keen: work on generic engine

This commit is contained in:
Vince Weaver 2024-04-19 01:30:17 -04:00
parent 05a7ad5c1e
commit d246207c95
17 changed files with 738 additions and 328 deletions

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@ -11,14 +11,15 @@ 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 ENGINE MARS LEVEL1
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 0x4000 ENGINE
$(DOS33) -y keen1_lores.dsk BSAVE -a 0x4000 MARS
$(DOS33) -y keen1_lores.dsk BSAVE -a 0x6000 LEVEL1
# $(DOS33) -y keen1_lores.dsk BSAVE -a 0x2000 LEVEL2
###
@ -47,7 +48,7 @@ title.o: title.s zp.inc hardware.inc \
####
MARS: mars.o
ld65 -o MARS mars.o -C ../../linker_scripts/apple2_2000.inc
ld65 -o MARS mars.o -C ../../linker_scripts/apple2_4000.inc
mars.o: mars.s zp.inc hardware.inc game_over.s \
gr_fade.s \
@ -60,18 +61,27 @@ mars.o: mars.s zp.inc hardware.inc game_over.s \
####
LEVEL1: level1.o
ld65 -o LEVEL1 level1.o -C ../../linker_scripts/apple2_2000.inc
ld65 -o LEVEL1 level1.o -C ../../linker_scripts/apple2_6000.inc
level1.o: level1.s zp.inc hardware.inc \
level1.o: level1.s \
maps/level1_map.zx02
ca65 -o level1.o level1.s -l level1.lst
####
ENGINE: engine.o
ld65 -o ENGINE engine.o -C ../../linker_scripts/apple2_4000.inc
engine.o: engine.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.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 level1_data.inc \
level1_sfx.s longer_sound.s \
keyboard.s handle_laser.s
ca65 -o level1.o level1.s -l level1.lst
ca65 -o engine.o engine.s -l engine.lst
####
@ -106,7 +116,7 @@ maps/level1_map.lzsa:
####
clean:
rm -f *~ *.o *.lst HELLO LOADER TITLE MARS LEVEL1 LEVEL2
rm -f *~ *.o *.lst HELLO LOADER TITLE ENGINE MARS LEVEL1 LEVEL2
cd graphics && make clean
cd maps && make clean
# cd title && make clean

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@ -10,9 +10,18 @@ Memory map:
$1000-$1fff = loader
$2000-$3fff = code (8k? currently 5k)
$9000-$93ff = tiles (1k)
$9400-????? = big_tilemap (10k)
$BC00-????? = tilemap (1k) 10x16
; MARS = 6k
; LEVEL1 = 6k
; TITLE = 4k
; LOAD engine at $4000
; $4000 - $5fff = 8k worst case
; LOAD level data at $6000
; $6000 - $7fff = 8k worst case
$9000-$93FF = tiles (1k)
$9400-$BBFF = big_tilemap (10k) 128x80
$BC00-$BCFF = small tilemap (256B) 20x12
tiles are 2x4, or 4 bytes each
so in theory can have up to 256 of them

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@ -207,7 +207,7 @@ done_tilemap_subset:
; activate yorps
;==========================
ldx #NUM_ENEMIES
ldx NUM_ENEMIES
beq done_yorps
clc

