keen: hook up level2

This commit is contained in:
Vince Weaver 2024-04-14 22:44:38 -04:00
parent 0ec8efc1be
commit 95fc2febff
4 changed files with 305 additions and 33 deletions

View File

@ -11,15 +11,14 @@ EMPTY_DISK = ../../empty_disk/empty.dsk
all: keen1_lores.dsk
keen1_lores.dsk: HELLO LOADER TITLE MARS LEVEL1
#LEVEL2
keen1_lores.dsk: HELLO LOADER TITLE MARS LEVEL1 LEVEL2
cp $(EMPTY_DISK) keen1_lores.dsk
$(DOS33) -y keen1_lores.dsk SAVE A HELLO
$(DOS33) -y keen1_lores.dsk BSAVE -a 0x1000 LOADER
$(DOS33) -y keen1_lores.dsk BSAVE -a 0x4000 TITLE
$(DOS33) -y keen1_lores.dsk BSAVE -a 0x2000 MARS
$(DOS33) -y keen1_lores.dsk BSAVE -a 0x2000 LEVEL1
# $(DOS33) -y keen1_lores.dsk BSAVE -a 0x2000 LEVEL2
$(DOS33) -y keen1_lores.dsk BSAVE -a 0x2000 LEVEL2
###
@ -67,7 +66,7 @@ level1.o: level1.s zp.inc hardware.inc \
text_help.s gr_fast_clear.s text_quit_yn.s text_drawbox.s \
level1_enemies.s level1_items.s \
graphics/keen_graphics.inc sprites/keen_sprites.inc \
maps/level1_map.lzsa \
maps/level1_map.zx02 \
status_bar.s draw_keen.s move_keen.s gr_putsprite_crop.s \
draw_tilemap.s tilemap_lookup.s \
level1_sfx.s longer_sound.s \
@ -81,16 +80,15 @@ LEVEL2: level2.o
level2.o: level2.s zp.inc hardware.inc \
text_help.s gr_fast_clear.s text_quit_yn.s text_drawbox.s \
enemies_level2.s actions_level2.s item_level2.s \
graphics/keen_graphics.inc keen_sprites.inc \
maps/level2_map.lzsa \
level1_enemies.s level1_items.s \
graphics/keen_graphics.inc sprites/keen_sprites.inc \
maps/level2_map.zx02 \
status_bar.s draw_keen.s move_keen.s gr_putsprite_crop.s \
draw_tilemap.s \
sound_effects.s longer_sound.s \
draw_tilemap.s tilemap_lookup.s \
level1_sfx.s longer_sound.s \
keyboard.s handle_laser.s
ca65 -o level2.o level2.s -l level2.lst
####
graphics/keen1_title.hgr.zx02:
@ -108,7 +106,7 @@ maps/level1_map.lzsa:
####
clean:
rm -f *~ *.o *.lst HELLO LOADER TITLE MARS LEVEL1
rm -f *~ *.o *.lst HELLO LOADER TITLE MARS LEVEL1 LEVEL2
cd graphics && make clean
cd maps && make clean
# cd title && make clean

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@ -1,4 +1,4 @@
; Keen PoC Level 1
; Keen PoC Level 1 (Border Town)
; by deater (Vince Weaver) <vince@deater.net>
@ -14,8 +14,7 @@ MAX_TILE_Y = 5 ; (34 - 24)/2 (maybe?)
keen_start:
;===================
; init screen
; jsr TEXT
; jsr HOME
bit KEYRESET
bit SET_GR
@ -67,19 +66,6 @@ keen_start:
lda #RIGHT ; direction
sta KEEN_DIRECTION
;====================================
; load level1 background
;====================================
; lda #<level1_bg_zx02
; sta ZX0_src
; lda #>level1_bg_zx02
; sta ZX0_src+1
; lda #$c ; load to page $c00
; jsr full_decomp
;====================================
; load level1 tilemap
@ -129,10 +115,6 @@ keen_loop:
jsr draw_keen
; handle door opening
; jsr check_open_door
jsr page_flip
jsr handle_keypress
@ -306,3 +288,4 @@ level1_levelover:
level1_data_zx02:
.incbin "maps/level1_map.zx02"

