mirror of
https://github.com/Pecusx/Young-lumberjack.git
synced 2026-05-20 22:33:54 +02:00
791 lines
18 KiB
NASM
791 lines
18 KiB
NASM
;Young lumberjack closure
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;---------------------------------------------------
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.IFNDEF TARGET
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.def TARGET = 800 ; 5200
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.ENDIF
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;---------------------------------------------------
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OPT r+ ; saves 10 bytes, and probably works :) https://github.com/tebe6502/Mad-Assembler/issues/10
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;---------------------------------------------------
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.macro build
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dta d"0.00" ; number of this build (4 bytes)
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.endm
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.macro RMTSong
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lda #:1
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jsr RMTSongSelect
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.endm
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;---------------------------------------------------
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icl 'lib/ATARISYS.ASM'
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icl 'lib/MACRO.ASM'
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display = $a000
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.zpvar temp .word = $80
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.zpvar displayposition .word
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.zpvar DLI_A DLI_X dliCount .byte
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.zpvar RMT_blocked noSfx SFX_EFFECT .byte
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.zpvar AutoPlay .byte ; Auto Play flag ($80 - auto)
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RMT_zpvars = AutoPlay+1 ; POZOR!!! RMT vars go here
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;---------------------------------------------------
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org $2000
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MODUL
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ins 'art/muzyka_stripped.rmt',+5 ; my RMT 1.28 on WINE is apparently broken. I lost some hair here (5, not 6)
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.align $100
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icl 'art/rmtplayr.a65'
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;---------------------------------------------------
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.align $400
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font
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ins 'art/Mild West.fnt' ; https://damieng.com/typography/zx-origins/mild-west/
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dl
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.by SKIP3
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dta MODE2+LMS,a(statusBuffer)
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;.by $80+$50 # fancy shmancy vscroll square pixels
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;dta $4f+$20,a(display) ;VSCROLL
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;:((maxlines-1)/2) dta a($2f8f)
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.by SKIP1+DLII
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.rept (maxlines-1), #
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:3 dta MODEF+LMS, a(display+screenBytes*:1)
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dta MODEF+LMS+DLII, a(display+screenBytes*:1)
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.endr
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;----
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.by MODE2+LMS+SCH ;Hscroll
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DLracquetAddr0
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.wo racquetDisp
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.by JVB
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.wo dl
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;---------------------------------------------------
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;--------------------------------------------------
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icl 'lib/fileio.asm'
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;--------------------------------------------------
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;--------------------------------------------------
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.proc vint
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;--------------------------------------------------
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;------------JOY-------------
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;happy happy joy joy
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;check for joystick now
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ldy PORTA
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tya
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and #$04 ;left
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bne jNotLeft
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ldx racquetPos
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cpx #racquetPosMin+1
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bcc jNotLeft
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dex
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stx racquetPos
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jNotLeft
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tya
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and #$08 ;right
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bne jNotRight
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ldx racquetPos
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cpx #racquetPosMax
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bcs jNotRight
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inx
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stx racquetPos
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jNotRight
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/*
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;fire
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lda TRIG0
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bne JNotFire
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...
