mminer-orca/src/screen.asm

3086 lines
130 KiB
NASM

;-----------------------------------------------------------------------------
; screen.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.
;-----------------------------------------------------------------------------
65816 OFF
copy src/defs.s
SCREEN start
using LOWMEM
using ROSYSTEM
using ROTILES
using ROLEVELS
using ROSPRITES
;-----------------------------------------------------------------------------
; Swap visible HGR pages and update currPageH to the back page hi byte
screenSwap entry
lda backPage
beq ss00
bit HISCR
jmp valueSwap
ss00 bit LOWSCR
valueSwap entry
lda backPage ; pretend flip the screen
eor #1
sta backPage
lda #$60 ; pretend flip the screen Hi value so all drawing
eor currPageH ; happens on the front screen
sta currPageH
rts
;-----------------------------------------------------------------------------
; x 0 clears top (play area minus 8 pixel row), x non-0 clears whole screen
screenClear entry
lda #$00
ldy backPage
beq page1sc
jmp page2sc
page1sc anop
cpx #0
bne sc00
jmp p1p2
sc00 ldx #39
p1l1 anop
; .repeat $48, Row
; sta $100 * (>HGRPage1+(Row+$78) & $07 << 2 | (Row+$78) & $30 >> 4) | (Row+$78) & $08 << 4 | (Row+$78) & $C0 >> 1 | (Row+$78) & $C0 >> 3,x
; .endrepeat
sta $23A8,x
sta $27A8,x
sta $2BA8,x
sta $2FA8,x
sta $33A8,x
sta $37A8,x
sta $3BA8,x
sta $3FA8,x
sta $2050,x
sta $2450,x
sta $2850,x
sta $2C50,x
sta $3050,x
sta $3450,x
sta $3850,x
sta $3C50,x
sta $20D0,x
sta $24D0,x
sta $28D0,x
sta $2CD0,x
sta $30D0,x
sta $34D0,x
sta $38D0,x
sta $3CD0,x
sta $2150,x
sta $2550,x
sta $2950,x
sta $2D50,x
sta $3150,x
sta $3550,x
sta $3950,x
sta $3D50,x
sta $21D0,x
sta $25D0,x
sta $29D0,x
sta $2DD0,x
sta $31D0,x
sta $35D0,x
sta $39D0,x
sta $3DD0,x
sta $2250,x
sta $2650,x
sta $2A50,x
sta $2E50,x
sta $3250,x
sta $3650,x
sta $3A50,x
sta $3E50,x
sta $22D0,x
sta $26D0,x
sta $2AD0,x
sta $2ED0,x
sta $32D0,x
sta $36D0,x
sta $3AD0,x
sta $3ED0,x
sta $2350,x
sta $2750,x
sta $2B50,x
sta $2F50,x
sta $3350,x
sta $3750,x
sta $3B50,x
sta $3F50,x
sta $23D0,x
sta $27D0,x
sta $2BD0,x
sta $2FD0,x
sta $33D0,x
sta $37D0,x
sta $3BD0,x
sta $3FD0,x
dex
bmi p1p2
jmp p1l1
p1p2 anop
ldx #39
p1l2 anop
; .repeat $78, Row
; sta $100 * (>HGRPage1+Row & $07 << 2 | Row & $30 >> 4) | Row & $08 << 4 | Row & $C0 >> 1 | Row & $C0 >> 3,x
; .endrepeat
sta $2000,x
sta $2400,x
sta $2800,x
sta $2C00,x
sta $3000,x
sta $3400,x
sta $3800,x
sta $3C00,x
sta $2080,x
sta $2480,x
sta $2880,x
sta $2C80,x
sta $3080,x
sta $3480,x
sta $3880,x
sta $3C80,x
sta $2100,x
sta $2500,x
sta $2900,x
sta $2D00,x
sta $3100,x
sta $3500,x
sta $3900,x
sta $3D00,x
sta $2180,x
sta $2580,x
sta $2980,x
sta $2D80,x
sta $3180,x
sta $3580,x
sta $3980,x
sta $3D80,x
sta $2200,x
sta $2600,x
sta $2A00,x
sta $2E00,x
sta $3200,x
sta $3600,x
sta $3A00,x
sta $3E00,x
sta $2280,x
sta $2680,x
sta $2A80,x
sta $2E80,x
sta $3280,x
sta $3680,x
sta $3A80,x
sta $3E80,x
sta $2300,x
sta $2700,x
sta $2B00,x
sta $2F00,x
sta $3300,x
sta $3700,x
sta $3B00,x
sta $3F00,x
sta $2380,x
sta $2780,x
sta $2B80,x
sta $2F80,x
sta $3380,x
sta $3780,x
sta $3B80,x
sta $3F80,x
sta $2028,x
sta $2428,x
sta $2828,x
sta $2C28,x
sta $3028,x
sta $3428,x
sta $3828,x
sta $3C28,x
sta $20A8,x
sta $24A8,x
sta $28A8,x
sta $2CA8,x
sta $30A8,x
sta $34A8,x
sta $38A8,x
sta $3CA8,x
sta $2128,x
sta $2528,x
sta $2928,x
sta $2D28,x
sta $3128,x
sta $3528,x
sta $3928,x
sta $3D28,x
sta $21A8,x
sta $25A8,x
sta $29A8,x
sta $2DA8,x
sta $31A8,x
sta $35A8,x
sta $39A8,x
sta $3DA8,x
sta $2228,x
sta $2628,x
sta $2A28,x
sta $2E28,x
sta $3228,x
sta $3628,x
sta $3A28,x
sta $3E28,x
sta $22A8,x
sta $26A8,x
sta $2AA8,x
sta $2EA8,x
sta $32A8,x
sta $36A8,x
sta $3AA8,x
sta $3EA8,x
sta $2328,x
sta $2728,x
sta $2B28,x
sta $2F28,x
sta $3328,x
sta $3728,x
sta $3B28,x
sta $3F28,x
dex
bmi done0
jmp p1l2
done0 anop
rts
page2sc anop
cpx #0
bne sc01
jmp p2p2
sc01 ldx #39
p2l1 anop
; .repeat $48, Row
; sta $100 * (>HGRPage2+(Row+$78) & $07 << 2 | (Row+$78) & $30 >> 4) | (Row+$78) & $08 << 4 | (Row+$78) & $C0 >> 1 | (Row+$78) & $C0 >> 3,x
; .endrepeat
sta $43A8,x
sta $47A8,x
sta $4BA8,x
sta $4FA8,x
sta $53A8,x
sta $57A8,x
sta $5BA8,x
sta $5FA8,x
sta $4050,x
sta $4450,x
sta $4850,x
sta $4C50,x
sta $5050,x
sta $5450,x
sta $5850,x
sta $5C50,x
sta $40D0,x
sta $44D0,x
sta $48D0,x
sta $4CD0,x
sta $50D0,x
sta $54D0,x
sta $58D0,x
sta $5CD0,x
sta $4150,x
sta $4550,x
sta $4950,x
sta $4D50,x
sta $5150,x
sta $5550,x
sta $5950,x
sta $5D50,x
sta $41D0,x
sta $45D0,x
sta $49D0,x
sta $4DD0,x
sta $51D0,x
sta $55D0,x
sta $59D0,x
sta $5DD0,x
sta $4250,x
sta $4650,x
sta $4A50,x
sta $4E50,x
sta $5250,x
sta $5650,x
sta $5A50,x
sta $5E50,x
sta $42D0,x
sta $46D0,x
sta $4AD0,x
sta $4ED0,x
sta $52D0,x
sta $56D0,x
sta $5AD0,x
sta $5ED0,x
sta $4350,x
sta $4750,x
sta $4B50,x
sta $4F50,x
sta $5350,x
sta $5750,x
sta $5B50,x
sta $5F50,x
sta $43D0,x
sta $47D0,x
sta $4BD0,x
sta $4FD0,x
sta $53D0,x
sta $57D0,x
sta $5BD0,x
sta $5FD0,x
dex
bmi p2p2
jmp p2l1
p2p2 anop
ldx #39
p2l2 anop
; .repeat $78, Row
; sta $100 * (>HGRPage2+Row & $07 << 2 | Row & $30 >> 4) | Row & $08 << 4 | Row & $C0 >> 1 | Row & $C0 >> 3,x
; .endrepeat
sta $4000,x
sta $4400,x
sta $4800,x
sta $4C00,x
sta $5000,x
sta $5400,x
sta $5800,x
sta $5C00,x
sta $4080,x
sta $4480,x
sta $4880,x
sta $4C80,x
sta $5080,x
sta $5480,x
sta $5880,x
sta $5C80,x
sta $4100,x
sta $4500,x
sta $4900,x
sta $4D00,x
sta $5100,x
sta $5500,x
sta $5900,x
sta $5D00,x
sta $4180,x
sta $4580,x
sta $4980,x
sta $4D80,x
sta $5180,x
sta $5580,x
sta $5980,x
sta $5D80,x
sta $4200,x
sta $4600,x
sta $4A00,x
sta $4E00,x
sta $5200,x
sta $5600,x
sta $5A00,x
sta $5E00,x
