mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-06-08 00:29:35 +00:00
keen: work on generic engine
This commit is contained in:
parent
05a7ad5c1e
commit
d246207c95
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@ -11,14 +11,15 @@ EMPTY_DISK = ../../empty_disk/empty.dsk
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all: keen1_lores.dsk
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keen1_lores.dsk: HELLO LOADER TITLE MARS LEVEL1 LEVEL2
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keen1_lores.dsk: HELLO LOADER TITLE ENGINE MARS LEVEL1
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cp $(EMPTY_DISK) keen1_lores.dsk
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$(DOS33) -y keen1_lores.dsk SAVE A HELLO
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$(DOS33) -y keen1_lores.dsk BSAVE -a 0x1000 LOADER
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$(DOS33) -y keen1_lores.dsk BSAVE -a 0x4000 TITLE
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$(DOS33) -y keen1_lores.dsk BSAVE -a 0x2000 MARS
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$(DOS33) -y keen1_lores.dsk BSAVE -a 0x2000 LEVEL1
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$(DOS33) -y keen1_lores.dsk BSAVE -a 0x2000 LEVEL2
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$(DOS33) -y keen1_lores.dsk BSAVE -a 0x4000 ENGINE
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$(DOS33) -y keen1_lores.dsk BSAVE -a 0x4000 MARS
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$(DOS33) -y keen1_lores.dsk BSAVE -a 0x6000 LEVEL1
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# $(DOS33) -y keen1_lores.dsk BSAVE -a 0x2000 LEVEL2
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###
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@ -47,7 +48,7 @@ title.o: title.s zp.inc hardware.inc \
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####
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MARS: mars.o
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ld65 -o MARS mars.o -C ../../linker_scripts/apple2_2000.inc
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ld65 -o MARS mars.o -C ../../linker_scripts/apple2_4000.inc
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mars.o: mars.s zp.inc hardware.inc game_over.s \
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gr_fade.s \
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@ -60,18 +61,27 @@ mars.o: mars.s zp.inc hardware.inc game_over.s \
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####
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LEVEL1: level1.o
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ld65 -o LEVEL1 level1.o -C ../../linker_scripts/apple2_2000.inc
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ld65 -o LEVEL1 level1.o -C ../../linker_scripts/apple2_6000.inc
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level1.o: level1.s zp.inc hardware.inc \
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level1.o: level1.s \
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maps/level1_map.zx02
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ca65 -o level1.o level1.s -l level1.lst
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####
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ENGINE: engine.o
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ld65 -o ENGINE engine.o -C ../../linker_scripts/apple2_4000.inc
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engine.o: engine.s zp.inc hardware.inc \
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text_help.s gr_fast_clear.s text_quit_yn.s text_drawbox.s \
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level1_enemies.s level1_items.s \
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graphics/keen_graphics.inc sprites/keen_sprites.inc \
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maps/level1_map.zx02 \
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status_bar.s draw_keen.s move_keen.s gr_putsprite_crop.s \
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draw_tilemap.s tilemap_lookup.s \
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level1_sfx.s longer_sound.s level1_data.inc \
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level1_sfx.s longer_sound.s \
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keyboard.s handle_laser.s
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ca65 -o level1.o level1.s -l level1.lst
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ca65 -o engine.o engine.s -l engine.lst
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####
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@ -106,7 +116,7 @@ maps/level1_map.lzsa:
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####
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clean:
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rm -f *~ *.o *.lst HELLO LOADER TITLE MARS LEVEL1 LEVEL2
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rm -f *~ *.o *.lst HELLO LOADER TITLE ENGINE MARS LEVEL1 LEVEL2
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cd graphics && make clean
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cd maps && make clean
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# cd title && make clean
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@ -10,9 +10,18 @@ Memory map:
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$1000-$1fff = loader
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$2000-$3fff = code (8k? currently 5k)
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$9000-$93ff = tiles (1k)
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$9400-????? = big_tilemap (10k)
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$BC00-????? = tilemap (1k) 10x16
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; MARS = 6k
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; LEVEL1 = 6k
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; TITLE = 4k
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; LOAD engine at $4000
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; $4000 - $5fff = 8k worst case
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; LOAD level data at $6000
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; $6000 - $7fff = 8k worst case
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$9000-$93FF = tiles (1k)
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$9400-$BBFF = big_tilemap (10k) 128x80
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$BC00-$BCFF = small tilemap (256B) 20x12
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tiles are 2x4, or 4 bytes each
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so in theory can have up to 256 of them
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@ -207,7 +207,7 @@ done_tilemap_subset:
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; activate yorps
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;==========================
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ldx #NUM_ENEMIES
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ldx NUM_ENEMIES
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beq done_yorps
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clc
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329
games/keen/engine.s
Normal file
329
games/keen/engine.s
Normal file
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@ -0,0 +1,329 @@
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; Game Engine for Apple II Commander Keen
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; by deater (Vince Weaver) <vince@deater.net>
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; Zero Page
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.include "zp.inc"
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.include "hardware.inc"
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.include "common_defines.inc"
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; .include "level1_data.inc"
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level_data = $6000
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max_tile_x = level_data+0
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max_tile_y = level_data+1
