mirror of
https://github.com/deater/dos33fsprogs.git
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keen: more work on generic engine
This commit is contained in:
parent
d246207c95
commit
0652503fbc
@ -11,7 +11,8 @@ EMPTY_DISK = ../../empty_disk/empty.dsk
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all: keen1_lores.dsk
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keen1_lores.dsk: HELLO LOADER TITLE ENGINE MARS LEVEL1
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keen1_lores.dsk: HELLO LOADER TITLE ENGINE MARS \
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LEVEL1 LEVEL2 LEVEL3
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cp $(EMPTY_DISK) keen1_lores.dsk
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$(DOS33) -y keen1_lores.dsk SAVE A HELLO
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$(DOS33) -y keen1_lores.dsk BSAVE -a 0x1000 LOADER
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@ -19,7 +20,8 @@ keen1_lores.dsk: HELLO LOADER TITLE ENGINE MARS LEVEL1
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$(DOS33) -y keen1_lores.dsk BSAVE -a 0x4000 ENGINE
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$(DOS33) -y keen1_lores.dsk BSAVE -a 0x4000 MARS
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$(DOS33) -y keen1_lores.dsk BSAVE -a 0x6000 LEVEL1
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# $(DOS33) -y keen1_lores.dsk BSAVE -a 0x2000 LEVEL2
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$(DOS33) -y keen1_lores.dsk BSAVE -a 0x6000 LEVEL2
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$(DOS33) -y keen1_lores.dsk BSAVE -a 0x6000 LEVEL3
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###
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@ -67,6 +69,26 @@ level1.o: level1.s \
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maps/level1_map.zx02
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ca65 -o level1.o level1.s -l level1.lst
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####
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LEVEL2: level2.o
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ld65 -o LEVEL2 level2.o -C ../../linker_scripts/apple2_6000.inc
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level2.o: level2.s \
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maps/level2_map.zx02
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ca65 -o level2.o level2.s -l level2.lst
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####
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LEVEL3: level3.o
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ld65 -o LEVEL3 level3.o -C ../../linker_scripts/apple2_6000.inc
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level3.o: level3.s \
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maps/level3_map.zx02
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ca65 -o level3.o level3.s -l level3.lst
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####
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ENGINE: engine.o
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@ -85,19 +107,19 @@ engine.o: engine.s zp.inc hardware.inc \
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####
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LEVEL2: level2.o
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ld65 -o LEVEL2 level2.o -C ../../linker_scripts/apple2_2000.inc
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level2.o: level2.s zp.inc hardware.inc \
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text_help.s gr_fast_clear.s text_quit_yn.s text_drawbox.s \
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level1_enemies.s level1_items.s \
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graphics/keen_graphics.inc sprites/keen_sprites.inc \
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maps/level2_map.zx02 \
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status_bar.s draw_keen.s move_keen.s gr_putsprite_crop.s \
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draw_tilemap.s tilemap_lookup.s \
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level1_sfx.s longer_sound.s level2_data.inc \
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keyboard.s handle_laser.s
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ca65 -o level2.o level2.s -l level2.lst
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#LEVEL2: level2.o
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# ld65 -o LEVEL2 level2.o -C ../../linker_scripts/apple2_2000.inc
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#
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#level2.o: level2.s zp.inc hardware.inc \
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# text_help.s gr_fast_clear.s text_quit_yn.s text_drawbox.s \
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# level1_enemies.s level1_items.s \
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# graphics/keen_graphics.inc sprites/keen_sprites.inc \
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# maps/level2_map.zx02 \
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# status_bar.s draw_keen.s move_keen.s gr_putsprite_crop.s \
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# draw_tilemap.s tilemap_lookup.s \
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# level1_sfx.s longer_sound.s level2_data.inc \
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# keyboard.s handle_laser.s
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# ca65 -o level2.o level2.s -l level2.lst
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####
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@ -1,287 +1,40 @@
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; Keen PoC Level 2 (First Shrine)
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; Level 2 (First Shrine)
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; by deater (Vince Weaver) <vince@deater.net>
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; at $6000
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; Zero Page
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.include "zp.inc"
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.include "hardware.inc"
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.include "common_defines.inc"
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level2_data:
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.byte 20 ;MAX_TILE_X = 116 ; 116 wide
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.byte 26 ;MAX_TILE_Y = 16 ; 16 tall
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.include "level2_data.inc"
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.byte 1 ;START_KEEN_TILEX = 1
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.byte 13 ;START_KEEN_TILEY = 13
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.byte 0 ;START_TILEMAP_X = 0
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.byte 5 ;START_TILEMAP_Y = 5
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level2_start:
