mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-28 09:30:41 +00:00
820 lines
12 KiB
ArmAsm
820 lines
12 KiB
ArmAsm
; Strongbad Zone
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;
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; Yet Another HR project
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;
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; by deater (Vince Weaver) <vince@deater.net>
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; some notes on the engine from the original
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; bullet moving is not 3d in any way, it's just 2D
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; there are distinct Y locations with different sized sprites
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; X velocity starts at 3
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; hitting shield left, subs random 0..5
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; hitting shield right, adds random 0..5
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; hitting shield center, adds random -0.5 .. 0.5
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; bounces off side walls roughly at same X as back walls
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; doesn't even try to adjust for Y
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; if it hits back wall, it reflects back
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; if it misses you, makes small explosion, starts again at far wall
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; with same X as it went off screen with
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; things missing from real game
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; some of the animations (both of player and head being destroyed)
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; there are some pauses after things happen
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;
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; Notes
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; collision detection on shield should really be 16 bit, some things
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; get past the shield check but then collide on the next frame
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; sprite routines cheat in a lot of ways. assume blue/orange
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; assume X only in 3.5 pixel offsets
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; do minimal transparency using black0
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; Challenges:
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; moving such huge sprites
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; fitting all in RAM
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; sound
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.include "zp.inc"
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.include "hardware.inc"
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div7_table = $400
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mod7_table = $500
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hposn_high = $600
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hposn_low = $700
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strongbadzone_start:
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;===================
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; set graphics mode
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;===================
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jsr HOME
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bit HIRES
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bit FULLGR
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bit SET_GR
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bit PAGE1
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;====================
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; set up tables
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;====================
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lda #$20
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sta HGR_PAGE
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jsr hgr_make_tables
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;==========================
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; Load Sound
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;===========================
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lda SOUND_STATUS
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and #SOUND_IN_LC
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beq done_load_sound
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; read/write RAM, use $d000 bank1
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bit $C083
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bit $C083
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lda #<sound_data
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sta ZX0_src
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lda #>sound_data
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sta ZX0_src+1
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lda #$D0
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jsr full_decomp
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; read ROM/no-write
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bit $C082
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done_load_sound:
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;==========================
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; Load Title
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;===========================
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load_title:
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lda #<title_data
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sta ZX0_src
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lda #>title_data
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sta ZX0_src+1
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lda #$20
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jsr full_decomp
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; load to page2 for color cycle
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lda #<title_data
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sta ZX0_src
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lda #>title_data
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sta ZX0_src+1
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lda #$A0
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jsr full_decomp
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title_cycle_loop:
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jsr cycle_colors
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inc FRAME
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lda KEYPRESS
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bpl title_cycle_loop
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bit KEYRESET
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;===================
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; setup game
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;===================
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;==========================
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; Load Backgrounds
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;===========================
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; this is tricky as there's not enough room
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; so we are over-writing stuff carefully
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load_backgrounds:
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lda #<bg2_data
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sta ZX0_src
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lda #>bg2_data
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sta ZX0_src+1
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lda #$A0
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jsr full_decomp
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lda #<bg1_data
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sta ZX0_src
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lda #>bg1_data
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sta ZX0_src+1
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lda #$80
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jsr full_decomp
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;===================
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; set up variables
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lda #16
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sta STRONGBAD_X
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sta PLAYER_X
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lda #1
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sta STRONGBAD_DIR
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sta BULLET_YDIR
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lda #SHIELD_DOWN
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sta SHIELD_POSITION
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sta SHIELD_COUNT
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lda #0
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sta BULLET_X_L
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sta BULLET_X_VEL
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sta HEAD_DAMAGE
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lda #$80
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sta BULLET_X_VEL_L
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lda #20
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sta BULLET_X
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lda #0
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sta BULLET_Y
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jmp main_loop
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title_data:
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.incbin "asplode_graphics/sb_title.hgr.zx02"
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bg1_data:
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.incbin "asplode_graphics/sb_zone.hgr.zx02"
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sound_data:
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.incbin "asplode_sound/asplode_sound.btc.zx02"
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.include "hgr_tables.s"
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.include "zx02_optim.s"
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; start at least 8k in?
