mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-17 14:12:58 +00:00
b1238af49d
this will probably upset people
1451 lines
21 KiB
ArmAsm
1451 lines
21 KiB
ArmAsm
; Uses the 40x48d page1/page2 every-1-scanline pageflip mode
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; self modifying code to get some extra colors (pseudo 40x192 mode)
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; by deater (Vince Weaver) <vince@deater.net>
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; TODO:
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; end level after a certain number of points
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; track score properly
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level3_earth:
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;===================
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; init screen
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jsr TEXT
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jsr HOME
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bit KEYRESET
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;===================
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; init vars
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lda #0
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sta DRAW_PAGE
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sta WHICH
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sta ZERO
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sta YADD
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sta LEVEL_DONE
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sta FIRE_X
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sta ASTEROID_SUBX
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sta ASTEROID_EXPLODE
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sta GAME_OVER
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sta FIRE
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sta BLAST1
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sta BLAST2
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sta SPRITE_XPOS
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sta SPRITE_YPOS
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sta FIRE_Y
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lda #$44
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sta GREEN0
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sta GREEN4
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lda #$cc
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sta GREEN1
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sta GREEN3
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lda #$ff
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sta GREEN2
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lda #36
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sta ASTEROID_X
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lda #12
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sta ASTEROID_Y
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lda #64
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sta YPOS
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lda #1
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sta ASTEROID_SPEED
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sta XPOS
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;=============================
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; Load graphic page0
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lda #$0c
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sta BASH
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lda #$00
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sta BASL ; load image to $c00
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lda WHICH
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asl
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asl ; which*4
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tay
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lda pictures,Y
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sta GBASL
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lda pictures+1,Y
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sta GBASH
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jsr load_rle_gr
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lda #4
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sta DRAW_PAGE
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jsr gr_copy_to_current ; copy to page1
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; GR part
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bit PAGE1
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bit LORES ; 4
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bit SET_GR ; 4
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bit FULLGR ; 4
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;=============================
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; Load graphic page1
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lda #$0c
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sta BASH
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lda #$00
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sta BASL ; load image to $c00
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lda WHICH
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asl
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asl ; which*4
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tay
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lda pictures+2,Y
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sta GBASL
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lda pictures+3,Y
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sta GBASH
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jsr load_rle_gr
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lda #0
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sta DRAW_PAGE
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jsr gr_copy_to_current
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lda #8
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sta DRAW_PAGE
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lda #<score_text2
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sta OUTL
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lda #>score_text2
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sta OUTH
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jsr move_and_print
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; ; GR part
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bit PAGE0
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;==============================
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; setup graphics for vapor lock
