tb1/tb1_snes/level_1.s

2650 lines
40 KiB
ArmAsm

; Level 1
;; Memory areas
extra_sprite = $600
;; GAME PARAMETERS
NUM_MISSILES = 2
NUM_ENEMIES = 6
UP_SHIELDS = 32
WAVE_SIZE = 16
WAVES_TILL_BOSS = 5
;; BONUS_FLAGS
PERFECT_SHIELDS = $80
PERFECT_KILLS = $40
PERFECT_AIM = $1
; Page zero locations
shipx = $02
star_scroll = $03
star_scroll_h = $04 ; 0004 too, 16-bit
RANDOM_SEED = $05
YSAV = $06
YSAV_H = $07
joypad1_raw = $08
joypad1_raw_h = $09
joypad1_pressed = $0a
joypad1_pressed_h = $0b
joypad1_held = $0c
joypad1_held_h = $0d
sprite_l = $10
sprite_h = $11
SPRITE_HIGH_LOOKUP = $20
SHL2 = $21
SHL3 = $22
SHL4 = $23
HISCORE_1 = $cb
HISCORE_2 = $cc
HISCORE_3 = $cd
HISCORE_H = $ce
HISCORE_L = $cf
BOSS_X = $d0
BOSS_XADD = $d1
BOSS_COUNT = $d2
BOSS_SMOKE = $d3
BOSS_EXPLODING = $d4
BOSS_WAITING = $d5
BOSS_HITS = $d6
BOSS_SHOOTING = $d7
ENEMIES_SPAWNED = $d8
ENEMY_TYPE = $d9
ENEMY_WAVE = $da
CURRENT_INIT_X = $db
CURRENT_ENEMY_KIND = $dc
TOTAL_ENEMIES_OUT = $dd
SCROLL = $de
SOUND_ON = $df
SHIPXADD = $e1
ENEMY_PL = $e2
ENEMY_PH = $e3
MISSILE_PL = $e4
MISSILE_PH = $e5
GR_PAGE = $e6
LEVEL = $e7
SHIELDS = $e8
SCOREL = $e9
SCOREH = $ea
BONUS_FLAGS = $eb
BCD_BYTEH = $ec
BCD_BYTE = $ed
COL_X1 = $ec
COL_X2 = $ed
COL_X3 = $ee
COL_X4 = $ef
ENEMY_EXPLODING = $f0
ENEMY_KIND = $f1
ENEMY_X = $f2
ENEMY_Y = $f3
ENEMY_XADD = $f4
ENEMY_YADD = $f5
ENEMY_XMIN = $f6
ENEMY_XMAX = $f7
BETWEEN_DELAY = $f8
ENEMY_WAIT = $f9
STRINGL = $fa
STRINGH = $fb
PARAM2 = $fc
RESULT = $fd
LASTKEY = $fe
TEMP = $ff
.setcpu "65816"
.segment "STARTUP"
;================================================
; LEVEL 1
;================================================
level_1:
sep #$20 ; mem/A = 8 bit
.a8
rep #$10 ; X/Y = 16 bit
.i16
;==========================
; Setup Background
;==========================
; we want the BG1 Tilemap to start at VRAM $f000
; Format is
; aaaa aass a is shifted by 10 for address
; ss = size of screen in tiles 00 = 32x32
;
; 0111 1000
lda #$78 ; BG1 Tilemap starts at VRAM $f000/2
sta $2107 ; bg1 src
; we want the BG2 Tilemap to start at VRAM $d000
; Format is
; aaaa aass a is shifted by 10 for address
; ss = size of screen in tiles 10 = 32x64
;
; 0110 1010
lda #$6a ; BG2 Tilemap starts at VRAM $d000/2
sta $2108 ; bg2 src
; aaaa bbbb a= BG2 tiles, b= BG1 tiles
; bbbb<<13
; 0000 0000
; our BG1 tiles are stored starting in VRAM $0000
lda #$32 ; bg2 tile data starts at VRAM 5000/2
sta $210b ; bg1 tile data starts at VRAM 4000/2
;===============================
; Load Level1 Background Palette
;===============================
stz $2121 ; start with color 0
ldy #(16*2) ; we have 16 colors
lda #^level1_background_palette
ldx #.LOWORD(level1_background_palette)
jsr svmw_load_palette
;======================
; Load Level1 Tile Data
;======================
ldx #$2000 ;
stx $2116 ; set adddress for VRAM read/write
; multiply by 2, so 0x4000
lda #^level1_background_tile_data
ldx #.LOWORD(level1_background_tile_data)
ldy #1824 ; Copy 57 tiles, which are 32 bytes each
; 8x8 tile with 4bpp
; (57*32) = 1824 = ????