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;==========================
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; main loop
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;===========================
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main_loop:
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jsr flip_page
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;========================
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; copy over background
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;========================
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reset_loop:
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lda FRAME
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and #$2
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beq odd_bg
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even_bg:
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lda #$A0
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bne do_bg
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odd_bg:
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lda #$80
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do_bg:
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jsr hgr_copy
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inc FRAME
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;==========================
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; adjust shield
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;==========================
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lda SHIELD_COUNT
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beq done_shield_count
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dec SHIELD_COUNT
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bne done_shield_count
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lda #SHIELD_DOWN ; put shield down if timeout
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sta SHIELD_POSITION
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done_shield_count:
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;===========================
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; move head
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;===========================
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lda FRAME
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and #$3
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bne no_move_head
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lda STRONGBAD_X
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cmp #21
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bcs reverse_head_dir
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cmp #12
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bcs no_reverse_head_dir
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reverse_head_dir:
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lda STRONGBAD_DIR
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eor #$FF
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sta STRONGBAD_DIR
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inc STRONGBAD_DIR
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no_reverse_head_dir:
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clc
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lda STRONGBAD_X
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adc STRONGBAD_DIR
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sta STRONGBAD_X
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no_move_head:
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;==========================
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; draw head
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;===========================
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ldx HEAD_DAMAGE
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lda head_sprites_l,X
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sta INL
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lda head_sprites_h,X
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sta INH
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lda STRONGBAD_X
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sta SPRITE_X
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lda #36
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sta SPRITE_Y
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jsr hgr_draw_sprite_big
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;==========================
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; move bullet
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;===========================
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; 16 bit add
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clc
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lda BULLET_X_L
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adc BULLET_X_VEL_L
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sta BULLET_X_L
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lda BULLET_X
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adc BULLET_X_VEL
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sta BULLET_X
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;========================
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; bounce off "walls"
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; in reality just bounce if <9 or > 29?
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lda BULLET_X
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cmp #29
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bcs walls_out ; bge
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cmp #9
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bcs walls_good ; bge
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walls_out:
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; flip X direction
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sec
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lda #0
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sbc BULLET_X_VEL_L
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sta BULLET_X_VEL_L
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lda #0
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sbc BULLET_X_VEL
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sta BULLET_X_VEL
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walls_good:
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; move bullet Y
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lda BULLET_YDIR
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bne bullet_down
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bullet_up:
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dec BULLET_Y
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jmp bullet_y_done
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bullet_down:
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inc BULLET_Y
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bullet_y_done:
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; see if off end
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lda BULLET_Y
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cmp #17
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bcc bullet_still_good
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; reset to top
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lda #0
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sta BULLET_Y
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bullet_still_good:
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;==========================
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; check bullet collisions
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;===========================
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;===========================
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; check player
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; if (bullet_x > player_x+2) &&
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; (bullet_x<player_x+6)
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; if 2 < bx - px < 6 ???
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; 012345678
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; b-p
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; --------
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; 8765432101234567890123456
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; p-b ----------------
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; 8765432101234567890123456
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; NNNNNNNNNNYYYYNNNNNNNNNNN
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; XXXXXXXXPPOOOOPPXXXXXXXXX
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; only if BULLET_Y=16?
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lda BULLET_Y
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cmp #16
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bne skip_check_player_collide
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check_player_collide:
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sec
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lda BULLET_X
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sbc PLAYER_X
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cmp #2
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bcc skip_check_player_collide ; blt
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cmp #8
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bcs skip_check_player_collide
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jmp asplode_asplode
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skip_check_player_collide:
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;===========================
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; check shield collide
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; only if Y=15 and YDIR=1
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check_shield_collide:
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lda BULLET_Y
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cmp #15
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beq do_check_shields
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jmp skip_check_shield_collide
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do_check_shields:
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; sorta-random number in X
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ldx FRAME
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lda $6000,X ; from source code
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and #$3
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tax
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lda SHIELD_POSITION
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beq skip_check_shield_collide ; 0 means DOWN
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shields_up:
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; our rules
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; SHIELD_X_VEL maxes at 1/-1
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; hitting shield left subs random $10/$20/$20/$40
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; hitting shield right adds random $10/$20/$20/$40
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; hitting shield center adds/subs random $10/$20
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cmp #SHIELD_UP_RIGHT
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beq check_hit_shield_right
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cmp #SHIELD_UP_CENTER
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beq check_hit_shield_center
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check_hit_shield_left:
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sec
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lda BULLET_X
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sbc PLAYER_X
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cmp #1
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bcc skip_check_shield_collide ; blt
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cmp #7
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bcs skip_check_shield_collide ; bge
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hit_shield_left:
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sec
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lda BULLET_X_VEL_L
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sbc bullet_vals,X
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sta BULLET_X_VEL_L
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lda BULLET_X_VEL
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sbc #0
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sta BULLET_X_VEL
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jmp done_hit_shield
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check_hit_shield_right:
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sec
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lda BULLET_X
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sbc PLAYER_X
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cmp #4
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bcc skip_check_shield_collide ; blt
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cmp #10
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bcs skip_check_shield_collide
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hit_shield_right:
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clc
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lda BULLET_X_VEL_L
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adc bullet_vals,X
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sta BULLET_X_VEL_L
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lda BULLET_X_VEL
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adc #0
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sta BULLET_X_VEL
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jmp done_hit_shield
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check_hit_shield_center:
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sec
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lda BULLET_X
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sbc PLAYER_X
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cmp #2
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bcc skip_check_shield_collide ; blt
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cmp #8
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bcs skip_check_shield_collide ; bge
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hit_shield_center:
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cpx #1
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bcs center_left
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clc
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lda BULLET_X_VEL_L
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adc bullet_vals_center,X
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sta BULLET_X_VEL_L
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lda BULLET_X_VEL
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adc #0
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sta BULLET_X_VEL
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jmp done_hit_shield
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center_left:
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sec
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lda BULLET_X_VEL_L
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sbc bullet_vals_center,X
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sta BULLET_X_VEL_L
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lda BULLET_X_VEL
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sbc #0
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sta BULLET_X_VEL
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; jmp done_hit_shield
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done_hit_shield:
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; max at $1/$00 or $FF/$00
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; flip ydir
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lda #0
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sta BULLET_YDIR
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; play sound
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ldy #5
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jsr play_asplode
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skip_check_shield_collide:
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;===========================
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; check head
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; only if Y=0 and YDIR=0
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lda BULLET_Y
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bne done_check_head
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lda BULLET_YDIR
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bne done_check_head
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check_head_collide:
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sec
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lda BULLET_X
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sbc STRONGBAD_X
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cmp #0
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bcc skip_check_head_collide ; blt
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cmp #6
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bcs skip_check_head_collide
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inc HEAD_DAMAGE ; increase head damage
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lda HEAD_DAMAGE
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cmp #5
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bcc skip_check_head_collide
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lda #0 ; reset
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sta HEAD_DAMAGE
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skip_check_head_collide:
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lda #1
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sta BULLET_YDIR ; bounce
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done_check_head:
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;=====================
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; play bullet sound
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; if Y=1 and YDIR=1
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lda BULLET_Y
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cmp #1
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bne no_ysound
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lda BULLET_YDIR
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beq no_ysound
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ldy #6
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jsr play_asplode
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no_ysound:
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;==========================
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; draw bullet
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;===========================
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ldy BULLET_Y
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lda bullet_sprite_l,Y
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sta INL
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lda bullet_sprite_h,Y
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sta INH
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lda BULLET_X
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sta SPRITE_X
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lda bullet_sprite_y,Y
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sta SPRITE_Y
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jsr hgr_draw_sprite_big
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;==========================
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; draw player
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;===========================
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ldx SHIELD_POSITION
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lda shield_sprites_l,X
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sta INL
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lda shield_sprites_h,X
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sta INH
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lda PLAYER_X
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sta SPRITE_X
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lda #138
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sta SPRITE_Y
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jsr hgr_draw_sprite_big
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check_keypress:
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lda KEYPRESS
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bpl done_keyboard_check
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bit KEYRESET ; clear the keyboard strobe
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; clear high bit
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and #$7f
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and #$df ; convert lowercase to upper
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; cmp #'Q'
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; beq done_game
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cmp #27 ; escape
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beq done_game
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cmp #'A' ; shield left
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beq shield_left
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cmp #'S' ; shield center
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beq shield_center
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cmp #'D' ; shield right
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beq shield_right
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cmp #'O'
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beq back_off
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cmp #8 ; left
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beq move_left
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cmp #$15
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beq move_right ; right
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done_keyboard_check:
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jmp main_loop
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move_left:
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lda PLAYER_X
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beq no_more_left
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dec PLAYER_X
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no_more_left:
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jmp main_loop
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move_right:
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lda PLAYER_X
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cmp #28 ; bge
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bcs no_more_right
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inc PLAYER_X
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no_more_right:
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jmp main_loop
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shield_left:
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lda SHIELD_POSITION
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bne done_adjust_shield
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lda #SHIELD_UP_LEFT
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bne adjust_shield
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shield_center:
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lda SHIELD_POSITION
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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 #8
|
|
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"
|