329
games/keen/engine.s Normal file
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@ -0,0 +1,329 @@
; Game Engine for Apple II Commander Keen
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
; .include "level1_data.inc"
level_data = $6000
max_tile_x = level_data+0
max_tile_y = level_data+1
start_keen_tilex= level_data+2
start_keen_tiley= level_data+3
start_tilemap_x = level_data+4
start_tilemap_y = level_data+5
num_enemies = level_data+6
hardtop_tiles = level_data+7
allhard_tiles = level_data+8
;enemy_data = $6100
oracle_message = $6200
level_data_zx02 = $6300
level_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 max_tile_x
sta MAX_TILE_X
sec
sbc #20
sta max_tilex_minus_20_smc+1
lda MAX_TILE_X
sec
sbc #1
sta max_tilex_minus_1_smc+1
lda max_tile_y
sta MAX_TILE_Y
sec
sbc #6
sta max_tiley_minus_6_smc+1
; lda start_keen_tilex
; sta START_KEEN_TILEX
; lda start_keen_tiley
; sta START_KEEN_TILEY
; lda start_tilemap_x
; sta START_TILEMAP_X
; lda start_tilemap_y
; sta START_TILEMAP_Y
lda num_enemies
sta NUM_ENEMIES
lda hardtop_tiles
sta HARDTOP_TILES
lda allhard_tiles
sta ALLHARD_TILES
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
; set starting location
lda start_keen_tilex
sta KEEN_TILEX
lda start_keen_tiley
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 #<level_data_zx02
sta ZX0_src
lda #>level_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 start_tilemap_x
sta TILEMAP_X
lda start_tilemap_y
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 the sound
lda #GAME_OVER
sta LEVEL_OVER
level1_levelover:
lda #LOAD_MARS
sta WHICH_LOAD
rts ; exit back
;==========================
; includes
;==========================
.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/level1_map.zx02"
;oracle_message:

View File

@ -39,7 +39,7 @@ laser_check_tiles:
ldy #0
lda (INL),Y
cmp #ALLHARD_TILES
cmp ALLHARD_TILES
bcs destroy_laser
@ -165,7 +165,7 @@ hit_something:
done_laser_enemy:
iny
cpy #NUM_ENEMIES
cpy NUM_ENEMIES
bne laser_enemies_loop
exit_laser_enemy:

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@ -1,280 +1,37 @@
; Keen PoC Level 1 (Border Town)
; Level 1 (Border Town)
; by deater (Vince Weaver) <vince@deater.net>
; at $6000
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
level1_data:
.byte 116 ;MAX_TILE_X = 116 ; 116 wide
.byte 16 ;MAX_TILE_Y = 16 ; 16 tall
.include "level1_data.inc"
.byte 1 ;START_KEEN_TILEX = 1
.byte 13 ;START_KEEN_TILEY = 13
level1_start:
;===================
; init screen
.byte 0 ;START_TILEMAP_X = 0
.byte 5 ;START_TILEMAP_Y = 5
bit KEYRESET
.byte 8 ;NUM_ENEMIES = 8
bit SET_GR
bit PAGE1
bit LORES
bit FULLGR
.byte 32 ;HARDTOP_TILES = 32 ; start at 32
.byte 40 ;ALLHARD_TILES = 40 ; start at 40
jsr clear_top ; avoid grey stripes at load
;=====================
; init vars
;=====================
.align $100
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
; at $6100
enemy_data:
.byte $0
; debug
; lda #9
; sta RAYGUNS
lda #4
sta DRAW_PAGE
; set starting location
lda #START_KEEN_TILEX
sta KEEN_TILEX
lda #START_KEEN_TILEY
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 #START_TILEMAP_X
sta TILEMAP_X
lda #START_TILEMAP_Y
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 the sound
lda #GAME_OVER
sta LEVEL_OVER
level1_levelover:
lda #LOAD_MARS
sta WHICH_LOAD
rts ; exit back
;==========================
; includes
;==========================
.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/level1_map.zx02"
.align $100
; at $6200\
oracle_message:
.byte $0
.align $100
; at $6300
level1_data_zx02:
.incbin "maps/level1_map.zx02"

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@ -1,15 +0,0 @@
; Level 1 (Border Town)
MAX_TILE_X = 116 ; 116 wide
MAX_TILE_Y = 16 ; 16 tall
START_KEEN_TILEX = 1
START_KEEN_TILEY = 13
START_TILEMAP_X = 0
START_TILEMAP_Y = 5
NUM_ENEMIES = 8
HARDTOP_TILES = 32 ; start at 32
ALLHARD_TILES = 40 ; start at 40