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;==============================
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jsr vapor_lock
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; vapor lock returns with us at beginning of hsync in line
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; 114 (7410 cycles), so with 5070 lines to go
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; GR part
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bit LORES ; 4
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bit SET_GR ; 4
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bit FULLGR ; 4
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jsr gr_copy_to_current ; 6+ 9292
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; 5070 + 4550 = 9620
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; 9292
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; 12
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; 6
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; ====
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; 310
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; - 3 for jmp
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; 307
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; Try X=9 Y=6 cycles=307
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ldy #6 ; 2
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loopQ: ldx #9 ; 2
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loopR: dex ; 2
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bne loopR ; 2nt/3
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dey ; 2
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bne loopQ ; 2nt/3
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jmp sprites_display_loop ; 3
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.align $100
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;================================================
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; Display Loop
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;================================================
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; each scan line 65 cycles
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; 1 cycle each byte (40cycles) + 25 for horizontal
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; Total of 12480 cycles to draw screen
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; Vertical blank = 4550 cycles (70 scan lines)
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; Total of 17030 cycles to get back to where was
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; We want to alternate between page1 and page2 every 65 cycles
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; vblank = 4550 cycles to do scrolling
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sprites_display_loop:
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.include "sprites_screen.s"
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;======================================================
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; We have 4550 cycles in the vblank, use them wisely
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;======================================================
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; 4550 -- VBLANK
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;-1835 -- draw ship (131*14)+1
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; -829 -- erase ship (100*8)+(14*2)+1
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; -167 -- erase fire
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; -348 -- erase asteroid
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; -31 -- move ship
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; -17 -- move fire
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; -56 -- collide asteroid/fire
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; -40 -- collide ship
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; -35 -- move asteroid
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; -436 -- draw fire
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; -337 -- draw asteroid
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; -61 -- keypress
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; -33 -- handle fire press
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; -51 -- exploding asteroid
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; -47 -- sparkle
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; -36 -- blast (18+18)
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; -25 -- loop
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; -3 -- alignment
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;=======
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; 163
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; -40 nop sled
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;================
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; erase old ship
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ldy YPOS ; 3 ; 0
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jsr erase_line ; 6+94
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iny ; 2 ; 1
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jsr erase_line ; 6+94
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iny ; 2 ; 2
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jsr erase_line ; 6+94
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iny ; 2 ; 3
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jsr erase_line ; 6+94
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; note, to be complete should erase all these
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; only an issue if moving up/down really fast
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iny ; 2 ; 4
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; jsr erase_line ; 6+94
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iny ; 2 ; 5
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; jsr erase_line ; 6+94
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iny ; 2 ; 6
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; jsr erase_line ; 6+94
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iny ; 2 ; 7
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; jsr erase_line ; 6+94
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iny ; 2 ; 8
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; jsr erase_line ; 6+94
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iny ; 2 ; 9
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; jsr erase_line ; 6+94
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iny ; 2 ; 10
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jsr erase_line ; 6+94
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iny ; 2 ; 11