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;===================
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; init screen
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.byte 0 ;NUM_ENEMIES = 8
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bit KEYRESET
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.byte 32 ;HARDTOP_TILES = 32 ; start at 32
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.byte 40 ;ALLHARD_TILES = 40 ; start at 40
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bit SET_GR
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bit PAGE1
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bit LORES
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bit FULLGR
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jsr clear_top ; avoid grey stripes at load
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.align $100
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;=====================
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; init vars
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;=====================
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lda #0
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sta ANIMATE_FRAME
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sta FRAMEL
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sta FRAMEH
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sta KEEN_WALKING
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sta KEEN_JUMPING
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sta LEVEL_OVER
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sta LASER_OUT
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sta KEEN_XL
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sta KEEN_FALLING
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sta KEEN_SHOOTING
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sta KEYCARDS
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sta ORACLE_SPOKEN
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; debug
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; lda #9
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; sta RAYGUNS
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lda #4
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sta DRAW_PAGE
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; set starting location
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lda #START_KEEN_TILEX
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sta KEEN_TILEX
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lda #START_KEEN_TILEY
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sta KEEN_TILEY
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lda #0 ; offset from tile location
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sta KEEN_X
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sta KEEN_Y
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lda #RIGHT ; direction
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sta KEEN_DIRECTION
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;====================================
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; load level1 tilemap
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;====================================
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lda #<level1_data_zx02
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sta ZX0_src
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lda #>level1_data_zx02
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sta ZX0_src+1
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lda #$90 ; load to page $9000
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jsr full_decomp
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;====================================
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; copy in tilemap subset
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;====================================
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; we copy in full screen, 40x48 = 20x12 tiles
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; we start out assuming position is 0,5
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lda #START_TILEMAP_X
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sta TILEMAP_X
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lda #START_TILEMAP_Y
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sta TILEMAP_Y
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jsr copy_tilemap_subset
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;====================================
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;====================================
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; Main loop
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;====================================
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;====================================
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keen_loop:
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; draw tilemap
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jsr draw_tilemap
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; draw enemies
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jsr draw_enemies
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; draw laser
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jsr draw_laser
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; draw keen
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jsr draw_keen
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jsr page_flip
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jsr handle_keypress
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jsr move_keen
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jsr move_enemies
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jsr move_laser
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;========================
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; increment frame count
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;========================
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inc FRAMEL
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bne no_frame_oflo
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inc FRAMEH
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no_frame_oflo:
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;===========================
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; check end of level
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;===========================
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lda LEVEL_OVER
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bne done_with_keen
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;===========================
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; delay
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;===========================
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; lda #200
