mirror of
https://github.com/catseye/SixtyPical.git
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496 lines
11 KiB
Plaintext
496 lines
11 KiB
Plaintext
// ****************************
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// * Demo Game for SixtyPical *
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// ****************************
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// ----------------------------------------------------------------
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// Type Definitions
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// ----------------------------------------------------------------
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//
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// Type of routines (and vectors to those routines) which are called on each frame
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// to implement a certain state of the game (title screen, in play, game over, etc.)
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//
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// This type is also used as the type for the interrupt vector, even though
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// the interrupt routine saves and restores everything before being called and
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// thus clearly does not actually trash all the registers. It is declared this
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// way so that the game state routines, which do trash these registers, can be
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// assigned to it.
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//
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// This type is also used as the type for the location the old interrupt vector
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// is backed up to, because all the game state routines `goto` the old handler
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// and the end of their own routines, so the type needs to be compatible.
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// (In a good sense, it is a continuation.)
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//
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// Further,
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//
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// It's very arguable that screen1/2/3/4 and colormap1/2/3/4 are not REALLY inputs.
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// They're only there to support the fact that game states sometimes clear the
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// screen, and sometimes don't. When they don't, they preserve the screen, and
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// currently the way to say "we preserve the screen" is to have it as both input
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// and output. There is probably a better way to do this, but it needs thought.
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//
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typedef routine
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inputs joy2, press_fire_msg, dispatch_game_state,
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actor_pos, actor_delta, actor_logic,
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screen, screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
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outputs dispatch_game_state,
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actor_pos, actor_delta, actor_logic,
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screen, screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
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trashes a, x, y, c, z, n, v, pos, new_pos, delta, ptr, dispatch_logic
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game_state_routine
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//
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// Routines that are called to get the new state of each actor (player, enemy, etc.)
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//
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// Routines that conform to this type also follow this convention:
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//
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// Set carry if the player perished. Carry clear otherwise.
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//
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typedef routine
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inputs pos, delta, joy2, screen
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outputs pos, delta, new_pos, screen, c
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trashes a, x, y, z, n, v, ptr
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logic_routine
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// ----------------------------------------------------------------
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// System Locations
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// ----------------------------------------------------------------
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byte vic_border @ 53280
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byte vic_bg @ 53281
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byte table[256] screen1 @ 1024
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byte table[256] screen2 @ 1274
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byte table[256] screen3 @ 1524
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byte table[256] screen4 @ 1774
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byte table[256] colormap1 @ 55296
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byte table[256] colormap2 @ 55546
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byte table[256] colormap3 @ 55796
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byte table[256] colormap4 @ 56046
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buffer[2048] screen @ 1024
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byte joy2 @ $dc00
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// ----------------------------------------------------------------
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// Global Variables
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// ----------------------------------------------------------------
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pointer ptr @ 254
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word table[256] actor_pos
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word pos
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word new_pos
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word table[256] actor_delta
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word delta
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vector logic_routine table[256] actor_logic
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vector logic_routine dispatch_logic
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byte table[32] press_fire_msg: "PRESS`FIRE`TO`PLAY"
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//
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// Points to the routine that implements the current game state.
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//
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vector game_state_routine
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dispatch_game_state
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//
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// Interrupt vector. Has same type as game states (see above.)
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//
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vector game_state_routine
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cinv @ 788
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//
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// Location to which the old interrupt vector is saved before replacement.
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//
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vector game_state_routine
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save_cinv
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// ----------------------------------------------------------------
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// Utility Routines
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// ----------------------------------------------------------------
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routine read_stick
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inputs joy2
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outputs delta
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trashes a, x, z, n
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{
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ld x, joy2
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ld a, x
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and a, 1 // up
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if z {
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copy $ffd8, delta // -40
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} else {
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ld a, x
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and a, 2 // down
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if z {
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copy word 40, delta
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} else {
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ld a, x
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and a, 4 // left
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if z {
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copy $ffff, delta // -1
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} else {
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ld a, x
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and a, 8 // right
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if z {
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copy word 1, delta
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} else {
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copy word 0, delta
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}
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}
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}
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}
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}
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// You can repeatedly (i.e. as part of actor logic or an IRQ handler)
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// call this routine.
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// Upon return, if carry is set, the button was pressed then released.