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JNotFire
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*/
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;lda racquetPos
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sec
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lda #screenWidth-1
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sbc racquetPos
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lsr
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clc
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adc #<racquetDisp
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sta dlracquetAddr0
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lda #>racquetDisp
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adc #0
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sta dlracquetAddr0+1
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lda racquetPos
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lsr
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and #$01
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;sta HSCROL
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/* ;pos print
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lda racquetPos
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:4 lsr
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clc
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adc #'0'
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sta hexDump
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lda racquetPos
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and #$0F
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clc
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adc #'0'
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sta hexDump+1
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*/
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mva #0 dliCount
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; mva #13 VSCROL ; FOX gfx mode only
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/*
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bit RMT_blocked
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bmi SkipRMTVBL
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; ------- RMT -------
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lda sfx_effect
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bmi lab2
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asl @ ; * 2
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tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
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ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module)
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lda #0 ;A = 0 note (0..60)
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bit noSfx
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smi:jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
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lda #$ff
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sta sfx_effect ;reinit value
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lab2
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jsr RASTERMUSICTRACKER+3 ;1 play
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; ------- RMT -------
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SkipRMTVBL
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*/
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;sfx
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lda sfx_effect
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bmi lab2
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asl ; * 2
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tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
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ldx #3 ;X = 3 channel (0..3 or 0..7 for stereo module)
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lda #12 ;A = 12 note (0..60)
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jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
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;
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lda #$ff
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sta sfx_effect ;reinit value
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;
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lab2
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jsr RASTERMUSICTRACKER+3
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skipSoundFrame
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jmp XITVBV
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.endp
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;--------------------------------------------------
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.proc DLI
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;--------------------------------------------------
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rti
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.endp
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;--------------------------------------------------
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main
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;--------------------------------------------------
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jsr wait_for_depress
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jsr MakeDarkScreen
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jsr initialize
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RMTsong song_main_menu
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jsr StartScreen
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jsr MakeDarkScreen
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mva #$0 AutoPlay
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jsr ScoreClear
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mva #"5" Lives
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jsr clearscreen
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mva #$0 LevelType
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jsr LoadLevelData.level000 ; set visible number to 000
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jsr BuildLevelFromBuffer
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jsr LevelScreen
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RMTSong song_ingame
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gameloop
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jsr initialize.ClearTables
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jsr MainScreen
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jsr PlayLevel
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bit EndLevelFlag ; reason for end level
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bmi EndOfLife ; end of life :)
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; end of level (level up)
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jsr MakeDarkScreen
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jsr NextLevel
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jsr LevelScreen
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; RMTSong song_ingame
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jsr AudioInit ; after I/O
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jmp gameloop
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EndOfLife
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dec Lives ; decrease Lives
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lda Lives
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cmp #"0"
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beq gameOver ; if no lives - game over
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jsr NextLife
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jmp gameloop
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gameOver
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;game over
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RMTSong song_game_over
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jsr HiScoreCheckWrite
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jsr GameOverScreen
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@ lda RANDOM
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and #%00001110
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sta COLPF0
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lda CONSOL
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and #@consol(start) ; START
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beq main
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lda TRIG0 ; fire
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jeq main
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jmp @-
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;--------------------------------------------------
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.proc StartScreen
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;--------------------------------------------------
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jsr MakeDarkScreen
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mva #$ff AutoPlay
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sta LevelType ; Title
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mva #"9" Lives
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jsr clearscreen
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jsr BuildLevelFromBuffer
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mwa #dl_start dlptrs
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lda #$0 ;+GTIACTLBITS
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sta GPRIOR
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sta COLBAKS
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lda #@dmactl(standard|dma) ; normal screen width, DL on, P/M off
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sta dmactls
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pause 1
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StartLoop
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jsr PlayLevel
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bit EndLevelFlag ; reason for end level
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bmi EndOfStartScreen
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; end of level (level up)
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jsr NextLevel
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jmp StartLoop
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EndOfStartScreen
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rts
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.endp
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;--------------------------------------------------
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.proc NextLife
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;--------------------------------------------------
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ldy #maxBalls
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sty eXistenZstackPtr
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;OK, one ball starts!
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lda eXistenZstack,Y
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dey
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sty eXistenZstackPtr
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tax
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jsr randomStart ;just one random pixxxel
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;previously the whole band of ballz
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rts
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.endp