sta $4280,x
sta $4680,x
sta $4A80,x
sta $4E80,x
sta $5280,x
sta $5680,x
sta $5A80,x
sta $5E80,x
sta $4300,x
sta $4700,x
sta $4B00,x
sta $4F00,x
sta $5300,x
sta $5700,x
sta $5B00,x
sta $5F00,x
sta $4380,x
sta $4780,x
sta $4B80,x
sta $4F80,x
sta $5380,x
sta $5780,x
sta $5B80,x
sta $5F80,x
sta $4028,x
sta $4428,x
sta $4828,x
sta $4C28,x
sta $5028,x
sta $5428,x
sta $5828,x
sta $5C28,x
sta $40A8,x
sta $44A8,x
sta $48A8,x
sta $4CA8,x
sta $50A8,x
sta $54A8,x
sta $58A8,x
sta $5CA8,x
sta $4128,x
sta $4528,x
sta $4928,x
sta $4D28,x
sta $5128,x
sta $5528,x
sta $5928,x
sta $5D28,x
sta $41A8,x
sta $45A8,x
sta $49A8,x
sta $4DA8,x
sta $51A8,x
sta $55A8,x
sta $59A8,x
sta $5DA8,x
sta $4228,x
sta $4628,x
sta $4A28,x
sta $4E28,x
sta $5228,x
sta $5628,x
sta $5A28,x
sta $5E28,x
sta $42A8,x
sta $46A8,x
sta $4AA8,x
sta $4EA8,x
sta $52A8,x
sta $56A8,x
sta $5AA8,x
sta $5EA8,x
sta $4328,x
sta $4728,x
sta $4B28,x
sta $4F28,x
sta $5328,x
sta $5728,x
sta $5B28,x
sta $5F28,x
dex
bmi done1
jmp p2l2
done1 anop
rts
;-----------------------------------------------------------------------------
screenDrawLevelName entry
clc
lda #20 ; screen is 20 "characters" wide
adc leftEdge ; but maybe is offset from the left
asl a ; mult by 2 for columns
tay ; put into y
dey ; but 0 based so 0-39 or whatever (not 1-40)
ldx #39 ; screen index is 0-39
lda currPageH
cmp #$20
bne page2sdln
sdl0 lda levelNameGfx0+$0000,y ; load the cache
sta $2050,x ; store to the screen (the hi byte is updated)
lda levelNameGfx0+$0040,y ; but the lo byte ($50) is correct for row 16 (0 based)
sta $2450,x
lda levelNameGfx0+$0080,y ; the cache is linear so each line is $40 from previous
sta $2850,x
lda levelNameGfx0+$00C0,y
sta $2C50,x
lda levelNameGfx0+$0100,y
sta $3050,x
lda levelNameGfx0+$0140,y
sta $3450,x
lda levelNameGfx0+$0180,y
sta $3850,x
lda levelNameGfx0+$01C0,y
sta $3C50,x
dey ; previous cache byte
dex ; previous screen byte
bpl sdl0 ; keep going till all 40 columns copied
rts
page2sdln anop
lda levelNameGfx0+$0000,y ; load the cache
sta $4050,x ; store to the screen (the hi byte is updated)
lda levelNameGfx0+$0040,y ; but the lo byte ($50) is correct for row 16 (0 based)
sta $4450,x
lda levelNameGfx0+$0080,y
sta $4850,x
lda levelNameGfx0+$00C0,y
sta $4C50,x
lda levelNameGfx0+$0100,y
sta $5050,x
lda levelNameGfx0+$0140,y
sta $5450,x
lda levelNameGfx0+$0180,y
sta $5850,x
lda levelNameGfx0+$01C0,y
sta $5C50,x
dey ; previous cache byte
dex ; previous screen byte
bpl page2sdln ; keep going till all 40 columns copied
rts
;-----------------------------------------------------------------------------
screenDrawAirFrame entry
lda currPageH ; see if this is to page 1 or 2
cmp #$20
bne page2sdaf
ldx #28 ; draw the long green lines that outline the bar
sda0 lda #%00101010 ; green left
sta $20DA,x
sta $24DA,x
sta $38DA,x
sta $3CDA,x
lda #%01010101 ; green right
sta $20DB,x
sta $24DB,x
sta $38DB,x
sta $3CDB,x
dex ; step back in 2's for left/right
dex
bpl sda0
ldx #31 ; draw the even longer white bar that counts down
lda #%01111111 ; white left & right
sda1 sta $28D7,x
sta $2CD7,x
sta $30D7,x
sta $34D7,x
dex ; in 1's since left/right is the same $7f
bpl sda1
rts
page2sdaf anop ; the same as page 1, just diff buffer
ldx #28
sda2 lda #%0101010
sta $40DA,x
sta $44DA,x
sta $58DA,x
sta $5CDA,x
lda #%01010101
sta $40DB,x
sta $44DB,x
sta $58DB,x
sta $5CDB,x
dex
dex
bpl sda2
ldx #31
lda #%01111111 ; white left & right
sda3 sta $48D7,x
sta $4CD7,x
sta $50D7,x
sta $54D7,x
dex
bpl sda3
rts
;-----------------------------------------------------------------------------
screenDrawAirRemaining entry
lda airTipGfx ; the "graphic" to use
ldx airCols ; where to draw the tip of the graph
cpx #3 ; last few cols are against orange
bpl sdr0
ora #$80 ; in the last few cols so make green orange
sdr0 ldy currPageH ; which page
cpy #$20
bne page2sdar
sta $28D7,x ; write the tip into page 1
sta $2CD7,x
sta $30D7,x
sta $34D7,x
rts
page2sdar anop
sta $48D7,x ; write the tip into page 2
sta $4CD7,x
sta $50D7,x
sta $54D7,x
rts
;-----------------------------------------------------------------------------
screenDrawLevel entry
using LOWMEM
using ROSYSTEM
levelReadL equ srcPtrL ; tile to draw in level
levelReadH equ srcPtrH
tileReadL equ dstPtrL ; data for tile to draw
tileReadH equ dstPtrH
rowsSdl equ sizeL ; rows to draw (15 -> 0)
colsSdl equ sizeH ; cols to draw (20+leftEdge -> leftEdge)
lda #0
sta tilesRendered
sta colsSdl
sta rowsSdl
tay
lda leftEdge
adc #<levelLayout
sta levelReadL
lda #>levelLayout
sta levelReadH
nextRow anop
clc
lda backPage
beq sl00
lda #PLAY_ROWS
sl00 adc rowsSdl
tax
lda rowDrawL,x
sta tileDraw+1
lda rowDrawH,x
sta tileDraw+2
readLevelCol anop
lda (levelReadL),y
beq nextColSdl
inc tilesRendered
sty colsSdl ; save the current col index
pha ; save the tile id
and #$F0 ; strip to bare tile (no extra info like collapse state)
adc #<(tilesInstances-TILE_BYTES) ; Index 1 has it's bytes at+0, so move start 1 tile back
sta tileReadL
lda #>tilesInstances
sta tileReadH ; points at the tile data
tya ; col to a
asl a ; *2 since each tile is 2 cols on screen
tax ; put the sceen col into x
pla ; restore the tileID
cmp #DATA_COLLAPSE+1 ; see if the tile is an active collapsing tile (>=$71)
bcc prepTileDraw ; could be $71->$77 for the collapsed state
cmp #DATA_KEY
bcc isCollapse ; if it's less than $80 it is a collapsing platform
beq prepTileDraw ; is it a key
cmp #DATA_DOOR ; if not a key, is it a door
beq nextColSdl ; door tile isn't a rendered tile, only a collision tile
setupSwitch anop
and #1 ; if < door then it's a switch is this an on switch?
beq sl01 ; no
lda #16 ; yes - the image is 16 bytes further (tile36)
sl01 adc #<tile35 ; add the offset of the switch image
sta tileReadL
lda #>tile35 ; and set the hi byte too
adc #0 ; turns out tile36 is in a different block (if I remove these 2 bytes ;)
sta tileReadH ; points at the tile data
prepTileDraw anop
ldy #0 ; set index for where to read tile data to the start
tileDraw anop
jsr PLACEHOLDER
ldy colsSdl
nextColSdl anop
iny
cpy #VISIBLE_COLS
bne readLevelCol
ldy #0
inc rowsSdl
lda rowsSdl
cmp #PLAY_ROWS
beq allDrawn
lda levelReadL
adc #PLAY_COLS
sta levelReadL
bcc nextRow
inc levelReadH
bne nextRow ; bra
isCollapse entry
and #7 ; get the level of collapse
tay
lda collapseHeight,y ; see how many lines remain to draw and skip bytes
adc tileDraw+1 ; base address of draw routine
sta collapseDraw+1
lda tileDraw+2
adc #0
sta collapseDraw+2
ldy #0
collapseDraw anop
jsr PLACEHOLDER
ldy colsSdl
jmp nextColSdl
allDrawn anop
lda currLevel
cmp #LEVEL_Solar_Power_Generator ; Is this the solar room
bne sl02 ; if not, move on
jmp screenSolarBeam ; solar room needs a solar beam
sl02 rts
;-----------------------------------------------------------------------------
tileDrawP0R0 entry
lda (tileReadL),y
sta $2000,x
iny
lda (tileReadL),y
sta $2001,x
iny
lda (tileReadL),y
sta $2400,x
iny
lda (tileReadL),y
sta $2401,x
iny
lda (tileReadL),y
sta $2800,x
iny
lda (tileReadL),y
sta $2801,x
iny
lda (tileReadL),y
sta $2C00,x
iny
lda (tileReadL),y
sta $2C01,x
iny
lda (tileReadL),y
sta $3000,x
iny
lda (tileReadL),y
sta $3001,x
iny
lda (tileReadL),y
sta $3400,x
iny
lda (tileReadL),y
sta $3401,x
iny
lda (tileReadL),y
sta $3800,x
iny
lda (tileReadL),y
sta $3801,x
iny
lda (tileReadL),y
sta $3C00,x
iny
lda (tileReadL),y
sta $3C01,x
rts
;-----------------------------------------------------------------------------
tileDrawP1R0 entry
lda (tileReadL),y
sta $4000,x
iny
lda (tileReadL),y
sta $4001,x
iny
lda (tileReadL),y
sta $4400,x
iny
lda (tileReadL),y
sta $4401,x
iny
lda (tileReadL),y
sta $4800,x
iny
lda (tileReadL),y
sta $4801,x
iny
lda (tileReadL),y
sta $4C00,x
iny
lda (tileReadL),y
sta $4C01,x
iny
lda (tileReadL),y
sta $5000,x
iny
lda (tileReadL),y
sta $5001,x
iny
lda (tileReadL),y
sta $5400,x
iny
lda (tileReadL),y
sta $5401,x
iny
lda (tileReadL),y
sta $5800,x
iny
lda (tileReadL),y
sta $5801,x
iny
lda (tileReadL),y
sta $5C00,x
iny
lda (tileReadL),y
sta $5C01,x
rts
;-----------------------------------------------------------------------------
tileDrawP0R1 entry
lda (tileReadL),y
sta $2080,x
iny
lda (tileReadL),y
sta $2081,x
iny
lda (tileReadL),y
sta $2480,x
iny
lda (tileReadL),y
sta $2481,x
iny
lda (tileReadL),y
sta $2880,x
iny
lda (tileReadL),y
sta $2881,x
iny
lda (tileReadL),y
sta $2C80,x
iny
lda (tileReadL),y
sta $2C81,x
iny
lda (tileReadL),y
sta $3080,x
iny
lda (tileReadL),y
sta $3081,x
iny
lda (tileReadL),y
sta $3480,x
iny
lda (tileReadL),y
sta $3481,x
iny
lda (tileReadL),y
sta $3880,x
iny
lda (tileReadL),y
sta $3881,x
iny
lda (tileReadL),y
sta $3C80,x
iny
lda (tileReadL),y
sta $3C81,x
rts
;-----------------------------------------------------------------------------
tileDrawP1R1 entry
lda (tileReadL),y
sta $4080,x
iny
lda (tileReadL),y
sta $4081,x
iny
lda (tileReadL),y
sta $4480,x
iny
lda (tileReadL),y
sta $4481,x
iny
lda (tileReadL),y
sta $4880,x
iny
lda (tileReadL),y
sta $4881,x
iny
lda (tileReadL),y
sta $4C80,x
iny
lda (tileReadL),y
sta $4C81,x
iny
lda (tileReadL),y
sta $5080,x
iny
lda (tileReadL),y
sta $5081,x
iny
lda (tileReadL),y
sta $5480,x
iny
lda (tileReadL),y
sta $5481,x
iny
lda (tileReadL),y
sta $5880,x
iny
lda (tileReadL),y
sta $5881,x
iny
lda (tileReadL),y
sta $5C80,x
iny
lda (tileReadL),y
sta $5C81,x
rts
;-----------------------------------------------------------------------------
tileDrawP0R2 entry
lda (tileReadL),y
sta $2100,x
iny
lda (tileReadL),y
sta $2101,x
iny
lda (tileReadL),y
sta $2500,x
iny
lda (tileReadL),y
sta $2501,x
iny
lda (tileReadL),y
sta $2900,x
iny
lda (tileReadL),y
sta $2901,x
iny
lda (tileReadL),y
sta $2D00,x
iny
lda (tileReadL),y
sta $2D01,x
iny
lda (tileReadL),y
sta $3100,x
iny
lda (tileReadL),y
sta $3101,x
iny
lda (tileReadL),y
sta $3500,x
iny
lda (tileReadL),y
sta $3501,x
iny
lda (tileReadL),y
sta $3900,x
iny
lda (tileReadL),y
sta $3901,x
iny
lda (tileReadL),y
sta $3D00,x
iny
lda (tileReadL),y
sta $3D01,x
rts
;-----------------------------------------------------------------------------
tileDrawP1R2 entry
lda (tileReadL),y
sta $4100,x
iny
lda (tileReadL),y
sta $4101,x
iny
lda (tileReadL),y
sta $4500,x
iny
lda (tileReadL),y
sta $4501,x
iny
lda (tileReadL),y
sta $4900,x
iny
lda (tileReadL),y
sta $4901,x
iny
lda (tileReadL),y
sta $4D00,x
iny
lda (tileReadL),y
sta $4D01,x
iny
lda (tileReadL),y
sta $5100,x
iny
lda (tileReadL),y
sta $5101,x
iny
lda (tileReadL),y
sta $5500,x
iny
lda (tileReadL),y
sta $5501,x
iny
lda (tileReadL),y
sta $5900,x
iny
lda (tileReadL),y
sta $5901,x
iny
lda (tileReadL),y
sta $5D00,x
iny
lda (tileReadL),y
sta $5D01,x
rts
;-----------------------------------------------------------------------------
tileDrawP0R3 entry
lda (tileReadL),y
sta $2180,x
iny
lda (tileReadL),y
sta $2181,x
iny
lda (tileReadL),y
sta $2580,x
iny
lda (tileReadL),y
sta $2581,x
iny
lda (tileReadL),y
sta $2980,x
iny
lda (tileReadL),y
sta $2981,x
iny
lda (tileReadL),y
sta $2D80,x
iny
lda (tileReadL),y
sta $2D81,x
iny
lda (tileReadL),y
sta $3180,x
iny
lda (tileReadL),y
sta $3181,x
iny
lda (tileReadL),y
sta $3580,x
iny
lda (tileReadL),y
sta $3581,x
iny
lda (tileReadL),y
sta $3980,x
iny
lda (tileReadL),y
sta $3981,x
iny
lda (tileReadL),y
sta $3D80,x
iny
lda (tileReadL),y
sta $3D81,x
rts
;-----------------------------------------------------------------------------
tileDrawP1R3 entry
lda (tileReadL),y
sta $4180,x
iny
lda (tileReadL),y
sta $4181,x
iny
lda (tileReadL),y
sta $4580,x
iny
lda (tileReadL),y
sta $4581,x
iny
lda (tileReadL),y
sta $4980,x
iny
lda (tileReadL),y
sta $4981,x
iny
lda (tileReadL),y
sta $4D80,x
iny
lda (tileReadL),y
sta $4D81,x
iny
lda (tileReadL),y
sta $5180,x
iny
lda (tileReadL),y
sta $5181,x
iny
lda (tileReadL),y
sta $5580,x
iny
lda (tileReadL),y
sta $5581,x
iny
lda (tileReadL),y
sta $5980,x
iny