View File

@ -45,7 +45,7 @@ enemy_is_out:
load_foot1_smc:
lda small_tilemap,Y
cmp #HARDTOP_TILES
cmp HARDTOP_TILES
bcs no_enemy_fall ; if hardtop tile, don't fall
inc enemy_data_tiley,X ; fall one tiles worth
@ -144,7 +144,7 @@ enemy_facing_right:
iny ; to the right
load_right_foot_smc:
lda small_tilemap,Y
cmp #ALLHARD_TILES
cmp ALLHARD_TILES
bcc no_right_barrier ; skip if no right barrier
; hit right barrier
@ -202,7 +202,7 @@ enemy_facing_left:
dey ; look to the left
load_left_foot_smc:
lda small_tilemap,Y
cmp #ALLHARD_TILES
cmp ALLHARD_TILES
bcc no_left_barrier ; skip if no right barrier
; hit left barrier
@ -242,7 +242,7 @@ move_left_noflo:
done_move_enemy:
inx
cpx #NUM_ENEMIES
cpx NUM_ENEMIES
beq totally_done_move_enemies
jmp move_enemies_loop
@ -365,7 +365,7 @@ draw_enemy:
done_draw_enemy:
iny
cpy #NUM_ENEMIES
cpy NUM_ENEMIES
beq exit_draw_enemy
jmp draw_enemies_loop

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@ -306,7 +306,7 @@ yes_yorp_stomp:
no_yorp_stomp:
inx
cpx #NUM_ENEMIES
cpx NUM_ENEMIES
bne check_yorp_loop
done_check_yorp:

280
games/keen/level1_orig.s Normal file
View File

@ -0,0 +1,280 @@
; Keen PoC Level 1 (Border Town)
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
.include "level1_data.inc"
level1_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
; set starting location
lda #START_KEEN_TILEX
sta KEEN_TILEX
lda #START_KEEN_TILEY
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 #START_TILEMAP_X
sta TILEMAP_X
lda #START_TILEMAP_Y
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 the sound
lda #GAME_OVER
sta LEVEL_OVER
level1_levelover:
lda #LOAD_MARS
sta WHICH_LOAD
rts ; exit back
;==========================
; includes
;==========================
.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/level1_map.zx02"
oracle_message:

View File

@ -93,14 +93,30 @@ print_model_done:
which_load_loop:
; update the which-file error message
; lda WHICH_LOAD
; tay
; lda which_disk,Y
; sta error_string+19
; 0 = TITLE
; 1 = MARS
; LEVEL = WHICH_LOAD-3
lda WHICH_LOAD
cmp #2
bcc skip_engine_load
engine_load:
lda #<engine_filename
sta OUTL
lda #>engine_filename
sta OUTH
jsr opendir_filename
skip_engine_load:
lda WHICH_LOAD
asl
@ -110,21 +126,21 @@ which_load_loop:
lda filenames+1,Y
sta OUTH
lda WHICH_LOAD
bne load_other
; lda WHICH_LOAD
; bne load_other
load_intro:
lda #<$4000
sta entry_smc+1
lda #>$4000
sta entry_smc+2
jmp actual_load
; jmp actual_load
load_other:
lda #<$2000
sta entry_smc+1
lda #>$2000
sta entry_smc+2
;load_other:
; lda #<$2000
; sta entry_smc+1
; lda #>$2000
; sta entry_smc+2
actual_load:
@ -185,6 +201,8 @@ filenames:
.word keen1_filename
.word keen2_filename
engine_filename:
.byte "ENGINE",0
title_filename:
.byte "TITLE",0
mars_filename:

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@ -7,6 +7,7 @@ PNG2GR = ../../../utils/gr-utils/png2gr
all: png2map \
level1_map.zx02 level2_map.zx02 \
level3_map.zx02 \
mars_map.zx02
###
@ -25,6 +26,14 @@ level2_map.zx02: level2_map.inc
level2_map.inc: level2_map.png png2map
./png2map level2_map.png level2_map.inc
###
level3_map.zx02: level3_map.inc
$(ZX02) level3_map.inc level3_map.zx02
level3_map.inc: level3_map.png png2map
./png2map level3_map.png level3_map.inc
###