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;--------------------------------------------------
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.proc NextLevel
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;--------------------------------------------------
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lda LevelType
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beq level000
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bmi levelTitle
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; load level from disk
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loadNext
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jsr FileUp
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jsr LoadLevelData
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levelTitle
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jsr clearscreen
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jsr BuildLevelFromBuffer
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jsr initialize.ClearTables
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rts ; start level
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level000
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mva #1 LevelType ; switch to files
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; reset file number to 000
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ldx #2
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@ lda StartLevelNumber,x
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sta LevelNumber,x
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dex
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bpl @-
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jmp loadNext
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.endp
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;--------------------------------------------------
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.proc LevelScreen
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;--------------------------------------------------
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jsr MakeDarkScreen
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ldx #2
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@ lda LevelNumber,x
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sec
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sbc #$20
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sta LevelText+16,x
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dex
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bpl @-
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mwa #dl_level dlptrs
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lda #@dmactl(standard|dma) ; normal screen width, DL on, P/M off
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sta dmactls
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pause 100
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rts
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.endp
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;--------------------------------------------------
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.proc GameOverScreen
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;--------------------------------------------------
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jsr MakeDarkScreen
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ldx #5
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@ lda score,x
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sta OverText+33,x
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dex
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bpl @-
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mwa #dl_over dlptrs
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lda #%00110010 ; normal screen width, DL on, P/M off
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sta dmactls
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pause 20
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rts
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.endp
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;--------------------------------------------------
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.proc MainScreen
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;--------------------------------------------------
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jsr MakeDarkScreen
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mwa #dl dlptrs
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lda #$0 ;+GTIACTLBITS
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sta GPRIOR
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sta COLBAKS
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lda #@dmactl(standard|dma) ; normal screen width, DL on, P/M off
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sta dmactls
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pause 1
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rts
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.endp
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;--------------------------------------------------
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.proc MakeDarkScreen
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;--------------------------------------------------
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mva #0 dmactls ; dark screen
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; and wait one frame :)
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pause 1
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rts
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.endp
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;--------------------------------------------------
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.proc PlayLevel
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;--------------------------------------------------
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loop
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; PUT GAME HERE
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dec currBall
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jpl flight
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pause 1 ;all balls
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bit AutoPlay
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bpl NoAuto
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pause 1 ;additional pause if auto play mode (slower)
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lda CONSOL
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and #@consol(start) ; START
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beq LevelOver ; Start pressed in Auto Play - exit
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lda TRIG0
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beq LevelOver
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NoAuto
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lda eXistenZstackPtr
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cmp #maxBalls
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jne loop
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LevelOver
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; level over
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mva #$ff EndLevelFlag
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jsr wait_for_depress
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rts
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;--------------------------------------------------
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.proc ScoreUp
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;--------------------------------------------------
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inc score+5
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lda score+5
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cmp #"9"+1 ; 9+1 character code
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bne ScoreReady
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lda #"0" ; 0 character code
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sta score+5
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inc score+4
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lda score+4
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cmp #"9"+1 ; 9+1 character code
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bne ScoreReady
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lda #"0" ; 0 character code
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sta score+4
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inc score+3
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lda score+3
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cmp #"9"+1 ; 9+1 character code
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bne ScoreReady
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lda #"0" ; 0 character code
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sta score+3
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inc score+2
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; bonus !!! :)
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lda Lives
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cmp #"9"
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beq noLivesUP
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inc Lives
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mva #05 sfx_effect
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mva #$ff COLBAKS
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pause 2 ; sorry
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inc COLBAKS
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noLivesUP
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;----------
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lda score+2
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cmp #"9"+1 ; 9+1 character code
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bne ScoreReady
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lda #"0" ; 0 character code
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sta score+2
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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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bne ScoreReady
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lda #"0" ; 0 character code
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sta score+1
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inc score
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ScoreReady
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rts
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.endp
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;--------------------------------------------------
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.proc ScoreClear
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;--------------------------------------------------
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lda #"0"
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ldx #4
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@ sta score,x
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dex
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bpl @-
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rts
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.endp
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;--------------------------------------------------
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.proc HiScoreCheckWrite
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; It checks if the score is greater than hiscore.
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; If yes - rewrites the score to hiscore.
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;--------------------------------------------------
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lda HiScore
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cmp score
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bcc higher1
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bne lower
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lda HiScore+1
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cmp score+1
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bcc higher2
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bne lower
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lda HiScore+2
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cmp score+2
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bcc higher3
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bne lower
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lda HiScore+3
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cmp score+3
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bcc higher4
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bne lower
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lda HiScore+4
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cmp score+4
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bcc higher5
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bne lower
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lda HiScore+5
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cmp score+5
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bcc higher6
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lower
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rts
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higher1
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lda score
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sta HiScore
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higher2
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lda score+1
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sta HiScore+1
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higher3
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lda score+2
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sta HiScore+2
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higher4
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lda score+3
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sta HiScore+3
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higher5
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lda score+4
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sta HiScore+4
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higher6
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lda score+5
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sta HiScore+5
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rts
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.endp
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;--------------------------------------------------
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.proc clearScreen
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;--------------------------------------------------
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lda #0
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tax
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@
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:(maxLines*40/256+1) sta display+$100*#,x
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inx
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bne @-
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rts
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.endp
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;--------------------------------------------------
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.proc AudioInit
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;--------------------------------------------------
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; pokeys init
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lda #3
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sta skctl ; put Pokey into Init
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sta skctl+$10
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ldx #8
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lda #0
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@
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sta $D200,x ; clear all voices, set AUDCTL to 00
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sta $D210,x ; clear all voices, set AUDCTL to 00
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dex
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bpl @-
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rts
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.endp
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;--------------------------------------------------
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.proc initialize
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;--------------------------------------------------
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mva #>font CHBAS
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mva #$00 PCOLR0 ; = $02C0 ;- - rejestr-cień COLPM0
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mva #$7C COLBAKS
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mva #screenWidth/2-racquetSize/4 racquetPos
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mva #0 dliCount
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sta RMT_blocked
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lda #$ff
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sta sfx_effect
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JSR AudioInit
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;RMT INIT
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ldx #<MODUL ;low byte of RMT module to X reg
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ldy #>MODUL ;hi byte of RMT module to Y reg
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lda #0 ;starting song line 0-255 to A reg
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jsr RASTERMUSICTRACKER ;Init
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lda #@dmactl(standard|dma)
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sta dmactls
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mwa #dl dlptrs
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vdli DLI
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ClearTables
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jsr cyclecolorsReset
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mwa #clear_vars_start temp
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ldy #0
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@
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tya
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sta (temp),y
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inw temp
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cpw temp #clear_vars_end
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bne @-
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;VBI
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vmain vint,7
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rts
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.endp
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;--------------------------------------------------
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.proc FileUp
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;--------------------------------------------------
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inc LevelNumber+2
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lda LevelNumber+2
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cmp #'9'+1 ; 9+1 character code
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bne NumberReady
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lda #'0' ; 0 character code
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sta LevelNumber+2
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inc LevelNumber+1
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lda LevelNumber+1
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cmp #'9'+1 ; 9+1 character code
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bne NumberReady
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lda #'0' ; 0 character code
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sta LevelNumber+1
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inc LevelNumber
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NumberReady
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rts
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.endp
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;--------------------------------------------------
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.proc LoadLevelData
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;--------------------------------------------------
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lda LevelType
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beq level000
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bmi levelTitle
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; load level from disk
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; prepare number in filename
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ldx #2
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@ lda LevelNumber,x
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sta fname+7,x
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dex
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bpl @-
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; clear buffer
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mwa #LevelFileBuff temp
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ldy #0
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@ tya
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sta (temp),y
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inw temp
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cpw temp #LevelFileBuffEnd
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bne @-
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; try to load file
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jsr close
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jsr open
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bmi open_error
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jsr bget
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bmi bget_error
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go_close jsr close
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rts
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bget_error
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cpy #136 ; EOF
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beq go_close
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open_error
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mva #0 LevelType ; set level to internal 000
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level000
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|
; reset file number to 000
|
|
ldx #2
|
|
@ lda StartLevelNumber,x
|
|
sta LevelNumber,x
|
|
dex
|
|
bpl @-
|
|
levelTitle
|
|
rts
|
|
.endp
|
|
;--------------------------------------------------
|
|
.proc displaydec5 ;decimal (word), displayposition (word)
|
|
;--------------------------------------------------
|
|
; displays decimal number as in parameters (in text mode)
|
|
; leading zeroes are removed
|
|
; the range is (00000..65565 - two bytes)
|
|
|
|
ldy #4 ; there will be 5 digits
|
|
NextDigit
|
|
ldx #16 ; 16-bit dividee so Rotate 16 times
|
|
lda #$00
|
|
Rotate000
|
|
aslw decimal
|
|
rol ; scroll dividee
|
|
; (as highest byte - additional - byte is A)
|
|
cmp #10 ; divider
|
|
bcc TooLittle000 ; if A is smaller than divider
|
|
; there is nothing to substract
|
|
sbc #10 ; divider
|
|
inc decimal ; lowest bit set to 1
|
|
; because it is 0 and this is the fastest way
|
|
TooLittle000 dex
|
|
bne Rotate000 ; and Rotate 16 times, Result will be in decimal
|
|
tax ; and the rest in A
|
|
; (and it goes to X because
|
|
; it is our decimal digit)
|
|
lda digits,x
|
|
sta decimalresult,y
|
|
dey
|
|
bpl NextDigit ; Result again /10 and we have next digit
|
|
|
|
;rightnumber
|
|
; displaying without leading zeroes (if zeroes exist then display space at this position)
|
|
ldy #0
|
|
ldx #0 ; digit flag (cut leading zeroes)
|
|
displayloop
|
|
lda decimalresult,y
|
|
cpx #0
|
|
bne noleading0
|
|
cpy #4
|
|
beq noleading0 ; if 00000 - last 0 must stay
|
|
cmp zero
|
|
bne noleading0
|
|
lda #space
|
|
beq displaychar ; space = 0 !
