mars: rename mars map and some other cleanups

This commit is contained in:
Vince Weaver 2024-04-14 19:31:16 -04:00
parent f43edf23ea
commit 17ed65c383
7 changed files with 19 additions and 72 deletions

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@ -55,7 +55,7 @@ mars.o: mars.s zp.inc hardware.inc game_over.s \
mars_keyboard.s draw_tilemap.s \
mars_sfx.s longer_sound.s \
text_help.s \
maps/mars_new.zx02 graphics/parts.gr.zx02
maps/mars_map.zx02 graphics/parts.gr.zx02
ca65 -o mars.o mars.s -l mars.lst
####

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@ -6,13 +6,13 @@ title
mars map
~~~~~~~~
+ animate stars
+ enforce collision detection
+ proper smooth movement
+ transporters
+ start at starting point
+ show keens left at start, also when press ??
+ mark completed levels
at start, over-write finished levels with blue tiles
check completed levels when action and not let you re-enter
level1
~~~~~~
+ fix so works again

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@ -7,7 +7,7 @@ PNG2GR = ../../../utils/gr-utils/png2gr
all: png2map \
level1_map.zx02 level2_map.zx02 \
mars_map.gr.zx02 mars_new.zx02
mars_map.zx02
###
@ -29,11 +29,11 @@ level2_map.inc: level2_map.png png2map
###
mars_new.zx02: mars_new.inc
$(ZX02) mars_new.inc mars_new.zx02
mars_map.zx02: mars_map.inc
$(ZX02) mars_map.inc mars_map.zx02
mars_new.inc: mars_new.png png2map
./png2map mars_new.png mars_new.inc
mars_map.inc: mars_map.png png2map
./png2map mars_map.png mars_map.inc
###

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@ -357,15 +357,6 @@ done_parts:
bit FULLGR
; lda #<mars_zx02
; sta ZX0_src
; lda #>mars_zx02
; sta ZX0_src+1
; lda #$c ; load to page $c00
; jsr full_decomp ; tail call
rts
@ -498,28 +489,6 @@ check_location_match:
rts ; jump
; lda MARS_X
; cmp #15
; bcc do_nothing ; blt
; cmp #20
; bcc maybe_ship
; cmp #35
; bcs maybe_exit
;do_nothing:
; ; TODO: make sound?
; rts
;maybe_ship:
; lda MARS_Y
; cmp #16
; bcc do_nothing
; cmp #24
; bcs do_nothing
; jmp do_parts ; tail call
;maybe_exit:
; inc LEVEL_OVER
; rts
;=====================================
;=====================================
@ -535,6 +504,9 @@ dummy_action:
;=====================================
;=====================================
; level number is in X
; FIXME: make sure level is not completed
enter_level:
stx CURRENT_LEVEL
@ -550,17 +522,17 @@ enter_level:
;=====================================
transport_right:
; TODO: play noise
lda #34
sta MARS_TILEX
lda #3
transport_common:
sta MARS_TILEY
ldy #SFX_TELEPORTSND
jsr play_sfx
jsr recenter_map ; fallthrough?
jsr recenter_map
jsr copy_tilemap_subset
@ -573,21 +545,11 @@ transport_right:
;=====================================
transport_left:
; TODO: play noise
lda #26
sta MARS_TILEX
lda #4
sta MARS_TILEY
ldy #SFX_TELEPORTSND
jsr play_sfx
jsr recenter_map ; fallthrough?
jsr copy_tilemap_subset
rts
bne transport_common ; bra
;=====================================
;=====================================
@ -597,23 +559,11 @@ transport_left:
transport_secret:
; TODO: verify we are transporting back to the right place
; TODO: play noise
lda #44
sta MARS_TILEX
lda #24
sta MARS_TILEY
ldy #SFX_TELEPORTSND
jsr play_sfx
jsr recenter_map ; fallthrough?
jsr copy_tilemap_subset
rts
bne transport_common ; bra
@ -702,8 +652,6 @@ location_actions_high:
; level graphics
mars_zx02:
.incbin "maps/mars_map.gr.zx02"
parts_zx02:
.incbin "graphics/parts.gr.zx02"
@ -712,7 +660,7 @@ parts_zx02:
.include "gr_fast_clear.s"
.include "gr_copy.s"
.include "gr_pageflip.s"
; .include "gr_putsprite_crop.s"
.include "gr_putsprite_crop.s"
.include "zx02_optim.s"
.include "gr_fade.s"
@ -727,10 +675,9 @@ parts_zx02:
.include "mars_sfx.s"
.include "longer_sound.s"
.include "gr_putsprite_crop.s"
mars_data_zx02:
.incbin "maps/mars_new.zx02"
.incbin "maps/mars_map.zx02"
; dummy
enemy_data_out: