mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-04 05:05:13 +00:00
569 lines
19 KiB
ArmAsm
569 lines
19 KiB
ArmAsm
; *********************************************
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; *** KSP by Vince Weaver, vince@deater.net ***
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; *** ***
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; *** A VMW Software Production ***
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; *********************************************
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;
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; http://www.deater.net/weave/vmwprod/ksp/
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; https://github.com/deater/dos33fsprogs
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;
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; Note: you'll want to run this through my tokenize_asoft
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; routine to remove these comments and create a proper
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; Applesoft BASIC file
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; Why not use REM statements? They take up valuable space
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; in RAM (we optimistically only have around 12kB to play with)
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; as well as slow down execution as BASIC is interpreted.
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;
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; Variable List: (Note, in Applesoft only first 2 chars matter)
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; A$ = keypressed
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; AN$ = astrounat name
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; C$ = contract name
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; D$ = ASCII(4) indicating we have a DOS command
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; AD() = astronaut dead
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; AN = rocket angle
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; AX/AY= rocket x/y acceleration
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; BF = bingo fuel (out of fuel) in stage
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; C = temp color
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; CQ = current quadrant (i.e. background to display)
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; DT = delta time (for time acceleration)
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; DV() = deltaV
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; EM() = per-stage empty mass
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; FM() = per-stage fuel mass
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; EN() = engines per stage
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; FF() = fuel flow
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; FL = fuel left (percent)
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; FT() = fuel tanks per stack
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; G = gravity
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; GA = gravity angle (radians)
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; GX/GY= gravity X/Y vector
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; H = horizon
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; HX/HY= orbital points in orbit mode
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; I = loop iterator
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; J = loop iterator
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; KE = astronaut eyes
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; KR = planet radius
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; LN = launched
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; MX = maximum altitude reached
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; OM = orbit mode (view)
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; P = number of parachutes
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; PD = parachutes deployed
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; RA = distance to center of planet
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; RR = altitude
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; RX/RY= rocket x,y position
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; S = Current Stage Number
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; SR = Number of struts
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; SS = Number of stages
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; TH() = stage thrust
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; TR = engines are thrusting
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; T = time
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; SM() = per-stage stage mass
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; ST() = Stacks per stage
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; TM() = per-stage total mass
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; TV = terminal velocity
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; TW() = thrust/weight ratio
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; V = velocity magnitude
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; VX/VY= velocity x/y vector
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; W = Which astronaut