lda (tileReadL),y
sta $5981,x
iny
lda (tileReadL),y
sta $5D80,x
iny
lda (tileReadL),y
sta $5D81,x
rts
;-----------------------------------------------------------------------------
tileDrawP0R4 entry
lda (tileReadL),y
sta $2200,x
iny
lda (tileReadL),y
sta $2201,x
iny
lda (tileReadL),y
sta $2600,x
iny
lda (tileReadL),y
sta $2601,x
iny
lda (tileReadL),y
sta $2A00,x
iny
lda (tileReadL),y
sta $2A01,x
iny
lda (tileReadL),y
sta $2E00,x
iny
lda (tileReadL),y
sta $2E01,x
iny
lda (tileReadL),y
sta $3200,x
iny
lda (tileReadL),y
sta $3201,x
iny
lda (tileReadL),y
sta $3600,x
iny
lda (tileReadL),y
sta $3601,x
iny
lda (tileReadL),y
sta $3A00,x
iny
lda (tileReadL),y
sta $3A01,x
iny
lda (tileReadL),y
sta $3E00,x
iny
lda (tileReadL),y
sta $3E01,x
rts
;-----------------------------------------------------------------------------
tileDrawP1R4 entry
lda (tileReadL),y
sta $4200,x
iny
lda (tileReadL),y
sta $4201,x
iny
lda (tileReadL),y
sta $4600,x
iny
lda (tileReadL),y
sta $4601,x
iny
lda (tileReadL),y
sta $4A00,x
iny
lda (tileReadL),y
sta $4A01,x
iny
lda (tileReadL),y
sta $4E00,x
iny
lda (tileReadL),y
sta $4E01,x
iny
lda (tileReadL),y
sta $5200,x
iny
lda (tileReadL),y
sta $5201,x
iny
lda (tileReadL),y
sta $5600,x
iny
lda (tileReadL),y
sta $5601,x
iny
lda (tileReadL),y
sta $5A00,x
iny
lda (tileReadL),y
sta $5A01,x
iny
lda (tileReadL),y
sta $5E00,x
iny
lda (tileReadL),y
sta $5E01,x
rts
;-----------------------------------------------------------------------------
tileDrawP0R5 entry
lda (tileReadL),y
sta $2280,x
iny
lda (tileReadL),y
sta $2281,x
iny
lda (tileReadL),y
sta $2680,x
iny
lda (tileReadL),y
sta $2681,x
iny
lda (tileReadL),y
sta $2A80,x
iny
lda (tileReadL),y
sta $2A81,x
iny
lda (tileReadL),y
sta $2E80,x
iny
lda (tileReadL),y
sta $2E81,x
iny
lda (tileReadL),y
sta $3280,x
iny
lda (tileReadL),y
sta $3281,x
iny
lda (tileReadL),y
sta $3680,x
iny
lda (tileReadL),y
sta $3681,x
iny
lda (tileReadL),y
sta $3A80,x
iny
lda (tileReadL),y
sta $3A81,x
iny
lda (tileReadL),y
sta $3E80,x
iny
lda (tileReadL),y
sta $3E81,x
rts
;-----------------------------------------------------------------------------
tileDrawP1R5 entry
lda (tileReadL),y
sta $4280,x
iny
lda (tileReadL),y
sta $4281,x
iny
lda (tileReadL),y
sta $4680,x
iny
lda (tileReadL),y
sta $4681,x
iny
lda (tileReadL),y
sta $4A80,x
iny
lda (tileReadL),y
sta $4A81,x
iny
lda (tileReadL),y
sta $4E80,x
iny
lda (tileReadL),y
sta $4E81,x
iny
lda (tileReadL),y
sta $5280,x
iny
lda (tileReadL),y
sta $5281,x
iny
lda (tileReadL),y
sta $5680,x
iny
lda (tileReadL),y
sta $5681,x
iny
lda (tileReadL),y
sta $5A80,x
iny
lda (tileReadL),y
sta $5A81,x
iny
lda (tileReadL),y
sta $5E80,x
iny
lda (tileReadL),y
sta $5E81,x
rts
;-----------------------------------------------------------------------------
tileDrawP0R6 entry
lda (tileReadL),y
sta $2300,x
iny
lda (tileReadL),y
sta $2301,x
iny
lda (tileReadL),y
sta $2700,x
iny
lda (tileReadL),y
sta $2701,x
iny
lda (tileReadL),y
sta $2B00,x
iny
lda (tileReadL),y
sta $2B01,x
iny
lda (tileReadL),y
sta $2F00,x
iny
lda (tileReadL),y
sta $2F01,x
iny
lda (tileReadL),y
sta $3300,x
iny
lda (tileReadL),y
sta $3301,x
iny
lda (tileReadL),y
sta $3700,x
iny
lda (tileReadL),y
sta $3701,x
iny
lda (tileReadL),y
sta $3B00,x
iny
lda (tileReadL),y
sta $3B01,x
iny
lda (tileReadL),y
sta $3F00,x
iny
lda (tileReadL),y
sta $3F01,x
rts
;-----------------------------------------------------------------------------
tileDrawP1R6 entry
lda (tileReadL),y
sta $4300,x
iny
lda (tileReadL),y
sta $4301,x
iny
lda (tileReadL),y
sta $4700,x
iny
lda (tileReadL),y
sta $4701,x
iny
lda (tileReadL),y
sta $4B00,x
iny
lda (tileReadL),y
sta $4B01,x
iny
lda (tileReadL),y
sta $4F00,x
iny
lda (tileReadL),y
sta $4F01,x
iny
lda (tileReadL),y
sta $5300,x
iny
lda (tileReadL),y
sta $5301,x
iny
lda (tileReadL),y
sta $5700,x
iny
lda (tileReadL),y
sta $5701,x
iny
lda (tileReadL),y
sta $5B00,x
iny
lda (tileReadL),y
sta $5B01,x
iny
lda (tileReadL),y
sta $5F00,x
iny
lda (tileReadL),y
sta $5F01,x
rts
;-----------------------------------------------------------------------------
tileDrawP0R7 entry
lda (tileReadL),y
sta $2380,x
iny
lda (tileReadL),y
sta $2381,x
iny
lda (tileReadL),y
sta $2780,x
iny
lda (tileReadL),y
sta $2781,x
iny
lda (tileReadL),y
sta $2B80,x
iny
lda (tileReadL),y
sta $2B81,x
iny
lda (tileReadL),y
sta $2F80,x
iny
lda (tileReadL),y
sta $2F81,x
iny
lda (tileReadL),y
sta $3380,x
iny
lda (tileReadL),y
sta $3381,x
iny
lda (tileReadL),y
sta $3780,x
iny
lda (tileReadL),y
sta $3781,x
iny
lda (tileReadL),y
sta $3B80,x
iny
lda (tileReadL),y
sta $3B81,x
iny
lda (tileReadL),y
sta $3F80,x
iny
lda (tileReadL),y
sta $3F81,x
rts
;-----------------------------------------------------------------------------
tileDrawP1R7 entry
lda (tileReadL),y
sta $4380,x
iny
lda (tileReadL),y
sta $4381,x
iny
lda (tileReadL),y
sta $4780,x
iny
lda (tileReadL),y
sta $4781,x
iny
lda (tileReadL),y
sta $4B80,x
iny
lda (tileReadL),y
sta $4B81,x
iny
lda (tileReadL),y
sta $4F80,x
iny
lda (tileReadL),y
sta $4F81,x
iny
lda (tileReadL),y
sta $5380,x
iny
lda (tileReadL),y
sta $5381,x
iny
lda (tileReadL),y
sta $5780,x
iny
lda (tileReadL),y
sta $5781,x
iny
lda (tileReadL),y
sta $5B80,x
iny
lda (tileReadL),y
sta $5B81,x
iny
lda (tileReadL),y
sta $5F80,x
iny
lda (tileReadL),y
sta $5F81,x
rts
;-----------------------------------------------------------------------------
tileDrawP0R8 entry
lda (tileReadL),y
sta $2028,X
iny
lda (tileReadL),y
sta $2029,X
iny
lda (tileReadL),y
sta $2428,X
iny
lda (tileReadL),y
sta $2429,X
iny
lda (tileReadL),y
sta $2828,X
iny
lda (tileReadL),y
sta $2829,X
iny
lda (tileReadL),y
sta $2C28,X
iny
lda (tileReadL),y
sta $2C29,X
iny
lda (tileReadL),y
sta $3028,X
iny
lda (tileReadL),y
sta $3029,X
iny
lda (tileReadL),y
sta $3428,X
iny
lda (tileReadL),y
sta $3429,X
iny
lda (tileReadL),y
sta $3828,X
iny
lda (tileReadL),y
sta $3829,X
iny
lda (tileReadL),y
sta $3C28,X
iny
lda (tileReadL),y
sta $3C29,X
rts
;-----------------------------------------------------------------------------
tileDrawP1R8 entry
lda (tileReadL),y
sta $4028,X
iny
lda (tileReadL),y
sta $4029,X
iny
lda (tileReadL),y
sta $4428,X
iny
lda (tileReadL),y
sta $4429,X
iny
lda (tileReadL),y