|
|
noleading0
|
|
inx ; set flag (no leading zeroes to cut)
|
|
displaychar
|
|
sta (displayposition),y
|
|
nexdigit
|
|
iny
|
|
cpy #5
|
|
bne displayloop
|
|
|
|
rts
|
|
.endp
|
|
;--------------------------------------------------
|
|
.proc RmtSongSelect
|
|
; starting song line 0-255 to A reg
|
|
;--------------------------------------------------
|
|
/*
|
|
cmp #song_main_menu
|
|
beq noingame ; noMusic blocks only ingame songs
|
|
bit noMusic
|
|
spl:lda #song_silencio
|
|
noingame
|
|
*/
|
|
mvx #$ff RMT_blocked
|
|
ldx #<MODUL ; low byte of RMT module to X reg
|
|
ldy #>MODUL ; hi byte of RMT module to Y reg
|
|
jsr RASTERMUSICTRACKER ; Init
|
|
mva #0 RMT_blocked
|
|
rts
|
|
.endp
|
|
;--------------------------------------------------
|
|
.proc wait_for_depress ; ion
|
|
;--------------------------------------------------
|
|
lda CONSOL
|
|
and:cmp #%00000111
|
|
bne wait_for_depress
|
|
lda TRIG0
|
|
beq wait_for_depress
|
|
rts
|
|
.endp
|
|
LevelType
|
|
.byte 0 ; level type $00 - first level, $01 - level from buffer, $ff - title screen
|
|
Numbers
|
|
.byte '0123456789'
|
|
digits
|
|
zero
|
|
.byte "0123456789"
|
|
space = 0
|
|
.byte " "
|
|
decimal
|
|
.word 0
|
|
decimalresult
|
|
.byte " "
|
|
lineAdrL
|
|
:margin .byte <marginLine ;8 lines of margin space
|
|
:maxLines .byte <(display+screenBytes*#)
|
|
:256-maxLines-1*margin .by <marginLine ; (display+40*#) ;just to let the plot smear on full .byte ypos
|
|
lineAdrH
|
|
:margin .byte >marginLine
|
|
:maxLines .byte >(display+screenBytes*#)
|
|
:256-maxLines-1*margin .by >marginLine ; (display+40*#) ;just to let the plot smear on full .byte ypos
|
|
bittable
|
|
.byte %11110000
|
|
debittable
|
|
.byte %00001111
|
|
.byte %11110000
|
|
RNColtable ; Right Nibble color Table
|
|
.byte %00000000
|
|
.byte %00000001
|
|
.byte %00000010
|
|
.byte %00000011
|
|
.byte %00000100
|
|
.byte %00000101
|
|
.byte %00000110
|
|
.byte %00000111
|
|
.byte %00001000
|
|
LNColtable ; Left Nibble color Table
|
|
.byte %00000000
|
|
.byte %00010000
|
|
.byte %00100000
|
|
.byte %00110000
|
|
.byte %01000000
|
|
.byte %01010000
|
|
.byte %01100000
|
|
.byte %01110000
|
|
.byte %10000000
|
|
;--------------------------------
|
|
clear_vars_start
|
|
; PUT VARS HERE
|
|
clear_vars_end
|
|
;--------------------------------
|
|
statusBar
|
|
dta d"rc$"
|
|
hexDump
|
|
dta d" dx$"
|
|
dxDisp
|
|
dta d" dy$"
|
|
dyDisp
|
|
dta d" balls$"
|
|
ballDisp
|
|
dta d" "
|
|
marginLine .ds screenBytes
|
|
;--------------------------------
|
|
; names of RMT instruments (sfx)
|
|
;--------------------------------
|
|
sfx_ping = $07
|
|
sfx_pong = $08
|
|
;--------------------------------
|
|
; RMT songs (lines)
|
|
;--------------------------------
|
|
song_main_menu = $00
|
|
song_ingame = $07
|
|
song_game_over = $12
|
|
|
|
|
|
RUN main
|