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orbs.asm
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1107 lines (859 loc) · 12.4 KB
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.var SPRITE_BASE = $b0
.var bank =$8000
.var SPRITE_ADDR = $2c00
.var music = LoadSid("Room_2.sid")
BasicUpstart2(main)
* = * "TABLE"
table_lo:
.fill 18,<(bank+$3100+floor(i/3)*64+mod(i,3))
table_hi:
.fill 18,>(bank+$3100+floor(i/3)*64+mod(i,3))
frame:
.word 0
waittext:
.byte 0
jumpNextLevel:
.byte 0
rew_text:
.text "ABCDEFGHILMNOPQRST"
.byte $0
curchar:
.byte $0
rotationa:
.byte 0
rotationb:
.byte 63
joy:
.byte 0
DUMMY:
.byte 0
COLLISON:
.byte 0
rewind:
.byte 0
sprite_idx:
.byte 0
bit_mask:
.byte 1,2,4,8,16,32,64,128
mask:
.byte 0
cur_data:
.word data
next_data:
.word 0
tot_data:
.byte 0
numblock:
.byte 0
blockid:
.byte 0
blockx:
.byte 0
blocky:
.byte 0
vert:
.byte 0
fade_table:
.byte $0,$b,$c,$f,$01,$0F,$0c,$b,$0
update_player: {
lda joy
and #$4
beq check_joy_right
dec rotationa
dec rotationb
check_joy_right:
lda joy
and #$8
beq none
inc rotationa
inc rotationb
none:
rts
}
clearscreen:{
ldy #$0
ldx #0
rep:
lda #0
sta bank+$400,y
sta bank+$500,y
sta bank+$600,y
sta bank+$700,y
//sta bank+$800,y
/* lda #14
sta $d800,y
sta $d900,y
sta $da00,y
sta $db00,y*/
iny
bne rep
rts
}
getjoy: {
lda #$FF
sta $DC00
lda $DC00
eor #$FF
sta joy
rts
}
vblank: {
lda $d011
bmi vblank
L2:
lda $d011
bpl L2
rts
}
* = * "CODE"
prepare_text:{
ldy #0
lda #$0
sty 53277
sty 53271
nn0:
sta bank+$3100,y
sta bank+$3200,y
iny
bne nn0
ldx #0
stx curchar
lda #<rew_text
sta $4
lda #>rew_text
sta $5
nextchar:
ldy curchar
lda table_lo,y
sta $2
lda table_hi,y
sta $3
lda ($4),y
beq fine
cmp #32
beq cas
asl
asl
asl
tax
ldy #0
n1:
lda $c000,x
sta ($2),y
inx
iny
iny
iny
cpy #23
bcc n1
//inc16($2)
cas:
inc curchar
jmp nextchar
fine:
lda #$C4
sta bank+$07fA
lda #$C5
sta bank+$07fB
lda #$C6
sta bank+$07fC
lda #$C7
sta bank+$07fD
lda #$C8
sta bank+$07fE
lda #$C9
sta bank+$07ff
lda #1
sta $D029
sta $D02A
sta $D02B
sta $D02C
sta $D02D
sta $D02E
sta $D02F
lda #110+0*24
sta $d004
lda #110+1*24
sta $d006
lda #110+2*24
sta $d008
lda #110+3*24
sta $d00A
lda #110+4*24
sta $d00c
lda #110+5*24
sta $d00e
lda #$ff
sta $d015
lda #$3
sta $D01C
lda #0
sta waittext
rts
}
showtitle:{
lda #11
sta $d022
lda #12
sta $d023
lda #200
ora #16
sta $d016
ldy #0
L01:
lda titlecharset,y
sta bank+$2000,y
lda titlecharset+$100,y
sta bank+$2000+$100,y
lda titlecharset+$200,y
sta bank+$2000+$200,y
lda titlecharset+$300,y
sta bank+$2000+$300,y
lda titlecharset+$400,y
sta bank+$2000+$400,y
lda titlecharset+$500,y
sta bank+$2000+$500,y
iny
bne L01
L02:
//lda titlescreen,y
lda ($02),y
sta bank+$400,y
tax
lda attrscreen,x
sta $d800,y
//lda titlescreen+$100,y
lda ($04),y
sta bank+$500,y
tax
lda attrscreen,x
sta $d900,y
lda ($06),y
//lda titlescreen+$200,y
sta bank+$600,y
tax
lda attrscreen,x
sta $da00,y
iny
bne L02
L03:
lda ($08),y
//lda titlescreen+$200,y
sta bank+$700,y
tax
lda attrscreen,x
sta $db00,y
iny
cpy #200
bcc L03
rts
}
process_frame: {