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jsr erase_line ; 6+94
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iny ; 2 ; 12
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jsr erase_line ; 6+94
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iny ; 2 ; 13
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jsr erase_line ; 6+94
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;==========================
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; erase the fire
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;==========================
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ldy FIRE_Y ; 3
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iny ; 2
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jsr erase_fire ; 6+71
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iny ; 2
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iny ; 2
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iny ; 2
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iny ; 2
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jsr erase_fire ; 6+71
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;========
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; 167
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; jsr erase_fire ; 6+71
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; jsr erase_fire ; 6+71
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; jsr erase_fire ; 6+71
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;====
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; 388
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;=====================
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; erase the asteroid
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lda #$0 ; 2
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sta DRAW_PAGE ; 3
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lda #<void_p1 ; 2
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sta INL ; 3
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lda #>void_p1 ; 2
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sta INH ; 3
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lda ASTEROID_X ; 3
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sta SPRITE_XPOS ; 3
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lda ASTEROID_Y ; 3
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sta SPRITE_YPOS ; 3
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jsr put_sprite_fast ; 6+304
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;======
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; 337
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;==========================
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; move the asteroid
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;==========================
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; move none: 16 [12+7] = 35
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; move ok: 16+12 [7] = 35
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; move off screen: 16+12+7 = 35
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; game over: who cares
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move_asteroid:
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clc ; 2
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lda ASTEROID_SUBX ; 3
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adc ASTEROID_SPEED ; 3
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sta ASTEROID_SUBX ; 3
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cmp #$12 ; 2
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bcc no_new_asteroid2; 3 blt
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;========
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; 16
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; -1
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lda #0 ; 2
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sta ASTEROID_SUBX ; 3
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dec ASTEROID_X ; 5
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bne no_new_asteroid ; 3
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;=====
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; 12
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new_asteroid:
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; -1
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lda #7 ; 2
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sta ASTEROID_EXPLODE ; 3
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jmp done_move_asteroid ; 3
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;===========
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; 7
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no_new_asteroid2:
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inc TEMP ; 5
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inc TEMP ; 5
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nop ; 2
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no_new_asteroid:
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nop ; 2
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nop ; 2
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lda TEMP ; 3
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;====
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; 7
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done_move_asteroid:
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;==========================
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; move the fire
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;==========================
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; no-fire: 6+7 = 13 [4]
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; too-far: 6+4+7 = 17
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; moving: 6+4+7 = 17
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lda FIRE_X ; 3
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beq no_fire ; 3
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; -1
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cmp #39 ; 2
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bcs kill_fire ; bge 3
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; -1
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inc FIRE_X ; 5
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jmp done_move_fire ; 3
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no_fire:
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nop
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nop
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kill_fire:
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nop ; 2
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lda #0 ; 2
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sta FIRE_X ; 3