sta $4828,X
iny
lda (tileReadL),y
sta $4829,X
iny
lda (tileReadL),y
sta $4C28,X
iny
lda (tileReadL),y
sta $4C29,X
iny
lda (tileReadL),y
sta $5028,X
iny
lda (tileReadL),y
sta $5029,X
iny
lda (tileReadL),y
sta $5428,X
iny
lda (tileReadL),y
sta $5429,X
iny
lda (tileReadL),y
sta $5828,X
iny
lda (tileReadL),y
sta $5829,X
iny
lda (tileReadL),y
sta $5C28,X
iny
lda (tileReadL),y
sta $5C29,X
rts
;-----------------------------------------------------------------------------
tileDrawP0R9 entry
lda (tileReadL),y
sta $20A8,X
iny
lda (tileReadL),y
sta $20A9,X
iny
lda (tileReadL),y
sta $24A8,X
iny
lda (tileReadL),y
sta $24A9,X
iny
lda (tileReadL),y
sta $28A8,X
iny
lda (tileReadL),y
sta $28A9,X
iny
lda (tileReadL),y
sta $2CA8,X
iny
lda (tileReadL),y
sta $2CA9,X
iny
lda (tileReadL),y
sta $30A8,X
iny
lda (tileReadL),y
sta $30A9,X
iny
lda (tileReadL),y
sta $34A8,X
iny
lda (tileReadL),y
sta $34A9,X
iny
lda (tileReadL),y
sta $38A8,X
iny
lda (tileReadL),y
sta $38A9,X
iny
lda (tileReadL),y
sta $3CA8,X
iny
lda (tileReadL),y
sta $3CA9,X
rts
;-----------------------------------------------------------------------------
tileDrawP1R9 entry
lda (tileReadL),y
sta $40A8,X
iny
lda (tileReadL),y
sta $40A9,X
iny
lda (tileReadL),y
sta $44A8,X
iny
lda (tileReadL),y
sta $44A9,X
iny
lda (tileReadL),y
sta $48A8,X
iny
lda (tileReadL),y
sta $48A9,X
iny
lda (tileReadL),y
sta $4CA8,X
iny
lda (tileReadL),y
sta $4CA9,X
iny
lda (tileReadL),y
sta $50A8,X
iny
lda (tileReadL),y
sta $50A9,X
iny
lda (tileReadL),y
sta $54A8,X
iny
lda (tileReadL),y
sta $54A9,X
iny
lda (tileReadL),y
sta $58A8,X
iny
lda (tileReadL),y
sta $58A9,X
iny
lda (tileReadL),y
sta $5CA8,X
iny
lda (tileReadL),y
sta $5CA9,X
rts
;-----------------------------------------------------------------------------
tileDrawP0RA entry
lda (tileReadL),y
sta $2128,X
iny
lda (tileReadL),y
sta $2129,X
iny
lda (tileReadL),y
sta $2528,X
iny
lda (tileReadL),y
sta $2529,X
iny
lda (tileReadL),y
sta $2928,X
iny
lda (tileReadL),y
sta $2929,X
iny
lda (tileReadL),y
sta $2D28,X
iny
lda (tileReadL),y
sta $2D29,X
iny
lda (tileReadL),y
sta $3128,X
iny
lda (tileReadL),y
sta $3129,X
iny
lda (tileReadL),y
sta $3528,X
iny
lda (tileReadL),y
sta $3529,X
iny
lda (tileReadL),y
sta $3928,X
iny
lda (tileReadL),y
sta $3929,X
iny
lda (tileReadL),y
sta $3D28,X
iny
lda (tileReadL),y
sta $3D29,X
rts
;-----------------------------------------------------------------------------
tileDrawP1RA entry
lda (tileReadL),y
sta $4128,X
iny
lda (tileReadL),y
sta $4129,X
iny
lda (tileReadL),y
sta $4528,X
iny
lda (tileReadL),y
sta $4529,X
iny
lda (tileReadL),y
sta $4928,X
iny
lda (tileReadL),y
sta $4929,X
iny
lda (tileReadL),y
sta $4D28,X
iny
lda (tileReadL),y
sta $4D29,X
iny
lda (tileReadL),y
sta $5128,X
iny
lda (tileReadL),y
sta $5129,X
iny
lda (tileReadL),y
sta $5528,X
iny
lda (tileReadL),y
sta $5529,X
iny
lda (tileReadL),y
sta $5928,X
iny
lda (tileReadL),y
sta $5929,X
iny
lda (tileReadL),y
sta $5D28,X
iny
lda (tileReadL),y
sta $5D29,X
rts
;-----------------------------------------------------------------------------
tileDrawP0RB entry
lda (tileReadL),y
sta $21A8,X
iny
lda (tileReadL),y
sta $21A9,X
iny
lda (tileReadL),y
sta $25A8,X
iny
lda (tileReadL),y
sta $25A9,X
iny
lda (tileReadL),y
sta $29A8,X
iny
lda (tileReadL),y
sta $29A9,X
iny
lda (tileReadL),y
sta $2DA8,X
iny
lda (tileReadL),y
sta $2DA9,X
iny
lda (tileReadL),y
sta $31A8,X
iny
lda (tileReadL),y
sta $31A9,X
iny
lda (tileReadL),y
sta $35A8,X
iny
lda (tileReadL),y
sta $35A9,X
iny
lda (tileReadL),y
sta $39A8,X
iny
lda (tileReadL),y
sta $39A9,X
iny
lda (tileReadL),y
sta $3DA8,X
iny
lda (tileReadL),y
sta $3DA9,X
rts
;-----------------------------------------------------------------------------
tileDrawP1RB entry
lda (tileReadL),y
sta $41A8,X
iny
lda (tileReadL),y
sta $41A9,X
iny
lda (tileReadL),y
sta $45A8,X
iny
lda (tileReadL),y
sta $45A9,X
iny
lda (tileReadL),y
sta $49A8,X
iny
lda (tileReadL),y
sta $49A9,X
iny
lda (tileReadL),y
sta $4DA8,X
iny
lda (tileReadL),y
sta $4DA9,X
iny
lda (tileReadL),y
sta $51A8,X
iny
lda (tileReadL),y
sta $51A9,X
iny
lda (tileReadL),y
sta $55A8,X
iny
lda (tileReadL),y
sta $55A9,X
iny
lda (tileReadL),y
sta $59A8,X
iny
lda (tileReadL),y
sta $59A9,X
iny
lda (tileReadL),y
sta $5DA8,X
iny
lda (tileReadL),y
sta $5DA9,X
rts
;-----------------------------------------------------------------------------
tileDrawP0RC entry
lda (tileReadL),y
sta $2228,X
iny
lda (tileReadL),y
sta $2229,X
iny
lda (tileReadL),y
sta $2628,X
iny
lda (tileReadL),y
sta $2629,X
iny
lda (tileReadL),y
sta $2A28,X
iny
lda (tileReadL),y
sta $2A29,X
iny
lda (tileReadL),y
sta $2E28,X
iny
lda (tileReadL),y
sta $2E29,X
iny
lda (tileReadL),y
sta $3228,X
iny
lda (tileReadL),y
sta $3229,X
iny
lda (tileReadL),y
sta $3628,X
iny
lda (tileReadL),y
sta $3629,X
iny
lda (tileReadL),y
sta $3A28,X
iny
lda (tileReadL),y
sta $3A29,X
iny
lda (tileReadL),y
sta $3E28,X
iny
lda (tileReadL),y
sta $3E29,X
rts
;-----------------------------------------------------------------------------
tileDrawP1RC entry
lda (tileReadL),y
sta $4228,X
iny
lda (tileReadL),y
sta $4229,X
iny
lda (tileReadL),y
sta $4628,X
iny
lda (tileReadL),y
sta $4629,X
iny
lda (tileReadL),y
sta $4A28,X
iny
lda (tileReadL),y
sta $4A29,X
iny
lda (tileReadL),y
sta $4E28,X
iny
lda (tileReadL),y
sta $4E29,X
iny
lda (tileReadL),y
sta $5228,X
iny
lda (tileReadL),y
sta $5229,X
iny
lda (tileReadL),y
sta $5628,X
iny
lda (tileReadL),y
sta $5629,X
iny
lda (tileReadL),y
sta $5A28,X
iny
lda (tileReadL),y
sta $5A29,X
iny
lda (tileReadL),y
sta $5E28,X
iny
lda (tileReadL),y
sta $5E29,X
rts
;-----------------------------------------------------------------------------
tileDrawP0RD entry
lda (tileReadL),y
sta $22A8,X
iny
lda (tileReadL),y
sta $22A9,X
iny
lda (tileReadL),y
sta $26A8,X
iny
lda (tileReadL),y
sta $26A9,X
iny
lda (tileReadL),y
sta $2AA8,X
iny
lda (tileReadL),y
sta $2AA9,X
iny
lda (tileReadL),y
sta $2EA8,X
iny
lda (tileReadL),y
sta $2EA9,X
iny
lda (tileReadL),y
sta $32A8,X
iny
lda (tileReadL),y
sta $32A9,X
iny
lda (tileReadL),y
sta $36A8,X
iny
lda (tileReadL),y
sta $36A9,X
iny
lda (tileReadL),y
sta $3AA8,X
iny
lda (tileReadL),y
sta $3AA9,X
iny
lda (tileReadL),y
sta $3EA8,X
iny
