; Uses the 40x48d page1/page2 every-1-scanline pageflip mode ; self modifying code to get some extra colors (pseudo 40x192 mode) ; by deater (Vince Weaver) ; TODO: ; end level after a certain number of points ; track score properly level3_earth: ;=================== ; init screen jsr TEXT jsr HOME bit KEYRESET ;=================== ; init vars lda #0 sta DRAW_PAGE sta WHICH sta ZERO sta YADD sta LEVEL_DONE sta FIRE_X sta ASTEROID_SUBX sta ASTEROID_EXPLODE sta GAME_OVER sta FIRE sta BLAST1 sta BLAST2 sta SPRITE_XPOS sta SPRITE_YPOS sta FIRE_Y lda #$44 sta GREEN0 sta GREEN4 lda #$cc sta GREEN1 sta GREEN3 lda #$ff sta GREEN2 lda #36 sta ASTEROID_X lda #12 sta ASTEROID_Y lda #64 sta YPOS lda #1 sta ASTEROID_SPEED sta XPOS ;============================= ; Load graphic page0 lda #$0c sta BASH lda #$00 sta BASL ; load image to $c00 lda WHICH asl asl ; which*4 tay lda pictures,Y sta GBASL lda pictures+1,Y sta GBASH jsr load_rle_gr lda #4 sta DRAW_PAGE jsr gr_copy_to_current ; copy to page1 ; GR part bit PAGE1 bit LORES ; 4 bit SET_GR ; 4 bit FULLGR ; 4 ;============================= ; Load graphic page1 lda #$0c sta BASH lda #$00 sta BASL ; load image to $c00 lda WHICH asl asl ; which*4 tay lda pictures+2,Y sta GBASL lda pictures+3,Y sta GBASH jsr load_rle_gr lda #0 sta DRAW_PAGE jsr gr_copy_to_current lda #8 sta DRAW_PAGE lda #score_text2 sta OUTH jsr move_and_print ; ; GR part bit PAGE0 ;============================== ; setup graphics for vapor lock ;============================== jsr vapor_lock ; vapor lock returns with us at beginning of hsync in line ; 114 (7410 cycles), so with 5070 lines to go ; GR part bit LORES ; 4 bit SET_GR ; 4 bit FULLGR ; 4 jsr gr_copy_to_current ; 6+ 9292 ; 5070 + 4550 = 9620 ; 9292 ; 12 ; 6 ; ==== ; 310 ; - 3 for jmp ; 307 ; Try X=9 Y=6 cycles=307 ldy #6 ; 2 loopQ: ldx #9 ; 2 loopR: dex ; 2 bne loopR ; 2nt/3 dey ; 2 bne loopQ ; 2nt/3 jmp sprites_display_loop ; 3 .align $100 ;================================================ ; Display Loop ;================================================ ; each scan line 65 cycles ; 1 cycle each byte (40cycles) + 25 for horizontal ; Total of 12480 cycles to draw screen ; Vertical blank = 4550 cycles (70 scan lines) ; Total of 17030 cycles to get back to where was ; We want to alternate between page1 and page2 every 65 cycles ; vblank = 4550 cycles to do scrolling sprites_display_loop: .include "sprites_screen.s" ;====================================================== ; We have 4550 cycles in the vblank, use them wisely ;====================================================== ; 4550 -- VBLANK ;-1835 -- draw ship (131*14)+1 ; -829 -- erase ship (100*8)+(14*2)+1 ; -167 -- erase fire ; -348 -- erase asteroid ; -31 -- move ship ; -17 -- move fire ; -56 -- collide asteroid/fire ; -40 -- collide ship ; -35 -- move asteroid ; -436 -- draw fire ; -337 -- draw asteroid ; -61 -- keypress ; -33 -- handle fire press ; -51 -- exploding asteroid ; -47 -- sparkle ; -36 -- blast (18+18) ; -25 -- loop ; -3 -- alignment ;======= ; 163 ; -40 nop sled ;================ ; erase old ship ldy YPOS ; 3 ; 0 jsr erase_line ; 6+94 iny ; 2 ; 1 jsr erase_line ; 6+94 iny ; 2 ; 2 jsr erase_line ; 6+94 iny ; 2 ; 3 jsr erase_line ; 6+94 ; note, to be complete should erase all these ; only an issue if moving up/down really fast iny ; 2 ; 4 ; jsr erase_line ; 6+94 iny ; 2 ; 5 ; jsr erase_line ; 6+94 iny ; 2 ; 6 ; jsr erase_line ; 6+94 iny ; 2 ; 7 ; jsr erase_line ; 6+94 iny ; 2 ; 8 ; jsr erase_line ; 6+94 iny ; 2 ; 9 ; jsr erase_line ; 6+94 iny ; 2 ; 10 jsr erase_line ; 6+94 iny ; 2 ; 11 jsr erase_line ; 6+94 iny ; 2 ; 12 jsr erase_line ; 6+94 iny ; 2 ; 13 jsr erase_line ; 6+94 ;========================== ; erase the fire ;========================== ldy FIRE_Y ; 3 iny ; 2 jsr erase_fire ; 6+71 iny ; 2 iny ; 2 iny ; 2 iny ; 2 jsr erase_fire ; 6+71 ;======== ; 167 ; jsr erase_fire ; 6+71 ; jsr erase_fire ; 6+71 ; jsr erase_fire ; 6+71 ;==== ; 388 ;===================== ; erase the asteroid lda #$0 ; 2 sta DRAW_PAGE ; 3 lda #void_p1 ; 2 sta INH ; 3 lda ASTEROID_X ; 3 sta SPRITE_XPOS ; 3 lda ASTEROID_Y ; 3 sta SPRITE_YPOS ; 3 jsr put_sprite_fast ; 6+304 ;====== ; 337 ;========================== ; move the asteroid ;========================== ; move none: 16 [12+7] = 35 ; move ok: 16+12 [7] = 35 ; move off screen: 16+12+7 = 35 ; game over: who cares move_asteroid: clc ; 2 lda ASTEROID_SUBX ; 3 adc ASTEROID_SPEED ; 3 sta ASTEROID_SUBX ; 3 cmp #$12 ; 2 bcc no_new_asteroid2; 3 blt ;======== ; 16 ; -1 lda #0 ; 2 sta ASTEROID_SUBX ; 3 dec ASTEROID_X ; 5 bne no_new_asteroid ; 3 ;===== ; 12 new_asteroid: ; -1 lda #7 ; 2 sta ASTEROID_EXPLODE ; 3 jmp done_move_asteroid ; 3 ;=========== ; 7 no_new_asteroid2: inc TEMP ; 5 inc TEMP ; 5 nop ; 2 no_new_asteroid: nop ; 2 nop ; 2 lda TEMP ; 3 ;==== ; 7 done_move_asteroid: ;========================== ; move the fire ;========================== ; no-fire: 6+7 = 13 [4] ; too-far: 6+4+7 = 17 ; moving: 6+4+7 = 17 lda FIRE_X ; 3 beq no_fire ; 3 ; -1 cmp #39 ; 2 bcs kill_fire ; bge 3 ; -1 inc FIRE_X ; 5 jmp done_move_fire ; 3 no_fire: nop nop kill_fire: nop ; 2 lda #0 ; 2 sta FIRE_X ; 3 done_move_fire: ;========================== ; move