jsr svmw_load_vram
;===================================
; Load Level1 Tile Map
;===================================
ldx #$7800 ;
stx $2116 ; set adddress for VRAM read/write
; multiply by 2, so 0xe000
lda #^level1_background_tilemap
ldx #.LOWORD(level1_background_tilemap)
ldy #$0700 ; 32x28 = 896 * 2 = 0x700
jsr svmw_load_vram
;===============================
; Load Level1 Star Palette
;===============================
lda #16
sta $2121 ; start with color 16
ldy #(16*2) ; we have 16 colors
lda #^star_background_palette
ldx #.LOWORD(star_background_palette)
jsr svmw_load_palette
;======================
; Load Level1 Star Data
;======================
ldx #$3000 ;
stx $2116 ; set adddress for VRAM read/write
; multiply by 2, so 0x4000
lda #^star_background_tile_data
ldx #.LOWORD(star_background_tile_data)
ldy #$4420 ; Copy 545 tiles, which are 32 bytes each
; 8x8 tile with 4bpp
; (545*32) = 17,440 = 0x4420
jsr svmw_load_vram
;===================================
; Load Level1 Star Tile Map
;===================================
ldx #$6800 ;
stx $2116 ; set adddress for VRAM read/write
; multiply by 2, so 0xd000
lda #^star_background_tilemap
ldx #.LOWORD(star_background_tilemap)
ldy #$1000 ; 32x64 = 2048 * 2 = 0x1000
jsr svmw_load_vram
;==========================
; Setup Sprites
;==========================
; Load Palette for our sprite
; Sprite Palettes start at color 128
; Load palette 0
lda #128 ; start with color 128
sta $2121 ;
ldy #(16*2) ; we have 16 colors
lda #^level1_pal0_palette
ldx #.LOWORD(level1_pal0_palette)
jsr svmw_load_palette
; Load palette 2
lda #160 ; start with color 128
sta $2121 ;
ldy #(16*2) ; we have 16 colors
lda #^level1_pal2_palette
ldx #.LOWORD(level1_pal2_palette)
jsr svmw_load_palette
;=========================
; Load sprite data to VRAM
;=========================
lda #$80 ; increment after writing $2119
sta $2115
; Pal0 Sprites
ldx #$0000 ;
stx $2116 ; set adddress for VRAM read/write
; multiply by 2, so 0x0000
lda #^level1_pal0_data
ldx #.LOWORD(level1_pal0_data)
ldy #$0800 ; 32 bytes * 64 tiles
jsr svmw_load_vram
; Pal2 Sprites
; 0x0000 + 32*0x60 / 2 = 0x600
ldx #$0600 ;
stx $2116 ; set adddress for VRAM read/write
lda #^level1_pal2_data
ldx #.LOWORD(level1_pal2_data)
ldy #$0400 ; 32 bytes * 32 tiles
jsr svmw_load_vram
;=============================
; Init sprites to be offscreen
jsr svmw_move_sprites_offscreen
;=============================
; Set our sprite active
; assume 544 byte sprite table in $0200
sep #$20 ; mem/A = 8 bit
.a8
;==================
; setup ship sprite
; Xxxxxxxxx yyyyyyy cccccccc vhoo pppN
;
lda #104 ; set shipx to 104
sta $0200 ;
lda #192 ; set shipy to 192
sta $0201
stz $0202 ; set ship sprite to 0
lda #$20 ; no flip, priority 2, N=0 palette=0 ($20)
sta $0203
; X high bit = 0 for sprite 0
; sprite size = 1 (larger)
lda #%01010110
sta $0400
;=====================================
; set sprites 8,9,10,11 to be missiles
lda #12 ; sprite location 13
sta $0202 + 4*8
sta $0202 + 4*9
sta $0202 + 4*10
sta $0202 + 4*11
lda #$20 ; pal=0, priority=2, flip=none
sta $0203 + 4*8
sta $0203 + 4*9
sta $0203 + 4*10
sta $0203 + 4*11
;=========================
;=========================
; Enable sprites
;=========================
;=========================
; sssnnbbb
; sss = size (011 = 16x16 and 32x32)
; nn = name
; bbb = base selection
lda #%01100000
sta $2101
jsr svmw_transfer_sprite
;======================
; Setup the Video Modes
;======================
level1_setup_video:
sep #$20 ; mem/A = 8 bit
.a8
rep #$10 ; X/Y = 16 bit
.i16
lda #$01 ; 8x8 tiles, Mode 1
sta $2105
lda #$13 ; Enable BG1,BG2, and sprites
sta $212c
stz $212d ; disable subscreen
lda #$00 ; Disable NMI (VBlank Interrupt) and joypads
sta $4200 ;
;==========================
; Setup VBLANK routine
;==========================
ldx #level1_vblank
stx vblank_vector
lda #$81 ; Enable NMI (VBlank Interrupt) and joypads
sta $4200 ;
jsr svmw_fade_in
;===========================
; init lookup tables
;===========================
lda #$01
sta SPRITE_HIGH_LOOKUP
lda #$04
sta SHL2
lda #$10
sta SHL3
lda #$40
sta SHL4
;====================
; setup the high score
;=====================
lda #$01
sta HISCORE_H
lda #$00
sta HISCORE_L
; modestly make me the high scorer
lda #'V'
sta HISCORE_1
lda #'M'
sta HISCORE_2
lda #'W'
sta HISCORE_3
;==========================================================
; START NEW GAME
;==========================================================
do_new_game:
;; Clear BSS
; ldx #$0
;clear_bss:
; stz start_bss,X
; inx
; cpx #end_bss-start_bss
; bne clear_bss
;; Init one-time vars
stz star_scroll
stz star_scroll_h
lda #$8
sta SHIELDS ; shields start at 8
; jsr update_shields
lda #104
sta shipx ; shipx at start is 104
lda #$1
sta LEVEL ; start at level 1
stz SCOREL
stz SCOREH
; jsr print_score
new_level:
;========================
; Setup various variables
;========================
lda #(PERFECT_AIM|PERFECT_SHIELDS|PERFECT_KILLS)
sta BONUS_FLAGS ; set perfect shot/shield/enemies
lda #$14
sta ENEMY_WAIT ; ???
stz BETWEEN_DELAY
stz SHIPXADD ; clear shipxadd
stz ENEMY_WAVE
stz TOTAL_ENEMIES_OUT
stz ENEMIES_SPAWNED
stz ENEMY_TYPE
;======================
; Print level on screen
;======================
; lda #>(level_string_xy)
; sta STRINGH
; lda #<(level_string_xy)
; sta STRINGL
; jsr print_text_xy
; ldx #20
; jsr wait_X_100msec ; pause for 3 seconds
; bit KEYRESET ; clear keyboard
;/========================\
;+ +
;+ MAIN LEVEL1 LOOP +
;+ +
;\========================/
.a8
.i16
level1_loop:
wai ; wait for interrupt
; ================================
; put out new enemies (if needed)
; ================================
inc BETWEEN_DELAY ; inc how long we've delayed
lda BETWEEN_DELAY ; load it in
cmp ENEMY_WAIT ; have we waited long enough?
beq reset_delay
jmp move_enemies ; if not, go on to movement
reset_delay:
; delay==wait, so attempt to put out new enemy
lda BETWEEN_DELAY
and #$1
sta BETWEEN_DELAY ; reset delay
; special case for boss
lda #$9 ; if boss, don't keep track of
cmp ENEMY_TYPE ; how many enemies were spawned
bne not_boss_dont_clear
lda #$1 ; store 1 so we don't increment wave
sta ENEMIES_SPAWNED
not_boss_dont_clear:
; see if we are at a new wave
; basically, if 16 have been spawned, change
lda ENEMIES_SPAWNED
and #$0f
bne same_enemy_type ; if not 16 gone by, move on
;=======================
; change the enemy type
inc ENEMIES_SPAWNED
jsr random_number
and #$7 ; get a random number 0-7
sta ENEMY_TYPE
inc ENEMY_WAVE
lda ENEMY_WAVE ; have we enough waves to reach boss?