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; jsr WAIT
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jmp keen_loop
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done_with_keen:
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bit KEYRESET ; clear keypress
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; three reasons we could get here
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; NEXT_LEVEL = finished level by exiting door
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; GAME_OVER = hit ESC and said Y to QUIT
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; TOUCHED_ENEMY = touched an enemy
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lda LEVEL_OVER
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cmp #NEXT_LEVEL
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beq level1_levelover
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cmp #GAME_OVER
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beq level1_gameover
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; got here, touched enemy
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;============================
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; end animation
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;============================
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lda #1
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sta PLAY_END_SOUND
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inc KEEN_TILEY ; move down
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sec
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lda KEEN_TILEX
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sbc TILEMAP_X
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asl
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clc
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adc KEEN_X
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sta XPOS
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sec
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lda KEEN_TILEY
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sbc TILEMAP_Y
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asl
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asl
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clc
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adc KEEN_Y
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sta YPOS
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level_end_animation:
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jsr draw_tilemap
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ldx #<keen_sprite_squish
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lda #>keen_sprite_squish
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stx INL
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sta INH
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jsr put_sprite_crop
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jsr page_flip
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lda PLAY_END_SOUND
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beq skip_end_sound
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ldy #SFX_KEENDIESND
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jsr play_sfx
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dec PLAY_END_SOUND
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skip_end_sound:
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lda #50
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jsr WAIT
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dec YPOS
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dec YPOS
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bpl level_end_animation
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dec KEENS
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bpl level1_levelover
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level1_gameover:
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; mars plays the sound
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lda #GAME_OVER
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sta LEVEL_OVER
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level1_levelover:
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lda #LOAD_MARS
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sta WHICH_LOAD
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rts ; exit back
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;==========================
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; includes
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;==========================
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.include "text_print.s"
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.include "gr_offsets.s"
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.include "gr_fast_clear.s"
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.include "gr_pageflip.s"
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.include "gr_putsprite_crop.s"
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.include "zx02_optim.s"
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.include "status_bar.s"
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.include "keyboard.s"
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.include "joystick.s"
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.include "text_drawbox.s"
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.include "text_help.s"
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.include "text_quit_yn.s"
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.include "draw_keen.s"
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.include "sprites/keen_sprites.inc"
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.include "move_keen.s"
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.include "handle_laser.s"
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.include "draw_tilemap.s"
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.include "level1_enemies.s"
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.include "level1_items.s"
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.include "level1_sfx.s"
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.include "longer_sound.s"
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.include "random16.s"
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.include "tilemap_lookup.s"
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level1_data_zx02:
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.incbin "maps/level2_map.zx02"
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; at $6100
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enemy_data:
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.byte $0
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.align $100
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; at $6200
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oracle_message:
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; 012345678901234567890123456789012345678