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; X/Y = temp X/Y
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; ZX/ZY= Vx0 and Vy0
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.define EQU =
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LOCATE_FILEM_PARAM EQU $3DC
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LOCATE_RWTS_PARAM EQU $3E3
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FILEMANAGER EQU $3D6
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; Zero Page
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;; For the disk-read code
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RWTSH EQU $F1
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RWTSL EQU $F0
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DOSBUFH EQU $EF
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DOSBUFL EQU $EE
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FILEMH EQU $ED
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FILEML EQU $EC
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;; DOS Constants
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OPEN EQU $01
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CLOSE EQU $02
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READ EQU $03
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WRITE EQU $04
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DELETE EQU $05
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CATALOG EQU $06
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LOCK EQU $07
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UNLOCK EQU $08
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RENAME EQU $09
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POSITION EQU $0A
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INIT EQU $0B
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VERIFY EQU $0C
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;
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; Clear screen
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; 10 HOME:HGR:D$=CHR$(4)
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; *** REM *** SQUAD LOADING SCREEN ***
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; 100 PRINT D$"BLOAD SQUAD.HGR,A$2000"
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jsr BLOAD
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; *** REM *** Randmoize the start of the witty loading comments
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; 580 S=0:I=INT(RND(1)*8)+1
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; *** REM *** Prepare for the status bar
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; 590 VTAB 21: PRINT " ";:FOR I=1 TO 32: PRINT ".";: NEXT I
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; *** REM *** LOADING SCREEN ***
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; 700 FOR J=1 TO 32
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; 708 IF J=16 THEN PRINT: PRINT D$"BLOAD LOADING.HGR,A$2000"
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; 710 HTAB J+4:VTAB 21
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; 720 INVERSE: PRINT " ";: NORMAL
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; 790 S=S+1: IF S=4 THEN S=0
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; 795 IF S<>1 GOTO 840
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; 800 I=I+1: IF I > 8 THEN I=1
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; 802 VTAB 22: HTAB 1:PRINT " ";
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; 805 ON I GOSUB 850,851,852,853,854,855,856,857
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; *** REM *** Slow down so we don't load so fast
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; 840 FOR T=1 TO 250: NEXT T
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; 842 NEXT J
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; 845 GOTO 900
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; 850 HTAB 10:PRINT "Adding Extraneous Ks":RETURN
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; 851 HTAB 14:PRINT "Locating Jeb":RETURN
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; 852 HTAB 11:PRINT "Breaking Quicksaves":RETURN
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; 853 HTAB 12:PRINT "Patching Conics":RETURN
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; 854 HTAB 12:PRINT "Spinning up Duna":RETURN
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; 855 HTAB 11:PRINT "Warming up the 6502":RETURN
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; 856 HTAB 10:PRINT "Preparing Explosions":RETURN
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; 857 HTAB 10:PRINT "Unleashing the Kraken":RETURN
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; *** REM *** TITLE SCREEN ***
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; 900 HOME: PRINT: PRINT D$"BLOAD TITLE.HGR,A$2000"
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; 905 HTAB 25:VTAB 24: PRINT "VERSION 1.3.7.1";
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; *** REM ****************
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; *** REM KSP THEME MUSIC
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; *** REM SEE http://eightbitsoundandfury.ld8.org/programming.html
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; *** REM This loads an assembly language routine that generates
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; *** REM Square waves on the speaker output
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; *** REM ****************