lda (tileReadL),y
sta $3EA9,X
rts
;-----------------------------------------------------------------------------
tileDrawP1RD entry
lda (tileReadL),y
sta $42A8,X
iny
lda (tileReadL),y
sta $42A9,X
iny
lda (tileReadL),y
sta $46A8,X
iny
lda (tileReadL),y
sta $46A9,X
iny
lda (tileReadL),y
sta $4AA8,X
iny
lda (tileReadL),y
sta $4AA9,X
iny
lda (tileReadL),y
sta $4EA8,X
iny
lda (tileReadL),y
sta $4EA9,X
iny
lda (tileReadL),y
sta $52A8,X
iny
lda (tileReadL),y
sta $52A9,X
iny
lda (tileReadL),y
sta $56A8,X
iny
lda (tileReadL),y
sta $56A9,X
iny
lda (tileReadL),y
sta $5AA8,X
iny
lda (tileReadL),y
sta $5AA9,X
iny
lda (tileReadL),y
sta $5EA8,X
iny
lda (tileReadL),y
sta $5EA9,X
rts
;-----------------------------------------------------------------------------
tileDrawP0RE entry
lda (tileReadL),y
sta $2328,X
iny
lda (tileReadL),y
sta $2329,X
iny
lda (tileReadL),y
sta $2728,X
iny
lda (tileReadL),y
sta $2729,X
iny
lda (tileReadL),y
sta $2B28,X
iny
lda (tileReadL),y
sta $2B29,X
iny
lda (tileReadL),y
sta $2F28,X
iny
lda (tileReadL),y
sta $2F29,X
iny
lda (tileReadL),y
sta $3328,X
iny
lda (tileReadL),y
sta $3329,X
iny
lda (tileReadL),y
sta $3728,X
iny
lda (tileReadL),y
sta $3729,X
iny
lda (tileReadL),y
sta $3B28,X
iny
lda (tileReadL),y
sta $3B29,X
iny
lda (tileReadL),y
sta $3F28,X
iny
lda (tileReadL),y
sta $3F29,X
rts
;-----------------------------------------------------------------------------
tileDrawP1RE entry
lda (tileReadL),y
sta $4328,X
iny
lda (tileReadL),y
sta $4329,X
iny
lda (tileReadL),y
sta $4728,X
iny
lda (tileReadL),y
sta $4729,X
iny
lda (tileReadL),y
sta $4B28,X
iny
lda (tileReadL),y
sta $4B29,X
iny
lda (tileReadL),y
sta $4F28,X
iny
lda (tileReadL),y
sta $4F29,X
iny
lda (tileReadL),y
sta $5328,X
iny
lda (tileReadL),y
sta $5329,X
iny
lda (tileReadL),y
sta $5728,X
iny
lda (tileReadL),y
sta $5729,X
iny
lda (tileReadL),y
sta $5B28,X
iny
lda (tileReadL),y
sta $5B29,X
iny
lda (tileReadL),y
sta $5F28,X
iny
lda (tileReadL),y
sta $5F29,X
rts
;-----------------------------------------------------------------------------
tileDrawP0RF entry
lda (tileReadL),y
sta $23A8,X
iny
lda (tileReadL),y
sta $23A9,X
iny
lda (tileReadL),y
sta $27A8,X
iny
lda (tileReadL),y
sta $27A9,X
iny
lda (tileReadL),y
sta $2BA8,X
iny
lda (tileReadL),y
sta $2BA9,X
iny
lda (tileReadL),y
sta $2FA8,X
iny
lda (tileReadL),y
sta $2FA9,X
iny
lda (tileReadL),y
sta $33A8,X
iny
lda (tileReadL),y
sta $33A9,X
iny
lda (tileReadL),y
sta $37A8,X
iny
lda (tileReadL),y
sta $37A9,X
iny
lda (tileReadL),y
sta $3BA8,X
iny
lda (tileReadL),y
sta $3BA9,X
iny
lda (tileReadL),y
sta $3FA8,X
iny
lda (tileReadL),y
sta $3FA9,X
rts
;-----------------------------------------------------------------------------
tileDrawP1RF entry
lda (tileReadL),y
sta $43A8,X
iny
lda (tileReadL),y
sta $43A9,X
iny
lda (tileReadL),y
sta $47A8,X
iny
lda (tileReadL),y
sta $47A9,X
iny
lda (tileReadL),y
sta $4BA8,X
iny
lda (tileReadL),y
sta $4BA9,X
iny
lda (tileReadL),y
sta $4FA8,X
iny
lda (tileReadL),y
sta $4FA9,X
iny
lda (tileReadL),y
sta $53A8,X
iny
lda (tileReadL),y
sta $53A9,X
iny
lda (tileReadL),y
sta $57A8,X
iny
lda (tileReadL),y
sta $57A9,X
iny
lda (tileReadL),y
sta $5BA8,X
iny
lda (tileReadL),y
sta $5BA9,X
iny
lda (tileReadL),y
sta $5FA8,X
iny
lda (tileReadL),y
sta $5FA9,X
rts
;-----------------------------------------------------------------------------
screenDrawSprites entry
count equ sizeL
ldx numSprites ; render the AI
dex ; ignore the door
stx count
sdsa jsr screenDrawSprite
dec count
ldx count
bpl sdsa
rts
;-----------------------------------------------------------------------------
screenDrawSprite entry
col equ sizeH
lines equ tmpBot+0
lda #0
sta read+1 ; in case of left clipping, reset read
lda #3
sta stripLen+1 ; in case of right clipping, reset length
lda spriteXPos,x ; col in 0..31 range
sec
sbc leftEdge ; move by the left edge
bpl leftOK ; if ge 0 then no clipping left
cmp #$ff
beq lClip
drawOffScreen anop
sta lines
lda spriteClass,x
bit CLASS_MOVE_Y
beq sdb0 ; if yes, ignore
jmp screenDrawOffscreenSprite ; an off-screen amoeba gets an indicator
sdb0 rts
lClip anop
lda #2
sta read+1
lda #1
sta stripLen+1
lda #0
bne rightOK ; BRA
leftOK anop
cmp #19 ; clip on the right
bcc rightOK
beq rClip
bne drawOffScreen ; BRA
rClip anop
lda #1
sta stripLen+1
lda #19
rightOK anop
asl a ; multiply times 2
sta col ; screen column for where to start draw
lda spriteFrame,x
adc spriteFramesIdx,x
tay
lda mult64H,y ; and add the 64 * frame hi
adc #>spriteInstances ; add the hi offset
sta read+2
lda mult64L,y
adc #<spriteInstances
bcc sdb1
inc read+2
clc
sdb1 adc read+1
sta read+1
lda spriteYPos,x ; get the y position of the sprite
tay
lda #16 ; sprites are 16 high
sta lines
loop anop
lda col ; start with the column
adc rowL,y ; add the row start
sta writeSds+1
lda rowH,y
adc currPageH ; and the page
sta writeSds+2 ; write points at the line to copy 4 bytes to
stripLen anop
ldx #3 ; copy offsets 0..3
read anop
lda PLACEHOLDER,x ; get the bytes from src instance
writeSds anop
sta PLACEHOLDER,x ; put them on screen
dex
bpl read ; do all the bytes
dec lines ; one more line done
beq doneSdb
lda read+1 ; not all done, advance read by 4 bytes
adc #4
sta read+1
bcc sdb2
inc read+2
clc
sdb2 iny ; and go to next line
bne loop ; BRA
doneSdb anop
rts
;-----------------------------------------------------------------------------
; used where vertical sprites are off-screen. Sometimes it matters to gameplay
; that you know where a sprite is before you get on a conveyor
screenDrawOffscreenSprite entry
distance equ tmpBot+0
color equ tmpBot+1
colSdos equ tmpBot+2
lda distance
bmi leftSide ; if negative, off on the left
sbc #20 ; make 0 based distance
lsr a ; half the distance
sta distance ; save that
lda spriteColor,x ; get the color of this amoeba
tay
lda masksRight,y ; and read the mask
sta color ; and save that
lda #39 ; want to draw in the far right column
sta colSdos ; save that
bne drawBlockSdos ; BRA
leftSide anop
eor #$FE ; make distance positive 0+
lsr a ; half the distance
sta distance ; save
lda spriteColor,x ; get the color index
tay
lda masksLeft,y ; get the actual color mask
sta color ; save it
lda #0 ; draw in the left most column
