dos33fsprogs/games/keen/engine.s
Vince Weaver a6a9c0ce28 keen: hook up more of level7
don't have quite enough tiles :(
2024-04-22 22:16:01 -04:00

334 lines
5.2 KiB
ArmAsm

; Game Engine for Apple II Commander Keen
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
.include "enemies.inc"
level_data = $6000
max_tile_x = level_data+0
max_tile_y = level_data+1
start_keen_tilex= level_data+2
start_keen_tiley= level_data+3
start_tilemap_x = level_data+4
start_tilemap_y = level_data+5
num_enemies = level_data+6
hardtop_tiles = level_data+7
allhard_tiles = level_data+8
enemy_data = $6100
enemy_data_out = enemy_data+0
enemy_data_exploding = enemy_data+8
enemy_data_type = enemy_data+16
enemy_data_direction = enemy_data+24
enemy_data_tilex = enemy_data+32
enemy_data_tiley = enemy_data+40
enemy_data_x = enemy_data+48
enemy_data_y = enemy_data+56
enemy_data_state = enemy_data+64
enemy_data_count = enemy_data+72
oracle_message = $6200
level_data_zx02 = $6300
level_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 max_tile_x
sta MAX_TILE_X
sec
sbc #20
sta max_tilex_minus_20_smc+1
lda MAX_TILE_X
sec
sbc #1
sta max_tilex_minus_1_smc+1
lda max_tile_y
sta MAX_TILE_Y
sec
sbc #6
sta max_tiley_minus_6_smc+1
; lda start_keen_tilex
; sta START_KEEN_TILEX
; lda start_keen_tiley
; sta START_KEEN_TILEY
; lda start_tilemap_x
; sta START_TILEMAP_X
; lda start_tilemap_y
; sta START_TILEMAP_Y
lda num_enemies
sta NUM_ENEMIES
lda hardtop_tiles
sta HARDTOP_TILES
lda allhard_tiles
sta ALLHARD_TILES
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
sta ORACLE_SPOKEN
; 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 tilemap
;====================================
lda #<level_data_zx02
sta ZX0_src
lda #>level_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 level_over
cmp #GAME_OVER
beq game_over
; 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 level_over
game_over:
; mars plays the sound
lda #GAME_OVER
sta LEVEL_OVER
level_over:
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 "engine_enemies.s"
.include "engine_items.s"
.include "level1_sfx.s"
.include "longer_sound.s"
.include "random16.s"
.include "tilemap_lookup.s"