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; 910 FOR L = 770 TO 790: READ V: POKE L,V: NEXT L
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; 920 DATA 173,48,192,136,208,5,206,1,3,240,9
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; 930 DATA 202,208,245,174,0,3,76,2,3,96
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; *** REM on qbasic this would be PLAY "L2ECGL4CEGL2B-AGL4CEGL2B-AGCD"
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; 940 FOR I=1 TO 17: READ F: READ D: POKE 768,F: POKE 769,D: CALL 770: NEXT I
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; 950 DATA 202,216,255,216,170,216
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; 955 DATA 255,108,202,108,170,108
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; 960 DATA 143,216,152,216,170,216
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; 965 DATA 255,108,202,108,170,108
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; 970 DATA 143,216,152,216,170,216,255,216,227,255
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; *** REM *** DONE LOADING ***
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; *** REM *** Wait for keypress
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; 990 VTAB 1: GET A$
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; *******************
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; *** VAB ***
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; *******************
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;**** REM *** Point to shape table location and load in VAB table
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;1000 POKE 232,0:POKE 233,16
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;1015 PRINT:PRINT D$"BLOAD VAB.SHAPE,A$1000"
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;1035 HGR : ROT= 0: SCALE= 2
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;1037 PRINT D$"BLOAD VAB.HGR,A$2000"
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;1150 X=132:Y=28
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;1155 XDRAW 1 AT X,Y+2
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;1200 HOME: INVERSE : VTAB 21: HTAB 7: PRINT " VEHICLE ASSEMBLY BUILDING "
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;1205 NORMAL:PRINT:PRINT "HOW MANY STAGES? (1-3)";:INPUT S
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;1230 FOR I = 1 TO S
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;1240 PRINT "HOW MANY STACKS, STAGE ";I;" (1-3)";:INPUT T:ST(I) = T
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;1260 PRINT "HOW MANY FUEL TANKS PER STACK, STAGE ";I;" (1-2)";
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;1265 INPUT F: FT(I) = F
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;1268 FOR J = 1 TO F
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;1270 XDRAW 2 AT X, Y+13*J
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;1272 IF T >1 THEN XDRAW 2 AT X-14, Y+13*J
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;1274 IF T >2 THEN XDRAW 2 AT X+14, Y+13*J
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;1278 NEXT J
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;1279 Y=Y+13*F
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;1280 PRINT "HOW MANY ENGINES, STAGE ";I;" (1-";T;")";:INPUT E
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;1285 EN(I) = E
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;1290 XDRAW 1 AT X, Y+8
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;1292 IF E >1 THEN XDRAW 1 AT X-14, Y+8
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;1294 IF E >2 THEN XDRAW 1 AT X+14, Y+8
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;1297 Y=Y+6
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;1300 NEXT I
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;1330 PRINT "HOW MANY PARACHUTES? (0-3)";:INPUT P
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;1350 PRINT "HOW MANY STRUTS? (0-20000)";:INPUT SR
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;1370 SS=S
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; *********************************
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; *** ASTRONAUT COMPLEX ***
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; *********************************
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;1500 TEXT: HOME: HTAB 11
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;1515 INVERSE: PRINT "ASTRONAUT COMPLEX": NORMAL
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;1520 PRINT:PRINT "CHOOSE ONE KERBAL FOR THIS MISSION:":PRINT
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;1530 FOR I=1 TO 8
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;1540 IF AD(I) GOTO 1600
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;1550 ON I GOSUB 1641,1642,1643,1644,1645,1646,1647,1648
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;1560 PRINT " ";I;". ";AN$,AJ$;" S: ";AS$;" C: ";AC$
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;1600 NEXT I
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;1605 PRINT: INPUT W
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;1615 IF W<1 OR W>8 THEN PRINT "INVALID INPUT, PLEASE TRY AGAIN!": GOTO 1610
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;1630 ON W GOSUB 1641,1642,1643,1644,1645,1646,1647,1648
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;1630 GOTO 1776
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;1641 AN$="JEBEDIAH" :AJ$="PILOT":AS$="****":AC$="****":RETURN