the ship ; in bounds: 14+5 = 19 [12] ; too small: 14+10 = 24 [7] ; too big: 14+5+12 = 31 clc ; 2 lda YPOS ; 3 adc YADD ; 3 sta YPOS ; 3 bpl not_minus ; 3 minus: ; -1 lda #$0 ; 2 sta YPOS ; 3 sta YADD ; 3 jmp done_move_delay_7 ; 3 not_minus: cmp #104 ; 2 bcc done_move_delay_12 ; blt ; 3 ; -1 lda #$0 ; 2 sta YADD ; 3 lda #103 ; 2 sta YPOS ; 3 jmp done_move ; 3 done_move_delay_12: lda TEMP ; 3 nop ; 2 done_move_delay_7: lda TEMP ; 3 nop ; 2 nop ; 2 done_move: nop_sled: nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop ;========================== ; collision (fire/asteroid) ;========================== ; none: 13 [20+23] ; xmatch not y: 13+20 [23] ; explosion: 13+20+23 = 56 sec ; 2 lda ASTEROID_X ; 3 sbc FIRE_X ; 3 cmp #252 ; 2 bcc no_collide_x ; 3 ; blt ;=== ; 13 ; -1 lda FIRE_Y ; 3 lsr ; 2 lsr ; 2 clc ; 2 adc #$9 ; 2 sec ; 2 sbc ASTEROID_Y ; 3 cmp #4 ; 2 bcs no_collide_y ; 3 ; bge ;=== ; 20 ; -1 lda #1 ; 2 sta ASTEROID_EXPLODE ; 3 inc ASTEROID_SPEED ; 5 lda #0 ; 2 sta FIRE_X ; 3 inc $41D ; 6 jmp collision_done ; 3 ;==== ; 23 no_collide_x: inc TEMP ; 5 inc TEMP ; 5 inc TEMP ; 5 inc TEMP ; 5 no_collide_y: inc TEMP ; 5 inc TEMP ; 5 inc TEMP ; 5 inc TEMP ; 5 lda TEMP ; 3 collision_done: ;========================== ; collision (ship/asteroid) ;========================== ; none: 8 [20+12] ; xmatch not y: 8+20 [12] ; explosion: 8+20+12 = 40 ship_collision: lda ASTEROID_X ; 3 cmp #$8 ; 2 bcs no_ship_collide_x ; 3 ; blt ;=== ; 8 ; -1 lda YPOS ; 3 lsr ; 2 lsr ; 2 clc ; 2 adc #10 ; 2 sec ; 2 sbc ASTEROID_Y ; 3 cmp #6 ; 2 bcs no_ship_collide_y ; 3 ; bge ;=== ; 20 ; -1 lda #1 ; 2 sta ASTEROID_EXPLODE ; 3 lda #1 ; 2 sta LEVEL_DONE ; 3 lda #1 sta GAME_OVER jmp ship_collision_done ; 3 ;==== ; 12 no_ship_collide_x: inc TEMP ; 5 inc TEMP ; 5 inc TEMP ; 5 inc TEMP ; 5 no_ship_collide_y: lda TEMP ; 3 lda TEMP ; 3 lda TEMP ; 3 lda TEMP ; 3 ship_collision_done: ;========================== ; draw the ship ldy YPOS ; 3 ; line 0 ldx #0 ; 2 jsr sprite_line ; 6+121 ;==== ; 129 ; line 1 iny ; 2 ldx #7 ; 2 jsr sprite_line ; 6+121 ;==== ; 131 ; line 2 iny ; 2 ldx #14 ; 2 jsr sprite_line ; 6+121 ;==== ; 131 ; line 3 iny ; 2 ldx #21 ; 2 jsr sprite_line ; 6+121 ;==== ; 131 ; line 4 iny ; 2 ldx #28 ; 2 jsr sprite_line ; 6+121 ;==== ; 131 ; line 5 iny ; 2 ldx #35 ; 2 jsr sprite_line ; 6+121 ;==== ; 131 ; line 6 iny ; 2 ldx #42 ; 2 jsr sprite_line ; 6+121 ;==== ; 131 ; line 7 iny ; 2 ldx #49 ; 2 jsr sprite_line ; 6+121 ;==== ; 131 ; line 8 iny ; 2 ldx #56 ; 2 jsr sprite_line ; 6+121 ;==== ; 131 ; line 9 iny ; 2 ldx #63 ; 2 jsr sprite_line ; 6+121 ;==== ; 