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start_keen_tilex= level_data+2
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start_keen_tiley= level_data+3
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start_tilemap_x = level_data+4
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start_tilemap_y = level_data+5
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num_enemies = level_data+6
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hardtop_tiles = level_data+7
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allhard_tiles = level_data+8
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;enemy_data = $6100
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oracle_message = $6200
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level_data_zx02 = $6300
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level_start:
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;===================
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; init screen
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bit KEYRESET
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bit SET_GR
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bit PAGE1
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bit LORES
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bit FULLGR
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jsr clear_top ; avoid grey stripes at load
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;=====================
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; init vars
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;=====================
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lda max_tile_x
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sta MAX_TILE_X
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sec
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sbc #20
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sta max_tilex_minus_20_smc+1
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lda MAX_TILE_X
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sec
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sbc #1
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sta max_tilex_minus_1_smc+1
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lda max_tile_y
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sta MAX_TILE_Y
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sec
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sbc #6
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sta max_tiley_minus_6_smc+1
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; lda start_keen_tilex
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; sta START_KEEN_TILEX
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; lda start_keen_tiley
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; sta START_KEEN_TILEY
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; lda start_tilemap_x
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; sta START_TILEMAP_X
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; lda start_tilemap_y
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; sta START_TILEMAP_Y
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lda num_enemies
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sta NUM_ENEMIES
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lda hardtop_tiles
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sta HARDTOP_TILES
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lda allhard_tiles
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sta ALLHARD_TILES
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lda #0
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sta ANIMATE_FRAME
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sta FRAMEL
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sta FRAMEH
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sta KEEN_WALKING
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sta KEEN_JUMPING
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sta LEVEL_OVER
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sta LASER_OUT
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sta KEEN_XL
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sta KEEN_FALLING
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sta KEEN_SHOOTING
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sta KEYCARDS
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; debug
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; lda #9
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; sta RAYGUNS
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lda #4
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sta DRAW_PAGE
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; set starting location
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lda start_keen_tilex
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sta KEEN_TILEX
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lda start_keen_tiley
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sta KEEN_TILEY
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lda #0 ; offset from tile location
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sta KEEN_X
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sta KEEN_Y
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lda #RIGHT ; direction
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sta KEEN_DIRECTION
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;====================================
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; load level1 tilemap
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;====================================
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lda #<level_data_zx02
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sta ZX0_src
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lda #>level_data_zx02
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sta ZX0_src+1
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lda #$90 ; load to page $9000
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jsr full_decomp
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;====================================
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; copy in tilemap subset
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;====================================
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; we copy in full screen, 40x48 = 20x12 tiles
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; we start out assuming position is 0,5
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lda start_tilemap_x
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sta TILEMAP_X
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lda start_tilemap_y
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sta TILEMAP_Y
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jsr copy_tilemap_subset
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;====================================
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;====================================
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; Main loop
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;====================================
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;====================================
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keen_loop:
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; draw tilemap
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jsr draw_tilemap
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; draw enemies
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jsr draw_enemies
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; draw laser
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jsr draw_laser
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; draw keen
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jsr draw_keen
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jsr page_flip
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jsr handle_keypress
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jsr move_keen