cmp #WAVES_TILL_BOSS
bne not_boss_yet
lda #$8
sta ENEMY_TYPE
not_boss_yet:
; set various constants
; these may be overriden later
lda #20
sec
sbc LEVEL
sta ENEMY_WAIT ; enemy_wait=20-level
; set kind and init x to be random by default
lda #$ff
sta CURRENT_ENEMY_KIND
sta CURRENT_INIT_X
same_enemy_type:
; find empty enemy slot
ldy #$80 ; point to enemies[0] $20 * 4
find_empty_enemy:
jsr is_sprite_active
bcc add_enemy
iny
iny
iny
iny
cpy #($80+4*NUM_ENEMIES)
bne find_empty_enemy
jmp move_enemies ; no empty, slots, move on
add_enemy:
;==============================================
; First see if we must wait for enemy to clear
; types 2 and 8
lda ENEMY_TYPE
cmp #$2
bne check_type_8
lda TOTAL_ENEMIES_OUT
beq change_to_type_3
jmp move_enemies
change_to_type_3:
lda #$3
sta ENEMY_TYPE
jsr random_number
and #$8
sta CURRENT_ENEMY_KIND
jsr random_number
and #$1f ; mask off so 0-31
clc
adc #$2
asl A
sta CURRENT_INIT_X
jmp setup_enemy_defaults
check_type_8:
cmp #$8
beq before_boss_stuff
jmp check_type_9
before_boss_stuff:
;======================
; before boss stuff
lda TOTAL_ENEMIES_OUT
beq prepare_for_boss
jmp move_enemies
prepare_for_boss:
;===============
; HANDLE BONUSES
;===============
; Print "BONUS POINTS"
; lda #>bonus_string
; sta STRINGH
; lda #<bonus_string
; sta STRINGL
; jsr print_text_xy ; print text
; Check to see if we had any bonuses
; lda #$C1
; bit BONUS_FLAGS
; beq no_bonus
; Check if we had no hits on shields
perfect_shields:
; bpl perfect_kills
; jsr score_plus_50
; lda #>bonus_shields
; sta STRINGH
; lda #<bonus_shields
; sta STRINGL
; jsr print_text_xy ; print text
; See if we killed all the enemies
perfect_kills:
; bit BONUS_FLAGS
; bvc perfect_aim
; jsr score_plus_50
; lda #>bonus_kills
; sta STRINGH
; lda #<bonus_kills
; sta STRINGL
; jsr print_text_xy ; print text
; See if no missiles missed
perfect_aim:
; lda #$01
; bit BONUS_FLAGS
; beq done_bonus
; jsr score_plus_50
; lda #>bonus_aim
; sta STRINGH
; lda #<bonus_aim
; sta STRINGL
; jsr print_text_xy ; print text
; jmp done_bonus
; we had no bonuses
no_bonus:
; lda #>no_bonus_string
; sta STRINGH
; lda #<no_bonus_string
; sta STRINGL
; jsr print_text_xy ; print text
; Wait until a keypress, and return to graphics mode
done_bonus:
; ldx #30
; jsr wait_X_100msec ; pause for 3 seconds
; bit KEYRESET ; clear keyboard
; jsr wait_until_keypressed
; jsr set_page0_gr
;======================
; setup boss
lda #$0C
sta BOSS_X ; boss_x = 13
lda #$1
sta BOSS_XADD ; boss_xadd=1
sta BOSS_WAITING ; boss_waiting=1
jsr random_number
and #$1f
sta BOSS_COUNT ; boss_count = rand%32
lda #$0
sta BOSS_SMOKE ; boss_smoke=0
sta BOSS_EXPLODING ; boss_exploding=0
sta BOSS_SHOOTING ; boss_shooting=0
lda LEVEL
asl A
clc
adc #$10
sta BOSS_HITS ; boss_hits=(level*2)+20
lda #$9
sta ENEMY_TYPE ; enemy_type=9
jmp move_enemies
check_type_9:
; if boss, and he's waiting,
; don't produce enemies
cmp #$9
bne setup_enemy_defaults
lda BOSS_WAITING
beq setup_enemy_defaults
jmp move_enemies
;========================
; setup enemy defaults
setup_enemy_defaults:
inc ENEMIES_SPAWNED
inc TOTAL_ENEMIES_OUT
jsr activate_sprite ; enemy[i].out=1
; lda #$0
; iny ; exploding
; sta (ENEMY_PL),Y ; enemy[i].exploding=0
lda CURRENT_ENEMY_KIND ; if kind <0 then random
bpl store_enemy_kind
jsr random_number
and #$8
store_enemy_kind:
; Xxxxxxxxx yyyyyyy cccccccc vhoo pppN
clc
adc #$60 ; Use pal2 enemies for now
pha ; store type for later
; Y = $20+enemies
; want to store to $200 + (Y*4)
tyx ; copy Y to X
; determine enemy _x
; if < 0, make random between 2->34
lda CURRENT_INIT_X
bpl store_init_x
jsr random_number
and #$1f
clc
adc #$2
asl
store_init_x:
sta $200,Y ; store x value at $200+(Y*4)
; enemy_y is always 0 by default
lda #$0
sta $201,Y ; store y value at $201+(Y*4)
pla ; pull enemy type off stack
sta $202,Y ; store SPRITE value to $202+(Y*4)
lda #$24 ; noflip, pal2, priority=2
sta $203,Y ; store paramaters to $203+(Y*4)
lda #$0
sta extra_sprite,Y ; xadd
sta extra_sprite+1,Y ; yadd
lda #2
sta extra_sprite+2,Y ; xmin
lda #100
sta extra_sprite+3,Y ; xmax
;===========================================
; Enemy specific inits
; lda ENEMY_TYPE
; beq enemy_type_0
; cmp #$1
; beq enemy_type_1
; jmp enemy_type_2
enemy_type_0:
enemy_type_1:
