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second: make object actually bounce on chessboard
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parent
2426cba389
commit
0e21dc5121
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@ -339,3 +339,20 @@ clean:
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cd part18_3d && make clean
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cd part18_3d && make clean
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cd part19_nuts && make clean
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cd part19_nuts && make clean
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cd part20_credits && make clean
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cd part20_credits && make clean
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###
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submit: a2_reality.zip
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a2_reality.zip: second_d1.dsk second_d2.dsk file_id.diz ooze32.dsk
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mkdir -p demosplash2023_a2r
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cp file_id.diz ./demosplash2023_a2r
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cp second_d1.dsk ./demosplash2023_a2r
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cp second_d2.dsk ./demosplash2023_a2r
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# cp a2r_720p.mp4 ./demosplash2023_a2r
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cp a2r_screen.png ./demosplash2023_a2r
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zip -r a2_reality.zip demosplash2023_a2r
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####
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24
demos/second/file_id.diz
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24
demos/second/file_id.diz
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@ -0,0 +1,24 @@
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Apple ][ Reality
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---------------------------------------
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by Deater / dSr
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Demosplash 2023
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A version of Future Crew's "Second Reality"
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after 30 years, but for a 45 year old
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computer.
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For more info see here:
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http://deater.net/weave/vmwprod/second/
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Be sure you have both disk images ready to go.
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Currently requires an Apple IIe w/ 128k of RAM
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and a Mockingboard sound card
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I do plan to release a final version that
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is more complete and runs on a machine with
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less RAM.
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@ -23,7 +23,8 @@ chess.o: chess.s \
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sierzoom.s \
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sierzoom.s \
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../irq_wait.s \
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../irq_wait.s \
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../zp.inc ../hardware.inc ../qload.inc \
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../zp.inc ../hardware.inc ../qload.inc \
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graphics/chess_object2.hgr.zx02
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graphics/chess_object2.hgr.zx02 \
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graphics/object.inc
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ca65 -o chess.o chess.s -l chess.lst
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ca65 -o chess.o chess.s -l chess.lst
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###
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###
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@ -150,26 +150,32 @@ chess_bounce_loop:
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ldx COUNT
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ldx COUNT
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lda object_coords_x,X
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lda bounce_coords_x,X
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; cmp #$FF
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; beq done_orange_loop
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sta SPRITE_X
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sta SPRITE_X
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lda object_coords_y,X
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lda bounce_coords_y,X
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sta SPRITE_Y
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sta SPRITE_Y
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cmp #100
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bcs do_squashed
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lda #<object_data
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lda #<object_data
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sta INL
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sta INL
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lda #>object_data
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lda #>object_data
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jmp done_pick_object
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do_squashed:
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lda #<squished
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sta INL
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lda #>squished
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done_pick_object:
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sta INH
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sta INH
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jsr hgr_draw_sprite_big
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jsr hgr_draw_sprite_big
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jsr hgr_page_flip
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jsr hgr_page_flip
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inc COUNT
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inc COUNT
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lda COUNT
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lda COUNT
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cmp #48
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cmp #36
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bne no_chess_bounce_oflo
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bne no_chess_bounce_oflo
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lda #0
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lda #0
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sta COUNT
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sta COUNT
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@ -336,7 +342,7 @@ main_tunnel_done:
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sta BAR_X2
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sta BAR_X2
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jsr falling_bars
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jsr falling_bars
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lda #3
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lda #7
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jsr wait_ticks
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jsr wait_ticks
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; middle
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; middle
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@ -347,7 +353,7 @@ main_tunnel_done:
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sta BAR_X2
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sta BAR_X2
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jsr falling_bars
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jsr falling_bars
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lda #3
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lda #7
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jsr wait_ticks
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jsr wait_ticks
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; right
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; right
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@ -358,7 +364,7 @@ main_tunnel_done:
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sta BAR_X2
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sta BAR_X2
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jsr falling_bars
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jsr falling_bars
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lda #5
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lda #7
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jsr wait_ticks
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jsr wait_ticks
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@ -442,17 +448,18 @@ object_coords_y:
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; 12*4 = 48
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; 9*4=36
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bounce_coords_x:
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bounce_coords_x:
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.byte 13,12,11,10, 9, 8, 7, 6, 5, 4, 3, 2
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.byte 12, 12, 12, 12, 12, 12, 12, 10, 10
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.byte 1, 2, 3, 4, 5, 6, 7, 8, 9,10,11,12
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.byte 10, 10, 12, 12, 12, 12, 12, 12, 12
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.byte 13,14,15,16,17,18,19,20,21,22,23,24
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.byte 12, 12, 12, 12, 12, 12, 12, 10, 10
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.byte 25,24,23,22,21,20,19,18,17,16,15,14
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.byte 10, 10, 12, 12, 12, 12, 12, 12, 12
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bounce_coords_y:
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bounce_coords_y:
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.byte 5,10,16,23,30,36,43,49,55,62,68,75
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.byte 4, 20, 35, 45, 60, 70, 82, 102, 115
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.byte 82,82,82,82,82,82,82,82,82,82,82,82
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.byte 115,102, 82, 70, 60, 45, 35, 20, 4
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.byte 82,82,82,82,82,82,82,82,82,82,82,82
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.byte 4, 20, 35, 45, 60, 70, 82, 102, 115
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.byte 75,68,62,55,49,43,36,30,23,16,10, 5
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.byte 115,102, 82, 70, 60, 45, 35, 20, 4
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@ -16,6 +16,7 @@ all: chess_object.hgr.zx02 chess_object2.hgr.zx02 \
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object.inc: chess3.png
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object.inc: chess3.png
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$(HGR_SPRITE) -s -l object chess3.png 84 11 188 118 > object.inc
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$(HGR_SPRITE) -s -l object chess3.png 84 11 188 118 > object.inc
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$(HGR_SPRITE) -s -l squished chess3.png 70 120 195 190 >> object.inc
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####
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####
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Binary file not shown.
Before Width: | Height: | Size: 14 KiB After Width: | Height: | Size: 15 KiB |
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@ -36,9 +36,9 @@ restart:
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jsr load_file
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jsr load_file
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; run it
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; run fake boot / fake bios
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jsr $6000
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; jsr $6000
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;==================================
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;==================================
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; load music into the language card
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; load music into the language card
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