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https://github.com/deater/dos33fsprogs.git
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riven: figured out how to allow split-directions for going forward
engine actually more or less supported it already
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commit
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@ -85,7 +85,7 @@ Disk02 Map (disk has 35 tracks, each 4k in size)
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T 0 = Qboot
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T 0.5 = TITLE 1805 bytes 8S = 0T8S (2048) 400B free
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T 1 = QLOAD 2314 bytes 16S= 1T0S (4096) 2k free
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T 2 = STEPS1 21647 bytes = 6T0S (24576) 3k free
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T 2 = STEPS1 23639 bytes = 6T0S (24576) 1k free
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T 8 = STEPS3 15872 bytes = 6T0S (24576) 9k free
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T 14 = TOP 15210 bytes = 4T0S (16384) 1k free
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T 18 = BRIDGE 15021 bytes = 4T0S (16384) 1k free
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@ -257,3 +257,15 @@ API for loading:
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only one copy of qload/title
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IN_SPECIAL
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IN_RIGHT
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IN_LEFT
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SPECIAL
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FF = not special
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bottom nibble = directions
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1/3/4/8 direction
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40 = only point
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80 = split screen
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@ -8,12 +8,14 @@ all: steps1_graphics.inc
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steps1_graphics.inc: \
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steps1_n.hgr.zx02 steps1_s.hgr.zx02 \
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steps1_e.hgr.zx02 \
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steps2_n.hgr.zx02 steps2_s.hgr.zx02
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steps2_n.hgr.zx02 steps2_s.hgr.zx02 \
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steps2_e.hgr.zx02
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echo "steps1_n_zx02: .incbin \"steps1_n.hgr.zx02\"" > steps1_graphics.inc
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echo "steps1_s_zx02: .incbin \"steps1_s.hgr.zx02\"" >> steps1_graphics.inc
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echo "steps1_e_zx02: .incbin \"steps1_e.hgr.zx02\"" >> steps1_graphics.inc
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echo "steps2_n_zx02: .incbin \"steps2_n.hgr.zx02\"" >> steps1_graphics.inc
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echo "steps2_s_zx02: .incbin \"steps2_s.hgr.zx02\"" >> steps1_graphics.inc
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echo "steps2_e_zx02: .incbin \"steps2_e.hgr.zx02\"" >> steps1_graphics.inc
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####
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BIN
games/riven_hgr/disk02_files/graphics_steps1/steps2_e.png
Normal file
BIN
games/riven_hgr/disk02_files/graphics_steps1/steps2_e.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.2 KiB |
@ -102,6 +102,39 @@ really_exit:
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rts
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;==========================
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; handle split dir
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;==========================
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handle_split_dir:
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; if 19 or less, go N
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; if 20 or more, go E
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lda #LOAD_TOP
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sta WHICH_LOAD
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lda #RIVEN_TOP
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sta LOCATION
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lda CURSOR_X
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cmp #20
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bcs go_east
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go_north:
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lda #DIRECTION_N
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bne done_dir ; bra
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go_east:
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lda #DIRECTION_E
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done_dir:
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sta DIRECTION
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lda #1
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sta LEVEL_OVER
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rts
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;==========================
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; includes
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@ -97,7 +97,6 @@ really_exit:
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rts
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;==========================
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; includes
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;==========================
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@ -34,8 +34,8 @@ location1:
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.byte $ff ; west exit_dir
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.word steps2_n_zx02 ; north bg
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.word steps2_s_zx02 ; south bg
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.word $0000 ; east bg
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.word steps2_e_zx02 ; east bg
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.word $0000 ; west bg
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.byte BG_NORTH|BG_SOUTH ; all bgs
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.byte BG_NORTH|BG_SOUTH|BG_EAST
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.byte $ff ; special exit
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@ -22,7 +22,7 @@ location0:
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.byte BG_NORTH|BG_SOUTH ; all bgs
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.byte $ff ; special exit
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; RIVEN_STEPS2 -- second level of steps
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; RIVEN_STEPS4 -- second level of steps
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location1:
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.byte LOAD_TOP<<4|RIVEN_TOP ; north exit
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.byte RIVEN_STEPS3 ; south exit
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@ -37,5 +37,9 @@ location1:
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.word $0000 ; east bg
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.word $0000 ; west bg
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.byte BG_NORTH|BG_SOUTH ; all bgs
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.byte $ff ; special exit
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.byte DIRECTION_N|DIRECTION_ONLY_POINT ; special exit
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.byte 7,33
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.byte 0,180
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.word handle_split_dir-1
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@ -20,4 +20,5 @@ location0:
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.word top_e_zx02 ; east bg
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.word top_w_zx02 ; west bg
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.byte BG_NORTH|BG_SOUTH|BG_EAST|BG_WEST ; all bgs
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.byte $ff ; special exit
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.byte $ff
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28
games/riven_hgr/disk04_files/graphics_tunnel4/Makefile
Normal file
28
games/riven_hgr/disk04_files/graphics_tunnel4/Makefile
Normal file
@ -0,0 +1,28 @@
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include ../../../../Makefile.inc
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ZX02 = ~/research/6502_compression/zx02.git/build/zx02 -f
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PNG_TO_HGR = ../../../../utils/hgr-utils/png2hgr
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all: tunnel4_graphics.inc
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tunnel4_graphics.inc: \
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tunnel4_w.hgr.zx02 tunnel4_e.hgr.zx02 \
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tunnel5_w.hgr.zx02 tunnel5_e.hgr.zx02
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echo "tunnel4_w_zx02: .incbin \"tunnel4_w.hgr.zx02\"" > tunnel4_graphics.inc
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echo "tunnel4_e_zx02: .incbin \"tunnel4_e.hgr.zx02\"" >> tunnel4_graphics.inc
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echo "tunnel5_w_zx02: .incbin \"tunnel5_w.hgr.zx02\"" >> tunnel4_graphics.inc
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echo "tunnel5_e_zx02: .incbin \"tunnel5_e.hgr.zx02\"" >> tunnel4_graphics.inc
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####
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%.hgr: %.png
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$(PNG_TO_HGR) $< > $@
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%.hgr.zx02: %.hgr
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$(ZX02) -f $< $@
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####
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clean:
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rm -f *~ *.o *.lst *.zx02 *.hgr tunnel4_graphics.inc
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@ -75,8 +75,10 @@ finger_grab:
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rts
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really_draw_grab:
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ldy #LOCATION_SPECIAL_EXIT
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lda (LOCATION_STRUCT_L),Y
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lda DIRECTION
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; lda DIRECTION
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and #DIRECTION_ONLY_POINT
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bne special_but_point
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