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.byte 2,21,"YOU HEAR IN YOUR MIND:",0
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.byte 2,22,"IT IS TOO BAD THAT YOU CANNOT READ",0
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.byte 2,23,"THE STANDARD GALACTIC ALPHABET, HUMAN",0
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.align $100
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; at $6300
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level2_data_zx02:
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.incbin "maps/level2_map.zx02"
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287
games/keen/level2_orig.s
Normal file
287
games/keen/level2_orig.s
Normal file
@ -0,0 +1,287 @@
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; Keen PoC Level 2 (First Shrine)
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; by deater (Vince Weaver) <vince@deater.net>
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; Zero Page
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.include "zp.inc"
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.include "hardware.inc"
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.include "common_defines.inc"
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.include "level2_data.inc"
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level2_start:
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;===================
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; init screen
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bit KEYRESET
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bit SET_GR
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bit PAGE1
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bit LORES
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bit FULLGR
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jsr clear_top ; avoid grey stripes at load
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;=====================
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; init vars
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;=====================
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lda #0
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sta ANIMATE_FRAME
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sta FRAMEL
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sta FRAMEH
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sta KEEN_WALKING
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sta KEEN_JUMPING
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sta LEVEL_OVER
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sta LASER_OUT
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sta KEEN_XL
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sta KEEN_FALLING
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sta KEEN_SHOOTING
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sta KEYCARDS
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sta ORACLE_SPOKEN
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; debug
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; lda #9
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; sta RAYGUNS
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lda #4
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sta DRAW_PAGE
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; set starting location
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lda #START_KEEN_TILEX
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sta KEEN_TILEX
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lda #START_KEEN_TILEY
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sta KEEN_TILEY
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lda #0 ; offset from tile location
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sta KEEN_X
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sta KEEN_Y
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lda #RIGHT ; direction
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sta KEEN_DIRECTION
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;====================================
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; load level1 tilemap
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;====================================
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lda #<level1_data_zx02
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sta ZX0_src
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lda #>level1_data_zx02
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sta ZX0_src+1
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lda #$90 ; load to page $9000
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jsr full_decomp
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;====================================
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; copy in tilemap subset
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;====================================
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; we copy in full screen, 40x48 = 20x12 tiles
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; we start out assuming position is 0,5
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lda #START_TILEMAP_X
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sta TILEMAP_X
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lda #START_TILEMAP_Y
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sta TILEMAP_Y
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jsr copy_tilemap_subset
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;====================================
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;====================================
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; Main loop
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;====================================
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;====================================
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keen_loop:
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; draw tilemap
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jsr draw_tilemap
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; draw enemies
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jsr draw_enemies
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; draw laser
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jsr draw_laser
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; draw keen
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jsr draw_keen
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jsr page_flip
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jsr handle_keypress
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jsr move_keen
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jsr move_enemies
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jsr move_laser
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;========================
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; increment frame count