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done_move_fire:
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;==========================
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; move the ship
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; in bounds: 14+5 = 19 [12]
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; too small: 14+10 = 24 [7]
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; too big: 14+5+12 = 31
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clc ; 2
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lda YPOS ; 3
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adc YADD ; 3
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sta YPOS ; 3
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bpl not_minus ; 3
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minus:
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; -1
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lda #$0 ; 2
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sta YPOS ; 3
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sta YADD ; 3
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jmp done_move_delay_7 ; 3
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not_minus:
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cmp #104 ; 2
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bcc done_move_delay_12 ; blt ; 3
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; -1
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lda #$0 ; 2
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sta YADD ; 3
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lda #103 ; 2
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sta YPOS ; 3
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jmp done_move ; 3
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done_move_delay_12:
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lda TEMP ; 3
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nop ; 2
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done_move_delay_7:
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lda TEMP ; 3
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nop ; 2
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nop ; 2
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done_move:
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nop_sled:
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nop
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nop
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nop
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nop
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nop
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nop
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nop
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nop
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nop
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nop
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nop
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nop
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nop
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nop
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nop
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nop
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nop
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nop
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nop
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nop
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;==========================
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; collision (fire/asteroid)
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;==========================
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; none: 13 [20+23]
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; xmatch not y: 13+20 [23]
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; explosion: 13+20+23 = 56
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sec ; 2
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lda ASTEROID_X ; 3
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sbc FIRE_X ; 3
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cmp #252 ; 2
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bcc no_collide_x ; 3 ; blt
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;===
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; 13
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; -1
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lda FIRE_Y ; 3
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lsr ; 2
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lsr ; 2
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clc ; 2
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adc #$9 ; 2
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sec ; 2
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sbc ASTEROID_Y ; 3
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cmp #4 ; 2
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bcs no_collide_y ; 3 ; bge
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;===
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; 20
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; -1
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lda #1 ; 2
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sta ASTEROID_EXPLODE ; 3
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inc ASTEROID_SPEED ; 5
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lda #0 ; 2
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sta FIRE_X ; 3
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inc $41D ; 6
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jmp collision_done ; 3
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;====
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; 23
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no_collide_x:
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inc TEMP ; 5
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inc TEMP ; 5
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inc TEMP ; 5
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inc TEMP ; 5
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no_collide_y:
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inc TEMP ; 5
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inc TEMP ; 5
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inc TEMP ; 5
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inc TEMP ; 5
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lda TEMP ; 3
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collision_done:
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;==========================
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; collision (ship/asteroid)
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;==========================
