dos33fsprogs/games/sb/asplode.s

820 lines
12 KiB
ArmAsm

; Strongbad Zone
;
; Yet Another HR project
;
; by deater (Vince Weaver) <vince@deater.net>
; some notes on the engine from the original
; bullet moving is not 3d in any way, it's just 2D
; there are distinct Y locations with different sized sprites
; X velocity starts at 3
; hitting shield left, subs random 0..5
; hitting shield right, adds random 0..5
; hitting shield center, adds random -0.5 .. 0.5
; bounces off side walls roughly at same X as back walls
; doesn't even try to adjust for Y
; if it hits back wall, it reflects back
; if it misses you, makes small explosion, starts again at far wall
; with same X as it went off screen with
; things missing from real game
; some of the animations (both of player and head being destroyed)
; there are some pauses after things happen
;
; Notes
; collision detection on shield should really be 16 bit, some things
; get past the shield check but then collide on the next frame
; sprite routines cheat in a lot of ways. assume blue/orange
; assume X only in 3.5 pixel offsets
; do minimal transparency using black0
; Challenges:
; moving such huge sprites
; fitting all in RAM
; sound
.include "zp.inc"
.include "hardware.inc"
div7_table = $400
mod7_table = $500
hposn_high = $600
hposn_low = $700
strongbadzone_start:
;===================
; set graphics mode
;===================
jsr HOME
bit HIRES
bit FULLGR
bit SET_GR
bit PAGE1
;====================
; set up tables
;====================
lda #$20
sta HGR_PAGE
jsr hgr_make_tables
;==========================
; Load Sound
;===========================
lda SOUND_STATUS
and #SOUND_IN_LC
beq done_load_sound
; read/write RAM, use $d000 bank1
bit $C083
bit $C083
lda #<sound_data
sta ZX0_src
lda #>sound_data
sta ZX0_src+1
lda #$D0
jsr full_decomp
; read ROM/no-write
bit $C082
done_load_sound:
;==========================
; Load Title
;===========================
load_title:
lda #<title_data
sta ZX0_src
lda #>title_data
sta ZX0_src+1
lda #$20
jsr full_decomp
; load to page2 for color cycle
lda #<title_data
sta ZX0_src
lda #>title_data
sta ZX0_src+1
lda #$A0
jsr full_decomp
title_cycle_loop:
jsr cycle_colors
inc FRAME
lda KEYPRESS
bpl title_cycle_loop
bit KEYRESET
;===================
; setup game
;===================
;==========================
; Load Backgrounds
;===========================
; this is tricky as there's not enough room
; so we are over-writing stuff carefully
load_backgrounds:
lda #<bg2_data
sta ZX0_src
lda #>bg2_data
sta ZX0_src+1
lda #$A0
jsr full_decomp
lda #<bg1_data
sta ZX0_src
lda #>bg1_data
sta ZX0_src+1
lda #$80
jsr full_decomp
;===================
; set up variables
lda #16
sta STRONGBAD_X
sta PLAYER_X
lda #1
sta STRONGBAD_DIR
sta BULLET_YDIR
lda #SHIELD_DOWN
sta SHIELD_POSITION
sta SHIELD_COUNT
lda #0
sta BULLET_X_L
sta BULLET_X_VEL
sta HEAD_DAMAGE
lda #$80
sta BULLET_X_VEL_L
lda #20
sta BULLET_X
lda #0
sta BULLET_Y
jmp main_loop
title_data:
.incbin "asplode_graphics/sb_title.hgr.zx02"
bg1_data:
.incbin "asplode_graphics/sb_zone.hgr.zx02"
sound_data:
.incbin "asplode_sound/asplode_sound.btc.zx02"
.include "hgr_tables.s"
.include "zx02_optim.s"
; start at least 8k in?
;==========================
; main loop
;===========================
main_loop:
jsr flip_page
;========================
; copy over background
;========================
reset_loop:
lda FRAME
and #$2
beq odd_bg
even_bg:
lda #$A0
bne do_bg
odd_bg:
lda #$80
do_bg:
jsr hgr_copy
inc FRAME
;==========================
; adjust shield
;==========================
lda SHIELD_COUNT
beq done_shield_count
dec SHIELD_COUNT
bne done_shield_count
lda #SHIELD_DOWN ; put shield down if timeout
sta SHIELD_POSITION
done_shield_count:
;===========================
; move head
;===========================
lda FRAME
and #$3
bne no_move_head
lda STRONGBAD_X
cmp #21
bcs reverse_head_dir
cmp #12
bcs no_reverse_head_dir
reverse_head_dir:
lda STRONGBAD_DIR
eor #$FF
sta STRONGBAD_DIR
inc STRONGBAD_DIR
no_reverse_head_dir:
clc
lda STRONGBAD_X
adc STRONGBAD_DIR
sta STRONGBAD_X
no_move_head:
;==========================
; draw head
;===========================
ldx HEAD_DAMAGE
lda head_sprites_l,X
sta INL
lda head_sprites_h,X
sta INH
lda STRONGBAD_X
sta SPRITE_X
lda #36
sta SPRITE_Y
jsr hgr_draw_sprite_big
;==========================
; move bullet
;===========================
; 16 bit add
clc
lda BULLET_X_L
adc BULLET_X_VEL_L
sta BULLET_X_L
lda BULLET_X
adc BULLET_X_VEL
sta BULLET_X
;========================
; bounce off "walls"
; in reality just bounce if <9 or > 29?