;================================
; ENEMY TYPE 0 and 1
; diagonal, no wait
; movement proportional to level
lda LEVEL ; xadd = level
sta extra_sprite,Y
lsr A
ora #$1
sta extra_sprite+1,y ; yadd = level/2
jmp move_enemies
enemy_type_2:
;=====================
; Enemy Type 2
; just a place-holder
; waits for enemies to die then moves on to 3
; cmp #$2
; bne enemy_type_3
; jmp move_enemies
enemy_type_3:
; cmp #$3
; bne enemy_type_4
;======================
; Enemy type 3
; lda #$1
; sta (ENEMY_PL),Y ; xadd=1
; iny
; lda LEVEL
; sta (ENEMY_PL),Y ; yadd=level
; jmp move_enemies
enemy_type_4:
; cmp #$4
; bne enemy_type_5
;=========================
; Enemy Type 4
; Horizontal, then fall
; lda #$2
; sta (ENEMY_PL),Y ; xadd = 2
; iny
; jsr random_number
; ora #$80 ; set negative
; sta (ENEMY_PL),y ; yadd = -(random%128)
; this means bop back and forth a random
; time, then drop
; jmp move_enemies
enemy_type_5:
; cmp #$5
; bne enemy_type_6
;========================
; Enemy Type 5
; "wiggle"
; lda #$1
; sta (ENEMY_PL),y ; xadd=1
; iny
; lda LEVEL
; sta (ENEMY_PL),y ; yadd=2
; iny
; jsr random_number
; and #$0f
; clc
; adc #$2
; sta (ENEMY_PL),y ; xmin=(rand%16)+2
; dey ; yadd
; dey ; xadd
; dey ; y
; dey ; x
; asl A
; sta (ENEMY_PL),y
; iny ; y
; iny ; xadd
; iny ; yadd
; iny ; xmin
; jsr random_number
; and #$0f
; clc
; adc (ENEMY_PL),Y
; adc #$02
; iny
; sta (ENEMY_PL),Y ; xmax = xmin+(rand%16)+2
; jmp move_enemies
enemy_type_6:
; cmp #$6
; beq enemy_type_7
; cmp #$7
; beq enemy_type_7
; jmp enemy_type_8
enemy_type_7:
;=====================
; Enemy Types 6+7
; "Rain"
; jsr random_number
; and #6
; bne no_use_own_x
; dey ; y
; dey ; x
; lda shipx
; cmp #$2
; bpl shipx_ok
; lda #$2 ; stupid bug where gets stuck is < xmin
shipx_ok:
; asl A
; sta (ENEMY_PL),Y ; one-in-four chance we use shipx as X
; iny ; y
; iny ; xadd
no_use_own_x:
; lda #$0
; sta (ENEMY_PL),Y ; xadd=0
; iny
; lda #$1
; sta (ENEMY_PL),Y ; yadd = 1
; jmp move_enemies
enemy_type_8:
enemy_type_9:
;======================
; Things flung by boss
; dey ; y
; dey ; x
; lda BOSS_X
; clc
; adc #$5
; asl A
; sta (ENEMY_PL),Y ; enemy_x=boss_x+5
; iny
; lda #$3
; asl A
; asl A
; sta (ENEMY_PL),Y ; enemy_y=3
; iny
; lda #$0
; sta (ENEMY_PL),Y ; xadd=0
; iny
; lda #$2
; sta (ENEMY_PL),Y ; yadd=2
move_enemies:
;==============================================
; Move Enemies! (first thing, if no new added)
;==============================================
ldy #$80 ; point to enemies[0] (4*$20)
handle_enemies:
jsr is_sprite_active ; set if enemy[y].out
bcs load_enemy_zero_page ; if enemy.out then we are good
jmp skip_to_next_enemy ; enemy is not out, so skip to next
;==========================================
; load this enemy stuff into zero page for
; easier access
;==========================================
load_enemy_zero_page:
lda extra_sprite,Y
sta ENEMY_XADD
lda extra_sprite+1,Y
sta ENEMY_YADD
lda extra_sprite+2,Y
sta ENEMY_XMIN
lda extra_sprite+3,Y
sta ENEMY_XMAX
lda $200,Y
sta ENEMY_X
lda $201,Y
sta ENEMY_Y
; ldx #ENEMY_EXPLODING
load_to_zero_page:
; iny ; point to exploding
; lda (ENEMY_PL),Y
; sta 0,X ; store to zero page
; inx
; cpx #(ENEMY_XMAX+1) ; see if reached end
; bne load_to_zero_page ; if not keep copying
;================================
; skip all movement and collision
; if exploding
;================================
; lda ENEMY_EXPLODING
; beq move_enemy_x
; jmp draw_enemy
;================================
; Start the enemy movement engine
;================================
;========
; Move X
;========
move_enemy_x:
clc
lda ENEMY_X ; X
adc ENEMY_XADD ; x+=xadd
sta ENEMY_X
lsr A
cmp ENEMY_XMIN ; are we less than xmin?
bmi switch_dir_enemy_x ; if so, switch direction
cmp ENEMY_XMAX ; are we greater than xmax?
bpl switch_dir_enemy_x ; if so, switch direction
jmp move_enemy_y
switch_dir_enemy_x:
; switch X direction
lda #$0 ; load zero
sec
sbc ENEMY_XADD ; 0 - ENEMY_XADD
sta ENEMY_XADD ; store it back out, negated
jmp move_enemy_x ; re-add it in
;========
; Move Y
;========
move_enemy_y:
lda #$0 ; load in zero
cmp ENEMY_YADD ; compare to YADD
bmi no_y_special_case ; if minus, we have special case
inc ENEMY_YADD
bne done_enemy_y
lda #$0
sta ENEMY_XADD
lda #$2
sta ENEMY_YADD
; increment y
; is it > 0?
