; Keen PoC Level 1 ; by deater (Vince Weaver) ; Zero Page .include "zp.inc" .include "hardware.inc" .include "common_defines.inc" MAX_TILE_X = 96 ; 116 - 20 MAX_TILE_Y = 5 ; (34 - 24)/2 (maybe?) keen_start: ;=================== ; init screen ; jsr TEXT ; jsr HOME 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 lda #4 sta DRAW_PAGE ; Level 1 ; start at 2,24 (remember tiles 2 bytes high even though 4 pixels) ; but with reference to starting tilemap (0,5) should be ; 2,8? lda #1 sta KEEN_TILEX lda #13 sta KEEN_TILEY lda #0 ; offset from tile location sta KEEN_X lda #0 sta KEEN_Y lda #RIGHT ; direction sta KEEN_DIRECTION ;==================================== ; load level1 background ;==================================== lda #level1_bg_zx02 sta ZX0_src+1 lda #$c ; load to page $c00 jsr full_decomp ;==================================== ; load level1 tilemap ;==================================== 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 #0 sta TILEMAP_X lda #5 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 ; handle door opening ; jsr check_open_door 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 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 this ; ldy #SFX_GAMEOVERSND ; jsr play_sfx lda #GAME_OVER sta LEVEL_OVER level1_levelover: lda #LOAD_MARS sta WHICH_LOAD rts ; exit back ;========================== ; includes ;========================== ; level graphics level1_bg_zx02: .incbin "graphics/level1_bg.gr.zx02" .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" level1_data_zx02: .incbin "maps/level1_map.zx02"