keen: working on yorp support

This commit is contained in:
Vince Weaver 2024-03-25 00:53:05 -04:00
parent 9637633996
commit 662437c5cd
6 changed files with 122 additions and 136 deletions

View File

@ -55,3 +55,22 @@ Level1:
tilemap copies
TILEMAP_X
TILEMAP_Y
KEEN_X / KEEN_XL
KEEN_Y
Enemy logic:
when update tilemap
detect if enemy on screen
if so mark active
give it current x/y value
when move
same as keen move
if move off left/right side of screen mark inactive

View File

@ -1,12 +1,15 @@
hi-res version
+ enemy movement
+ animate enemies?
+ check raygun count before shooting
+ fix background tile when get item
+ fix keybindings
+ play jingle entering/leaving level
+ implement leaving level
+ animate enemies?
+ animate death
hi-res version
~~~~~~~~~~~~~~
+

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@ -66,44 +66,25 @@ exit_laser_enemy:
; move enemy
;=======================
; which one is in Y
; assume yorp for now
move_enemy:
lda enemy_data+ENEMY_DATA_TYPE,Y
and #$fc
cmp #ENEMY_CAMERA
beq aim_camera
; FIXME: actually move them
move_bot:
move_crawler:
lda FRAMEL
and #$f
bne done_move_enemy
lda enemy_data+ENEMY_DATA_TYPE,Y
eor #$2
sta enemy_data+ENEMY_DATA_TYPE,Y
jmp done_move_enemy
aim_camera:
lda KEEN_X
lsr
lda enemy_data+ENEMY_DATA_X,Y
clc
adc TILEMAP_X
adc #1
sta enemy_data+ENEMY_DATA_X,Y
cmp enemy_data+ENEMY_DATA_TILEX,Y
bcc aim_camera_left
cmp #36
bcc move_enemy_good
aim_camera_right:
lda #2
sta enemy_data+ENEMY_DATA_TYPE,Y
jmp done_move_enemy
aim_camera_left:
lda #0
sta enemy_data+ENEMY_DATA_TYPE,Y
sta enemy_data+ENEMY_DATA_OUT,Y
move_enemy_good:
done_move_enemy:
rts
@ -123,81 +104,94 @@ draw_enemies_loop:
; check if on screen
lda TILEMAP_X
cmp enemy_data+ENEMY_DATA_TILEX,Y
bcs done_draw_enemy
; lda TILEMAP_X
; cmp enemy_data+ENEMY_DATA_TILEX,Y
; bcs done_draw_enemy
clc
adc #14
cmp enemy_data+ENEMY_DATA_TILEX,Y
bcc done_draw_enemy
; clc
; adc #14
; cmp enemy_data+ENEMY_DATA_TILEX,Y
; bcc done_draw_enemy
lda TILEMAP_Y
cmp enemy_data+ENEMY_DATA_TILEY,Y
bcs done_draw_enemy
; lda TILEMAP_Y
; cmp enemy_data+ENEMY_DATA_TILEY,Y
; bcs done_draw_enemy
clc
adc #10
cmp enemy_data+ENEMY_DATA_TILEY,Y
bcc done_draw_enemy
; clc
; adc #10
; cmp enemy_data+ENEMY_DATA_TILEY,Y
; bcc done_draw_enemy
; set X and Y value
; convert tile values to X,Y
; X = (ENEMY_TILE_X-TILEX)*2 + 6
lda enemy_data+ENEMY_DATA_TILEX,Y
sec
sbc TILEMAP_X
asl
clc
adc #4
sta XPOS
; lda enemy_data+ENEMY_DATA_TILEX,Y
; sec
; sbc TILEMAP_X
; asl
; clc
; adc #4
; sta XPOS
; Y = (ENEMY_TILE_Y-TILEY)*4
lda enemy_data+ENEMY_DATA_TILEY,Y
sec
sbc TILEMAP_Y
asl
asl
sta YPOS
; lda enemy_data+ENEMY_DATA_TILEY,Y
; sec
; sbc TILEMAP_Y
; asl
; asl
; sta YPOS
; see if exploding
lda enemy_data+ENEMY_DATA_EXPLODING,Y
beq draw_proper_enemy
draw_exploding_enemy:
asl
tax
lda enemy_explosion_sprites,X
sta INL
lda enemy_explosion_sprites+1,X
sta INH
; lda enemy_data+ENEMY_DATA_EXPLODING,Y
; beq draw_proper_enemy
;draw_exploding_enemy:
; asl
; tax
; lda enemy_explosion_sprites,X
; sta INL
; lda enemy_explosion_sprites+1,X
; sta INH
lda FRAMEL
and #$3
bne done_exploding
; lda FRAMEL
; and #$3
; bne done_exploding
; move to next frame
lda enemy_data+ENEMY_DATA_EXPLODING,Y
clc
adc #1
sta enemy_data+ENEMY_DATA_EXPLODING,Y
; lda enemy_data+ENEMY_DATA_EXPLODING,Y
; clc
; adc #1
; sta enemy_data+ENEMY_DATA_EXPLODING,Y
cmp #4