; if not keep going
; if so, yadd=level*2
jmp done_enemy_y
no_y_special_case:
clc
lda ENEMY_Y ; get Y
adc ENEMY_YADD ; y+=yadd
sta ENEMY_Y ; store back out
lsr A
lsr A
cmp #50 ; is y<=12?
bmi done_enemy_y ; if so no need to do anything
beq done_enemy_y
; off screen
jsr deactivate_sprite ; set enemy[i].out=0
dec TOTAL_ENEMIES_OUT
lda BONUS_FLAGS
and #<(~PERFECT_KILLS)
sta BONUS_FLAGS
jmp skip_to_next_enemy ; skip to next enemy
done_enemy_y:
;===============
; Done Movement
;===============
;======================
; Check for Collisions
;======================
;==================================
; Check ENEMY <> MISSILE collision
;==================================
check_enemy_missile_collision:
; ldy #$0
; sty YSAV
check_missile_loop:
; lda (MISSILE_PL),Y
; beq missile_not_out
; iny ; point to missile.x
; lda (MISSILE_PL),Y ; load missile.x
; sta COL_X1
; sta COL_X2
; lda ENEMY_X
; lsr A
; sta COL_X3
; clc
; adc #3
; sta COL_X4
; jsr check_inside
; bcc missile_done
x_in_range:
; iny
; lda (MISSILE_PL),Y ; load missile.y
; sta COL_X3
; clc
; adc #2
; sta COL_X4
; lda ENEMY_Y
; lsr A
; lsr A
; sta COL_X1
; clc
; adc #1
; sta COL_X2
; jsr check_inside
; bcc missile_done
horrible_explosion:
; clear missile
; ldy YSAV
; lda #$0
; sta (MISSILE_PL),Y
; clear enemy
; lda #$1
; sta ENEMY_EXPLODING
; lda #$40
; sta ENEMY_KIND
; jsr inc_score
; jmp draw_enemy
missile_done:
missile_not_out:
; ldy YSAV
; iny
; iny
; iny
; sty YSAV
; cpy #(NUM_MISSILES*3)
; bne check_missile_loop
;=================================
; Done missile <> enemy collision
;=================================
;====================================
; check for ship <-> enemy collision
;====================================
; lda shipx
; sta COL_X3
; clc
; adc #8
; sta COL_X4 ; big check is shipx - shipx+8
; lda ENEMY_X
; lsr A
; sta COL_X1
; clc
; adc #2
; sta COL_X2 ; small check enemy_x - enemy_x+2
; jsr check_inside ; check if overlap
; bcc draw_enemy ; if not, move ahead
; lda #16
; sta COL_X3
; lda #18
; sta COL_X4 ; big check is 16 - 18
; lda ENEMY_Y
; lsr A
; lsr A
; sta COL_X1
; clc
; adc #$1
; sta COL_X2 ; little check is enemy_y - enemy_y+1
; jsr check_inside ; check if overlap
; bcc draw_enemy ; if not, move ahead
; make the enemy explode
; lda #$1
; sta ENEMY_EXPLODING
; lda #$40
; sta ENEMY_KIND
; dec SHIELDS
; jsr update_shields ; move shields down
; lda #<(~PERFECT_SHIELDS) ; (~PERFECT_SHIELDS)
; and BONUS_FLAGS ; remove perfect shield bonus
; sta BONUS_FLAGS
;=====================================
; Done ship <> enemy collision detect
;=====================================
draw_enemy:
; See if the enemy is currently exploding
; if so, do explosion stuff
check_enemy_explode:
; lda ENEMY_EXPLODING ; load enemy[i].exploding
; beq not_exploding ; if 0 then not exploding
handle_exploding:
; jsr click ; make some noise
; clc
; lda ENEMY_KIND ; move to next step in explosion
; adc #$4
; sta ENEMY_KIND
; cmp #$58 ; have we cycles through explosion?
; bne draw_enemy_sprite ; if not, we are still exploding
; dec TOTAL_ENEMIES_OUT ; total_enemies_out--
; pla
; tay ; load y
; pha
; lda #$0 ; enemy[i].out=0
; sta (ENEMY_PL),Y
; jmp skip_to_next_enemy
; point to enemies_x
; goto enemies_xy
not_exploding:
draw_enemy_sprite:
; point to proper sprite
; lda #>enemy_sprite0 ; point to the missile sprite
; sta STRINGH
; lda #<enemy_sprite0
; sta STRINGL
; lda ENEMY_KIND ; get kind
; and #$F8
; clc
; adc STRINGL
; sta STRINGL
; lda #0
; adc STRINGH
; sta STRINGH
enemies_xy:
; lda ENEMY_X ; get X
; lsr A
; sta CH
; lda ENEMY_Y ; load it
; lsr A
; lsr A
; sta CV
; jsr blit ; blit the missile sprite
save_zp_enemy_back:
; save zero page copy back to RAM
lda ENEMY_XADD
sta extra_sprite,Y
lda ENEMY_YADD
sta extra_sprite+1,Y
lda ENEMY_XMIN
sta extra_sprite+2,Y
lda ENEMY_XMAX
sta extra_sprite+3,Y
lda ENEMY_X
sta $200,Y
lda ENEMY_Y
sta $201,Y
; ldx #ENEMY_EXPLODING
; pla
; tay ; restore y pointer
; pha
save_from_zero_page:
; iny ; point to exploding
; lda 0,X
; sta (ENEMY_PL),Y
; inx
; cpx #(ENEMY_XMAX+1) ; see if reached end
; bne save_from_zero_page ; if not keep copying
skip_to_next_enemy:
; pla ; get saved value of Y
iny
iny
iny
iny
cpy #($80+4*NUM_ENEMIES) ; have we looped through them all?