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;1642 AN$="VALENTINA":AJ$="PILOT":AS$="****":AC$="****":RETURN
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;1643 AN$="KAI" :AJ$="SCI ":AS$="*** ":AC$="***":RETURN
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;1644 AN$="KUROSHIN" :AJ$="ENGR ":AS$="** ":AC$="*":RETURN
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;1645 AN$="DESKTOP" :AJ$="ENGR ":AS$="* ":AC$="***":RETURN
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;1646 AN$="SLASHDOT" :AJ$="SCI ":AS$="*** ":AC$="*":RETURN
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;1647 AN$="ZURGTROYD":AJ$="PILOT":AS$="** ":AC$="***":RETURN
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;1648 AN$="DAPHTY" :AJ$="ENGR ":AS$="*** ":AC$="***":RETURN
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;*** REM DEBUG, Uncomment and Jump here to skip loading
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;1700 REM TEXT:HOME
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;1720 REM AN$="ZURGTROYD":SS=3
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;1750 REM EN(1)=1:ST(1)=1:FT(1)=1
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;1751 REM EN(2)=2:ST(2)=2:FT(2)=1
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;1752 REM EN(3)=3:ST(3)=3:FT(3)=1
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;************************
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;* Rocket Summary ***
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;************************
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;*** REM Load Rocket Shape Table
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;1776 POKE 232,0:POKE 233,16
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;1783 PRINT D$"BLOAD ROCKET.SHAPE,A$1000"
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;1800 HOME:PRINT "ROCKET SUMMARY:":PRINT
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;1802 G=-9.8:S=SS:DT=1
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;1805 FOR I=1 TO S
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;*** REM EmptyMass=Engines*1.5T+(Stacks*FuelTanks)*0.5T
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;1810 EM(I)=EN(I)*1.5+ST(I)*FT(I)*0.5
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;*** REM First stage also has a 1T capsule
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;1812 IF I=1 THEN EM(I)=EM(I)+1.0
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;*** REM FuelMass=(Stacks*FuelTanks)*4T
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;1814 FM(I)=ST(I)*FT(I)*4.0
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;*** REM StageFuel=FuelMass (one gets decremented as we use it up)
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;1815 SF(I)=FM(I)
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;*** REM StageMass=EmptyMass+FuelMass
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;1816 SM(I)=EM(I)+FM(I)
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;*** REM Total mass of stage includes all higher stages
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;1820 TM(I)=0
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;1822 FOR J=1 TO I
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;1825 TM(I)=TM(I)+SM(J)
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;1830 NEXT J
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;*** Thrust=NumberOfEngines*168kN
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;1835 TH(I)=EN(I)*168
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;*** DeltaV=ISP*gravity*ln(total_mass/empty_mass)
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;1840 DV(I)=270*-G*LOG(TM(I)/(TM(I)-FM(I)))
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;*** Thrust/Weight Ratio
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;1850 TW(I)=TH(I)/(TM(I)*-G)
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;*** Fuel Flow
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;1855 FF(I)=TH(I)/(270*-G)
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;1990 PRINT "STAGE: ";4-I
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;1991 PRINT " TANKS=";ST(I)*FT(I);" ENGINES=";EN(I)
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;1992 PRINT " STAGE MASS=";SM(I);" TOTAL MASS=";TM(I)
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;1993 PRINT " DELTAV=";DV(I)
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;1995 PRINT " TWR=";TW(I)
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;2000 NEXT I
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;2998 GET A$
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;2999 HOME
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;******************************
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;*** Main Loop ****
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;******************************
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;
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;******************************
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;*** Initialize Variables ***
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;******************************
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;3000 AN=0:GX=0:GY=-9.8:GA=0:V=0:VX=0:VY=0:AX=0:AY=0:KR=600000
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;3016 RX=0:RY=KR+10:RA=KR+10:TR=0:T=0:BF=0:MX=0:PD=0:LN=0:CQ=0:OM=0
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;3020 HGR:ROT=0:SCALE=2:H=0
