sb: finish graphics for back off

This commit is contained in:
Vince Weaver 2023-06-16 02:00:04 -04:00
parent dc2692ad94
commit c7ed743b17
8 changed files with 172 additions and 259 deletions

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@ -88,10 +88,10 @@ BACK_OFF: back_off.o
back_off.o: back_off.s zx02_optim.s \
asplode_graphics/bob_bg.hgr.zx02 \
asplode_graphics/sb_sprites.inc \
asplode_graphics/bob_sprites.inc \
asplode_sound/back_off.btc.zx02 \
audio.s play_asplode.s asplode_head.s \
hgr_sprite_big.s cycle_colors.s \
audio.s play_back_off.s \
hgr_sprite_big.s \
zp.inc hardware.inc
ca65 -o back_off.o back_off.s -l back_off.lst

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@ -13,7 +13,7 @@ HGR_SPRITE = ../../../utils/hgr-utils/hgr_make_sprite
all: sb_zone.hgr.zx02 sb_zone2.hgr.zx02 \
sb_combined.hgr.zx02 \
sb_title.hgr.zx02 sb_sprites.inc \
bob_bg.hgr.zx02
bob_bg.hgr.zx02 bob_sprites.inc
####
@ -23,8 +23,8 @@ sb_combined.hgr.zx02: sb_zone.hgr sb_zone2.hgr
cat sb_zone2.hgr >> sb_combined.hgr
$(ZX02) sb_combined.hgr sb_combined.hgr.zx02
sb_zone.hgr: sb_zone.png
$(PNG_TO_HGR) sb_zone.png > sb_zone.hgr
#sb_zone.hgr: sb_zone.png
# $(PNG_TO_HGR) sb_zone.png > sb_zone.hgr
####
@ -109,8 +109,21 @@ sb_sprites.inc: sb_sprites.png
$(HGR_SPRITE) -s -l asploding3_sprite sb_sprites.png 196 53 222 78 >> sb_sprites.inc
$(HGR_SPRITE) -s -l asploding4_sprite sb_sprites.png 238 53 264 78 >> sb_sprites.inc
###
bob_sprites.inc: bob_sprites.png Makefile
$(HGR_SPRITE) -s -l back_sprite bob_sprites.png 0 0 41 20 > bob_sprites.inc
$(HGR_SPRITE) -s -l off_sprite bob_sprites.png 56 0 90 20 >> bob_sprites.inc
$(HGR_SPRITE) -s -l baby_sprite bob_sprites.png 98 0 131 20 >> bob_sprites.inc
$(HGR_SPRITE) -s -l back_med_sprite bob_sprites.png 0 22 33 31 >> bob_sprites.inc
$(HGR_SPRITE) -s -l off_med_sprite bob_sprites.png 0 32 26 41 >> bob_sprites.inc
$(HGR_SPRITE) -s -l baby_med_sprite bob_sprites.png 0 42 40 51 >> bob_sprites.inc
$(HGR_SPRITE) -s -l back_sm_sprite bob_sprites.png 0 52 19 57 >> bob_sprites.inc
$(HGR_SPRITE) -s -l off_sm_sprite bob_sprites.png 28 52 47 57 >> bob_sprites.inc
$(HGR_SPRITE) -s -l baby_sm_sprite bob_sprites.png 14 58 33 63 >> bob_sprites.inc
####
clean:
rm -f *~ *.o *.lst sb_sprites.inc
rm -f *~ *.o *.lst *.zx02 *.hgr sb_sprites.inc bob_sprites.inc

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@ -111,13 +111,14 @@ load_backgrounds:
;==========================
done_game:
bit KEYRESET
jsr wait_until_keypress
lda #0
sta WHICH_LOAD
rts
wait_until_keypress:
lda KEYPRESS ; 4
bpl wait_until_keypress ; 3
@ -126,14 +127,9 @@ wait_until_keypress:
;==============================
; do the asplode routine
; do the backoff routine
;==============================
; should move head to center
; player explosion happens