131 ; line 10 iny ; 2 ldx #70 ; 2 jsr sprite_line ; 6+121 ;==== ; 131 ; line 11 iny ; 2 ldx #77 ; 2 jsr sprite_line ; 6+121 ;==== ; 131 ; line 12 iny ; 2 ldx #84 ; 2 jsr sprite_line ; 6+121 ;==== ; 131 ; line 13 iny ; 2 ldx #91 ; 2 jsr sprite_line ; 6+121 ;==== ; 131 ;========================== ; draw the fire ;========================== ; 6+(61*7)+3 = 436 lda FIRE_X ; 3 beq no_draw_fire ; 3 ; -1 ldy FIRE_Y ; 3 ; line 0 ldx #0 ; 2 jsr fire_line ; 6+51 ;==== ; 61 ; line 1 iny ; 2 ldx #1 ; 2 jsr fire_line ; 6+51 ;==== ; 61 ; line 2 iny ; 2 ldx #2 ; 2 jsr fire_line ; 6+51 ;==== ; 61 ; line 3 iny ; 2 ldx #3 ; 2 jsr fire_line ; 6+51 ;==== ; 61 ; line 4 iny ; 2 ldx #4 ; 2 jsr fire_line ; 6+51 ;==== ; 61 ; line 5 iny ; 2 ldx #5 ; 2 jsr fire_line ; 6+51 ;==== ; 61 ; line 6 iny ; 2 ldx #5 ; zero again ; 2 jsr fire_line ; 6+51 ;==== ; 61 jmp done_draw_fire ; 3 no_draw_fire: ; want 436, have 6+1+(61*7)=434 nop ; 2 ldy FIRE_Y ; 3 ; line 0 ldx #5 ; 2 jsr fire_line ; 6+51 ;==== ; 61+1 ; line 1 iny ; 2 ldx #5 ; 2 jsr fire_line ; 6+51 ;==== ; 61 ; line 2 iny ; 2 ldx #5 ; 2 jsr fire_line ; 6+51 ;==== ; 61 ; line 3 iny ; 2 ldx #5 ; 2 jsr fire_line ; 6+51 ;==== ; 61 ; line 4 iny ; 2 ldx #5 ; 2 jsr fire_line ; 6+51 ;==== ; 61 ; line 5 iny ; 2 ldx #5 ; 2 jsr fire_line ; 6+51 ;==== ; 61 ; line 6 iny ; 2 ldx #5 ; zero again ; 2 jsr fire_line ; 6+51 ;==== ; 61 done_draw_fire: ;===================== ; draw the asteroid draw_asteroid: lda #$0 ; 2 sta DRAW_PAGE ; 3 lda ASTEROID_EXPLODE ; 3 and #$fe ; 2 tax ; 2 lda asteroid_lookup,X ; 4 sta INL ; 3 lda asteroid_lookup+1,X ; 4 sta INH ; 3 lda ASTEROID_X ; 3 sta SPRITE_XPOS ; 3 lda ASTEROID_Y ; 3 sta SPRITE_YPOS ; 3 jsr put_sprite_fast ; 6+304 ;====== ; 348 ;================= ; BLAST1 ;================= ; blast1: 6+7+5 = 18 ; noblast1: 6+5+[7] lda BLAST1 ; 3 beq no_blast1d ; 3 blast1: ; -1 inc ZERO ; 5 jmp no_blast1 ; 3 no_blast1d: lda TEMP ; 3 nop ; 2 nop ; 2 no_blast1: lda #0 ; 2 sta BLAST1 ; 3 ;================= ; BLAST2 ;================= ; blast2: 6+7+5 = 18 ; noblast1: 6+5+[7] lda BLAST2 ; 3 beq no_blast2d ; 3 blast2: ; -1 lda #0 ; 2 sta ZERO ; 3 jmp no_blast2 ; 3 no_blast2d: lda TEMP nop nop no_blast2: lda #0 ; 2 sta BLAST2 ; 3 ;================== ; sparkle flame ;================== ; 14+20+13 = 47 sparkle_flame: inc FRAME ; 5 lda FRAME ; 3 and #$7 ; 2 asl ; 2 tay ; 2 ; Set up jump table that runs same speed on 6502 and 65c02 lda jump_table+1,y ; 4 pha ; 3 lda jump_table,y ; 4 pha ; 3 rts ; 6 ;============= ; 20 jump_table: .word (sparkle1-1),(sparkle_motion-1),(sparkle2-1),(sparkle_motion-1) .word (sparkle3-1),(sparkle_motion-1),(sparkle4-1),(sparkle_motion-1) sparkle1: lda ship_sprite_l9+0 ; 4 eor #$88 ; 2 sta ship_sprite_l9+0 ; 4 jmp done_sparkle ; 3 sparkle2: lda ship_sprite_l9+1 ; 4 eor #$88 ; 2 sta ship_sprite_l9+1 ; 4 jmp done_sparkle ; 3 sparkle3: lda ship_sprite_l8+0 ; 4 eor #$44 ; 2 sta ship_sprite_l8+0 ; 4 jmp done_sparkle ; 3 sparkle4: lda ship_sprite_l10+0 ; 4 eor #$44 ; 2 sta ship_sprite_l10+0 ; 4 jmp done_sparkle ; 3 sparkle_motion: lda TEMP ; 3 lda TEMP ; 3 nop nop jmp done_sparkle ; 3 done_sparkle: pad_time: ;============================ ; WAIT for VBLANK to finish ;============================ wait_loop: ; Try X=11 Y=2 cycles=123 ldy #2 ; 2 loopY: ldx #11 ; 2 loopZ: dex ; 2 bne loopZ ; 2nt/3 dey ; 2 bne loopY ; 2nt/3 wait_loop_end: ;=============== ; check keypress jsr handle_keypress ; 6+55 ;================================= ; handle fire ;================================= ; FIRE: 6+5+17+5 = 33 ; FIRE but OUT: 6+5+5 = 16 [17] ; no FIRE: 6+5 = 11 [22] ; urgh pain to make this invariant lda FIRE ; 3 beq no_firing2 ; 3 ; -1 lda FIRE_X ; 3 bne no_firing ; 3 ; -1 clc ; 2 lda YPOS ; 3 adc #10 ; 2 sta FIRE_Y ; 3 lda #7 ; 2 sta FIRE_X ; 3 jmp really_no_firing ; 3 no_firing2: inc TEMP ; 5 no_firing: inc TEMP ; 5 inc TEMP ; 5 inc TEMP ; 5 nop ; 2 really_no_firing: lda #0 ; 2 sta FIRE ; 3 alignment: jmp blah ; 3 .align $100 blah: ;================================= ; handle exploding asteroid ;================================= ; none: 6 [12+33] ; exploding: 6+12 [33] ; done: 6+12+33 = 51 lda ASTEROID_EXPLODE ; 3 beq asteroid_no_explode ; 3 ;== ; 6 ; -1 inc ASTEROID_EXPLODE ; 5 lda ASTEROID_EXPLODE ; 3 cmp #9 ; 2 bne asteroid_not_done ; 3 ;=== ; 12 asteroid_done: ; -1 lda #0 ; 2 sta ASTEROID_EXPLODE ; 3 inc RANDOM_PTR ; 5 ldy RANDOM_PTR ; 3 lda random_values,Y ; 4 and #$1e ; 2 clc ; 2 adc #$4 ; 2 sta ASTEROID_Y ; 3 lda #36 ; 2 sta ASTEROID_X ; 3 jmp asteroid_done_done ; 3 ;==== ;33 asteroid_no_explode: inc TEMP ; 5 inc TEMP ; 5 nop ; 2 asteroid_not_done: inc TEMP ; 5 inc TEMP ; 5 inc TEMP ; 5 inc TEMP ; 5 inc TEMP ; 5 inc TEMP ; 5 lda TEMP ; 3 asteroid_done_done: ;========================= ; check for end ;========================= ; not done = 6+3 = 9 + [16] = 25 ; done = who cares ; dying = 6+4+12+3 = 25 lda LEVEL_DONE ; 3 beq final_loop_short ; 3 ;-1 cmp #1 ;2 beq done_level ;3 ;-1 dec LEVEL_DONE ; 5 inc XPOS ; 5 jmp final_loop ; 3 ;===== ; 12 final_loop_short: inc TEMP inc TEMP lda TEMP lda TEMP final_loop: jmp sprites_display_loop ; 3 done_level: rts .align $100 ;======================= ; handle keypress ;======================= ; separate function so we an align to avoid branches ; crossing page boundaries ; ; NONE = 6+7 = 13 [42] ; ESC = doesn't matter ; ' ' = 6+6+9+5+7 = 33 [22] [[20]] ; '.' = 6+6+9+5+5+7 = 48 [17] [[5]] ; ',' = 6+6+9+5+5+5+7 = 43 [12] [[5]] ; 'A' = 6+6+9+5+5+5+7+7 = 50 [5] [[7]] ; 'Z' = 6+6+9+5+5+5+7+5+7 = 55 [0] [[5]] ; unkno= 6+6+9+5+5+5+7+5+3+[4] = 55 [0] handle_keypress: lda KEYPRESS ; 4 bpl key_delay_42 ; 3 ; -1 bit KEYRESET ; clear strobe ; 4 cmp #27+$80 ; 2 bne key_not_escape ; 3 lda #32 sta LEVEL_DONE rts key_not_escape: cmp #' '+$80 ; 2 bne key_not_space ; 3 ; -1 lda #$ff ; 2 sta FIRE ; 3 jmp key_delay_22 ; 3 key_not_space: cmp #'.'+$80 ; 2 bne key_not_period ; 3 ; -1 lda #1 ; 2 sta BLAST1 ; 3 jmp key_delay_17 ; 3 key_not_period: cmp #','+$80 ; 2 bne key_not_comma ; 3 ; -1 lda #1 ; 2 sta BLAST2 ; 3 jmp key_delay_12 ; 3 key_not_comma: and #$5f ; make uppercase ; 2 cmp #'A' ; 2 bne key_not_a ; 3 ; -1 dec YADD ; 5 jmp key_delay_5 ; 3 key_not_a: cmp #'Z' ; 2 bne key_not_z ; 3 ; -1 inc YADD ; 5 jmp keypress_done ; 3 key_not_z: nop ; 2 nop ; 2 jmp keypress_done ; 3 key_delay_42: inc TEMP ; 5 dec TEMP ; 5 inc TEMP ; 5 dec TEMP ; 5 key_delay_22: nop ; 2 lda TEMP ; 3 key_delay_17: nop ; 2 lda TEMP ; 3 key_delay_12: nop ; 2 nop ; 2 lda TEMP ; 3 key_delay_5: nop ; 2 lda TEMP ; 3 keypress_done: rts ; 6 ;======================== ; Draw a line of a sprite ;======================== ; Y = y value ; x = location in sprite ; 17+11+(7*12)+3+6 = 121 sprite_line: sty TEMPY ; 3 lda y_lookup_l,Y ; 4 sta OUTL ; 3 lda y_lookup_h,Y ; 4 sta OUTH ; 3 ;======= ; 17 ; XPOS lda XPOS ; 3 ldy #0 ; 2 sta (OUTL),Y ; 6 ;======= ; 11 ; COL0 ldy #2 ; 2 lda ship_sprite+0,X ; 4 sta (OUTL),Y ; 6 ;======= ; 12 ; COL1 ldy #7 ; 2 lda ship_sprite+1,X ; 4 sta (OUTL),Y ; 6 ;======= ; 12 ; COL2 ldy #12 ; 2 lda ship_sprite+2,X ; 4 sta (OUTL),Y ; 6 ;======= ; 12 ; COL3 ldy #17 ; 2 lda ship_sprite+3,X ; 4 sta (OUTL),Y ; 6 ;======= ; 12 ; COL4 ldy #22 ; 2 lda ship_sprite+4,X ; 4 sta (OUTL),Y ; 6 ;======= ; 12 ; COL5 ldy #27 ; 2 lda ship_sprite+5,X ; 4 sta (OUTL),Y ; 6 ;======= ; 12 ; COL6 ldy #32 ; 2 lda ship_sprite+6,X ; 4 sta (OUTL),Y ; 6 ;======= ; 12 ldy TEMPY ; 3 rts ; 6 ;======================== ; Erase a line of a sprite ;======================== ; Y = y value ; 17+10+2+(7*8)+3+6 = 94 erase_line: sty TEMPY ; 3 lda y_lookup_l,Y ; 4 sta OUTL ; 3 lda y_lookup_h,Y ; 4 sta OUTH ; 3 ;======= ; 17 ; XPOS lda #1 ; xpos=1 ; 2 ldy #0 ; 2 sta (OUTL),Y ; 6 ;======= ; 10 lda #0 ; 2 ; COL0 ldy #2 ; 2 sta (OUTL),Y ; 6 ; COL1 ldy #7 ; 2 sta (OUTL),Y ; 6 ; COL2 ldy #12 ; 2 sta (OUTL),Y ; 6 ; COL3 ldy #17 ; 2 sta (OUTL),Y ; 6 ; COL4 ldy #22 ; 2 sta (OUTL),Y ; 6 ; COL5 ldy #27 ; 2 sta (OUTL),Y ; 6 ; COL6 ldy #32 ; 2 sta (OUTL),Y ; 6 ldy TEMPY ; 3 rts ; 6 ;======================== ; Draw a line of a fire ;======================== ; Y = y value ; x = location in sprite ; 17+11+14+9 = 51 fire_line: sty TEMPY ; 3 lda y_lookup_l,Y ; 4 sta OUTL ; 3 lda y_lookup_h,Y ; 4 sta OUTH ; 3 ;======= ; 17 ; 38/40 ; XPOS lda FIRE_X ; 3 ldy #37 ; 2 sta (OUTL),Y ; 6 ;======= ; 11 ; COL0 ldy #39 ; 2 txa ; 2 ora #$80 ; 2 tax ; 2 sta (OUTL),Y ; 6 ;======= ; 14 ldy TEMPY ; 3 rts ; 6 ;======= ; 9 ;======================== ; Erase a line of a fire ;======================== ; Y = y value ; 31+29+11 = 71 erase_fire: sty TEMPY ; 3 tya ; 2 lsr ; 2 lsr ; 2 and #$fe ; 2 clc ; 2 adc #$8 ; 2 tay ; 2 lda gr_offsets,Y ; 4 sta OUTL ; 3 lda gr_offsets+1,Y ; 4 sta OUTH ; 3 ;======= ; 31 ldy FIRE_X ; 3 lda #0 ; 2 sta (OUTL),Y ; 6 lda #$4 ; 2 clc ; 2 adc OUTH ; 3 sta OUTH ; 3 lda #0 ; 2 sta (OUTL),Y ; 6 ;====== ; 29 ; ldx in smc should already be ; set to value from last draw? ; COL0 ; ldy #6 ; 2 ; lda (OUTL),Y ; 5+ ; sta fz_smc+1 ; 5 ; iny ; 2 ; lda (OUTL),Y ; 5+ ; sta fz_smc+2 ; 5 ; lda #0 ; 2 ;fz_smc: ; sta $c00,Y ; 5 ;======= ; 31 ldy TEMPY ; 3 iny ; 2 rts ; 6 ;======= ; 11 ;.include "gr_simple_clear.s" ;.include "../asm_routines/gr_unrle.s" ;.include "../asm_routines/keypress.s" .align $100 random_values: .incbin "random.data" .include "sprites_table.s" ;.include "gr_offsets.s" ;.include "movement_table.s" ;.include "gr_copy.s" ;.include "vapor_lock.s" ;.include "delay_a.s" .align $100 .include "gr_putsprite_fast.s" .assert >gr_offsets = >gr_offsets_done, error, "gr_offsets crosses page" .assert >wait_loop = >(wait_loop_end-1), error, "wait_loop crosses page" pictures: .word earth_low,earth_high .include "earth.inc" .align $100 ship_sprite: ; l0: 0 1 2 3 4 5 6 .byte $00,$00,$00,$ff,$00,$00,$00 ; l1: .byte $00,$00,$00,$ff,$00,$00,$00 ; l2: .byte $00,$00,$00,$ff,$00,$00,$00 ; l3: .byte $00,$00,$00,$ff,$00,$00,$00 ; l4: .byte $00,$00,$00,$77,$00,$00,$00 ; l5: .byte $00,$00,$00,$ff,$ff,$22,$00 ; l6: .byte $00,$00,$22,$ff,$ff,$22,$00 ; l7: .byte $00,$dd,$66,$11,$22,$22,$00 ; l8: ship_sprite_l8: .byte $dd,$99,$22,$44,$44,$22,$22 ; l9: ship_sprite_l9: .byte $99,$11,$66,$ff,$ff,$22,$22 ; l10: ship_sprite_l10: .byte $dd,$99,$22,$ff,$ff,$22,$22 ; l11: .byte $00,$dd,$66,$77,$77,$77,$ff ; l12: .byte $00,$00,$22,$ff,$ff,$77,$ff ; l13: .byte $00,$00,$00,$ff,$ff,$77,$ff .include "asteroid.inc" score_text2: .byte 0,0 .asciiz "LEVEL:3 LIVES:1 SCORE:000000 HI:001978"