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;**** REM ** LAUNCHPAD **
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;3035 PRINT:PRINT D$"BLOAD LAUNCHPAD.HGR,A$2000"
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;**** REM DRAW HORIZON (GREEN)
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;3038 HCOLOR=1:HPLOT 1,80 TO 132,80: HPLOT 148,80 TO 247,80
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;**** REM DRAW GANTRY (WHITE)
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;3039 HCOLOR=3:HPLOT 110,110 TO 110,60:HPLOT TO 130,60: HPLOT 110,70 TO 130,70
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;**** DRAW SHIP
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;3040 XDRAW 1+((S-1)*2)+TR AT 140,80
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;4000 REM ** MAIN LOOP **
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;**** REM ** if not launched yet then skip physics
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;4002 IF LN=0 GOTO 5032
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;**** Calculate altitude and set maximum if we are at new record
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;4003 RR=RA-KR:IF RR>MX THEN MX=RR
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;**** If orbit mode then skip drawing horizon, etc
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;4004 IF OM=1 GOTO 4018
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;**** If above 1.8km don't draw horizon
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;**** FIXME: do we need to check OM again?
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;**** FIXME: we draw the horizon one pixel too far to right
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;4005 IF RR>1800 OR OM=1 THEN GOTO 4012
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;**** Erase old horizon
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;4007 HCOLOR=0:HPLOT 1,80+H TO 132,80+H:HPLOT 148,80+H TO 247,80+H
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;**** Calculate and draw new horizon
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;4010 H=RR/20:HCOLOR=1:HPLOT 1,80+H TO 132,80+H:HPLOT 148,80+H TO 247,80+H
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;**** REM *** Check if need to change to surface mode
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;4012 IF RR<40000 AND CQ<>0 THEN GOSUB 7600
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;**** REM *** If in surface mode, skip ahead
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;4014 IF RR<40000 GOTO 4018
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;**** REM *** See if need to change to high-altitude mode
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;4016 IF RR>40000 AND CQ<>1 THEN GOSUB 7700
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;**** REM *** Calculate Fuel Left
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;4018 FL=FM(S)*100/SF(S)
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;**** REM *** If not thrusting then skip ahead
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;4020 IF TR<>1 THEN GOTO 4050
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;**** REM *** If out of fuel then shut down engines
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;4025 IF FM(S)<0.1 THEN FM(S)=0:BF=1:AX=0:AY=0:GOTO 4050
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;**** REM *** Calculate acceleration vectors based on thrust and mass
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;4030 AX=(TH(S)/TM(S))*SIN(AN):AY=(TH(S)/TM(S))*COS(AN)
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;**** REM *** Update masses now that fuel was used
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;4040 FM(S)=FM(S)-FF(S):TM(S)=TM(S)-FF(S)
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;4047 GOTO 4060
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;**** REM ELSE NOT THRUSTING
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;4050 AX=0:AY=0
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;**** REM ENDIF
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;**** REM *** Calculate angle to center of planet
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;4060 GA=ATN(RX/RY)
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;**** REM *** Wrap since ATN can only return -PI/2 to PI/2
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;4065 IF RY<0 THEN GA=GA+3.14
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;**** REM *** Calculate gravity vectors
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;4070 GY=COS(GA)*G:GX=SIN(GA)*G:AY=AY+GY:AX=AX+GX
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;**** REM *** v=v0+at
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;4090 ZX=VX:ZY=VY:VY=ZY+AY*DT:VX=ZX+AX*DT:V=SQR(VX*VX+VY*VY)
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;**** REM *** deltaX=0.5(V0+V)t
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;5012 RY=RY+0.5*(ZY+VY)*DT:RX=RX+0.5*(ZX+VX)*DT:RA=SQR(RX*RX+RY*RY)
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;**** REM *** If new position below surface then crash
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;5020 IF RA<KR THEN GOTO 8000
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;**** REM *** Calculate new gravity value based on altitude
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;5030 G=-9.8/((RA/KR)*(RA/KR))
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;*****************************************