beq draw_the_boss ; if not, loop
jmp handle_enemies
;===================================================
;===================================================
; BOSS STUFF
draw_the_boss:
;=======================
; if enemy_type==9
; we have a boss out
; lda ENEMY_TYPE
; cmp #$9
; beq check_boss_exploding
; jmp done_with_boss
check_boss_exploding:
;================================
; if not exploding, draw the boss
; lda BOSS_EXPLODING
; bne skip_draw_boss
; lda #$0 ; boss_y=0
; sta CV
; lda BOSS_X
; sta CH ; boss_x
; lda #>boss_sprite
; sta STRINGH
; lda #<boss_sprite
; sta STRINGL
; jsr blit ; blit the ship sprite
skip_draw_boss:
;================================
; Draw Smoke
; lda BOSS_SMOKE
; beq skip_draw_smoke
; point to proper sprite
; lda #>smoke_sprite0 ; point to the missile sprite
; sta STRINGH
; lda #<smoke_sprite0
; sta STRINGL
; lda BOSS_SMOKE ; get kind
; and #$fc ; mask off bottom 2 bits
; clc
; adc STRINGL
; sta STRINGL
; lda #0
; adc STRINGH
; sta STRINGH
; lda BOSS_X ; get X
; clc
; adc #$5
; sta CH
; lda #$3 ; load it
; sta CV
; jsr blit ; blit the missile sprite
; lda BOSS_X
; clc
; adc #$5
; sec
; sbc BOSS_XADD
; sta CH
; lda #$4
; sta CV
; jsr blit
dec BOSS_SMOKE
skip_draw_smoke:
;======================
; BOSS Laser Shoot
; lda BOSS_SHOOTING
; beq skip_boss_shooting
; dec BOSS_SHOOTING
; jsr click
; ldx #$0
boss_shoot_loop:
; txa
; pha
; point to proper sprite
; lda #>laser_sprite0 ; point to the missile sprite
; sta STRINGH
; lda #<laser_sprite0
; sta STRINGL
; lda BOSS_SHOOTING ; get shooting
; and #$1
; beq got_right_laser
; clc
; lda #$5
; adc STRINGL
; sta STRINGL
; lda #0
; adc STRINGH
; sta STRINGH
got_right_laser:
; lda BOSS_X
; sta CH
; txa
; asl
; clc
; adc #$3
; sta CV
; jsr blit ; blit the laser sprite
; lda BOSS_X
; clc
; adc #$C
; sta CH
; pla
; pha
; asl
; clc
; adc #$3
; sta CV
; jsr blit
; pla
; tax
; inx
; cpx #$8
; bne boss_shoot_loop
; jsr click
skip_boss_shooting:
;=============================
; boss is dead
; lda BOSS_EXPLODING
; beq boss_is_not_exploding
; lda #$1
; sta BOSS_WAITING
; ldx #$20
big_explosion:
; txa
; pha
; point to proper sprite
; lda #>smoke_sprite0 ; point to the missile sprite
; sta STRINGH
; lda #<smoke_sprite0
; sta STRINGL
; lda BOSS_EXPLODING ; get kind
; lsr A
; lsr A
; and #$0c ; mask off bottom 2 bits
; clc
; adc STRINGL
; sta STRINGL
; lda #0
; adc STRINGH
; sta STRINGH
; jsr random_number
; and #$03
; sta CV
; jsr random_number
; and #$07
; clc
; adc BOSS_X
; sta CH
; jsr blit ; blit the missile sprite
; pla
; tax
; dex
; bne big_explosion
; jsr click
; dec BOSS_EXPLODING
; bne not_dead_yet
; lda LEVEL ; only show ending after level 1
; cmp #$1
; bne no_ending
; jmp do_ending
no_ending:
; inc SCOREH ; add 100 to score
; jsr print_score
; lda LEVEL
; cmp #$7 ; level can't be higher than 7
; beq start_new_level
; inc LEVEL
; inc SHIELDS
; inc SHIELDS
; lda #$A
; cmp SHIELDS
; bpl start_new_level
; sta SHIELDS
start_new_level:
; jsr update_shields
; jmp new_level
not_dead_yet:
; jmp move_boss
boss_is_not_exploding:
; dec BOSS_COUNT
; bne move_boss
;=========================================
; Toggle boss waiting state if count is up
; lda BOSS_WAITING
; beq make_boss_wait
stop_boss_waiting:
; lda #$0
; sta BOSS_WAITING ; boss_waiting=0
; jsr random_number
; sta BOSS_COUNT ; boss_count=rand%256
; jmp move_boss
make_boss_wait:
; lda #$1
; sta BOSS_WAITING
; jsr random_number
; and #$01f
; clc
; adc #$30
; sta BOSS_COUNT
; lda #$20
; sta BOSS_SHOOTING
move_boss:
; lda BOSS_WAITING
; bne laser_collision
; lda BOSS_X
; clc
; adc BOSS_XADD
; sta BOSS_X
; cmp #26
; bpl boss_reverse
boss_under:
; cmp #$0
; bpl laser_collision
boss_reverse:
; lda #$0 ; load zero
; sec
; sbc BOSS_XADD ; 0 - ENEMY_XADD
; sta BOSS_XADD ; store it back out, negated
; jmp move_boss ; re-add it in
laser_collision:
;================================
; Collision detection for lasers
;
; lda BOSS_SHOOTING
; beq done_with_boss
left_laser:
; lda BOSS_X
; sta COL_X1
; sta COL_X2
; lda shipx
; sta COL_X3
; lda #$6
; clc
; adc shipx
; sta COL_X4
; jsr check_inside
; bcs laser_hit
;
right_laser:
; lda BOSS_X
; clc
; adc #$C
; sta COL_X1
; sta COL_X2
; jsr check_inside
; bcc done_with_boss
laser_hit:
; lda BOSS_SHOOTING
; and #$3 ; only take damage 1/8 the time
; bne done_with_boss
; dec SHIELDS
; jsr update_shields
done_with_boss:
;====================
; Move Missiles
;====================
; Missiles are 8,9,10,11 in sprite table
ldy #$20 ; point to missile[0] (8*4)
move_missiles:
jsr is_sprite_active
bcc loop_move_missiles ; if not active, skip
; phy
; tya
; asl
; asl
; tay
lda $0201,Y
dea
sta $0201,Y
; ply
cmp #200
; bge
bcc missile_collision_detection ; if not off screen, contine
jsr deactivate_sprite
lda #<(~PERFECT_AIM) ; shot missed!
and BONUS_FLAGS ; clear perfect shot flag
sta BONUS_FLAGS
jmp loop_move_missiles ; continue
missile_collision_detection:
check_missile_boss:
; lda ENEMY_TYPE
; cmp #$9
; bne done_missile_collision
; dey ; missile x
; lda (MISSILE_PL),Y
; iny ; fix y
; sta COL_X1
; sta COL_X2
; lda BOSS_X
; sta COL_X3
; clc
; adc #$0d
; sta COL_X4
; jsr check_inside
; bcc done_missile_collision
check_boss_y:
; lda (MISSILE_PL),Y
; sta COL_X1
; clc
; adc #$2
; sta COL_X2
; lda #$0
; sta COL_X3
; lda #$3
; sta COL_X4
; jsr check_inside
; bcc done_missile_collision
hit_the_boss:
; dey
; dey
; lda #$0
; sta (MISSILE_PL),Y ; missile_out=0
; lda #$B
; sta BOSS_SMOKE
; dec BOSS_HITS
; bne loop_move_missiles
; lda #$2F
; sta BOSS_EXPLODING
; lda #$0
; sta BOSS_SHOOTING
; jmp loop_move_missiles
done_missile_collision:
; jmp loop_move_at_y
loop_move_missiles:
iny
iny
iny
iny
cpy #($20+4*NUM_MISSILES) ; have we checked all missiles?