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;========================
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inc FRAMEL
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bne no_frame_oflo
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inc FRAMEH
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no_frame_oflo:
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;===========================
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; check end of level
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;===========================
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lda LEVEL_OVER
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bne done_with_keen
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;===========================
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; delay
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;===========================
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; lda #200
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; jsr WAIT
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jmp keen_loop
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done_with_keen:
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bit KEYRESET ; clear keypress
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; three reasons we could get here
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; NEXT_LEVEL = finished level by exiting door
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; GAME_OVER = hit ESC and said Y to QUIT
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; TOUCHED_ENEMY = touched an enemy
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lda LEVEL_OVER
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cmp #NEXT_LEVEL
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beq level1_levelover
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cmp #GAME_OVER
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beq level1_gameover
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; got here, touched enemy
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;============================
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; end animation
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;============================
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lda #1
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sta PLAY_END_SOUND
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inc KEEN_TILEY ; move down
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sec
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lda KEEN_TILEX
|
||||
sbc TILEMAP_X
|
||||
asl
|
||||
clc
|
||||
adc KEEN_X
|
||||
sta XPOS
|
||||
|
||||
sec
|
||||
lda KEEN_TILEY
|
||||
sbc TILEMAP_Y
|
||||
asl
|
||||
asl
|
||||
clc
|
||||
adc KEEN_Y
|
||||
sta YPOS
|
||||
|
||||
level_end_animation:
|
||||
jsr draw_tilemap
|
||||
|
||||
ldx #<keen_sprite_squish
|
||||
lda #>keen_sprite_squish
|
||||
stx INL
|
||||
sta INH
|
||||
jsr put_sprite_crop
|
||||
|
||||
jsr page_flip
|
||||
|
||||
lda PLAY_END_SOUND
|
||||
beq skip_end_sound
|
||||
|
||||
ldy #SFX_KEENDIESND
|
||||
jsr play_sfx
|
||||
|
||||
dec PLAY_END_SOUND
|
||||
skip_end_sound:
|
||||
|
||||
|
||||
lda #50
|
||||
jsr WAIT
|
||||
|
||||
dec YPOS
|
||||
dec YPOS
|
||||
|
||||
bpl level_end_animation
|
||||
|
||||
|
||||
dec KEENS
|
||||
bpl level1_levelover
|
||||
|
||||
level1_gameover:
|
||||
|
||||
; mars plays the sound
|
||||
|
||||
lda #GAME_OVER
|
||||
sta LEVEL_OVER
|
||||
|
||||
level1_levelover:
|
||||
|
||||
lda #LOAD_MARS
|
||||
sta WHICH_LOAD
|
||||
|
||||
rts ; exit back
|
||||
|
||||
|
||||
;==========================
|
||||
; includes
|
||||
;==========================
|
||||
|
||||
.include "text_print.s"
|
||||
.include "gr_offsets.s"
|
||||
.include "gr_fast_clear.s"
|
||||
.include "gr_pageflip.s"
|
||||
.include "gr_putsprite_crop.s"
|
||||
.include "zx02_optim.s"
|
||||
|
||||
.include "status_bar.s"
|
||||
.include "keyboard.s"
|
||||
.include "joystick.s"
|
||||
|
||||
.include "text_drawbox.s"
|
||||
.include "text_help.s"
|
||||
.include "text_quit_yn.s"
|
||||
|
||||
.include "draw_keen.s"
|
||||
.include "sprites/keen_sprites.inc"
|
||||
.include "move_keen.s"
|
||||
.include "handle_laser.s"
|
||||
.include "draw_tilemap.s"
|
||||
.include "level1_enemies.s"
|
||||
.include "level1_items.s"
|
||||
|
||||
.include "level1_sfx.s"
|
||||
.include "longer_sound.s"
|
||||
|
||||
.include "random16.s"
|
||||
|
||||
.include "tilemap_lookup.s"
|
||||
|
||||
level1_data_zx02:
|
||||
.incbin "maps/level2_map.zx02"
|
||||
|
||||
|
||||
oracle_message:
|
||||
; 012345678901234567890123456789012345678
|
||||
.byte 2,21,"YOU HEAR IN YOUR MIND:",0
|
||||
.byte 2,22,"IT IS TOO BAD THAT YOU CANNOT READ",0
|
||||
.byte 2,23,"THE STANDARD GALACTIC ALPHABET, HUMAN",0
|
37
games/keen/level3.s
Normal file
37
games/keen/level3.s
Normal file
@ -0,0 +1,37 @@
|
||||
; Level 3 (Treasury)
|
||||
|
||||
; at $6000
|
||||
|
||||
level3_data:
|
||||
.byte 116 ;MAX_TILE_X = 116 ; 116 wide
|
||||
.byte 16 ;MAX_TILE_Y = 16 ; 16 tall
|
||||
|
||||
.byte 1 ;START_KEEN_TILEX = 1
|
||||
.byte 13 ;START_KEEN_TILEY = 13
|
||||
|
||||
.byte 0 ;START_TILEMAP_X = 0
|
||||
.byte 5 ;START_TILEMAP_Y = 5
|
||||
|
||||
.byte 8 ;NUM_ENEMIES = 8
|
||||
|
||||
.byte 32 ;HARDTOP_TILES = 32 ; start at 32
|
||||
.byte 40 ;ALLHARD_TILES = 40 ; start at 40
|
||||
|
||||
|
||||
.align $100
|
||||
|
||||
; at $6100
|
||||
enemy_data:
|
||||
.byte $0
|
||||
|
||||
.align $100
|
||||
|
||||
; at $6200
|
||||
oracle_message:
|
||||
.byte $0
|
||||
|
||||
.align $100
|
||||
|
||||
; at $6300
|
||||
level1_data_zx02:
|
||||
.incbin "maps/level3_map.zx02"
|
@ -211,6 +211,8 @@ keen1_filename:
|
||||
.byte "LEVEL1",0
|
||||
keen2_filename:
|
||||
.byte "LEVEL2",0
|
||||
keen3_filename:
|
||||
.byte "LEVEL3",0
|
||||
|
||||
|
||||
;===================================================
|
||||
|
Binary file not shown.
Before Width: | Height: | Size: 7.3 KiB After Width: | Height: | Size: 10 KiB |
Binary file not shown.
Before Width: | Height: | Size: 14 KiB After Width: | Height: | Size: 14 KiB |
@ -616,7 +616,7 @@ location_size:
|
||||
|
||||
location_actions_low:
|
||||
.byte <(enter_level-1),<(enter_level-1) ; level1, level2
|
||||
.byte <(dummy_action-1),<(dummy_action-1)
|
||||
.byte <(enter_level-1),<(dummy_action-1) ; level3, level4
|
||||
.byte <(dummy_action-1),<(dummy_action-1)
|
||||
.byte <(dummy_action-1),<(dummy_action-1)
|
||||
.byte <(dummy_action-1),<(dummy_action-1)
|
||||
@ -628,7 +628,7 @@ location_actions_low:
|
||||
|
||||
location_actions_high:
|
||||
.byte >(enter_level-1),>(enter_level-1) ; level1, level2
|
||||
.byte >(dummy_action-1),>(dummy_action-1)
|
||||
.byte >(enter_level-1),>(dummy_action-1) ; level3, level4
|
||||
.byte >(dummy_action-1),>(dummy_action-1)
|
||||
.byte >(dummy_action-1),>(dummy_action-1)
|
||||
.byte >(dummy_action-1),>(dummy_action-1)
|
||||
|
Loading…
x
Reference in New Issue
Block a user