;----------------------------------------------------------------------------- ; level.inc ; Part of manic miner, the zx spectrum game, made for Apple II ; ; Stefan Wessels, 2020 ; This is free and unencumbered software released into the public domain. ;----------------------------------------------------------------------------- .segment "CODE" ;----------------------------------------------------------------------------- ; "decompress" the stored level into a usable level in levelLayout .proc levelUnpack value = sizeL len = sizeH ldx currLevel lda #levelLayout sta store + 2 lda levelsL, x ; get the start of the level data intp srcPtr sta srcPtrL lda levelsH, x sta srcPtrH ldx #0 ; start at 0 in read and write area ldy #0 loop: lda (srcPtrL), y ; read the first level byte (repeat counts) beq done ; $00 ends level pha ; save iny ; point y at next byte lsr ; get high repeat nibble into low nibble lsr lsr lsr tax ; but result in X lda (srcPtrL), y ; read the next byte from level (values) sta value ; save iny ; advance y to next rep counts lsr ; get high value nibble into low nibble lsr lsr lsr jsr :+ ; store value repeat times into level decode area pla ; restore the rep byte and #$0f ; only the low nibble tax ; put in x lda value ; restore values and #$0f ; only low nibble jsr :+ ; store value repeat times into level decode area jmp loop ; repeat : stx len ; save the repeat count tax ; value into x (value is a tile index) lda mult16, x ; mult value by 16 as that's how wide a tile is ldx len ; restore the repeat count dex ; store index is 0+ but count is 1+ so pre-dec store: sta PLACEHOLDER, x ; store the tile offset into the level decode area dex ; from back to front and bpl store ; repeat for all repetitions lda len ; get the repeat length clc adc store + 1 ; advance the stor pointer by the length sta store + 1 bcc done inc store + 2 done: rts ; return to self or caller .endproc ;----------------------------------------------------------------------------- .proc levelPlaceKeys lda #0 sta keysToCollect ; init to 0 keys to collect lda currLevel asl ; * 2 asl ; * 4 adc currLevel ; * 5 - index into key table tax ; keep index in x lda #4 ; Need to do 5 keys, 0-4 sta sizeL ; save count in sizeL ldy #0 ; keep offst from ptr at 0 : lda keyyH, x ; get the key Y hi (y=row*32 in key table) bmi next ; if $ff then skip inc keysToCollect ; count the key sta dstPtrH ; save the hi lda keyyL, x ; get the y lo adc keyx, x ; and add the x (no carry still) sta dstPtrL ; save as dst pointer lda #>levelLayout ; get the scratch hi (the lo is 0 as it's aligned) adc dstPtrH ; and add to the Y hi (and any carry) sta dstPtrH ; and save as the dst Pointer Hi lda #8*16 ; key tile offset * width of a tile sta (dstPtrL), y ; poke into the unpacked level next: inx ; next key dec sizeL ; one less key to do bpl :- ; all keys done? rts .endproc