mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-28 09:30:41 +00:00
86 lines
1.7 KiB
Plaintext
86 lines
1.7 KiB
Plaintext
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Memory map:
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$0000-$00ff = zero page
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$0100-$01ff = stack
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$0200-$03ff = ???
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$0400-$07ff = lo-res page1
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$0800-$0bff = lo-res page2
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$0c00-$0fff = background image
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$1000-$1fff = loader
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$2000-$3fff = code (8k? currently 5k)
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; MARS = 6k
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; LEVEL1 = 6k
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; TITLE = 4k
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; LOAD engine at $4000
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; $4000 - $5fff = 8k worst case
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; LOAD level data at $6000
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; $6000 - $7fff = 8k worst case
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$9000-$93FF = tiles (1k)
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$9400-$BBFF = big_tilemap (10k) 128x80
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$BC00-$BCFF = small tilemap (256B) 20x12
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tiles are 2x4, or 4 bytes each
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so in theory can have up to 256 of them
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but if we want data to fit in one page then 64 it the maximum
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tilemap:
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tilemap is 256 wide by 40 tall = 10k
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Tile types:
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0..26 transparent tiles
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27..31 items
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32..39 walkthrough tiles
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40..63 hard tiles
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Status:
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0123456789012345678901234567890123456789
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****************************************
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* KK KK KK KK KK KK * RR YY * *
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* KK KK KK KK KK KK * RR YY * *
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* KK KK KK KK KK KK * BB GG * *
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* KK KK KK KK KK KK * BB GG * *
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****************************************
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* KEENS KEYCARDS PARTS *
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****************************************
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* SCORE * NEXT KEEN * RAYGUN * POGO*
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* 33221100 * 20000 * 5 * N *
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score always multiple of 100
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Level1:
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in png: X=80 to 543, Y=12 to 80 (tiles 4x4)
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x=0 to 116 Y=0..17
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start position: in png 88,65
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tile position = 0,5
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keen position = 2,24 (remember, tiles 2 bytes high)
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tilemap copies
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TILEMAP_X
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TILEMAP_Y
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KEEN_X / KEEN_XL
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KEEN_Y
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Enemy logic:
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when update tilemap
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detect if enemy on screen
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if so mark active
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give it current x/y value
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when move
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same as keen move
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if move off left/right side of screen mark inactive
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