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298 lines (283 loc) · 4.37 KB
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handle_input_game_4.asm
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298 lines (283 loc) · 4.37 KB
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handle_input_game_4:
LDA isAutoMoving
BEQ .not_auto_moving
JSR rand_num
LDA seed
AND #%00000001
BNE .done_random
LDA seed
AND #%00000010
BNE .done_random
LDA seed
AND #%00000100
BNE .done_random
LDA seed
AND #%00001000
BNE .done_random
LDA #$00
.done_random:
STA buttons
LDA #$00
STA isAutoMoving
LDA #$01
JSR waitVBlank
;JSR waitVBlank
STA game_4_wait
JMP .dont_ignore_buttons
.not_auto_moving:
LDA muteButtons
BNE .ignore_buttons
JMP .dont_ignore_buttons
.ignore_buttons:
RTS
.dont_ignore_buttons:
LDA buttons
CMP #$80
BEQ pressA_game4
CMP #$40
BEQ pressB_game4
CMP #$10
BEQ pressStart_game4
CMP #$20
BEQ pressSelect_game4
CMP #$08
BEQ pressUp_game4
CMP #$04
BEQ pressDown_game4
CMP #$02
BEQ pressLeft_game4
CMP #$01
BEQ pressRight_game4
RTS
pressSelect_game4:
JMP pressSelect_game4_2
pressB_game4:
JMP pressB_game4_2
pressA_game4:
JMP pressA_game4_2
pressRight_game4:
JMP pressRight_game4_2
pressLeft_game4:
JMP pressLeft_game4_2
pressStart_game4:
JMP pressA_game4_2
pressUp_game4:
LDA ship_box
STA ship_box_old
SEC
SBC #$04
BCC .skip_move
STA ship_box
;collide logic
LDA ram_board_ptr
SEC
SBC #$18
STA ram_board_ptr
LDX #$00
CLC
ADC ship_box_old, x
TAX
LDA #$01
CMP $200, x
BEQ .revert_move
LDA #$05
CMP $200, x
BEQ .revert_move
JMP .end_move
.revert_move:
LDA ship_box_old
STA ship_box
JMP .end_move
.skip_move:
JMP handle_input_game4_done
.end_move:
LDA ram_board_ptr
CLC
ADC #$18
STA ram_board_ptr
LDA ship_box
CMP ship_box_old
BEQ .skip_move
update_ship
JMP handle_input_game4_done
pressDown_game4:
LDA ship_box
STA ship_box_old
CLC
ADC #$04
CMP #$13
BPL .skip_move
STA ship_box
;collide logic
LDA ram_board_ptr
SEC
SBC #$18
STA ram_board_ptr
LDX #$00
CLC
ADC ship_box, x
TAX
LDA #$01
CMP $200, x
BEQ .revert_move
LDA #$05
CMP $200, x
BEQ .revert_move
JMP .end_move
.revert_move:
LDA ship_box_old
STA ship_box
JMP .end_move
.skip_move:
JMP handle_input_game4_done
.end_move:
LDA ram_board_ptr
CLC
ADC #$18
STA ram_board_ptr
LDA ship_box
CMP ship_box_old
BEQ .skip_move
update_ship
JMP handle_input_game4_done
pressLeft_game4_2:
LDA ship_box
STA ship_box_old
SEC
SBC #$01
BCC .skip_move
TAX
AND #$03
CMP #$03
BEQ .skip_move
STX ship_box
;collide logic
LDA ram_board_ptr
SEC
SBC #$18
STA ram_board_ptr
LDX #$00
CLC
ADC ship_box, x
TAX
LDA #$02
CMP $200, x
BEQ .revert_move
LDA ship_box
CMP #$10
BMI .skip_bottom_check
LDA #$00
CMP $200, x
BNE .skip_bottom_check
INX
LDA #$04
CMP $200, x
BEQ .revert_move
DEX
JMP .skip_bottom_check
.skip_bottom_check:
JMP .end_move
.revert_move:
LDA ship_box_old
STA ship_box
JMP .end_move
.skip_move:
JMP handle_input_game4_done
.end_move:
LDA ram_board_ptr
CLC
ADC #$18
STA ram_board_ptr
LDA ship_box
CMP ship_box_old
BEQ .skip_move
update_ship
JMP handle_input_game4_done
pressRight_game4_2:
LDA ship_box
STA ship_box_old
CLC
ADC #$01
TAX
AND #$03
CMP #$03
BEQ .skip_move
LDA ship_box
STA ship_box_old
STX ship_box
;collide logic
LDA ram_board_ptr
SEC
SBC #$18
STA ram_board_ptr
LDX #$00
CLC
ADC ship_box, x
TAX
LDA #$02
CMP $200, x
BEQ .revert_move
LDA ship_box
CMP #$10
BMI .skip_bottom_check
; INX
LDA #$00
CMP $200, x
BEQ .revert_move
; DEX
JMP .skip_bottom_check
.skip_bottom_check:
JMP .end_move
.revert_move:
LDA ship_box_old
STA ship_box
JMP .end_move
.skip_move:
JMP handle_input_game4_done
.end_move:
LDA ram_board_ptr
CLC
ADC #$18
STA ram_board_ptr
LDA ship_box
CMP ship_box_old
BEQ .skip_move
update_ship
JMP handle_input_game4_done
pressA_game4_2:
LDA #SOUND_06_GAME_04_GUN_SOUND
STA current_sound
LDA #$01
STA needPlaySound
LDA ship_box
CMP #$09
BEQ .light_fireworks
JMP .dud
.light_fireworks:
mute_buttons
INC gamestate
JMP .endA
.dud:
LDA #$00
STA tempVar3 ; number of NMIs needed to shoot the lasers
LDA #$01
STA muteButtons
STA isMissing
JMP .endA
.endA:
JMP handle_input_game4_done
pressB_game4_2:
JMP pressA_game4_2
pressSelect_game4_2:
JMP pressA_game4_2
handle_input_game4_done:
LDA game_4_wait
BEQ .end
LDA #$00
STA game_4_wait
JSR waitVBlank
JSR waitVBlank
JSR waitVBlank
JSR waitVBlank
.end:
RTS