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;*** Print status on bottom of screen ***
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;*****************************************
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;5032 VTAB 21:PRINT "TIME: ";T,"STAGE: ";4-S;" ";AN$
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;5045 PRINT "ALT: ";INT((RA-KR)/1000);"KM","ANGLE=";R*5.625;" "
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;5060 PRINT "VEL: ";INT(V);"M/S","FUEL: ";INT(FL);"% "
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;**** REM *** If out of fuel then cut off thrusting
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;5100 IF BF=1 THEN BF=0:A$="X":GOTO 5555
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;********************************
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;*** Check for keyboard input ***
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;********************************
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;*** No non-blocking input in Applesoft
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;*** so need to check keyboard buffer directly
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;5115 Q=PEEK(-16384):IF Q<128 THEN GOTO 6095
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;5222 A$=CHR$(Q-128):POKE 49168,0
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;********************************
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;*** Erase the old ship
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;********************************
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;5555 IF OM<>1 THEN XDRAW 1+((S-1)*2)+TR AT 140,80
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;********************************
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;*** Handle keypresses
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;********************************
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;6060 IF A$="Q" THEN GOTO 9000
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;**** A/D rotate ship
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;6061 IF A$="A" THEN R=R-8:AN=AN-0.7853
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;6062 IF A$="D" THEN R=R+8:AN=AN+0.7853
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;**** C (undocumented) forces crash
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;6063 IF A$="C" THEN GOTO 8000
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;**** Z/X enable/disable engines
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;6064 IF A$="Z" THEN TR=1
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;6065 IF A$="X" THEN TR=0
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;**** >/< speed/slow time
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;6066 IF A$=">" THEN DT=DT+1
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;6067 IF A$="<" THEN DT=DT-1:IF DT<1 THEN DT=1
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;**** M switched to/from orbit mode
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;6068 IF A$="M" AND OM=1 THEN OM=0:CQ=-1:GOTO 4000
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;6069 IF A$="M" AND OM=0 THEN OM=1:HOME:PRINT:PRINT D$"BLOAD GLOBE.HGR,A$2000":GOTO 6095
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;**** space launches ship or stages/parachutes
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;**** we make a click noise on the speaker if we stage
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;6070 IF A$=" " AND LN=1 THEN S=S-1:XX=PEEK(-16336):IF S<1 AND P>0 AND PD=0 THEN PD=1:GOSUB 7800
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;6072 IF S<1 THEN S=1
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;6074 IF A$=" " AND LN=0 THEN GOSUB 7500
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;**************************************
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;*** Adjust values after keypresses ***
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;**************************************
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;**** Adjust rotation
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;6075 IF R=64 THEN R=0:AN=0
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;6076 IF R=-8 THEN R=56
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;**** REM Adjust astronaut face: FIXME better cues
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;**** REM always start neutral
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;6077 IF OM<>1 THEN GOSUB 8200
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;**** REM If flying upside down then frown
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;6078 IF OM<>1 AND R>20 AND R<48 THEN GOSUB 8210:GOTO 6080
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;**** REM If going up then smile
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;6079 IF OM<>1 AND VY>100 THEN GOSUB 8220
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;**** Adjust rotation
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;6080 ROT=R
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;**** Re-draw ship
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;6090 IF OM<>1 THEN XDRAW 1+((S-1)*2)+TR AT 140,80
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;**** In orbit mode, plot orbit
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|
;6095 IF OM=1 THEN HX=INT(RX/25000)+140:HY=INT(-RY/25000)+85:HCOLOR=3:HPLOT HX,HY
|
|