bne move_missiles ; if not, loop
done_move_missiles:
;===============================
; handle joypad input
;===============================
game_read_keyboard:
ldx joypad1_pressed
bne key_start
jmp move_ship ; if no keypressed, move the ship
key_start:
lda joypad1_pressed_h
bit #$10 ; start button
beq key_left
; pause game
; ask for resume/save/toggle_sound/help/quit
key_left:
bit #$02
beq key_right
lda SHIPXADD ; load xadd
beq game_l_sub
bpl game_l_0 ; is switch dir, then 0 it
game_l_sub:
dec SHIPXADD ; else, dec XADD
jmp move_ship
game_l_0:
lda #$0
sta SHIPXADD
jmp move_ship
key_right:
bit #$01
beq key_A
lda SHIPXADD ; load xadd
bmi game_l_0 ; if we are switching dirs, set to zero
inc SHIPXADD ; else xadd++
jmp move_ship
key_A:
lda joypad1_pressed
bit #$80
beq game_unknown
ldy #$20 ; point to missile[y] (8*4)
fire_missiles:
jsr is_sprite_active
bcs end_fire_loop ; if active, skip to next
; phy
; tya
; asl
; asl
; tay
lda #8
clc
adc shipx ; missile[y].x=shipx+8
sta $0200,Y ; $220 + 4*(Y-8)
lda #190 ; set to 190
sta $0201,Y
; ply
jsr activate_sprite
bra done_fire_missiles ; done firing missile
end_fire_loop:
iny ; point to next missile
iny
iny
iny
cpy #($20+4*NUM_MISSILES) ; see if we have more missiles
bne fire_missiles ; if so, loop
done_fire_missiles:
jmp move_ship
game_unknown:
move_ship:
clc ; Clear carry
lda shipx ; load ship_x
adc SHIPXADD ; ship_x+=xadd
sta shipx ; store it back
check_x_under:
bpl check_x_over ; if positive, keep going
lda #$0 ; we were below zero
sta shipx ; so shipx=0
sta SHIPXADD ; xadd=0
bra update_shields2 ; go to blit
check_x_over:
cmp #$70 ; are we over 33?
bmi update_shields2 ; if not, blit ship
lda #$0 ; shipxadd=0
sta SHIPXADD
lda #$70 ; shipx=33
sta shipx
; Update shields
update_shields2:
; jsr clear_bottom
; lda #>shields_string
; sta STRINGH
; lda #<shields_string
; sta STRINGL
; clc
; lda #$2
; adc GR_PAGE
; sta BASH
; lda #$50
; sta BASL
; ldy #$0
shield_print_loop:
;=============================
; CHECK TO SEE IF GAME IS OVER
;=============================
; lda SHIELDS
; bmi done_game
; lda (STRINGL),Y
; sta (BASL),Y
; iny
; cpy #$1E ; string is 30 long
; bne shield_print_loop
; inc BASH ; move to line 23
; lda #>score_string
; sta STRINGH
; lda #<score_string
; sta STRINGL
; ldy #$0
score_print_loop:
; lda (STRINGL),Y
; sta (BASL),Y
; iny
; cpy #$26 ; string is 38 long
; bne score_print_loop
; clc
; lda #$80
; adc BASL
; sta BASL ; move to line 24
; lda #>level_string
; sta STRINGH
; lda #<level_string
; sta STRINGL
; ldy #$0
level_print_loop:
; lda (STRINGL),Y
; sta (BASL),Y
; iny
; cpy #$C ; string is 12 long
; bne level_print_loop
;========================
; scroll background
;========================
lda star_scroll
sta $2110
lda star_scroll_h
sta $2110
rep #$20 ; A/mem=16 bit
.a16
dec star_scroll
sep #$20 ; A/mem=8 bit
.a8
;========================
; update OAM
;========================
lda shipx
sta $0200 ; set sprite 0 X to shipx
jmp level1_loop
done_game:
; ldx #30
; jsr wait_X_100msec ; pause for 3 seconds
; bit KEYRESET ; clear keyboard
; jsr set_page0_text
; jsr HOME
; lda #>game_over_string
; sta STRINGH
; lda #<game_over_string
; sta STRINGL
; jsr print_text_xy
; jsr wait_until_keypressed
; jsr set_page0_text
see_if_new_hi_score:
sed
lda SCOREH
cmp HISCORE_H
cld
beq too_close
bpl new_high
jmp do_hi_score
too_close:
sed
lda SCOREL
cmp HISCORE_L
cld
bpl new_high
jmp do_hi_score
new_high:
; Actually set the high score
lda SCOREL
sta HISCORE_L
lda SCOREH
sta HISCORE_H
; lda #>(score_string+31)
; sta STRINGH
; lda #<(score_string+31)
; sta STRINGL
jsr print_high_score
; jsr HOME
; print new high score message
; lda #>new_high_score_string
; sta STRINGH
; lda #<new_high_score_string
; sta STRINGL
; jsr print_text_xy
; jsr print_text_xy
; set high score to AAA
lda #$C1
sta HISCORE_1
sta HISCORE_2
sta HISCORE_3
; load initials address
lda #$06
sta STRINGH
lda #$12
sta STRINGL
; load pointer address
; lda #$06
; sta BASH
; lda #$92
; sta BASL
ldy #$0
ldx #$0
initials_loop:
; erase old pointer
ldy #$0
lda #$A0
; sta (BASL),Y
; iny
; sta (BASL),Y
; iny
; sta (BASL),Y
txa
tay
; draw pointer
; lda #$DE ; '^'
; sta (BASL),Y
ldy #$0
; draw initials
lda HISCORE_1
sta (STRINGL),Y
iny
lda HISCORE_2
sta (STRINGL),Y
iny
lda HISCORE_3
sta (STRINGL),Y
in_key:
; jsr wait_until_keypressed
lda LASTKEY
beq in_key
cmp #$D
beq do_hi_score
cmp #'I'
bne in_down
inc HISCORE_1,X
in_down:
cmp #'M'
bne in_left
dec HISCORE_1,X
in_left:
cmp #'K'
bne in_right
inx
in_right:
cmp #'J'
bne fix_limits
dex
fix_limits:
; Make sure X is between 0 and 2
cpx #$0
bpl x_high
ldx #$2
x_high:
cpx #$3
bmi x_lo
ldx #$0
x_lo:
jmp initials_loop
do_hi_score:
; jsr HOME
; lda #>high_score_string
; sta STRINGH
; lda #<high_score_string
; sta STRINGL
; jsr print_text_xy
; go to screen co-ords 15x12
lda #$06
sta STRINGH
lda #$37
sta STRINGL
; put the initials up
lda HISCORE_1