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jsr move_enemies
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jsr move_laser
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;========================
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; increment frame count
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;========================
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inc FRAMEL
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bne no_frame_oflo
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inc FRAMEH
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no_frame_oflo:
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;===========================
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; check end of level
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;===========================
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lda LEVEL_OVER
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bne done_with_keen
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;===========================
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; delay
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;===========================
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; lda #200
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; jsr WAIT
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jmp keen_loop
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done_with_keen:
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bit KEYRESET ; clear keypress
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; three reasons we could get here
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; NEXT_LEVEL = finished level by exiting door
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; GAME_OVER = hit ESC and said Y to QUIT
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; TOUCHED_ENEMY = touched an enemy
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lda LEVEL_OVER
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cmp #NEXT_LEVEL
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beq level1_levelover
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cmp #GAME_OVER
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beq level1_gameover
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; got here, touched enemy
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;============================
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; end animation
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;============================
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lda #1
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sta PLAY_END_SOUND
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inc KEEN_TILEY ; move down
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sec
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lda KEEN_TILEX
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sbc TILEMAP_X
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asl
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clc
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adc KEEN_X
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sta XPOS
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sec
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lda KEEN_TILEY
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sbc TILEMAP_Y
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asl
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asl
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clc
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adc KEEN_Y
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sta YPOS
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level_end_animation:
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jsr draw_tilemap
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ldx #<keen_sprite_squish
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lda #>keen_sprite_squish
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stx INL
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sta INH
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jsr put_sprite_crop
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jsr page_flip
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lda PLAY_END_SOUND
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beq skip_end_sound
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ldy #SFX_KEENDIESND
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jsr play_sfx
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dec PLAY_END_SOUND
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skip_end_sound:
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lda #50
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jsr WAIT
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dec YPOS
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dec YPOS
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bpl level_end_animation
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dec KEENS
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bpl level1_levelover
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level1_gameover:
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; mars plays the sound
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lda #GAME_OVER
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sta LEVEL_OVER
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level1_levelover:
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lda #LOAD_MARS
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sta WHICH_LOAD
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rts ; exit back
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;==========================
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; includes
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;==========================
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.include "text_print.s"
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.include "gr_offsets.s"
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.include "gr_fast_clear.s"
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.include "gr_pageflip.s"
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.include "gr_putsprite_crop.s"
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.include "zx02_optim.s"
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.include "status_bar.s"
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.include "keyboard.s"
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.include "joystick.s"
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.include "text_drawbox.s"
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.include "text_help.s"
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.include "text_quit_yn.s"
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.include "draw_keen.s"
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.include "sprites/keen_sprites.inc"
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.include "move_keen.s"
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.include "handle_laser.s"
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.include "draw_tilemap.s"
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.include "level1_enemies.s"
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.include "level1_items.s"
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.include "level1_sfx.s"
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.include "longer_sound.s"
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.include "random16.s"
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.include "tilemap_lookup.s"
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;level1_data_zx02:
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; .incbin "maps/level1_map.zx02"
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;oracle_message:
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@ -39,7 +39,7 @@ laser_check_tiles:
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ldy #0
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lda (INL),Y
