add Zig Zag Flag Shag

This commit is contained in:
4am 2024-04-15 12:32:40 -04:00
parent 1a9bb809dc
commit 6beec838b0
77 changed files with 279 additions and 61 deletions

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res/ACTION.HGR/ZZFS Normal file

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res/ACTION.HGR/ZZFS2 Normal file

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res/ATTRACT/ZZFS Normal file
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@ -0,0 +1,9 @@
#
# Attract mode for ZZFS
# This file is automatically generated
#
ZZFS2=A
ZZFS=A
[eof]

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res/GAMEHELP/ZZFS Normal file
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@ -0,0 +1,22 @@
Jump through the maze & capture the flag
Don't hit stop signs!
joystick, keyboard, or mouse
move cursor with
I
J K
M
press Return or button 0 to select
Esc* * * * * * * * * * * * * * * * *quit
[eof]

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@ -94,5 +94,6 @@
01100,WORLD.GAMES=World Games
01100,WIPEOUT=Wipeout
00000,WORLD.KARATE=World Karate Championship
00001,ZZFS=Zig Zag Flag Shag
[eof]

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@ -7,5 +7,6 @@ MU.TORERE
SEEGA
MPL
NIMWIT
ZZFS2=ZZFS
[eof]

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@ -3,6 +3,7 @@
#
MIX.MATCHER
ZZFS
WARI
FOX.AND.GEESE
PLACE.BALL

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@ -3,6 +3,7 @@
#
WORLD.KARATE2=WORLD.KARATE
ZZFS
TOMAHAWK
WARI
THE.DAM.BUSTERS

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@ -4,6 +4,7 @@
TAG.TEAM
WORLD.KARATE
ZZFS2=ZZFS
TRACK.AND.FIELD
AMER.CHALLENGE

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@ -8,6 +8,7 @@ NIMWIT
KONO
MPT
MU.TORERE
ZZFS
MAGNET.MADNESS
MIX.MATCHER
SEEGA

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@ -7,6 +7,7 @@ WINTER.GAMES
TRACK.AND.FIELD
WORLD.KARATE
TOMAHAWK
ZZFS
AMER.CHALLENGE
WARI
TAG.TEAM

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res/TITLE.HGR.UNPACKED/ZZFS Normal file

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@ -29,6 +29,7 @@
- Seega
- Wari
- Wipeout
- Zig Zag Flag Shag
## Revision 1.0-alpha.3 / 20231114

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@ -89,7 +89,6 @@ Win, Lose, or Draw (+ Second Edition, Junior Edition) [DHGR][128K] (Junior Editi
//idea:Bez collection
Slide Glide
Zig Zag Flag Shag
Fuelish Future
Lumber Jack Crash
Weights and Treasure [has construction kit]

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# https://sourceforge.net/projects/acme-crossass/
ACME=acme
# https://github.com/mach-kernel/cadius
CADIUS=cadius
EXOMIZER=exomizer mem -lnone -P23 -f -q
BUILDDIR=build
DISKVOLUME=ZZFS
LOADER=$(BUILDDIR)/LOADER.SYSTEM\#FF2000
EXE=$(BUILDDIR)/ZZFS\#068000
COMPRESSED1=src/OBJ1.X
COMPRESSED2=src/OBJ2.X
SOURCES=$(wildcard src/*.a) $(COMPRESSED1) $(COMPRESSED2)
RES=$(wildcard res/*) $(wildcard ../common/res/*)
BUILDDISK=$(BUILDDIR)/$(DISKVOLUME).po
.PHONY: clean mount all
$(BUILDDISK): $(EXE) $(LOADER) $(RES)
$(LOADER): $(SOURCES) | $(BUILDDIR)
$(ACME) src/loader.a
$(CADIUS) REPLACEFILE "$(BUILDDISK)" "/$(DISKVOLUME)/" "$(LOADER)" -C
@touch "$@"
$(EXE): $(SOURCES) $(COMPRESSED1) $(COMPRESSED2) | $(BUILDDIR)
$(ACME) src/zzfs.a
$(CADIUS) REPLACEFILE "$(BUILDDISK)" "/$(DISKVOLUME)/" "$(EXE)" -C
@touch "$@"
$(RES): $(BUILDDIR)
$(CADIUS) REPLACEFILE "$(BUILDDISK)" "/$(DISKVOLUME)/" "$@" -C
@touch "$@"
$(COMPRESSED1):
$(EXOMIZER) src/OBJ1@0x0900 -o "$@"
$(COMPRESSED2):
$(EXOMIZER) src/OBJ2@0x5000 -o "$@"
mount: $(BUILDDISK)
@open "$(BUILDDISK)"
clean:
rm -rf "$(BUILDDIR)"
$(BUILDDIR):
mkdir -p "$@"
$(CADIUS) CREATEVOLUME "$(BUILDDISK)" "$(DISKVOLUME)" 140KB -C
all: clean mount
.NOTPARALLEL:

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same PUZZLE01..06 system as Place Ball
$5149 JSR $1015 -> JMP $1127 -> JSR $11BC to determine next level name
then loads from PUZZLE* file into $6A00 ($200 bytes each)

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@ -0,0 +1,25 @@
!cpu 6502
*=$2000
!to "build/LOADER.SYSTEM#FF2000",plain
!src "../common/src/constants.a"
!src "../common/src/macros.a"
+READ_ENTIRE_FILE parm_boot_open, parm_boot_read
jmp (entry)
parm_boot_open
!byte 3
!word filename
!word $2100
!byte 0
parm_boot_read
!byte 4
!byte 1
entry !word $8000
!word $FFFF
!word 0
filename
!text 4,"ZZFS"

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@ -0,0 +1,76 @@
!cpu 6502
*=$8000
!to "build/ZZFS#068000",plain
!src "../common/src/constants.a"
!src "../common/src/macros.a"
jmp start
compressed_data
!bin "src/OBJ1.X"
!bin "src/OBJ2.X"
FORWARD_DECRUNCHING = 1
SHOW_PROGRESS_DURING_DECRUNCH = 1
kExoProgressWidth = 7 ; depends on total size, max 38
!src "../common/src/exodecrunch.a"
start
+INIT_MACHINE
jsr decrunch ; compressed data contains target address
bit GFXMODE
bit PAGE1
bit HIRES
bit FULLGFX
jsr decrunch_no_reset_progress
ldx #$0C
ldy #$00
@a lda $9000, y
@b sta $A200, y
iny
bne @a
inc @a+2
inc @b+2
dex
bne @a
lda #<load_level
sta $514A
lda #>load_level
sta $514B
!if * != $B9DF {
!serious "Adjust prelaunch to patch JSR at ", *
}
jsr $900
bit CLEARKBD
jsr PRODOS_MLI
!byte CMD_QUIT
!word +
+ !byte 4
get_crunched_byte
lda compressed_data
inc get_crunched_byte+1
bne +
inc get_crunched_byte+2
+ rts
load_level
jsr $11BC ; use game code to get # of next level
and #$0F
asl
clc
adc #$A0 ; calculate where we stored that level data ($A200+)
sta @a+2
lda #$6A
sta @b+2
ldx #$02
ldy #$00
@a lda $FD00, y ; SMC
@b sta $6A00, y ; SMC
iny
bne @a
inc @a+2
inc @b+2
dex
bne @a
rts

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!byte 0
!be24 2345218
!be24 2372018
!le16 571

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!byte 0
!be24 2331011
!be24 2357755
!le16 1370

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!be24 2320599
!le16 458
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!be24 2322856
!le16 765
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!byte 0
!be24 2325447
!le16 692
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!byte 0
!be24 2328722
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!word 36
!word 37

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!be24 2345789
!be24 2372589
!le16 306

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!byte 0
!be24 2346439
!be24 2373239
!le16 336

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!be24 2346775
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!be24 1850838
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!be24 2335021
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!be24 2346171
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!be24 2345206
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!be24 2344316
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!be24 2342134
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!le16 271

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!byte 0
!be24 2332381
!be24 2359125
!le16 2640

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!be24 2337019
!le16 1242
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!byte 0
!be24 2346095
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!le16 76

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!byte 0
!be24 2345154
!be24 2371954
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!byte 0
!be24 2346238
!be24 2373038
!le16 201

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!byte 0
!be24 2342405
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!le16 383

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!be24 2342788
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!be24 2342926
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!be24 2343033
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!be24 2343314
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!be24 2344027
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!be24 2344312
!le16 4
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!be24 2347078
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!be24 2329769
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!be24 2318794
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src/prelaunch/zzfs.a Normal file
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;license:MIT
!cpu 6502
!to "build/PRELAUNCH.INDEXED/ZZFS",plain
*=$106
!source "src/prelaunch/common.a"
+ENABLE_ACCEL
lda #$4C
sta $B9DF
jsr $8000
+DISABLE_ACCEL
+RESET_VECTOR $100
jmp $B9E2
!if * > $1C0 {
!error "code is too large, ends at ", *
}