; do the "YOUR HEAD A SPLODE" animation
; try to interleave the sound
; in theory the background should pulse too but
; that might be too much
do_back_off:
lda #0
@ -142,7 +138,7 @@ do_back_off:
lda #16
sta STRONGBAD_X
asplode_loop:
back_off_loop:
;===================
; copy background
;===================
@ -150,20 +146,6 @@ asplode_loop:
lda #$a0
jsr hgr_copy
;==========================
; draw big head
;==========================
ldx HEAD_DAMAGE
lda head_sprites_l,X
sta INL
lda head_sprites_h,X
sta INH
lda #16 ; center
sta SPRITE_X
lda #36
sta SPRITE_Y
jsr hgr_draw_sprite_big
;==========================
; draw new sprite
@ -175,19 +157,8 @@ asplode_loop:
lda asplode_sprite_h,X
sta INH
cpx #11
bcs use_hardcoded_x
ldy BULLET_X
dey
tya
jmp asplode_it_x
use_hardcoded_x:
lda asplode_sprite_x,X
asplode_it_x:
sta SPRITE_X
lda asplode_sprite_y,X
@ -195,54 +166,36 @@ asplode_it_x:
jsr hgr_draw_sprite_big
ldx FRAME
cpx #17
cpx #6
bcc done_extra_sprites
;==========================
; draw your
; draw back
;==========================
lda #<your_sprite
lda #<back_sprite
sta INL
lda #>your_sprite
lda #>back_sprite
sta INH
lda #8
lda #11
sta SPRITE_X
lda #133
sta SPRITE_Y
jsr hgr_draw_sprite_big
ldx FRAME
cpx #23
cpx #12
bcc done_extra_sprites
;==========================
; draw head
; draw off
;==========================
lda #<head_sprite
lda #<off_sprite
sta INL
lda #>head_sprite
lda #>off_sprite
sta INH
lda #16
sta SPRITE_X
lda #133
sta SPRITE_Y
jsr hgr_draw_sprite_big
ldx FRAME
cpx #29
bcc done_extra_sprites
;==========================
; draw A
;==========================
lda #<a_sprite
sta INL
lda #>a_sprite
sta INH
lda #22
lda #18
sta SPRITE_X
lda #133
sta SPRITE_Y
@ -257,227 +210,133 @@ done_extra_sprites:
ldx FRAME
sound_check_explode:
cpx #2
bne sound_check_your
; play sound
ldy #7
bne do_play_asplode ; bra
sound_check_your:
cpx #16
bne sound_check_head
sound_check_back:
cpx #5
bne sound_check_off
; play sound
ldy #0
beq do_play_asplode ; bra
sound_check_head:
cpx #22
bne sound_check_a
sound_check_off:
cpx #11
bne sound_check_baby
ldy #1
bne do_play_asplode
sound_check_a:
cpx #28
bne sound_check_splode
ldy #2
bne do_play_asplode
sound_check_splode:
cpx #34
sound_check_baby:
cpx #17
bne sound_check_done
ldy #3
do_play_asplode:
jsr play_asplode
jsr play_back_off
sound_check_done:
inc FRAME
lda FRAME
cmp #35
bcs done_asplode_head
cmp #18
bcs done_back_off
jmp asplode_loop
jmp back_off_loop
done_asplode_head:
done_back_off:
lda #20
jsr long_wait ; tail call
jsr long_wait
; reset things
lda #0
sta SHIELD_POSITION
sta BULLET_Y
sta SHIELD_COUNT
lda #1
sta BULLET_YDIR
bit KEYRESET ; clear any keypresses during asplode
rts
asplode_sprite_l:
; begining explosion
.byte <asploding1_sprite ; 0
.byte <asploding1_sprite ; 1
.byte <asploding2_sprite ; 2
