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Beginning commenting before public release
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3
debug.s
3
debug.s
@ -7,7 +7,7 @@ debugtext nop
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bne ?1
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rts
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; print one byte as two hex digits on current drawing screen
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debughex ; A = hex byte, X = column, Y = row; A is clobbered, X&Y are not
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pha
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stx param_x
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@ -30,6 +30,7 @@ debughex ; A = hex byte, X = column, Y = row; A is clobbered, X&Y are not
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hexdigit .byte "0123456789ABCDEF"
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; copy string to the current drawing screen
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printstr ; X = column, Y = row, scratch_ptr is text (null terminated)
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sty param_y
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ldy #0
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17
main.s
17
main.s
@ -160,10 +160,10 @@ check_restart ldx #34
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sta scratch_ptr
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lda #>over_text
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sta scratch_ptr+1
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jsr printstr
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jsr printstr ; prints to back page, so have to flip pages to show
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jsr pageflip
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lda KBDSTROBE
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lda KBDSTROBE ; any key restarts
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?1 lda KEYBOARD
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bpl ?1
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lda KBDSTROBE
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@ -244,6 +244,9 @@ game_loop nop
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lda config_quit
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beq ?2
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rts
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; loop through enemies first so we can check collisions with the
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; players as the players are moved
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?2 lda #FIRST_AMIDAR-1
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sta current_actor
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?enemy inc current_actor
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@ -268,16 +271,18 @@ game_loop nop
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jsr handle_player
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jmp ?p1
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; if any player is still alive, the game continues. Once the last player
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; dies, the countdown timer allows the enemies to continue to move a
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; little while before the game ends
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?alive lda still_alive
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bne ?draw
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dec countdown_time
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bne ?draw
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rts
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; erase_sprites()
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; update_background()
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; draw_actors()
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; show_screen()
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; main draw loop. Restoring background will overwrite the softsprites
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; so there's no need to erase the sprites some other way. Text damage
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; is also restored before any changes for the upcoming frame are drawn.
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?draw jsr restorebg_driver
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jsr restoretext
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jsr paint_boxes
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17
vars.s
17
vars.s
@ -1,9 +1,9 @@
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*= $800
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actor_col .ds MAX_ACTORS ; # current tile column
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actor_x .ds MAX_ACTORS
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actor_x .ds MAX_ACTORS ; pixel position (calculated from col & xpixel)
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actor_row .ds MAX_ACTORS ; # current tile row
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actor_y .ds MAX_ACTORS
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actor_y .ds MAX_ACTORS ; pixel position (calculated from row & ypixel)
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actor_xpixel .ds MAX_ACTORS ; # current pixel offset in col
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actor_xfrac .ds MAX_ACTORS ; # current fractional pixel
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actor_xspeed_l .ds MAX_ACTORS ; # current speed (affects fractional)
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@ -19,18 +19,21 @@ actor_status .ds MAX_ACTORS ; # alive, exploding, dead, regenerating, invulner
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actor_frame_counter .ds MAX_ACTORS ; # frame counter for sprite changes
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actor_input_dir .ds MAX_ACTORS ; # current joystick input direction
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actor_active .ds MAX_ACTORS ; 1 = active, 0 = skip, $ff = end
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actor_l .ds MAX_ACTORS
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actor_h .ds MAX_ACTORS
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actor_l .ds MAX_ACTORS ; address (low byte) of compiled sprite
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actor_h .ds MAX_ACTORS ; address (high byte)
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actor_turn_zone .ds MAX_ACTORS ; debugging; is player in turn zone:
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player_score .ds 4
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player_next_target_score .ds 4
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player_lives .ds 4 ; # lives remaining
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player_score .ds MAX_PLAYERS
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player_next_target_score .ds MAX_PLAYERS
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player_lives .ds MAX_PLAYERS ; # lives remaining
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amidar_start_col .ds VPATH_NUM
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round_robin_up .ds VPATH_NUM
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round_robin_down .ds VPATH_NUM
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; after player completes a box, this data is used to fill it in subsequent
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; frames. This list tracks the left column (right is always a fixed distance
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; away) and starting and ending rows
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box_painting_c .ds MAX_BOX_PAINTING
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box_painting_r1 .ds MAX_BOX_PAINTING
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box_painting_r2 .ds MAX_BOX_PAINTING
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