bne done_exploding
lda #0
sta enemy_data+ENEMY_DATA_OUT,Y
; cmp #4
; bne done_exploding
; lda #0
; sta enemy_data+ENEMY_DATA_OUT,Y
done_exploding:
jmp draw_enemy
;done_exploding:
; jmp draw_enemy
; otherwise draw proper sprite
draw_proper_enemy:
lda enemy_data+ENEMY_DATA_TYPE,Y
tax
lda enemy_sprites,X
; lda enemy_data+ENEMY_DATA_TYPE,Y
; tax
; lda enemy_sprites,X
; sta INL
; lda enemy_sprites+1,X
; sta INH
lda #<yorp_sprite_walking_right
sta INL
lda enemy_sprites+1,X
lda #>yorp_sprite_walking_right
sta INH
lda enemy_data+ENEMY_DATA_X,Y
sta XPOS
lda enemy_data+ENEMY_DATA_Y,Y
sta YPOS
draw_enemy:
tya
pha
@ -207,6 +201,8 @@ draw_enemy:
pla
tay
; also move enemy
jsr move_enemy
done_draw_enemy:
@ -222,6 +218,7 @@ done_draw_enemy:
exit_draw_enemy:
rts
.if 0
enemy_sprites:
.word enemy_camera_sprite1
.word enemy_camera_sprite2
@ -229,39 +226,7 @@ enemy_sprites:
.word enemy_crawler_sprite2
.word enemy_bot_sprite1
.word enemy_bot_sprite2
enemy_bot_sprite1:
.byte 2,2
.byte $Ae,$e3
.byte $6e,$0e
enemy_bot_sprite2:
.byte 2,2
.byte $e3,$Ae
.byte $0e,$6e
enemy_crawler_sprite1:
.byte 2,2
.byte $f5,$cA
.byte $f5,$Ac
enemy_crawler_sprite2:
.byte 2,2
.byte $5f,$cA
.byte $5f,$Ac
enemy_camera_sprite1:
.byte 2,2
.byte $AA,$76
.byte $f7,$A5
enemy_camera_sprite2:
.byte 2,2
.byte $76,$AA
.byte $A5,$f7
.endif
enemy_explosion_sprites:
.word enemy_explosion_sprite1
@ -284,9 +249,11 @@ enemy_explosion_sprite3:
.byte $7A,$5A
.byte $A5,$A7
ENEMY_CAMERA = 0
ENEMY_CRAWLER = 4
ENEMY_BOT = 8
;ENEMY_CAMERA = 0
;ENEMY_CRAWLER = 4
;ENEMY_BOT = 8
ENEMY_YORP = 0
ENEMY_DATA_OUT = 0
ENEMY_DATA_EXPLODING = 1
@ -304,36 +271,34 @@ enemy0:
; 156,92 (-80,-12) -> 76,80 -> (/4,/4) -> 19,20
.byte 1 ; out
.byte 0 ; exploding
.byte ENEMY_CAMERA ; type
.byte ENEMY_YORP ; type
.byte $ff ; direction
.byte 19,20 ; tilex,tiley
.byte 0,0 ; x,y
.byte 10,10 ; x,y
enemy1:
; 272,92 (-80,-12) -> 192,80 -> (/4,/4) -> 48,20
.byte 1 ; out
.byte 0 ; out
.byte 0 ; exploding
.byte ENEMY_CAMERA ; type
.byte ENEMY_YORP ; type
.byte $ff ; direction
.byte 48,20 ; tilex,tiley
.byte 0,0 ; x,y
enemy2:
; 156,112 (-80,-12) -> 76,100 -> (/4,/4) -> 19,25
.byte 1 ; out
.byte 0 ; out
.byte 0 ; exploding
.byte ENEMY_CRAWLER ; type
.byte ENEMY_YORP ; type
.byte $ff ; direction
.byte 19,25 ; tilex,tiley
.byte 0,0 ; x,y
enemy3:
; 184,116 (-80,-12) -> 104,104 -> (/4,/4) -> 26,26
.byte 1 ; out
.byte 0 ; out
.byte 0 ; exploding
.byte ENEMY_BOT ; type
.byte ENEMY_YORP ; type
.byte $ff ; direction
.byte 26,26 ; tilex,tiley
.byte 0,0 ; x,y

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@ -53,10 +53,6 @@ keen_start:
; ora #INV_RED_KEY
; sta INVENTORY
; lda #$10
; sta SCORE0
lda #4
sta DRAW_PAGE

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@ -25,6 +25,9 @@ keen_sprites.inc: keen_sprites.png
$(PNG2SPRITES) keen_sprites.png keen_sprite_falling_left 6 32 4 8 >> keen_sprites.inc
$(PNG2SPRITES) keen_sprites.png keen_sprite_shooting_right 11 2 4 8 >> keen_sprites.inc
$(PNG2SPRITES) keen_sprites.png keen_sprite_shooting_left 16 2 4 8 >> keen_sprites.inc
$(PNG2SPRITES) keen_sprites.png yorp_sprite_walking_left 16 22 4 8 >> keen_sprites.inc
$(PNG2SPRITES) keen_sprites.png yorp_sprite_walking_right 11 22 4 8 >> keen_sprites.inc
$(PNG2SPRITES) keen_sprites.png yorp_sprite_standing 11 32 4 8 >> keen_sprites.inc
####

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