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; none: 8 [20+12]
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; xmatch not y: 8+20 [12]
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; explosion: 8+20+12 = 40
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ship_collision:
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lda ASTEROID_X ; 3
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cmp #$8 ; 2
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bcs no_ship_collide_x ; 3 ; blt
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;===
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; 8
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; -1
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lda YPOS ; 3
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lsr ; 2
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lsr ; 2
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clc ; 2
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adc #10 ; 2
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sec ; 2
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sbc ASTEROID_Y ; 3
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cmp #6 ; 2
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bcs no_ship_collide_y ; 3 ; bge
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;===
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; 20
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; -1
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lda #1 ; 2
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sta ASTEROID_EXPLODE ; 3
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lda #1 ; 2
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sta LEVEL_DONE ; 3
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lda #1
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sta GAME_OVER
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jmp ship_collision_done ; 3
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;====
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; 12
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no_ship_collide_x:
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inc TEMP ; 5
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inc TEMP ; 5
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inc TEMP ; 5
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inc TEMP ; 5
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no_ship_collide_y:
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lda TEMP ; 3
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lda TEMP ; 3
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lda TEMP ; 3
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lda TEMP ; 3
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ship_collision_done:
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;==========================
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; draw the ship
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ldy YPOS ; 3
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; line 0
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ldx #0 ; 2
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jsr sprite_line ; 6+121
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;====
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; 129
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; line 1
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iny ; 2
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ldx #7 ; 2
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jsr sprite_line ; 6+121
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;====
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; 131
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; line 2
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iny ; 2
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ldx #14 ; 2
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jsr sprite_line ; 6+121
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;====
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; 131
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; line 3
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iny ; 2
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ldx #21 ; 2
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jsr sprite_line ; 6+121
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;====
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; 131
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; line 4
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iny ; 2
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ldx #28 ; 2
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jsr sprite_line ; 6+121
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;====
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; 131
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; line 5
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iny ; 2
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ldx #35 ; 2
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jsr sprite_line ; 6+121
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;====
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; 131
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; line 6
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iny ; 2
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ldx #42 ; 2
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jsr sprite_line ; 6+121
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;====
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; 131
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; line 7
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iny ; 2
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ldx #49 ; 2
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jsr sprite_line ; 6+121
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;====
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; 131
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; line 8
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iny ; 2
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ldx #56 ; 2
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jsr sprite_line ; 6+121
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;====
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; 131
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; line 9
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iny ; 2
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ldx #63 ; 2
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jsr sprite_line ; 6+121
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;====
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; 131
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; line 10