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cmp #ALLHARD_TILES
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cmp ALLHARD_TILES
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bcs destroy_laser
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@ -165,7 +165,7 @@ hit_something:
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done_laser_enemy:
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iny
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cpy #NUM_ENEMIES
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cpy NUM_ENEMIES
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bne laser_enemies_loop
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exit_laser_enemy:
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@ -1,280 +1,37 @@
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; Keen PoC Level 1 (Border Town)
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; Level 1 (Border Town)
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; by deater (Vince Weaver) <vince@deater.net>
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; at $6000
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; Zero Page
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.include "zp.inc"
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.include "hardware.inc"
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.include "common_defines.inc"
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level1_data:
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.byte 116 ;MAX_TILE_X = 116 ; 116 wide
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.byte 16 ;MAX_TILE_Y = 16 ; 16 tall
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.include "level1_data.inc"
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.byte 1 ;START_KEEN_TILEX = 1
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.byte 13 ;START_KEEN_TILEY = 13
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level1_start:
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;===================
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; init screen
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.byte 0 ;START_TILEMAP_X = 0
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.byte 5 ;START_TILEMAP_Y = 5
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bit KEYRESET
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.byte 8 ;NUM_ENEMIES = 8
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bit SET_GR
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bit PAGE1
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bit LORES
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bit FULLGR
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.byte 32 ;HARDTOP_TILES = 32 ; start at 32
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.byte 40 ;ALLHARD_TILES = 40 ; start at 40
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jsr clear_top ; avoid grey stripes at load
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;=====================
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; init vars
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;=====================
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.align $100
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lda #0
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sta ANIMATE_FRAME
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sta FRAMEL
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sta FRAMEH
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sta KEEN_WALKING
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sta KEEN_JUMPING
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sta LEVEL_OVER
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sta LASER_OUT
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sta KEEN_XL
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sta KEEN_FALLING
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sta KEEN_SHOOTING
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sta KEYCARDS
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; at $6100
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enemy_data:
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.byte $0
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; debug
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.align $100
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; lda #9
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; sta RAYGUNS
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; at $6200\
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oracle_message:
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.byte $0
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lda #4
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sta DRAW_PAGE
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; set starting location
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lda #START_KEEN_TILEX
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sta KEEN_TILEX
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lda #START_KEEN_TILEY
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sta KEEN_TILEY
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lda #0 ; offset from tile location
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sta KEEN_X
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sta KEEN_Y
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lda #RIGHT ; direction
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sta KEEN_DIRECTION
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;====================================
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; load level1 tilemap
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;====================================
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lda #<level1_data_zx02
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sta ZX0_src
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lda #>level1_data_zx02
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sta ZX0_src+1
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lda #$90 ; load to page $9000
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jsr full_decomp
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;====================================
|
||||
; 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"
|
||||
.align $100
|
||||
|
||||
; at $6300
|
||||
level1_data_zx02:
|
||||
.incbin "maps/level1_map.zx02"
|
||||
|
||||
oracle_message:
|
||||
|
|
|
@ -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
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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
280
games/keen/level1_orig.s
Normal 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:
|
|
@ -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:
|
||||
|
|
|
@ -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
|
||||
$(ZX02) level3_map.inc level3_map.zx02
|
||||
|
||||
level3_map.inc: level3_map.png png2map
|
||||
./png2map level3_map.png level3_map.inc
|
||||
|
||||
|
||||
|
||||
###
|
||||
|
|
BIN
games/keen/maps/level3_map.png
Normal file
BIN
games/keen/maps/level3_map.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 14 KiB |
|
@ -9,7 +9,7 @@
|
|||
|
||||
|
||||
; or are there?
|
||||
NUM_ENEMIES = 0
|
||||
;NUM_ENEMIES = 0
|
||||
TILE_COLS = 20 ; define this elsewhere?
|
||||
|
||||
mars_start:
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
MAX_TILE_Y = 57 ; 69-12
|
||||
MARS_MAX_TILE_Y = 57 ; 69-12
|
||||
|
||||
;==============================
|
||||
; Handle Keypress
|
||||
|
@ -354,7 +354,7 @@ down_pressed:
|
|||
bcc move_keen_down
|
||||
|
||||
lda TILEMAP_Y
|
||||
cmp #MAX_TILE_Y
|
||||
cmp #MARS_MAX_TILE_Y
|
||||
bcs move_keen_down
|
||||
|
||||
jmp scroll_keen_down
|
||||
|
|
|
@ -41,7 +41,8 @@ move_keen_early_out:
|
|||
; otherwise, scroll
|
||||
move_right:
|
||||
lda TILEMAP_X
|
||||
cmp #(MAX_TILE_X-20)
|
||||
max_tilex_minus_20_smc:
|
||||
cmp #$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
|
||||
|
||||
|
||||
|
|
|
@ -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
|
||||
|
|
Loading…
Reference in New Issue
Block a user