOTING sta KICK_UP_DUST sta KEYCARDS lda #enemy_data sta ENEMY_DATAH ; FIXME: temporary ; lda INVENTORY ; ora #INV_RED_KEY ; sta INVENTORY lda #4 sta DRAW_PAGE ; Level 1 ; start at 2,24 (remember tiles 2 bytes high even though 4 pixels) ; but with reference to starting tilemap (0,5) should be ; 2,8? lda #2 sta KEEN_X lda #24 sta KEEN_Y lda #1 sta KEEN_DIRECTION ;==================================== ; load level1 background ;==================================== lda #level1_bg_zx02 sta ZX0_src+1 lda #$c ; load to page $c00 jsr full_decomp ;==================================== ; load level1 tilemap ;==================================== lda #level1_data_zx02 sta ZX0_src+1 lda #$90 ; load to page $9000 jsr full_decomp ;==================================== ; copy in tilemap subset ;==================================== ; we copy in full screen, 40x48 = 20x12 tiles ; we start out assuming position is 0,5 lda #0 sta TILEMAP_X lda #5 sta TILEMAP_Y jsr copy_tilemap_subset ;==================================== ;==================================== ; Main loop ;==================================== ;==================================== keen_loop: ; draw tilemap jsr draw_tilemap ; draw enemies jsr draw_enemies ; draw laser jsr draw_laser ; draw keen jsr draw_keen ; handle door opening ; jsr check_open_door jsr page_flip jsr handle_keypress jsr move_keen ; jsr move_enemies jsr move_laser ;======================== ; increment frame count ;======================== inc FRAMEL bne no_frame_oflo inc FRAMEH no_frame_oflo: ;=========================== ; check end of level ;=========================== lda LEVEL_OVER beq do_keen_loop jmp done_with_keen do_keen_loop: ; delay ; lda #200 ; jsr WAIT jmp keen_loop done_with_keen: bit KEYRESET ; clear keypress lda #LOAD_MARS sta WHICH_LOAD rts ; exit back ;========================== ; includes ;========================== ; level graphics level1_bg_zx02: .incbin "graphics/level1_bg.gr.zx02" .include "text_print.s" .include "gr_offsets.s" .include "gr_fast_clear.s" ; .include "gr_copy.s" .include "gr_pageflip.s" .include "gr_putsprite_crop.s" .include "zx02_optim.s" .include "status_bar.s" .include "keyboard.s" .include "joystick.s" .include "text_drawbox.s" .include "print_help.s" .include "quit_yn.s" .include "level_end.s" .include "draw_keen.s" .include "sprites/keen_sprites.inc" .include "move_keen.s" .include "handle_laser.s" .include "draw_tilemap.s" .include "enemies_level1.s" .include "item_level1.s" .include "sound_effects.s" .include "speaker_tone.s" level1_data_zx02: .incbin "maps/level1_map.zx02"