sta colSdos ; and save that
drawBlockSdos anop
clc ; carry undetermined
lda spriteYPos,x ; get the sprite's position (at top)
adc #5 ; put more or less in the center
tay ; put the draw row in y
lda #5 ; start with a distance of 5
sec
sbc distance ; subtract the actual distance
clc ; make carry clear
tax ; but that distance as a height in X
sdo0 lda colSdos ; start with the column
adc rowL,y ; calculate the byte address for the row
sta writeSdos+1
lda rowH,y
adc currPageH ; include the hires buffer
sta writeSdos+2 ; and save that as a write destination
lda color ; do all in the same color
writeSdos anop
sta PLACEHOLDER ; write the color to the column
iny ; next row
dex ; one less row to do
bpl sdo0 ; and repeat for the height that indicates distance
;doneSdos anop
rts
;-----------------------------------------------------------------------------
screenDrawLives entry
allDone equ tmpBot+0
ldx lives ; how many lives to draw
dex ; make 0 based
stx sizeL ; store as in sizeL as how many to draw
bpl sal0 ; only if there's at least 1 spare, draw
bmi maybeCheat
sal0 lda #0
sta allDone
lda livesFrame ; get the animation frame
lsr a
lsr a
tay
lda mult64L,y ; mult 64
clc
adc #<sprites ; and add the sprite (willy) offset
sta srcPtrL
lda mult64H,y
adc #>sprites
sta srcPtrH ; save as srcPtr
txa ; how many lives (0 based) into a for column offset calc
oloop anop
asl a ; mult * 4 to set them apart
asl a
sta sizeH ; store the column in sizeH
lda #16 ; draw 16 lines
sta dstPtrL ; store the lines in dstPrkL
ldy #22*8 ; Draw the lives in row 19 (0 based)
lda srcPtrL ; copy the srcPtr to where to read from
sta readSdl+1
lda srcPtrH
sta readSdl+2
loopSdlv anop
lda sizeH ; start with the column
adc rowL,y ; add the row start
sta write+1
lda rowH,y
adc currPageH ; and the page
sta write+2 ; "write" points at the line to copy 4 bytes to
ldx #3 ; copy offsets 0..3
readSdl anop
lda PLACEHOLDER,x ; get the willy bytes
write anop
sta PLACEHOLDER,x ; put them on screen
dex
bpl readSdl ; do all the bytes
dec dstPtrL ; one more line done
beq nextSdlv ; all lines done, see if more lives to draw
lda readSdl+1 ; not all done, advance read by 4 bytes
adc #4
sta readSdl+1
bcc sal1
inc readSdl+2
clc
sal1 iny ; and go to next line
bne loopSdlv ; BRA
nextSdlv anop
dec sizeL ; dec the count of lives to draw
lda sizeL ; get it in a to calc the column
bpl oloop ; and go do that if ge 0
lda allDone ; sentinel to stop looping when cheat active
beq maybeCheat ; if not set then check if cheat is active
doneSdlv anop
rts ; exit
maybeCheat anop
lda cheatActive ; see if cheat mode is on
beq doneSdlv ; if not then done
sta allDone ; set sentinel
ldx lives ; get the column to draw the boot
txa
asl a ; mult * 4 to set them apart
asl a
sta sizeH ; store the column in sizeH
lda #16 ; draw 16 lines
sta dstPtrL ; store the lines in dstPrkL
ldy #22*8 ; Draw the lives in row 19 (0 based)
lda #<sprite19dw ; copy the srcPtr to where to read from
sta readSdl+1
lda #>sprite19dw
sta readSdl+2
jmp loopSdlv
;-----------------------------------------------------------------------------
screenDrawWilly entry
row equ sizeL
colSdw equ sizeH
linesSdw equ tmpBot+0
willyByte equ tmpBot+1
collisionSdw equ tmpBot+2
detection equ tmpBot+3
sta detection
lda willyYPos ; get the y position of the sprite
sta row
lda willyXPos ; col in 0..31 range
sec
sbc leftEdge ; move by the left edge
asl a ; multiply times 2
sta colSdw ; screen column for where to start draw
lda #16 ; sprites are 16 high
sta linesSdw
ldx #0 ; index into willy sprite data
stx collisionSdw ; clear collision counter
ldy willyFrame ; get the frame
lda mult64L,y ; get the frame * 64 lo
adc #<sprite00 ; add instance base address
sta willyRead+1 ; save as the lo src ptr
lda #>sprite00 ; add the hi offset
adc mult64H,y ; and add the 64 * frame hi
sta willyRead+2 ; willyRead now a pointer at the frame to show
rowSetup anop
clc
ldy row ; current row to draw
lda colSdw ; start with the column
adc rowL,y ; add the row start
sta dstPtrL
lda rowH,y
adc currPageH ; and the page
sta dstPtrH ; write points at the line to copy 4 bytes to
preWillyRead anop
ldy #0 ; willy is 4 bytes wide
willyRead anop
lda PLACEHOLDER,x ; read a willy sprite byte
beq nextCol ; ignore the 0 bytes
bit detection
bne doDetect
ora (dstPtrL),y ; add the screen byte
sta (dstPtrL),y ; store it back
bne nextCol ; bra
doDetect anop
sta willyByte ; save the byte
eor (dstPtrL),y ; add the screen byte
sta (dstPtrL),y ; store it back
and willyByte ; see if willy overlaps
cmp willyByte
beq nextCol ; if not changed, no collision
inc collisionSdw ; there was a collision
nextCol anop
inx ; advance to next byte
iny ; next column
cpy #4
bcc willyRead ; still in a row doing columns
dec linesSdw ; one less line to render
beq doneSdw ; if no lines left then done
inc row ; next row
lda row ; test to see if the row is at an address that needs lookup
and #7
beq rowSetup
lda dstPtrH ; move down by $400 to next row
clc
adc #$04
sta dstPtrH
bne preWillyRead ; bra
doneSdw anop
lda collisionSdw
cmp #1
rts
;-----------------------------------------------------------------------------
; Mask the front screen with the color index passed in at tmpBot+0 (colIdx)
screenInvertVisibleScreen entry
colIdx equ tmpBot+0
rows equ tmpBot+1
hiresRows equ tmpBot+2
colL equ tmpBot+3
colR equ tmpBot+4
jsr valueSwap
ldx colIdx ; load the color mask based on the index
lda masksLeft,x
sta colL
lda masksRight,x
sta colR
lda #PLAY_ROWS ; init a counter for how many rows to do
sta rows
lda #0 ; init the index to the starting hires row for the same "text" row
sta hiresRows
clc
rowLoop anop
ldy hiresRows ; init the pointer to the top line of the hires row
lda rowL,y
sta dstPtrL
lda currPageH
adc rowH,y
sta dstPtrH
ldy #2*(VISIBLE_COLS-1) ; start at column 38
colLoop anop
ldx #8 ; 8 hires rows per text row
siv0 lda (dstPtrL),y ; get the left col/byte on screen
and #%01111111 ; ignore the msb
eor colL ; eor with the color
sta (dstPtrL),y ; write it back
iny ; go to the right col
lda (dstPtrL),y
and #%01111111
eor colR
sta (dstPtrL),y
dey ; back to left
dex ; one more hires row done
beq siv1 ; all done?