.byte <asploding3_sprite ; 3
.byte <asploding4_sprite ; 4
.byte <asploding2_sprite ; 5
.byte <asploding3_sprite ; 6
.byte <asploding4_sprite ; 7
.byte <asploding2_sprite ; 8
.byte <asploding3_sprite ; 9
.byte <asploding4_sprite ; 10
; your
.byte <your_sm_sprite ; 11
.byte <your_sm_sprite ; 12
.byte <your_med_sprite ; 13
.byte <your_med_sprite ; 14
.byte <your_sprite ; 15
.byte <your_sprite ; 16
; head
.byte <head_sm_sprite ; 17
.byte <head_sm_sprite ; 18
.byte <head_med_sprite ; 19
.byte <head_med_sprite ; 20
.byte <head_sprite ; 21
.byte <head_sprite ; 22
; a
.byte <a_sm_sprite ; 23
.byte <a_sm_sprite ; 24
.byte <a_med_sprite ; 25
.byte <a_med_sprite ; 26
.byte <a_sprite ; 27
.byte <a_sprite ; 28
; splode
.byte <splode_sm_sprite ; 29
.byte <splode_sm_sprite ; 30
.byte <splode_med_sprite ; 31
.byte <splode_med_sprite ; 32
.byte <splode_sprite ; 33
.byte <splode_sprite ; 34
; back
.byte <back_sm_sprite ; 11
.byte <back_sm_sprite ; 12
.byte <back_med_sprite ; 13
.byte <back_med_sprite ; 14
.byte <back_sprite ; 15
.byte <back_sprite ; 16
; off
.byte <off_sm_sprite ; 17
.byte <off_sm_sprite ; 18
.byte <off_med_sprite ; 19
.byte <off_med_sprite ; 20
.byte <off_sprite ; 21
.byte <off_sprite ; 22
; baby
.byte <baby_sm_sprite ; 29
.byte <baby_sm_sprite ; 30
.byte <baby_med_sprite ; 31
.byte <baby_med_sprite ; 32
.byte <baby_sprite ; 33
.byte <baby_sprite ; 34
asplode_sprite_h:
.byte >asploding1_sprite
.byte >asploding1_sprite
.byte >asploding2_sprite
.byte >asploding3_sprite
.byte >asploding4_sprite
.byte >asploding2_sprite
.byte >asploding3_sprite
.byte >asploding4_sprite
.byte >asploding2_sprite
.byte >asploding3_sprite
.byte >asploding4_sprite
; your
.byte >your_sm_sprite
.byte >your_sm_sprite
.byte >your_med_sprite
.byte >your_med_sprite
.byte >your_sprite
.byte >your_sprite
; head
.byte >head_sm_sprite
.byte >head_sm_sprite
.byte >head_med_sprite
.byte >head_med_sprite
.byte >head_sprite
.byte >head_sprite
; a
.byte >a_sm_sprite
.byte >a_sm_sprite
.byte >a_med_sprite
.byte >a_med_sprite
.byte >a_sprite
.byte >a_sprite
; splode
.byte >splode_sm_sprite
.byte >splode_sm_sprite
.byte >splode_med_sprite
.byte >splode_med_sprite
.byte >splode_sprite
.byte >splode_sprite
; back
.byte >back_sm_sprite
.byte >back_sm_sprite
.byte >back_med_sprite
.byte >back_med_sprite
.byte >back_sprite
.byte >back_sprite
; off
.byte >off_sm_sprite
.byte >off_sm_sprite
.byte >off_med_sprite
.byte >off_med_sprite
.byte >off_sprite
.byte >off_sprite
; baby
.byte >baby_sm_sprite
.byte >baby_sm_sprite
.byte >baby_med_sprite
.byte >baby_med_sprite
.byte >baby_sprite
.byte >baby_sprite
asplode_sprite_x:
.byte 19 ; FIXME: adjust for current pos
.byte 19
.byte 19
.byte 19
.byte 19
.byte 19
.byte 19
.byte 19
.byte 19
.byte 19
.byte 19
; your
; back
.byte 18
.byte 17