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Width:  |  Height:  |  Size: 14 KiB

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@ -9,7 +9,7 @@
; or are there?
NUM_ENEMIES = 0
;NUM_ENEMIES = 0
TILE_COLS = 20 ; define this elsewhere?
mars_start:

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@ -1,4 +1,4 @@
MAX_TILE_Y = 57 ; 69-12
MARS_MAX_TILE_Y = 57 ; 69-12
;==============================
; Handle Keypress
@ -354,7 +354,7 @@ down_pressed:
bcc move_keen_down
lda TILEMAP_Y
cmp #MAX_TILE_Y
cmp #MARS_MAX_TILE_Y
bcs move_keen_down
jmp scroll_keen_down

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@ -41,7 +41,8 @@ move_keen_early_out:
; otherwise, scroll
move_right:
lda TILEMAP_X
cmp #(MAX_TILE_X-20)
max_tilex_minus_20_smc:
cmp #$DD
bcs keen_walk_right
sec
@ -199,7 +200,7 @@ collide_head_l:
lda (INL),Y
; if tile# < ALLHARD_TILES then we are fine
cmp #ALLHARD_TILES
cmp ALLHARD_TILES
bcc collide_left_right ; blt
; fallthrough to get other
@ -208,7 +209,7 @@ collide_head_r:
iny
lda (INL),Y
; if tile# < ALLHARD_TILES then we are fine
cmp #ALLHARD_TILES
cmp ALLHARD_TILES
bcc collide_left_right ; blt
; o/~ I hit my head, I heard the phone ring o/~
@ -255,7 +256,8 @@ collide_left_right:
check_right_collide:
lda KEEN_TILEY
cmp #(MAX_TILE_X-1) ; stop at right edge of screen
max_tilex_minus_1_smc:
cmp #$dd ; stop at right edge of screen
beq keen_stop
@ -272,7 +274,7 @@ right_collide_noextra:
lda (INL),Y
; if tile# < ALLHARD_TILES then we are fine
cmp #ALLHARD_TILES
cmp ALLHARD_TILES
bcc done_keen_collide ; blt
bcs keen_stop
@ -291,7 +293,7 @@ check_left_collide:
; lda KEEN_WALK_TILE_L
; if tile# < ALLHARD_TILES then we are fine
cmp #ALLHARD_TILES
cmp ALLHARD_TILES
bcc done_keen_collide ; blt
keen_stop:
@ -413,13 +415,13 @@ check_falling:
check_below:
lda (INL),Y
cmp #HARDTOP_TILES
cmp HARDTOP_TILES
bcs feet_on_ground ; if hardtop tile, don't fall
check_below_plus1:
iny
lda (INL),Y
cmp #HARDTOP_TILES
cmp HARDTOP_TILES
bcs feet_on_ground ; if hardtop tile, don't fall
@ -459,7 +461,8 @@ do_full_falling_check:
; if tilemap_y >= max_tile, keen_fall
lda TILEMAP_Y
cmp #(MAX_TILE_Y-6)
max_tiley_minus_6_smc:
cmp #$DD
bcs keen_fall ; bge

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@ -146,6 +146,16 @@ APPLEII_MODEL = $A6
CURRENT_LEVEL = $A7
ORACLE_SPOKEN = $A8
MAX_TILE_X = $A9
MAX_TILE_Y = $AA
;START_KEEN_TILEX = $AB
;START_KEEN_TILEY = $AC
;START_TILEMAP_X = $AD
;START_TILEMAP_Y = $AE
NUM_ENEMIES = $AF
HARDTOP_TILES = $B0
ALLHARD_TILES = $B1
WHICH_SLOT = $DA
JS_BUTTON_STATE = $DB
CURRENT_DISK = $DC