;**** Adjust Time plus astronaut eye count
|
|
;6118 T=T+DT:EC=EC+DT
|
|
;**** If enough time has passed update eyes
|
|
;6150 IF OM<>1 AND EC>30 THEN EC=0:GOSUB 8100
|
|
;**** REM Loop forever
|
|
;6200 GOTO 4000
|
|
;***************
|
|
;*** LAUNCH ****
|
|
;***************
|
|
;**** REM Erase gantry
|
|
;7500 HCOLOR=0:HPLOT 110,110 TO 110,60:HPLOT TO 130,60: HPLOT 110,70 TO 130,70
|
|
;**** REM click the speaker
|
|
;7520 XX=PEEK(-16336)
|
|
;7530 TR=1:LN=1
|
|
;**** Make astronaut smile
|
|
;7535 GOSUB 8220
|
|
;7540 RETURN
|
|
;********************
|
|
;**** Ground Mode ***
|
|
;********************
|
|
;7600 HOME:PRINT:PRINT D$"BLOAD LAUNCHPAD.HGR,A$2000"
|
|
;7615 XDRAW 1+((S-1)*2)+TR AT 140,80
|
|
;7620 CQ=0
|
|
;7650 RETURN
|
|
;********************
|
|
;*** Space Mode *****
|
|
;********************
|
|
;*** Up mode, sort of intend to have up/down/left/right images
|
|
;*** but only up implemented right now
|
|
;7700 HOME:PRINT:PRINT D$"BLOAD ORBIT_TOP.HGR,A$2000"
|
|
;7710 XDRAW 1+((S-1)*2)+TR AT 140,80
|
|
;7720 CQ=1
|
|
;7750 RETURN
|
|
;*************************
|
|
;*** Deploy Parachutes ***
|
|
;*************************
|
|
;7800 HX=0:HY=0
|
|
;7805 IF PD=1 THEN HX=5:HY=3
|
|
;7810 HCOLOR=HX:HPLOT 120,20 TO 160,20 TO 180,40 TO 100,40 TO 120,20
|
|
;7820 HCOLOR=HY:HPLOT 100,40 TO 140,80 TO 180,40
|
|
;7830 RETURN
|
|
;***************
|
|
;**** CRASH ****
|
|
;***************
|
|
;**** Make ship bigger
|
|
;8000 SCALE=3
|
|
;**** Make astronaut frown
|
|
;8015 GOSUB 8200
|
|
;**** Spin ship around while clicking
|
|
;8020 FOR I=0 TO 64 STEP 8: ROT=I:XDRAW 1+((S-1)*2)+TR AT 140,80: XX=PEEK(-16336):NEXT I
|
|
;**** Draw explosion
|
|
;8030 FOR I=1 TO 50
|
|
;8040 X=INT(RND(1)*80)+1:Y=INT(RND(1)*80)+1
|
|
;8050 C=INT(RND(1)*7)+1:HCOLOR=C
|
|
;8060 HPLOT 140,80 TO 100+X,40+Y
|
|
;8070 XX=PEEK(-16336)
|
|
;8080 NEXT I
|
|
;**** Kill off the astronaut
|
|
;8085 AD(W)=1
|
|
;8090 GOTO 9000
|
|
;**************************
|
|
;*** Astronaut Eyes ***
|
|
;**************************
|
|
;**** Erase old ones
|
|
;8100 HCOLOR=3:HPLOT 258,150 TO 263,150:HPLOT 265,150 TO 270,150
|
|
;*** Randomly pick new ones
|
|
;8110 KE=INT(RND(1)*3)
|
|
;**** Draw new ones
|
|
;8120 HCOLOR=0:HPLOT 258+(2*KE),150 TO 259+(2*KE),150
|
|
;8125 HPLOT 265+(2*KE),150 TO 266+(2*KE),150
|
|
;8130 RETURN
|
|
;**************************
|
|
;*** Astronaut Frown ***
|
|
;**************************
|
|
;**** Erase old mouth
|
|
;8200 HCOLOR=1:HPLOT 259,155 TO 271,155:HPLOT 259,156 TO 271,156
|
|
;**** Draw frown
|
|
;8205 HCOLOR=0:HPLOT 261,155 TO 269,155:HPLOT 259,156 TO 271,156
|
|
;8207 RETURN
|
|
;**************************
|
|
;*** Astronaut Neutral ***
|
|
;**************************
|
|
;**** Erase old mouth
|
|
;8210 HCOLOR=1:HPLOT 259,155 TO 271,155:HPLOT 259,156 TO 271,156
|
|
;**** Draw new mouth
|
|
;8215 HCOLOR=0:HPLOT 259,155 TO 271,155
|
|
;8217 RETURN
|
|
;**************************
|
|
;*** Astronaut Smile ***
|
|
;**************************
|
|
;**** Erase old mouth
|
|
;8220 HCOLOR=1:HPLOT 259,155 TO 271,155:HPLOT 259,156 TO 271,156
|
|
;**** Draw new mouth
|
|
;8225 HCOLOR=0:HPLOT 259,155 TO 271,155:HPLOT 261,156 TO 269,156
|
|
;8227 RETURN
|
|
;*****************************
|
|
;*** CONTRACT COMPLETE ***
|
|
;*****************************
|
|
;9000 IF MX<40000 THEN C$="CRASH SHIP":F$="0.30":E$="-1":GOTO 9010
|
|
;9007 C$="REACH SPACE":F$="200":E$="20"
|
|
;9010 TEXT:HOME
|
|
;9020 HTAB 10:VTAB 9
|
|
;9021 FOR I=1 TO 20: PRINT "*";: NEXT I: PRINT "*"
|
|
;9023 HTAB 10: PRINT "* ";:INVERSE: PRINT "CONTRACT COMPLETE";:NORMAL: PRINT " *"
|
|
;9024 HTAB 10: PRINT "* ";
|
|
;9026 L=10-(LEN(C$))/2
|
|
;9027 HTAB 10+L:PRINT C$;:HTAB 30: PRINT "*"
|
|
;9030 HTAB 10:PRINT "* FUNDS ";F$;:HTAB 30: PRINT "*"
|
|
;9030 HTAB 10:PRINT "* EXPERIENCE ";E$;:HTAB 30: PRINT "*"
|
|
;9040 HTAB 10
|
|
;9042 FOR I=1 TO 20: PRINT "*";: NEXT I:PRINT "*"
|
|
;9100 VTAB 16
|
|
;9110 PRINT "NOW WHAT?"
|
|
;9120 PRINT " 1. RETURN TO THE VAB"
|
|
;9130 PRINT " 2. RETURN TO ASTRO COMPLEX"
|
|
;9140 PRINT " 3. RETURN TO LAUNCH"
|
|
;9145 PRINT " 4. HELP"
|
|
;9150 PRINT " 5. QUIT GAME"
|
|
;9160 PRINT "---> ";
|
|
;9170 GET A$
|
|
;9171 IF A$="1" GOTO 1000
|
|
;9172 IF A$="2" GOTO 1500
|
|
;9173 IF A$="3" GOTO 1776
|
|
;9174 IF A$="4" OR A$="H" GOTO 9200
|
|
;9175 IF A$="5" OR A$="Q" THEN TEXT:HOME:END
|
|
;9176 GOTO 9160
|
|
;*******************
|
|
;*** HELP SCREEN ***
|
|
;*******************
|
|
;9200 HOME:PRINT "KSP-APPLE-II BY VINCE WEAVER"
|
|
;9230 PRINT " APPLE II FOREVER"
|
|
;9240 PRINT " A,D - STEER SHIP LEFT/RIGHT"
|
|
;9250 PRINT " Z - START ENGINES"
|
|
;9260 PRINT " X - CUT ENGINES"
|
|
;9270 PRINT " SPACE - LAUNCH,STAGE"
|
|
;9275 PRINT " M - SWITCH TO ORBITAL VIEW"
|
|
;9277 PRINT " <,> - FAST FORWARD"
|
|
;9280 PRINT " ESC - QUIT"
|
|
;9300 GET A$
|
|
;9320 GOTO 9010
|
|
|
|
BLOAD:
|
|
jsr LOCATE_FILEM_PARAM ; load file manager param list
|
|
; Y=low, A=high
|
|
|
|
sta FILEMH ; store pointer in page0
|
|
sty FILEML
|
|
|
|
ldy #7 ; file type in offset 7
|
|
lda #4 ; binary file
|
|
sta (FILEML),y
|
|
|
|
iny ; filename pointer in offset 8
|
|
lda #<filename
|
|
sta (FILEML),y
|
|
lda #>filename
|
|
iny
|
|
sta (FILEML),y
|
|
|
|
ldx #1 ; open existing file
|
|
|
|
jsr open
|
|
|
|
jsr read
|
|
|
|
jsr close
|
|
|
|
open:
|
|
read:
|
|
close:
|
|
|
|
|
|
; --- string with high-bit set, null-terminated
|
|
.macro aschiz str
|
|
.repeat .strlen (str), c
|
|
.byte .strat (str, c) | $80
|
|
.endrep
|
|
.byte 0
|
|
.endmacro
|
|
|
|
.data
|
|
filename: aschiz "LOADING.HGR "
|
|
|
|
|