291
games/keen/level2.s Normal file
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@ -0,0 +1,291 @@
; Keen PoC Level 2 (First Shrine)
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
MAX_TILE_X = 96 ; 116 - 20
MAX_TILE_Y = 5 ; (34 - 24)/2 (maybe?)
keen_start:
;===================
; init screen
bit KEYRESET
bit SET_GR
bit PAGE1
bit LORES
bit FULLGR
jsr clear_top ; avoid grey stripes at load
;=====================
; init vars
;=====================
lda #0
sta ANIMATE_FRAME
sta FRAMEL
sta FRAMEH
sta KEEN_WALKING
sta KEEN_JUMPING
sta LEVEL_OVER
sta LASER_OUT
sta KEEN_XL
sta KEEN_FALLING
sta KEEN_SHOOTING
sta KEYCARDS
; debug
; lda #9
; sta RAYGUNS
lda #4
sta DRAW_PAGE
; Level 1
; start at 2,24 (remember tiles 2 bytes high even though 4 pixels)
; but with reference to starting tilemap (0,5) should be
; 2,8?
lda #1
sta KEEN_TILEX
lda #13
sta KEEN_TILEY
lda #0 ; offset from tile location
sta KEEN_X
sta KEEN_Y
lda #RIGHT ; direction
sta KEEN_DIRECTION
;====================================
; load level1 tilemap
;====================================
lda #<level1_data_zx02
sta ZX0_src
lda #>level1_data_zx02
sta ZX0_src+1
lda #$90 ; load to page $9000
jsr full_decomp
;====================================
; copy in tilemap subset
;====================================
; we copy in full screen, 40x48 = 20x12 tiles
; we start out assuming position is 0,5
lda #0
sta TILEMAP_X
lda #5
sta TILEMAP_Y
jsr copy_tilemap_subset
;====================================
;====================================
; Main loop
;====================================
;====================================
keen_loop:
; draw tilemap
jsr draw_tilemap
; draw enemies
jsr draw_enemies
; draw laser
jsr draw_laser
; draw keen
jsr draw_keen
jsr page_flip
jsr handle_keypress
jsr move_keen
jsr move_enemies
jsr move_laser
;========================
; increment frame count
;========================
inc FRAMEL
bne no_frame_oflo
inc FRAMEH
no_frame_oflo:
;===========================
; check end of level
;===========================
lda LEVEL_OVER
bne done_with_keen
;===========================
; delay
;===========================
; lda #200
; jsr WAIT
jmp keen_loop
done_with_keen:
bit KEYRESET ; clear keypress
; three reasons we could get here
; NEXT_LEVEL = finished level by exiting door
; GAME_OVER = hit ESC and said Y to QUIT
; TOUCHED_ENEMY = touched an enemy
lda LEVEL_OVER
cmp #NEXT_LEVEL
beq level1_levelover
cmp #GAME_OVER
beq level1_gameover
; got here, touched enemy
;============================
; end animation
;============================
lda #1
sta PLAY_END_SOUND
inc KEEN_TILEY ; move down
sec
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 this
; ldy #SFX_GAMEOVERSND
; jsr play_sfx
lda #GAME_OVER
sta LEVEL_OVER
level1_levelover:
lda #LOAD_MARS
sta WHICH_LOAD
rts ; exit back
;==========================
; includes
;==========================
; level graphics
;level1_bg_zx02:
; .incbin "graphics/level1_bg.gr.zx02"
.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"

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@ -614,7 +614,7 @@ location_size:
.byte 1,1,1,1
location_actions_low:
.byte <(enter_level-1),<(dummy_action-1) ; level1, level2
.byte <(enter_level-1),<(enter_level-1) ; level1, level2
.byte <(dummy_action-1),<(dummy_action-1)
.byte <(dummy_action-1),<(dummy_action-1)
.byte <(dummy_action-1),<(dummy_action-1)
@ -626,7 +626,7 @@ location_actions_low:
.byte <(transport_left-1),<(transport_secret-1) ; r trans, secret
location_actions_high:
.byte >(enter_level-1),>(dummy_action-1) ; level1, level2
.byte >(enter_level-1),>(enter_level-1) ; level1, level2
.byte >(dummy_action-1),>(dummy_action-1)
.byte >(dummy_action-1),>(dummy_action-1)
.byte >(dummy_action-1),>(dummy_action-1)