lda dstPtrH ; not yet
adc #4 ; move hires row down by 1
sta dstPtrH
bne siv0 ; BRA to do all 8 hires rows
siv1 lda dstPtrH ; move the hires ptr back to the top row
sec ; for the text row being processed
sbc #7*4
sta dstPtrH
clc ; clear carry from last set
next anop
dey ; move to the prev col right
dey ; and move to the prev col left
bpl colLoop ; and repeat for all columns ge 0
dec rows ; done a row
beq doneSivs ; stop when all rows done
lda hiresRows ; more to do so move the hires
clc ; starting row down by 8 to be at the
adc #8 ; start of the next "text" row
sta hiresRows
jmp rowLoop ; go back and do this row now
doneSivs anop
jsr valueSwap ; put the screen buffer info back
rts ; all done
;-----------------------------------------------------------------------------
screenSolarBeam entry
worldPtrL equ srcPtrL
worldPtrH equ srcPtrH
screenPtrL equ dstPtrL
screenPtrH equ dstPtrH
column equ sizeL
rowSsb equ sizeH
screenCol equ tmpBot+0
direction equ tmpBot+1
collision equ tmpBot+2
isWilly equ tmpBot+3
lda #0 ; init some local variables to 0
sta rowSsb
sta direction
sta collision
sta isWilly
lda #23 ; column where solar beam starts
sta column
sta worldPtrL ; also the column in levelLayout (aligned in mem)
lda #>levelLayout ; make worldPtr point at the start of the beam
sta worldPtrH
while anop
lda column ; start with the column
sec
sbc leftEdge ; and see if it's on screen
bmi beamLeft ; if c - le <= 0 then c is left of screen and done
sta screenCol ; save this
cmp #20 ; if c - le >= 20 then c is to right of screen
bcc onScreen ; c - l1 >= 0 and < 20 so visible
offScreen anop
ldy #0 ; beam is to the right so may become visible
lda (worldPtrL),y ; see if beam hits a world tile
beq ssb0 ; if not, process beam
beamLeft anop
jmp doneSsb
ssb0 ldx numSprites ; need to see if beam hits a sprite (not door) to bend
checkLoop anop
dex
bmi checkCollision ; checked all sprites
lda spriteXPos,x ; get the sprite x
cmp column ; compare to the beam x
beq matchX ; if it matches it's a hit
bcs checkLoop ; sprite is to the right of the beam
adc #1 ; right col of the sprite
cmp column ; is it in the beam?
bne checkLoop ; if not this sprite is out
matchX anop
lda spriteYPos,x ; see if y also matches
cmp rowSsb ; test against beam height
beq matchy
bcs checkLoop ; sprite top is lower than beam
adc #16 ; prep to test bottom of sprite
cmp rowSsb ; against the beam
bcc checkLoop ; sprite bottom is above beam
matchy anop
inc collision ; set the collision
bne checkCollision ; and exit the check since sprites don't overlap
onScreen anop
lda willyYPos ; see if the beam intersects willy
adc #16 ; if willyY+16 >= row and willyY <= row+8
cmp rowSsb ; then willy intersects in Y
bcc drawBlock
clc
lda rowSsb
adc #8
cmp willyYPos
bcc drawBlock
lda column ; if col >= willyX and col < willyX+3
cmp willyXPos ; then willy intersects in X also, so hitting willy
bcc drawBlock
lda willyXPos
clc
adc #2
cmp column
bcc drawBlock
sta isWilly ; set isWIlly to true when hitting willy
clc
drawBlock anop
ldy rowSsb ; set up to draw
lda screenCol ; on screen
asl a ; which is 2 bytes per column
adc rowL,y
sta screenPtrL
lda rowH,y
adc currPageH
sta screenPtrH
ldx #8 ; beam block is 8 rows high
ldy #0 ; y 0 and 1 for left and right
blockLoop anop
lda (screenPtrL),y ; get what's on screen (sprite)
beq nocol ; if nothing just overwrite
inc collision ; hit a sprite
nocol anop
ora #%10101010 ; orange left
sta (screenPtrL),y ; write to screen
iny ; go to right column
lda (screenPtrL),y ; repeat for right col
beq ssb1
inc collision
ssb1 ora #%11010101
sta (screenPtrL),y
dey ; set y back to 0
dex ; done one more row
beq checkCollision ; if all rows done, then done with plot
lda screenPtrH ; move down a row by adding $0400
adc #$04
sta screenPtrH
bne blockLoop ; BRA
checkCollision anop
lda isWilly ; was willy hit
beq chkDirChng ; if not, normal collision checks
lda #2 ; don't set airflow to less than 2 so both
cmp airFlow ; buffers get to draw
bcs ssb2
sta airFlow
ssb2 lda #0 ; willy was hit so reset locals
sta isWilly
beq setCollision ; go move the beam
chkDirChng anop
lda collision ; see if there was a collision
beq moveBeam ; if there wasn't move the beam
lda direction ; there was a sprite collision
eor #1 ; so change the direction of the beam
sta direction
lda #0
setCollision anop
sta collision ; reset the collision counter
moveBeam anop
lda direction ; get the beam direction
beq down ; 0 is down and 1 is left
left anop
dec column ; move a world column left
lda worldPtrL ; and move the pointer as well
bne ssb3
dec worldPtrH
ssb3 dec worldPtrL
jmp checkWorld ; see that the new location isn't a world tile
down anop
clc
lda rowSsb ; move the row
adc #8 ; down by 8 (1 block height)
sta rowSsb
lda worldPtrL ; and move the world pointer as well
adc #32
sta worldPtrL
bcc checkWorld
inc worldPtrH
checkWorld anop
lda (worldPtrL),y ; load a world location
bne doneSsb ; if occupied, beam dies
jmp while ; keep going till beam dies
doneSsb anop
rts
end