ldy #$0
sta (STRINGL),Y
lda HISCORE_2
iny
sta (STRINGL),Y
lda HISCORE_3
iny
sta (STRINGL),Y
; Print score to screen
;
lda #$06
sta STRINGH
lda #$3D
sta STRINGL
jsr print_high_score
;
; jsr wait_until_keypressed
; jmp opener
;=============================
; Level 1 VBLank Routine
;=============================
level1_vblank:
php ; save status register
rep #$30 ; Set A/mem=16 bits, X/Y=16 bits (to push all 16 bits)
.a16 ; tell assembler the A is 16-bits
.i16
phb ; save b
pha ; save A
phx ; save X
phy ; save Y
phd ; save zero page
sep #$20 ; A/mem=8 bit
.a8
joypad_read:
lda $4212 ; get joypad status
and #$01 ; if joy is not ready
bne joypad_read ; wait
rep #$20 ; A 16-bit
.a16
ldx joypad1_raw ; load previous raw value
lda $4218 ; load 2 bytes of joypad status
sta joypad1_raw ; save new raw value
txa ; transfer old raw into A
eor joypad1_raw ; set the bits that have changed
and joypad1_raw ; set the bits just pressed
sta joypad1_pressed ; store the pressed value
txa ; transfer back prev value
and joypad1_raw ; find buttons being held
sta joypad1_held ; store held down buttons
sep #$20 ; A=8bit
.a8
done_joypad:
;=======================================
; Update the sprite info structure (OAM)
;=======================================
jsr svmw_transfer_sprite
done_vblank:
lda $4210 ; Clear NMI flag
rep #$30 ; A/Mem=16 bits, X/Y=16 bits
.a16
.i16
pld ; restore saved vaules from stack
ply
plx
pla
plb
plp
rti ; return from interrupt
;==========================================================
; "Random" Number Generator
;==========================================================
; from dlyons@Apple.COM (David A Lyons)
; posting to comps.sys.apple2 24 November 1992
; algorithm from Pop Science ~1980s
; when seeded with non-zero, will generate all 255 values
; before repeating
.a8
random_number:
lda RANDOM_SEED
bne random_not_zero
lda #$D
random_not_zero:
asl A
bcc random_num_done
eor #$87
random_num_done:
sta RANDOM_SEED
rts
;==========================================================
; Update Shields
;==========================================================
;
update_shields:
; lda #>shields_string
; sta STRINGH
; lda #<shields_string
; sta STRINGL
ldy #0
lda SHIELDS
bne normal_shields
flash_shields:
lda #$7f
and (STRINGL),Y
sta (STRINGL),Y
iny
cpy #$7
bne flash_shields
jmp shields_line
normal_shields:
lda #$80
ora (STRINGL),Y
sta (STRINGL),Y
iny
cpy #$7
bne normal_shields
shields_line:
ldy #$A
ldx #$0
shield_line_loop:
cpx SHIELDS
bmi shield_box
lda #'_'+128
jmp shield_char
shield_box:
lda #' '
shield_char:
sta (STRINGL),Y
iny
iny
inx
cpx #$A
bne shield_line_loop
rts
;==========================================================
; score_plus_50
;==========================================================
;
score_plus_50:
sed ; enter decimal mode
clc
lda SCOREL
adc #$50
sta SCOREL ; score+=50
lda SCOREH
adc #$0
sta SCOREH ; carry into high byte if needed
cld ; leave decimal mode
jmp print_score
;==========================================================
; inc_score
;==========================================================
;
inc_score:
sed ; enter decimal mode
clc
lda SCOREL
adc #$5
sta SCOREL ; score+=5
lda SCOREH
adc #$0
sta SCOREH ; carry into high byte if needed
cld ; leave decimal mode
lda SCOREL ; if score /100 =0 then inc shields
bne print_score
lda SHIELDS
cmp #$0A ; don't raise shields higher than 10
bpl print_score
inc SHIELDS
jsr update_shields
print_score:
; lda #>(score_string+7)
; sta STRINGH
; lda #<(score_string+7)
; sta STRINGL
; tya
; pha ; save Y on stack
; ldy #$0
; lda SCOREH
; sta BCD_BYTEH
; lda SCOREL
; sta BCD_BYTE
; jsr print_bcd_word
; pla ; restore Y
; tay
rts
;======================
; print high_score
;======================
; location to output to in STRINGH/STRINGL
print_high_score:
; tya
; pha ; save Y on stack
; ldy #$0
; lda HISCORE_H
; sta BCD_BYTEH
; lda HISCORE_L
; sta BCD_BYTE
; jsr print_bcd_word
; pla ; restore Y
; tay
rts
;==========================================================
; check inside
;==========================================================
; Simple collision detection. Have small line x1<->x2
; Want to see if it overlaps long line x3<---------->x4
; so:
; if ((x1>x3)&&(x1<x4)) || ((x2>x3) && (x2<x4)) inside
; else outside
check_inside:
lda COL_X1
cmp COL_X3
bmi check_higher
cmp COL_X4
bmi inside
check_higher:
lda COL_X2
cmp COL_X3
bmi outside
cmp COL_X4
bpl outside
inside:
sec
rts
outside:
clc
rts
;; *********************
;; BSS
;; *********************
.bss
;start_bss:
;extra_sprite: .res 256
;end_bss:
;============================================================================
; Sprite/Tile Data
;============================================================================
.segment "HIGHROM"
; sprite data
.include "level1_pal0.sprites"
.include "level1_pal2.sprites"
.include "level1_background.tiles"
.include "star_background.tiles"