inc16(scroll_id)
lda rewind
beq lo1
jmp gorewind
lo1:
jsr getjoy
jsr update_player
jsr draw_player
lda waittext
cmp #130
bcs normalgame
inc waittext
lda waittext
lsr
lsr
pha
//lsr
clc
adc #90
sta $d005
sta $d007
sta $d009
sta $d00B
sta $d00D
sta $d00F
pla
lsr
lsr
tay
lda fade_table,y
sta $D029
sta $D02A
sta $D02B
sta $D02C
sta $D02D
sta $D02E
sta $D02F
jmp leave
normalgame:
jsr update_level
lda jumpNextLevel
beq noLevelCompleted
jsr load_level_pointers
lda restart
beq cont
rts
cont:
jsr load_next_level
jmp process_frame
noLevelCompleted:
jsr update_ent
lda $D01E
sta COLLISON
and #1
bne coll
lda COLLISON
and #2
bne coll
inc16(time_id)
/*inc time_id
bne leave
inc time_id+1
*/
rts
gorewind:
jsr update_level
jsr update_ent
lda time_id
sec
sbc #6
sta time_id
lda time_id+1
sbc #0
sta time_id+1
lda time_id+1
bpl leave
lda #0
sta time_id
sta time_id+1
sta rewind
/*ldy # 0
lda #1
nn:
sta $0500,y
iny
bne nn
*/
leave:
rts
coll:
lda #1
sta rewind
lda #<rew_text
sta $02
lda #>rew_text
sta $03
rts
}
main: {
lda #00
sta $d015
.for (var i=0;i<$18;i++)
sta $D400+i
sta restart
sta level
/*sta $3fff*/
sta $d020
sta $d021
jsr clearscreen
lda #SPRITE_BASE+2
sta bank+$07f8
sta bank+$07f9
lda #$3
sta $D01C
//jsr load_global_data
lda $dd00
and #%11111100
ora #1 // ; Bank #1, $4000-$7FFF, 16384-32767.
sta $dd00
lda $d018
and #%11110000
ora #%00001000
sta $d018
sei
lda #$33
sta $1
ldy #0
ncc:
.for (var j=0;j<6;j++) {
lda sprites+($100*j),y
sta bank+SPRITE_ADDR+($100*j),y
}
lda $D000,y
sta $c000,y
iny
bne ncc
lda #$37
sta $1
cli
lda #<titlescreen
sta $02
lda #>titlescreen
sta $03
lda #<titlescreen+$100
sta $04
lda #>titlescreen+$100
sta $05
lda #<titlescreen+$200
sta $06
lda #>titlescreen+$200
sta $07
lda #<titlescreen+$300
sta $08
lda #>titlescreen+$300
sta $09
jsr showtitle
L03:
jsr getjoy
lda joy
and #$10
beq L03
jsr clearscreen
lda #<background
sta $02
lda #>background
sta $03
lda #<background+$100
sta $04
lda #>background+$100
sta $05
lda #<background+$200
sta $06
lda #>background+$200
sta $07
lda #<background+$300
sta $08
lda #>background+$300
sta $09
jsr showtitle
lda #SPRITE_BASE+2
sta bank+$07f8
sta bank+$07f9
lda #14
sta $D025
lda #6
sta $D026
//jsr prepare_screen
jsr load_level_pointers
jsr load_next_level
lda #0
jsr music.init
END:
jsr vblank
//jsr drawstarfield
jsr process_frame
jsr music.play
lda restart
beq END
jmp main
rts
}
draw_player: {
lda #1
sta $D027
sta $D028
lda rotationa
asl
tax
lda postabley,x
clc
adc #50
sta $d001
lda postablex,x
sta $d000
lda rotationb
asl
tax
lda postabley,x
clc
adc #50
sta $d003
lda postablex,x
sta $d002
rts
}
update_level:{
lda #0
sta ent_size
sta jumpNextLevel
ldy #$ff
next:
iny
cpy tot_data
bcc continue
rts
continue:
add_sprite:
lda time_id
sec
sbc spawn_at_lo,y
sta frame
lda time_id+1
sbc spawn_at_hi,y
sta frame+1
lda frame+1
bne next
lda frame //// se sta fuori dallo schermo viene scartato
cmp #252
bcs next
//jsr ent_get_free // ritorna in x uno slot libero
lda spawn_flag,y
cmp #$ff
beq endLevelOk
/// verifica se è finito il livello