.byte 15
.byte 14
.byte 12
.byte 9
.byte 8
; head
.byte 11
; off
.byte 18
.byte 18
.byte 17
.byte 17
.byte 16
.byte 16
; a
.byte 18
.byte 18
.byte 18
.byte 18
; baby
.byte 18
.byte 19
.byte 20
.byte 20
.byte 21
.byte 22
.byte 22
; splode
.byte 18
.byte 20
.byte 20
.byte 21
.byte 22
.byte 21 ;
.byte 23
.byte 24
asplode_sprite_y:
.byte 150
.byte 150
.byte 150
.byte 150
.byte 150
.byte 150
.byte 150
.byte 150
.byte 150
.byte 150
.byte 150
; your
; back
.byte 80
.byte 90
.byte 100
.byte 111
.byte 122
.byte 133
; head
; off
.byte 80
.byte 90
.byte 100
.byte 111
.byte 122
.byte 133
; a
.byte 80
.byte 90
.byte 100
.byte 111
.byte 122
.byte 133
; splode
; baby
.byte 80
.byte 90
.byte 100
@ -522,36 +381,16 @@ done_flip:
.include "hgr_sprite_big.s"
.include "hgr_copy_fast.s"
.include "audio.s"
.include "play_asplode.s"
.include "asplode_graphics/sb_sprites.inc"
shield_sprites_l:
.byte <player_sprite,<shield_left_sprite
.byte <shield_center_sprite,<shield_right_sprite
shield_sprites_h:
.byte >player_sprite,>shield_left_sprite
.byte >shield_center_sprite,>shield_right_sprite
head_sprites_l:
.byte <big_head0_sprite,<big_head1_sprite,<big_head2_sprite
.byte <big_head3_sprite,<big_head4_sprite
head_sprites_h:
.byte >big_head0_sprite,>big_head1_sprite,>big_head2_sprite
.byte >big_head3_sprite,>big_head4_sprite
.include "play_back_off.s"
.include "asplode_graphics/bob_sprites.inc"
bg1_data:
.incbin "asplode_graphics/bob_bg.hgr.zx02"
.incbin "asplode_graphics/bob_bg.hgr.zx02"
sound_data:
.incbin "asplode_sound/back_off.btc.zx02"
.incbin "asplode_sound/back_off.btc.zx02"
.include "zx02_optim.s"
; start at least 8k in?

61
games/sb/play_back_off.s Normal file
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@ -0,0 +1,61 @@
ASPLODE_SAMPLE = $D000
ASPLODE_LENGTH = 28 ; $1C
play_back_off:
; only avail if language card
lda SOUND_STATUS
and #SOUND_IN_LC
beq done_play_asplode
; switch in language card
; read/write RAM $d000 bank 1
bit $C083
bit $C083
; call the btc player
lda #<ASPLODE_SAMPLE
sta BTC_L
lda sound_parts,Y ; #>ASPLODE_SAMPLE
sta BTC_H
lda sound_len,Y
tax
;ldx #ASPLODE_LENGTH ; 28 pages long???
jsr play_audio
; read ROM/no-write
bit $c082
done_play_asplode:
rts
; in the game
; bim : bullet launch
; boom : bullet hit
; twang : while asploding
sound_parts:
.byte $D0 ; your
.byte $D8 ; head
.byte $E0 ; a
.byte $E1 ; splode
.byte $D0 ; whole thing
.byte $F0 ; bim
.byte $F4 ; boom
.byte $F8 ; twang
sound_len:
.byte $8
.byte $8
.byte $6
.byte $10
.byte 28
.byte $4
.byte $4
.byte $8

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@ -186,7 +186,7 @@ sector_array:
length_array:
.byte 40, 16, 16, 70 ; TITLE, DUCK, ROOF, ASPLODE
.byte 32, 32, 32, 45 ; TARGET, CLIFF, RAT, BACK_OFF
.byte 32, 32, 32, 24 ; TARGET, CLIFF, RAT, BACK_OFF
qload_end: