mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-28 09:30:41 +00:00
beba8e05e9
also start hooking up more levels
179 lines
2.2 KiB
ArmAsm
179 lines
2.2 KiB
ArmAsm
; draw/move laser
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; o/~ carrying a laser, down the road that I must travel o/~
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; o/~ carrying a laser, in the darkness of the night o/~
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;====================
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; move laser
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;====================
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move_laser:
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lda LASER_OUT
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beq done_move_laser
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lda LASER_TILEX
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clc
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adc LASER_DIRECTION
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sta LASER_TILEX
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laser_check_tiles:
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; collision detect with tiles
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clc
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lda LASER_TILEY
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tay
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lda tilemap_lookup_high,Y
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sta INH
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lda tilemap_lookup_low,Y
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clc
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adc LASER_TILEX
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sta INL
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; adc #>big_tilemap
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; sta INH
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; lda LASER_TILEX
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; sta INL
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ldy #0
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lda (INL),Y
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cmp ALLHARD_TILES
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bcs destroy_laser
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laser_check_enemies:
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; collision detect with enemies
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; jsr laser_enemies
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; detect if off screen
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laser_check_right:
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sec
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lda LASER_TILEX
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sbc TILEMAP_X
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cmp #21
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bcc laser_check_left ; not_too_far_right
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bcs destroy_laser
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laser_check_left:
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sec
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lda LASER_TILEX
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sbc TILEMAP_X
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bpl done_move_laser
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; bmi destroy_laser
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destroy_laser:
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lda #0
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sta LASER_OUT
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done_move_laser:
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rts
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;====================
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; draw laser
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;====================
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draw_laser:
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lda LASER_OUT
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beq done_draw_laser
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sec
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lda LASER_TILEY
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sbc TILEMAP_Y
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asl
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asl
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sta YPOS
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sec
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lda LASER_TILEX
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sbc TILEMAP_X
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asl
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sta XPOS
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lda #<laser_sideways_sprite
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sta INL
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lda #>laser_sideways_sprite
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sta INH
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jsr put_sprite_crop
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done_draw_laser:
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rts
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laser_sideways_sprite:
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.byte 4,1
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; .byte $3A,$cA,$3A,$cA
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.byte $A3,$Ac,$A3,$Ac
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;=======================
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; laser enemies
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;=======================
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; see if laser hits any enemies
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; FIXME: this is broken
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laser_enemies:
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ldy #0 ; which enemy
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laser_enemies_loop:
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cpy NUM_ENEMIES
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beq done_laser_enemies_loop
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; see if out
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lda enemy_data_out,Y
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beq done_laser_enemy
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; get local tilemap co-ord
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sec
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lda enemy_data_tilex,Y
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sbc TILEMAP_X ; compare enemy size?
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sta TILE_TEMP
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sec
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lda enemy_data_tiley,Y
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sbc TILEMAP_Y
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asl
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asl
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asl
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asl
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clc
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adc TILE_TEMP
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cmp LASER_TILE
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bne done_laser_enemy
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; hit something
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hit_something:
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lda #0
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sta LASER_OUT
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sta FRAMEL
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; sta enemy_data+ENEMY_DATA_OUT,Y
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lda #1
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sta enemy_data_exploding,Y
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; jsr enemy_noise
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; jsr inc_score_by_10
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jmp exit_laser_enemy
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done_laser_enemy:
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; iny
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; cpy NUM_ENEMIES
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jmp laser_enemies_loop
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done_laser_enemies_loop:
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exit_laser_enemy:
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rts
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