lda ent_size
tax
lda spawn_flag,y
sta ent_flag,x
lda spawn_x_hi,y
sta ent_x_hi,x
lda spawn_x_lo,y
sta ent_x_lo,x
lda spawn_y_lo,y
sta ent_y_lo,x
lda spawn_flag,y
and #$10 /// static object
bne cca1
lda spawn_flag,y
and #$20 /// indica la direzione da sinistra verso destra
beq move_top_down
////// custom movement
lda #170
sta $a0
lda frame
cmp #170
bcs klo
sta $a0
klo:
lda spawn_x_lo,y
clc
//adc frame
adc $A0
sta ent_x_lo,x
lda spawn_x_hi,y
adc #0
sta ent_x_hi,x
jmp cca1
move_top_down:
lda spawn_y_lo,y
clc
adc frame
sta ent_y_lo,x
cca1:
lda #1
sta ent_active,x
lda spawn_frame,y
sta ent_frame,x
lda spawn_frame_end,y
beq ok
lda frame
lsr
lsr
and spawn_frame_end,y
clc
adc spawn_frame,y
sta ent_frame,x
ok:
/*
sta ent_frame,x
sta ent_cur_frame,x
lda spawn_frame_end,y
sta ent_frame_end,x
*/
inc ent_size
jmp next
rts
endLevelOk:
lda #1
sta jumpNextLevel
rts
}
update_ent:
{
ldx #$0
stx 53264
stx 53277
stx 53271
/*lda #$3
sta $D01C
*/
ldy #2
sty sprite_idx
lda #$3
sta mask
//lda #0
//sta $d01c
continue:
cpx ent_size
bcc cc1
jmp leave
cc1:
ldy sprite_idx
lda bit_mask,y
ora mask
sta mask
lda ent_x_hi,x
beq no_extra_coord
lda bit_mask,y
ora 53264
sta 53264
no_extra_coord:
lda ent_flag,x
and #$80
beq no_double_x
lda 53277
ora bit_mask,y
sta 53277
no_double_x:
lda ent_flag,x
and #$01
beq no_double_y
lda 53271
ora bit_mask,y
sta 53271
no_double_y:
lda ent_flag,x
and #$40
beq no_mc
lda $D01C
ora bit_mask,y
sta $D01C
no_mc:
//lda ent_frame,x
lda ent_frame,x
sta bank+$07f8,y
//sta $87F8,y
no_reset:
lda #3
sta $D027,y
tya
asl
tay
lda ent_x_lo,x
sta $d000,y
//inc ent_y_lo,x
//inc ent_y_lo,x
/*lda ent_y_lo,x
cmp #250
bcc no_remove
lda #0
sta ent_active,x */
no_remove:
lda ent_y_lo,x
sta $d001,y
inc sprite_idx
next:
inx
jmp continue
leave:
lda mask
//sta $0402
sta $d015
rts
}
//*=* "ENTITIES"
charsize:
.word 0
.macro inc16(ptr) {
inc ptr
bne noinc
inc ptr+1
noinc:
}
.macro add16(ptr,v) {
lda ptr
clc
adc #v
sta ptr
lda ptr+1
adc #v
sta ptr+1
}
restart:
.byte 0
numLevels:
.byte 0
levelPtr:
.word 0
level:
.byte 0
load_level_pointers: {
ldy level
lda cur_data
sta $02
lda cur_data+1
sta $03
lda level
asl
tay
lda ($02),y
sta levelPtr
iny
lda ($02),y
sta levelPtr+1
lda levelPtr
cmp #$ff
bne next_level
lda levelPtr+1
cmp #$ff
bne next_level
lda #1
sta restart
rts
next_level:
inc level
rts
}
load_next_level: {
/*
spawn_at_hi:
spawn_at_lo:
spawn_id:
spawn_x_hi:
spawn_x_lo:
spawn_y_lo:
spawn_frame:
*/
ldy #0
sty jumpNextLevel
sty time_id
sty time_id+1
lda levelPtr
sta $02
lda levelPtr+1
sta $03
end_block:
ldy #0
nna:
lda ($02),y
sta rew_text,y
iny
cpy #18
bne nna
lda $2
clc
adc #18
sta $2
lda $3
adc #0
sta $3
ldy #0
lda ($02),y
sta tot_data
iny
inc $02
bne noinc
inc $03
noinc:
ldy #0
next:
lda ($02),y
sta spawn_frame,x
iny
lda ($02),y
sta spawn_frame_end,x
iny
lda ($02),y
sta spawn_flag,x
iny
lda ($02),y // posx lo
sta spawn_x_lo,x
iny
lda ($02),y // posx hi
sta spawn_x_hi,x
iny
lda ($02),y // posy lo
sta spawn_y_lo,x
iny
//iny // skip pos y hi
/*lda ($02),y // spawn_id
sta spawn_id,x