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iny ; 2
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ldx #70 ; 2
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jsr sprite_line ; 6+121
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;====
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; 131
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; line 11
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iny ; 2
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ldx #77 ; 2
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jsr sprite_line ; 6+121
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;====
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; 131
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; line 12
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iny ; 2
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ldx #84 ; 2
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jsr sprite_line ; 6+121
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;====
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; 131
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; line 13
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iny ; 2
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ldx #91 ; 2
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jsr sprite_line ; 6+121
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;====
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; 131
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;==========================
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; draw the fire
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;==========================
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; 6+(61*7)+3 = 436
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lda FIRE_X ; 3
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beq no_draw_fire ; 3
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; -1
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ldy FIRE_Y ; 3
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; line 0
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ldx #0 ; 2
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jsr fire_line ; 6+51
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;====
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; 61
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; line 1
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iny ; 2
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ldx #1 ; 2
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jsr fire_line ; 6+51
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;====
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; 61
|
|
|
|
; line 2
|
|
iny ; 2
|
|
ldx #2 ; 2
|
|
jsr fire_line ; 6+51
|
|
;====
|
|
; 61
|
|
|
|
; line 3
|
|
iny ; 2
|
|
ldx #3 ; 2
|
|
jsr fire_line ; 6+51
|
|
;====
|
|
; 61
|
|
|
|
; line 4
|
|
iny ; 2
|
|
ldx #4 ; 2
|
|
jsr fire_line ; 6+51
|
|
;====
|
|
; 61
|
|
|
|
; line 5
|
|
iny ; 2
|
|
ldx #5 ; 2
|
|
jsr fire_line ; 6+51
|
|
;====
|
|
; 61
|
|
|
|
; line 6
|
|
iny ; 2
|
|
ldx #5 ; zero again ; 2
|
|
jsr fire_line ; 6+51
|
|
;====
|
|
; 61
|
|
|
|
jmp done_draw_fire ; 3
|
|
|
|
no_draw_fire:
|
|
|
|
; want 436, have 6+1+(61*7)=434
|
|
|
|
nop ; 2
|
|
|
|
ldy FIRE_Y ; 3
|
|
|
|
; line 0
|
|
ldx #5 ; 2
|
|
jsr fire_line ; 6+51
|
|
;====
|
|
; 61+1
|
|
|
|
; line 1
|
|
iny ; 2
|
|
ldx #5 ; 2
|
|
jsr fire_line ; 6+51
|
|
;====
|
|
; 61
|
|
|
|
; line 2
|
|
iny ; 2
|
|
ldx #5 ; 2
|
|
jsr fire_line ; 6+51
|
|
;====
|
|
; 61
|
|
|
|
; line 3
|
|
iny ; 2
|
|
ldx #5 ; 2
|
|
jsr fire_line ; 6+51
|
|
;====
|
|
; 61
|
|
|
|
; line 4
|
|
iny ; 2
|
|
ldx #5 ; 2
|
|
jsr fire_line ; 6+51
|
|
;====
|
|
; 61
|
|
|
|
; line 5
|
|
iny ; 2
|
|
ldx #5 ; 2
|
|
jsr fire_line ; 6+51
|
|
;====
|
|
; 61
|
|
|
|
; line 6
|
|
iny ; 2
|
|
ldx #5 ; zero again ; 2
|
|
jsr fire_line ; 6+51
|
|
;====
|
|
; 61
|
|
|
|
done_draw_fire:
|
|
|
|
|
|
;=====================
|
|
; draw the asteroid
|
|
draw_asteroid:
|
|
lda #$0 ; 2
|
|
sta DRAW_PAGE ; 3
|
|
|
|
lda ASTEROID_EXPLODE ; 3
|
|
and #$fe ; 2
|
|
tax ; 2
|
|
lda asteroid_lookup,X ; 4
|
|
sta INL ; 3
|
|
lda asteroid_lookup+1,X ; 4
|
|
sta INH ; 3
|
|
lda ASTEROID_X ; 3
|
|
sta SPRITE_XPOS ; 3
|
|
lda ASTEROID_Y ; 3
|
|
sta SPRITE_YPOS ; 3
|
|
jsr put_sprite_fast ; 6+304
|
|
;======
|
|
; 348
|
|
|
|
|
|
;=================
|
|
; BLAST1
|
|
;=================
|
|
; blast1: 6+7+5 = 18
|
|
; noblast1: 6+5+[7]
|
|
|
|
lda BLAST1 ; 3
|
|
beq no_blast1d ; 3
|
|
blast1:
|
|
; -1
|
|
inc ZERO ; 5
|
|
jmp no_blast1 ; 3
|
|
no_blast1d:
|
|
lda TEMP ; 3
|
|
nop ; 2
|
|
nop ; 2
|
|
|
|
no_blast1:
|
|
lda #0 ; 2
|
|
sta BLAST1 ; 3
|
|
|
|
|
|
;=================
|
|
; BLAST2
|
|
;=================
|
|
; blast2: 6+7+5 = 18
|
|
; noblast1: 6+5+[7]
|
|
|
|
lda BLAST2 ; 3
|
|
beq no_blast2d ; 3
|
|
blast2:
|
|
; -1
|
|
lda #0 ; 2
|
|
sta ZERO ; 3
|
|
jmp no_blast2 ; 3
|
|
no_blast2d:
|
|
lda TEMP
|
|
nop
|
|
nop
|
|
no_blast2:
|
|
lda #0 ; 2
|
|
sta BLAST2 ; 3
|
|
|
|
|
|
|
|
|
|
;==================
|
|
; sparkle flame
|
|
;==================
|
|
; 14+20+13 = 47
|
|
|
|
sparkle_flame:
|
|
inc FRAME ; 5
|
|
lda FRAME ; 3
|
|
and #$7 ; 2
|
|
asl ; 2
|
|
tay ; 2
|
|
|
|
; Set up jump table that runs same speed on 6502 and 65c02
|
|
lda jump_table+1,y ; 4
|
|
pha ; 3
|
|
lda jump_table,y ; 4
|
|
pha ; 3
|
|
rts ; 6
|
|
;=============
|
|
; 20
|
|
jump_table:
|
|
.word (sparkle1-1),(sparkle_motion-1),(sparkle2-1),(sparkle_motion-1)
|
|
.word (sparkle3-1),(sparkle_motion-1),(sparkle4-1),(sparkle_motion-1)
|
|
|
|
sparkle1:
|
|
lda ship_sprite_l9+0 ; 4
|
|
eor #$88 ; 2
|
|
sta ship_sprite_l9+0 ; 4
|
|
jmp done_sparkle ; 3
|
|
|
|
sparkle2:
|
|
lda ship_sprite_l9+1 ; 4
|
|
eor #$88 ; 2
|
|
sta ship_sprite_l9+1 ; 4
|
|
jmp done_sparkle ; 3
|
|
|
|
sparkle3:
|
|
lda ship_sprite_l8+0 ; 4
|
|
eor #$44 ; 2
|
|
sta ship_sprite_l8+0 ; 4
|
|
jmp done_sparkle ; 3
|
|
|
|
sparkle4:
|
|
lda ship_sprite_l10+0 ; 4
|
|
eor #$44 ; 2
|
|
sta ship_sprite_l10+0 ; 4
|
|
jmp done_sparkle ; 3
|
|
|
|
sparkle_motion:
|
|
lda TEMP ; 3
|
|
lda TEMP ; 3
|
|
nop
|
|
nop
|
|
jmp done_sparkle ; 3
|
|
|
|
done_sparkle:
|
|
|
|
|
|
|
|
|
|
pad_time:
|
|
|
|
|
|
;============================
|
|
; WAIT for VBLANK to finish
|
|
;============================
|
|
|
|
wait_loop:
|
|
|
|
; Try X=11 Y=2 cycles=123
|
|
|
|
ldy #2 ; 2
|
|
loopY: ldx #11 ; 2
|
|
loopZ: dex ; 2
|
|
bne loopZ ; 2nt/3
|
|
dey ; 2
|
|
bne loopY ; 2nt/3
|
|
wait_loop_end:
|
|
|
|
;===============
|
|
; check keypress
|
|
|
|
jsr handle_keypress ; 6+55
|
|
|
|
;=================================
|
|
; handle fire
|
|
;=================================
|
|
; FIRE: 6+5+17+5 = 33
|
|
; FIRE but OUT: 6+5+5 = 16 [17]
|
|
; no FIRE: 6+5 = 11 [22]
|
|
; urgh pain to make this invariant
|
|
|
|
lda FIRE ; 3
|
|
beq no_firing2 ; 3