lda BULLET_X
cmp #29
bcs walls_out ; bge
cmp #9
bcs walls_good ; bge
walls_out:
; flip X direction
sec
lda #0
sbc BULLET_X_VEL_L
sta BULLET_X_VEL_L
lda #0
sbc BULLET_X_VEL
sta BULLET_X_VEL
walls_good:
; move bullet Y
lda BULLET_YDIR
bne bullet_down
bullet_up:
dec BULLET_Y
jmp bullet_y_done
bullet_down:
inc BULLET_Y
bullet_y_done:
; see if off end
lda BULLET_Y
cmp #17
bcc bullet_still_good
; reset to top
lda #0
sta BULLET_Y
bullet_still_good:
;==========================
; check bullet collisions
;===========================
;===========================
; check player
; if (bullet_x > player_x+2) &&
; (bullet_x<player_x+6)
; if 2 < bx - px < 6 ???
; 012345678
; b-p
; --------
; 8765432101234567890123456
; p-b ----------------
; 8765432101234567890123456
; NNNNNNNNNNYYYYNNNNNNNNNNN
; XXXXXXXXPPOOOOPPXXXXXXXXX
; only if BULLET_Y=16?
lda BULLET_Y
cmp #16
bne skip_check_player_collide
check_player_collide:
sec
lda BULLET_X
sbc PLAYER_X
cmp #2
bcc skip_check_player_collide ; blt
cmp #8
bcs skip_check_player_collide
jmp asplode_asplode
skip_check_player_collide:
;===========================
; check shield collide
; only if Y=15 and YDIR=1
check_shield_collide:
lda BULLET_Y
cmp #15
beq do_check_shields
jmp skip_check_shield_collide
do_check_shields:
; sorta-random number in X
ldx FRAME
lda $6000,X ; from source code
and #$3
tax
lda SHIELD_POSITION
beq skip_check_shield_collide ; 0 means DOWN
shields_up:
; our rules
; SHIELD_X_VEL maxes at 1/-1
; hitting shield left subs random $10/$20/$20/$40
; hitting shield right adds random $10/$20/$20/$40
; hitting shield center adds/subs random $10/$20
cmp #SHIELD_UP_RIGHT
beq check_hit_shield_right
cmp #SHIELD_UP_CENTER
beq check_hit_shield_center
check_hit_shield_left:
sec
lda BULLET_X
sbc PLAYER_X
cmp #1
bcc skip_check_shield_collide ; blt
cmp #7
bcs skip_check_shield_collide ; bge
hit_shield_left:
sec
lda BULLET_X_VEL_L
sbc bullet_vals,X
sta BULLET_X_VEL_L
lda BULLET_X_VEL
sbc #0
sta BULLET_X_VEL
jmp done_hit_shield
check_hit_shield_right:
sec
lda BULLET_X
sbc PLAYER_X
cmp #4
bcc skip_check_shield_collide ; blt
cmp #10
bcs skip_check_shield_collide
hit_shield_right:
clc
lda BULLET_X_VEL_L
adc bullet_vals,X
sta BULLET_X_VEL_L
lda BULLET_X_VEL
adc #0
sta BULLET_X_VEL
jmp done_hit_shield
check_hit_shield_center:
sec
lda BULLET_X
sbc PLAYER_X
cmp #2
bcc skip_check_shield_collide ; blt
cmp #8
bcs skip_check_shield_collide ; bge
hit_shield_center:
cpx #1
bcs center_left
clc
lda BULLET_X_VEL_L
adc bullet_vals_center,X
sta BULLET_X_VEL_L
lda BULLET_X_VEL
adc #0
sta BULLET_X_VEL
jmp done_hit_shield
center_left:
sec
lda BULLET_X_VEL_L
sbc bullet_vals_center,X
sta BULLET_X_VEL_L
lda BULLET_X_VEL
sbc #0
sta BULLET_X_VEL
; jmp done_hit_shield
done_hit_shield:
; max at $1/$00 or $FF/$00
; flip ydir
lda #0
sta BULLET_YDIR
; play sound
ldy #5
jsr play_asplode
skip_check_shield_collide:
;===========================
; check head
; only if Y=0 and YDIR=0
lda BULLET_Y
bne done_check_head
lda BULLET_YDIR
bne done_check_head
check_head_collide:
sec
lda BULLET_X
sbc STRONGBAD_X
cmp #0
bcc skip_check_head_collide ; blt
cmp #6
bcs skip_check_head_collide
inc HEAD_DAMAGE ; increase head damage
lda HEAD_DAMAGE
cmp #5
bcc skip_check_head_collide
lda #0 ; reset
sta HEAD_DAMAGE
skip_check_head_collide:
lda #1
sta BULLET_YDIR ; bounce
done_check_head:
;=====================
; play bullet sound
; if Y=1 and YDIR=1
lda BULLET_Y
cmp #1
bne no_ysound
lda BULLET_YDIR
beq no_ysound
ldy #6
jsr play_asplode
no_ysound:
;==========================
; draw bullet
;===========================
ldy BULLET_Y
lda bullet_sprite_l,Y
sta INL
lda bullet_sprite_h,Y
sta INH
lda BULLET_X
sta SPRITE_X
lda bullet_sprite_y,Y
sta SPRITE_Y
jsr hgr_draw_sprite_big
;==========================
; draw player
;===========================
ldx SHIELD_POSITION
lda shield_sprites_l,X
sta INL
lda shield_sprites_h,X
sta INH
lda PLAYER_X
sta SPRITE_X
lda #138
sta SPRITE_Y
jsr hgr_draw_sprite_big
check_keypress:
lda KEYPRESS
bpl done_keyboard_check
bit KEYRESET ; clear the keyboard strobe
; clear high bit
and #$7f
and #$df ; convert lowercase to upper
; cmp #'Q'
; beq done_game
cmp #27 ; escape
beq done_game
cmp #'A' ; shield left
beq shield_left
cmp #'S' ; shield center
beq shield_center
cmp #'D' ; shield right
beq shield_right
cmp #'O'
beq back_off
cmp #8 ; left
beq move_left
cmp #$15
beq move_right ; right
done_keyboard_check:
jmp main_loop
move_left:
lda PLAYER_X
beq no_more_left
dec PLAYER_X
no_more_left:
jmp main_loop
move_right:
lda PLAYER_X
cmp #28 ; bge
bcs no_more_right
inc PLAYER_X
no_more_right:
jmp main_loop
shield_left:
lda SHIELD_POSITION
bne done_adjust_shield
lda #SHIELD_UP_LEFT
bne adjust_shield
shield_center:
lda SHIELD_POSITION
bne done_adjust_shield
lda #SHIELD_UP_CENTER
bne adjust_shield
shield_right:
lda SHIELD_POSITION
bne done_adjust_shield
lda #SHIELD_UP_RIGHT
adjust_shield:
sta SHIELD_POSITION
lda #4
sta SHIELD_COUNT
done_adjust_shield:
jmp main_loop
asplode_asplode:
jsr do_asplode
jmp reset_loop
back_off:
lda #7
bne really_done_game ; bra
;==========================
; done game
;==========================
done_game:
lda #0
really_done_game:
sta WHICH_LOAD
rts
wait_until_keypress:
lda KEYPRESS ; 4
bpl wait_until_keypress ; 3
bit KEYRESET ; clear the keyboard buffer
rts
.include "asplode_head.s"
;==========
; flip page
;==========
flip_page:
lda DRAW_PAGE
beq draw_page2
draw_page1:
bit PAGE2
lda #0
beq done_flip
draw_page2:
bit PAGE1
lda #$20
done_flip:
sta DRAW_PAGE
rts
.include "hgr_sprite_big.s"
.include "cycle_colors.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
y_positions:
; 90 to 160 roughly? Let's say 64?
; have 16 positions? 4 each?
; can probably optimize this
bullet_sprite_l:
.byte <bullet0_sprite, <bullet1_sprite, <bullet2_sprite, <bullet3_sprite
.byte <bullet4_sprite, <bullet5_sprite, <bullet6_sprite, <bullet7_sprite
.byte <bullet8_sprite, <bullet9_sprite,<bullet10_sprite,<bullet11_sprite
.byte <bullet12_sprite,<bullet13_sprite,<bullet14_sprite,<bullet15_sprite
.byte <bullet_done_sprite
bullet_sprite_h:
.byte >bullet0_sprite, >bullet1_sprite, >bullet2_sprite, >bullet3_sprite
.byte >bullet4_sprite, >bullet5_sprite, >bullet6_sprite, >bullet7_sprite
.byte >bullet8_sprite, >bullet9_sprite,>bullet10_sprite,>bullet11_sprite
.byte >bullet12_sprite,>bullet13_sprite,>bullet14_sprite,>bullet15_sprite
.byte >bullet_done_sprite
bullet_sprite_y:
.byte 83,88,93,98
.byte 103,108,113,118
.byte 123,128,133,138
.byte 143,148,153,158
.byte 163
bullet_vals:
.byte $10,$20,$20,$40
bullet_vals_center:
.byte $20,$00,$00,$20
; original
; 1 = 6
; 2 = 12
; 3 = 18
; 4 = 25
; 5 = 32
; 6 = 38
; 7 = 44
; 8 = 50
; 9 = 57
; 10= 63
; 11= 70
; 12= 77
; 13= 82
; 14= 89
; 15= 95
; 27= 167 (peak)
; 30= 148
; 31= 139
; 9,5 -> 22,14 = 12x9 roughly. 3 times smaller, 4x3? 2x6?
bg2_data:
.incbin "asplode_graphics/sb_zone2.hgr.zx02"