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https://github.com/Pecusx/Young-lumberjack.git
synced 2026-05-21 06:39:43 +02:00
No level but time!
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-20
@@ -34,7 +34,6 @@ display = $a000
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.zpvar PowerDownSpeed .byte
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.zpvar PowerSpeedIndex .byte
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.zpvar SpeedTableAdr .word
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.zpvar LevelValue .byte
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.zpvar Difficulty .byte ; 0 - normal, 1 - easy
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.zpvar LumberjackDir .byte ; 2 - on left , 1 - on right
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.zpvar PaddleState .byte
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@@ -188,7 +187,7 @@ Power = power_bar+32+10
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gamescreen_middle
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.ds 32*18 ; 18 lines
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screen_score = gamescreen_middle+6*32+14
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screen_level = gamescreen_middle+9*32+13
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screen_level = gamescreen_middle+9*32+12
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;---------------------------------------------------
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GameColors
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.ds 64
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@@ -365,6 +364,11 @@ is_PAL
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cmp #1
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bne wait_for_timer
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; only during game
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; time up
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bit TimeCount
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bpl time_stopped
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jsr LevelUp
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time_stopped
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; power down
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dec PowerTimer
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bne wait_for_timer
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@@ -1226,6 +1230,7 @@ EndOfOverScreen
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.proc PlayLevel
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;--------------------------------------------------
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jsr PrepareLevelPM
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mva #$ff TimeCount ; start time
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loop
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; PUT GAME HERE
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lda branches_list+5
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@@ -1246,7 +1251,7 @@ key_released_before
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bne NoNextLevel
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; next level if joy UP
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sta LastKey
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jsr LevelUp
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;jsr LevelUp
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NoNextLevel
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No_keys
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lda PowerValue
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@@ -1323,6 +1328,7 @@ no_brancho_l
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jsr AnimationL1
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jmp go_loop
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LevelDeath
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mva #0 TimeCount ; stop time
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jsr SetRIPscreen
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RMTsong song_game_over
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@
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@@ -1482,6 +1488,7 @@ no_branch_l
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jsr draw_PowerBar
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mva #1 LumberjackDir ; right side
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mva #0 Difficulty ; level normal
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mva #0 TimeCount ; time stopped
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;jsr PrepareLevelPM
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;jsr PrepareBirdsPM
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@@ -2300,8 +2307,7 @@ branches_anim_phase ; from 0 to 4
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score
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dta d"0000"
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level
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dta $1a, $1b, $1c, $1b, $1a, $A4
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dta d"1"
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dta d"00", $1a, d"00", $1a, d"00"
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EyesPhase
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.ds 1
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FootPhase
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@@ -2310,6 +2316,8 @@ AnimTimer
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.ds 1
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FootTimer
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.ds 1
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TimeCount
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.ds 1 ; 00 - time stopped , $ff - time count
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;--------------------------------------------------
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.proc MenuAnimationsReset
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;--------------------------------------------------
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@@ -2367,7 +2375,6 @@ no_speed_power
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lda #"0" ; 0 character code
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sta score+2
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jsr PowerSpeedUP ; every 50pts.
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jsr LevelUp ; every 100pts.
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inc score+1
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lda score+1
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cmp #"9"+1 ; 9+1 character code
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@@ -2401,11 +2408,7 @@ ScoreReady
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;--------------------------------------------------
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.proc LevelToScreen
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;--------------------------------------------------
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lda LevelValue
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clc
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adc #"0"
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sta screen_level+6
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ldx #5
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ldx #7
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@ lda level,x
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sta screen_level,x
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dex
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@@ -2416,9 +2419,15 @@ ScoreReady
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.proc LevelReset
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;--------------------------------------------------
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; set level to 1 and PowerDownSpeed to ??
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mvy #1 LevelValue
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dey
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sty PowerSpeedIndex
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lda #"0"
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sta level
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sta level+1
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sta level+3
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sta level+4
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sta level+6
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sta level+7
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mvy #0 PowerSpeedIndex
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lda (SpeedTableAdr),y
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sta PowerDownSpeed
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jsr LevelToScreen
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@@ -2427,12 +2436,55 @@ ScoreReady
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;--------------------------------------------------
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.proc LevelUp
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;--------------------------------------------------
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inc LevelValue
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lda LevelValue
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cmp #10
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bne not_max_lev
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mva #9 LevelValue
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not_max_lev
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lda #"0" ; for speed
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ldx level+7
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inx
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inx
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cpx #"9"+1
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bcs next_digit6
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stx level+7
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bne to_screen
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next_digit6
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tax ; "0"
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stx level+7
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ldx level+6
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inx
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cpx #"9"+1
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bcs next_digit4
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stx level+6
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bne to_screen
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next_digit4
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tax ; "0"
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stx level+6
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ldx level+4
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inx
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cpx #"9"+1
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bcs next_digit3
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stx level+4
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bne to_screen
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next_digit3
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tax ; "0"
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stx level+4
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ldx level+3
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inx
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cpx #"6"
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bcs next_digit1
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stx level+3
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bne to_screen
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next_digit1
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tax ; "0"
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stx level+3
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ldx level+1
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inx
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cpx #"9"+1
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bcs next_digit0
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stx level+1
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bne to_screen
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next_digit0
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tax ; "0"
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stx level+1
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inc level
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to_screen
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jsr LevelToScreen
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rts
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.endp
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