|
|
; -1
|
|
|
|
lda FIRE_X ; 3
|
|
bne no_firing ; 3
|
|
; -1
|
|
|
|
clc ; 2
|
|
lda YPOS ; 3
|
|
adc #10 ; 2
|
|
sta FIRE_Y ; 3
|
|
|
|
lda #7 ; 2
|
|
sta FIRE_X ; 3
|
|
|
|
jmp really_no_firing ; 3
|
|
|
|
no_firing2:
|
|
inc TEMP ; 5
|
|
no_firing:
|
|
inc TEMP ; 5
|
|
inc TEMP ; 5
|
|
inc TEMP ; 5
|
|
nop ; 2
|
|
|
|
really_no_firing:
|
|
lda #0 ; 2
|
|
sta FIRE ; 3
|
|
|
|
|
|
alignment:
|
|
jmp blah ; 3
|
|
.align $100
|
|
|
|
blah:
|
|
;=================================
|
|
; handle exploding asteroid
|
|
;=================================
|
|
; none: 6 [12+33]
|
|
; exploding: 6+12 [33]
|
|
; done: 6+12+33 = 51
|
|
|
|
lda ASTEROID_EXPLODE ; 3
|
|
beq asteroid_no_explode ; 3
|
|
;==
|
|
; 6
|
|
|
|
; -1
|
|
inc ASTEROID_EXPLODE ; 5
|
|
lda ASTEROID_EXPLODE ; 3
|
|
cmp #9 ; 2
|
|
bne asteroid_not_done ; 3
|
|
;===
|
|
; 12
|
|
asteroid_done:
|
|
; -1
|
|
lda #0 ; 2
|
|
sta ASTEROID_EXPLODE ; 3
|
|
inc RANDOM_PTR ; 5
|
|
ldy RANDOM_PTR ; 3
|
|
lda random_values,Y ; 4
|
|
and #$1e ; 2
|
|
clc ; 2
|
|
adc #$4 ; 2
|
|
sta ASTEROID_Y ; 3
|
|
lda #36 ; 2
|
|
sta ASTEROID_X ; 3
|
|
jmp asteroid_done_done ; 3
|
|
;====
|
|
;33
|
|
asteroid_no_explode:
|
|
inc TEMP ; 5
|
|
inc TEMP ; 5
|
|
nop ; 2
|
|
asteroid_not_done:
|
|
inc TEMP ; 5
|
|
inc TEMP ; 5
|
|
inc TEMP ; 5
|
|
inc TEMP ; 5
|
|
inc TEMP ; 5
|
|
inc TEMP ; 5
|
|
lda TEMP ; 3
|
|
asteroid_done_done:
|
|
|
|
|
|
;=========================
|
|
; check for end
|
|
;=========================
|
|
; not done = 6+3 = 9 + [16] = 25
|
|
; done = who cares
|
|
; dying = 6+4+12+3 = 25
|
|
|
|
lda LEVEL_DONE ; 3
|
|
beq final_loop_short ; 3
|
|
|
|
;-1
|
|
cmp #1 ;2
|
|
beq done_level ;3
|
|
|
|
;-1
|
|
dec LEVEL_DONE ; 5
|
|
inc XPOS ; 5
|
|
jmp final_loop ; 3
|
|
;=====
|
|
; 12
|
|
|
|
final_loop_short:
|
|
inc TEMP
|
|
inc TEMP
|
|
lda TEMP
|
|
lda TEMP
|
|
final_loop:
|
|
|
|
jmp sprites_display_loop ; 3
|
|
|
|
done_level:
|
|
rts
|
|
|
|
|
|
|
|
|
|
|
|
|
|
.align $100
|
|
;=======================
|
|
; handle keypress
|
|
;=======================
|
|
; separate function so we an align to avoid branches
|
|
; crossing page boundaries
|
|
;
|
|
; NONE = 6+7 = 13 [42]
|
|
; ESC = doesn't matter
|
|
; ' ' = 6+6+9+5+7 = 33 [22] [[20]]
|
|
; '.' = 6+6+9+5+5+7 = 48 [17] [[5]]
|
|
; ',' = 6+6+9+5+5+5+7 = 43 [12] [[5]]
|
|
; 'A' = 6+6+9+5+5+5+7+7 = 50 [5] [[7]]
|
|
; 'Z' = 6+6+9+5+5+5+7+5+7 = 55 [0] [[5]]
|
|
; unkno= 6+6+9+5+5+5+7+5+3+[4] = 55 [0]
|
|
handle_keypress:
|
|
lda KEYPRESS ; 4
|
|
bpl key_delay_42 ; 3
|
|
; -1
|
|
|
|
bit KEYRESET ; clear strobe ; 4
|
|
|
|
cmp #27+$80 ; 2
|
|
bne key_not_escape ; 3
|
|
|
|
lda #32
|
|
sta LEVEL_DONE
|
|
|
|
rts
|
|
|
|
key_not_escape:
|
|
|
|
cmp #' '+$80 ; 2
|
|
bne key_not_space ; 3
|
|
; -1
|
|
lda #$ff ; 2
|
|
sta FIRE ; 3
|
|
jmp key_delay_22 ; 3
|
|
|
|
key_not_space:
|
|
cmp #'.'+$80 ; 2
|
|
bne key_not_period ; 3
|
|
; -1
|
|
lda #1 ; 2
|
|
sta BLAST1 ; 3
|
|
jmp key_delay_17 ; 3
|
|
|
|
key_not_period:
|
|
cmp #','+$80 ; 2
|
|
bne key_not_comma ; 3
|
|
; -1
|
|
lda #1 ; 2
|
|
sta BLAST2 ; 3
|
|
jmp key_delay_12 ; 3
|
|
|
|
key_not_comma:
|
|
and #$5f ; make uppercase ; 2
|
|
|
|
cmp #'A' ; 2
|
|
bne key_not_a ; 3
|
|
; -1
|
|
dec YADD ; 5
|
|
jmp key_delay_5 ; 3
|
|
|
|
key_not_a:
|
|
cmp #'Z' ; 2
|
|
bne key_not_z ; 3
|
|
; -1
|
|
inc YADD ; 5
|
|
jmp keypress_done ; 3
|
|
|
|
key_not_z:
|
|
nop ; 2
|
|
nop ; 2
|
|
jmp keypress_done ; 3
|
|
|
|
key_delay_42:
|
|
inc TEMP ; 5
|
|
dec TEMP ; 5
|
|
inc TEMP ; 5
|
|
dec TEMP ; 5
|
|
|
|
key_delay_22:
|
|
nop ; 2
|
|
lda TEMP ; 3
|
|
key_delay_17:
|
|
nop ; 2
|
|
lda TEMP ; 3
|
|
key_delay_12:
|
|
nop ; 2
|
|
nop ; 2
|
|
lda TEMP ; 3
|
|
|
|
key_delay_5:
|
|
nop ; 2
|
|
lda TEMP ; 3
|
|
|
|
keypress_done:
|
|
rts ; 6
|
|
|
|
|
|
|
|
;========================
|
|
; Draw a line of a sprite
|
|
;========================
|
|
; Y = y value
|
|
; x = location in sprite
|
|
; 17+11+(7*12)+3+6 = 121
|
|
sprite_line:
|
|
sty TEMPY ; 3
|
|
|
|
lda y_lookup_l,Y ; 4
|
|
sta OUTL ; 3
|
|
lda y_lookup_h,Y ; 4
|
|
sta OUTH ; 3
|
|
;=======
|
|
; 17
|
|
|
|
; XPOS
|
|
lda XPOS ; 3
|
|
ldy #0 ; 2
|
|
sta (OUTL),Y ; 6
|
|
;=======
|
|
; 11
|
|
; COL0
|
|
ldy #2 ; 2
|
|
lda ship_sprite+0,X ; 4
|
|
sta (OUTL),Y ; 6
|
|
;=======
|
|
; 12
|
|
|
|
; COL1
|
|
ldy #7 ; 2
|
|
lda ship_sprite+1,X ; 4
|
|
sta (OUTL),Y ; 6
|
|
;=======
|
|
; 12
|
|
|
|
; COL2
|
|
ldy #12 ; 2
|
|
lda ship_sprite+2,X ; 4
|
|
sta (OUTL),Y ; 6
|
|
;=======
|
|
; 12
|
|
|
|
; COL3
|
|
ldy #17 ; 2
|
|
lda ship_sprite+3,X ; 4
|
|
sta (OUTL),Y ; 6
|
|
;=======
|
|
; 12
|
|
|
|
; COL4
|
|
ldy #22 ; 2
|
|
lda ship_sprite+4,X ; 4
|
|
sta (OUTL),Y ; 6
|
|
;=======
|
|
; 12
|
|
|
|
; COL5
|
|
ldy #27 ; 2
|
|
lda ship_sprite+5,X ; 4
|
|
sta (OUTL),Y ; 6
|
|
;=======
|
|
; 12
|
|
|
|
; COL6
|
|
ldy #32 ; 2
|
|
lda ship_sprite+6,X ; 4
|
|
sta (OUTL),Y ; 6
|
|
;=======
|
|
; 12
|
|
|
|
ldy TEMPY ; 3
|
|
rts ; 6
|
|
|
|
|
|
;========================
|
|
; Erase a line of a sprite
|
|
;========================
|
|
; Y = y value
|
|
; 17+10+2+(7*8)+3+6 = 94
|
|
erase_line:
|
|
sty TEMPY ; 3
|
|
|
|
lda y_lookup_l,Y ; 4
|
|
sta OUTL ; 3
|
|
lda y_lookup_h,Y ; 4
|
|
sta OUTH ; 3
|
|
;=======
|
|
; 17
|
|
|
|
; XPOS
|
|
lda #1 ; xpos=1 ; 2
|
|
ldy #0 ; 2
|
|
sta (OUTL),Y ; 6
|
|
;=======
|
|
; 10
|
|
|
|
lda #0 ; 2
|
|
|
|
; COL0
|
|
ldy #2 ; 2
|
|
sta (OUTL),Y ; 6
|
|
; COL1
|
|
ldy #7 ; 2
|
|
sta (OUTL),Y ; 6
|
|
; COL2
|
|
ldy #12 ; 2
|
|
sta (OUTL),Y ; 6
|
|
; COL3
|
|
ldy #17 ; 2
|
|
sta (OUTL),Y ; 6
|
|
; COL4
|
|
ldy #22 ; 2
|
|
sta (OUTL),Y ; 6
|
|
; COL5
|
|
ldy #27 ; 2
|
|
sta (OUTL),Y ; 6
|
|
; COL6
|
|
ldy #32 ; 2
|
|
sta (OUTL),Y ; 6
|
|
|
|
ldy TEMPY ; 3
|
|
rts ; 6
|
|
|
|
;========================
|
|
; Draw a line of a fire
|
|
;========================
|
|
; Y = y value
|
|
; x = location in sprite
|
|
; 17+11+14+9 = 51
|
|
fire_line:
|
|
sty TEMPY ; 3
|
|
|
|
lda y_lookup_l,Y ; 4
|
|
sta OUTL ; 3
|
|
lda y_lookup_h,Y ; 4
|
|
sta OUTH ; 3
|
|
;=======
|
|
; 17
|
|
|
|
; 38/40
|
|
; XPOS
|
|
lda FIRE_X ; 3
|
|
ldy #37 ; 2
|
|
sta (OUTL),Y ; 6
|
|
;=======
|
|
; 11
|
|
; COL0
|
|
ldy #39 ; 2
|
|
txa ; 2
|
|
ora #$80 ; 2
|
|
tax ; 2
|
|
sta (OUTL),Y ; 6
|
|
;=======
|
|
; 14
|
|
|
|
ldy TEMPY ; 3
|
|
rts ; 6
|
|
;=======
|
|
; 9
|
|
|
|
|
|
;========================
|
|
; Erase a line of a fire
|
|
;========================
|
|
; Y = y value
|
|
; 31+29+11 = 71
|
|
erase_fire:
|
|
sty TEMPY ; 3
|
|
|
|
tya ; 2
|
|
lsr ; 2
|
|
lsr ; 2
|
|
and #$fe ; 2
|
|
clc ; 2
|
|
adc #$8 ; 2
|
|
|
|
tay ; 2
|
|
|
|
lda gr_offsets,Y ; 4
|
|
sta OUTL ; 3
|
|
lda gr_offsets+1,Y ; 4
|
|
sta OUTH ; 3
|
|
;=======
|
|
; 31
|
|
|
|
ldy FIRE_X ; 3
|
|
lda #0 ; 2
|
|
sta (OUTL),Y ; 6
|
|
lda #$4 ; 2
|
|
clc ; 2
|
|
adc OUTH ; 3
|
|
sta OUTH ; 3
|
|
lda #0 ; 2
|
|
sta (OUTL),Y ; 6
|
|
;======
|
|
; 29
|
|
|
|
; ldx in smc should already be
|
|
; set to value from last draw?