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define check_button routine
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inputs joy2
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outputs c
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trashes a, z, n
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static byte button_down : 0
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{
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ld a, button_down
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if z {
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ld a, joy2
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and a, $10
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if z {
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ld a, 1
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st a, button_down
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}
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st off, c
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} else {
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ld a, joy2
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and a, $10
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if not z {
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ld a, 0
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st a, button_down
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st on, c
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} else {
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st off, c
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}
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}
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}
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routine clear_screen
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outputs screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
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trashes a, y, c, n, z
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{
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ld y, 0
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repeat {
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ld a, 1
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st a, colormap1 + y
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st a, colormap2 + y
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st a, colormap3 + y
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st a, colormap4 + y
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ld a, 32
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st a, screen1 + y
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st a, screen2 + y
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st a, screen3 + y
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st a, screen4 + y
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inc y
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cmp y, 250
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} until z
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}
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routine calculate_new_position
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inputs pos, delta
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outputs new_pos
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trashes a, c, n, z, v
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{
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copy pos, new_pos
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st off, c
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add new_pos, delta
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}
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define check_new_position_in_bounds routine
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inputs new_pos
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outputs c
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trashes a, z, n, v
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static word compare_target : 0
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{
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copy 1000, compare_target
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st on, c
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sub compare_target, new_pos
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if not c {
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copy word 0, compare_target
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st on, c
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sub compare_target, new_pos
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if not c {
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st off, c
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} else {
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st on, c
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}
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} else {
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st on, c
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}
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}
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routine init_game
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inputs actor_pos, actor_delta, actor_logic
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outputs actor_pos, actor_delta, actor_logic
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trashes pos, a, y, z, n, c, v
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{
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ld y, 0
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copy word 0, pos
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repeat {
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copy pos, actor_pos + y
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copy word 40, actor_delta + y
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copy enemy_logic, actor_logic + y
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st off, c
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add pos, word 7
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inc y
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cmp y, 16
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} until z
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ld y, 0
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copy word 0, actor_pos + y
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copy word 0, actor_delta + y
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copy player_logic, actor_logic + y
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}
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// ----------------------------------------------------------------
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// Actor Logics
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// ----------------------------------------------------------------
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define player_logic logic_routine
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{
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call read_stick
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call calculate_new_position
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call check_new_position_in_bounds
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if c {
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copy ^screen, ptr
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st off, c
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add ptr, new_pos
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ld y, 0
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// check collision.
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ld a, [ptr] + y
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// if "collision" is with your own self, treat it as if it's blank space!
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cmp a, 81
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if z {
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ld a, 32
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}
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cmp a, 32
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if z {
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copy ^screen, ptr
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st off, c
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add ptr, pos
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copy 32, [ptr] + y
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copy new_pos, pos
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copy ^screen, ptr
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st off, c
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add ptr, pos
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copy 81, [ptr] + y
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st off, c
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} else {
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st on, c
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}
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// FIXME these trashes, strictly speaking, probably shouldn't be needed,
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// but currently the compiler cares a little too much about values that are
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// initialized in one branch of an `if`, but not the other, but are trashed
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// at the end of the routine anyway.
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trash ptr
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trash y
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trash v
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} else {
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st off, c
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}
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}
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define enemy_logic logic_routine
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static word compare_target : 0
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{
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call calculate_new_position
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call check_new_position_in_bounds
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if c {
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copy ^screen, ptr
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st off, c
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add ptr, new_pos
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ld y, 0
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// check collision.
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ld a, [ptr] + y
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// if "collision" is with your own self, treat it as if it's blank space!
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cmp a, 82
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if z {
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ld a, 32
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}
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cmp a, 32
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if z {
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copy ^screen, ptr
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st off, c
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add ptr, pos
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copy 32, [ptr] + y
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copy new_pos, pos
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copy ^screen, ptr
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st off, c
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add ptr, pos
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copy 82, [ptr] + y
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st off, c
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} else {
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st on, c
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}
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// FIXME these trashes, strictly speaking, probably shouldn't be needed,
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// but currently the compiler cares too much about values that are
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// initialized in one branch of an `if`, but not the other, but trashed
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// at the end of the routine anyway.
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trash ptr
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trash y
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} else {
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copy delta, compare_target
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st on, c
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sub compare_target, word 40
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if not z {
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copy word 40, delta
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} else {
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copy $ffd8, delta
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}
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}
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st off, c
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}
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// ----------------------------------------------------------------
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// Game States
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// ----------------------------------------------------------------
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define game_state_title_screen game_state_routine
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{
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ld y, 0
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repeat {
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// First we "clip" the index to 0-31 to ensure we don't
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// read outside the bounds of the table:
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ld a, y
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and a, 31
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ld y, a
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ld a, press_fire_msg + y
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st on, c
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sub a, 64 // yuck. oh well
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st a, screen1 + y
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inc y
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cmp y, 18
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} until z
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st off, c
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call check_button
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if c {
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call clear_screen
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call init_game
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copy game_state_play, dispatch_game_state
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}
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goto save_cinv
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}
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define game_state_play game_state_routine
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static byte save_x : 0
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{
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ld x, 0
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repeat {
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copy actor_pos + x, pos
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copy actor_delta + x, delta
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st x, save_x
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copy actor_logic + x, dispatch_logic
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call dispatch_logic
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if c {
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// Player died! Want no dead! Break out of the loop (this is a bit awkward.)
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call clear_screen
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copy game_state_game_over, dispatch_game_state
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ld x, 15
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} else {
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ld x, save_x
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}
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copy pos, actor_pos + x
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copy delta, actor_delta + x
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inc x
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cmp x, 16
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} until z
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goto save_cinv
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}
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define game_state_game_over game_state_routine
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{
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st off, c
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call check_button
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if c {
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call clear_screen
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call init_game
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copy game_state_title_screen, dispatch_game_state
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}
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goto save_cinv
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}
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// *************************
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// * Main Game Loop Driver *
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// *************************
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define our_cinv game_state_routine
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{
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goto dispatch_game_state
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}
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routine main
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inputs cinv
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outputs cinv, save_cinv, pos, dispatch_game_state,
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screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
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trashes a, y, n, c, z, vic_border, vic_bg
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{
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ld a, 5
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st a, vic_border
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ld a, 0
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st a, vic_bg
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ld y, 0
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call clear_screen
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copy game_state_title_screen, dispatch_game_state
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copy word 0, pos
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with interrupts off {
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copy cinv, save_cinv
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copy our_cinv, cinv
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}
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repeat { } forever
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}
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