|
|
|
|
; COL0
|
|
; ldy #6 ; 2
|
|
; lda (OUTL),Y ; 5+
|
|
; sta fz_smc+1 ; 5
|
|
; iny ; 2
|
|
; lda (OUTL),Y ; 5+
|
|
; sta fz_smc+2 ; 5
|
|
; lda #0 ; 2
|
|
;fz_smc:
|
|
; sta $c00,Y ; 5
|
|
;=======
|
|
; 31
|
|
|
|
ldy TEMPY ; 3
|
|
iny ; 2
|
|
rts ; 6
|
|
;=======
|
|
; 11
|
|
|
|
|
|
;.include "gr_simple_clear.s"
|
|
|
|
|
|
;.include "../asm_routines/gr_unrle.s"
|
|
;.include "../asm_routines/keypress.s"
|
|
.align $100
|
|
random_values:
|
|
.incbin "random.data"
|
|
.include "sprites_table.s"
|
|
;.include "gr_offsets.s"
|
|
|
|
;.include "movement_table.s"
|
|
;.include "gr_copy.s"
|
|
;.include "vapor_lock.s"
|
|
;.include "delay_a.s"
|
|
.align $100
|
|
.include "gr_putsprite_fast.s"
|
|
|
|
.assert >gr_offsets = >gr_offsets_done, error, "gr_offsets crosses page"
|
|
.assert >wait_loop = >(wait_loop_end-1), error, "wait_loop crosses page"
|
|
|
|
pictures:
|
|
.word earth_low,earth_high
|
|
|
|
.include "earth.inc"
|
|
|
|
.align $100
|
|
|
|
ship_sprite:
|
|
; l0: 0 1 2 3 4 5 6
|
|
.byte $00,$00,$00,$ff,$00,$00,$00
|
|
; l1:
|
|
.byte $00,$00,$00,$ff,$00,$00,$00
|
|
; l2:
|
|
.byte $00,$00,$00,$ff,$00,$00,$00
|
|
; l3:
|
|
.byte $00,$00,$00,$ff,$00,$00,$00
|
|
; l4:
|
|
.byte $00,$00,$00,$77,$00,$00,$00
|
|
; l5:
|
|
.byte $00,$00,$00,$ff,$ff,$22,$00
|
|
; l6:
|
|
.byte $00,$00,$22,$ff,$ff,$22,$00
|
|
; l7:
|
|
.byte $00,$dd,$66,$11,$22,$22,$00
|
|
; l8:
|
|
ship_sprite_l8:
|
|
.byte $dd,$99,$22,$44,$44,$22,$22
|
|
; l9:
|
|
ship_sprite_l9:
|
|
.byte $99,$11,$66,$ff,$ff,$22,$22
|
|
; l10:
|
|
ship_sprite_l10:
|
|
.byte $dd,$99,$22,$ff,$ff,$22,$22
|
|
; l11:
|
|
.byte $00,$dd,$66,$77,$77,$77,$ff
|
|
; l12:
|
|
.byte $00,$00,$22,$ff,$ff,$77,$ff
|
|
; l13:
|
|
.byte $00,$00,$00,$ff,$ff,$77,$ff
|
|
|
|
|
|
.include "asteroid.inc"
|
|
|
|
|
|
score_text2:
|
|
.byte 0,0
|
|
.asciiz "LEVEL:3 LIVES:1 SCORE:000000 HI:001978"
|
|
|