Files
Young-lumberjack/lumber.asm
T
2025-02-15 18:45:36 +01:00

651 lines
15 KiB
NASM

;Young lumberjack closure
;---------------------------------------------------
.IFNDEF TARGET
.def TARGET = 800 ; 5200
.ENDIF
;---------------------------------------------------
OPT r+ ; saves 10 bytes, and probably works :) https://github.com/tebe6502/Mad-Assembler/issues/10
;---------------------------------------------------
.macro build
dta d"0.00" ; number of this build (4 bytes)
.endm
.macro RMTSong
lda #:1
jsr RMTSongSelect
.endm
;---------------------------------------------------
icl 'lib/ATARISYS.ASM'
icl 'lib/MACRO.ASM'
display = $a000
.zpvar temp .word = $80
.zpvar temp2 .word
.zpvar tempbyte .byte
.zpvar LowCharsetBase .byte
.zpvar displayposition .word
.zpvar DLI_A DLI_X dliCount .byte
.zpvar RMT_blocked noSfx SFX_EFFECT .byte
.zpvar AutoPlay .byte ; Auto Play flag ($80 - auto)
RMT_zpvars = AutoPlay+1 ; POZOR!!! RMT vars go here
;---------------------------------------------------
org $2000
MODUL
;ins 'art/muzyka_stripped.rmt',+5 ; my RMT 1.28 on WINE is apparently broken. I lost some hair here (5, not 6)
;.align $100
;icl 'art/rmtplayr.a65'
;---------------------------------------------------
.align $400
font_game_upper
ins 'art/tu.fnt' ;
font_game_lower_right
ins 'art/tl_r.fnt' ;
font_game_lower_left
ins 'art/tl_l.fnt' ;
dl_level
.by $10
.by $44
.wo gamescreen_upper ; power indicator
.by $04
.by $44
.wo gamescreen_middle ; branches
:15 .by $04
.by $84 ; first DLI
.by $44
animation_addr
.wo gamescreen_lower1r
:5 .by $04
.by $84 ; second DLI
.by $04
.by $44
lastline_addr
.wo last_line_r
.by $41
.wo dl_level
;---------------------------------------------------
gamescreen_middle
.ds 32*17 ; 17 lines
;---------------------------------------------------
icl 'art/anim_exported.asm'
branch0 = l3
branch1 = l8
branch2 = l13
; Animation sequence:
; - phase 1 page 1 (standard position)
; - phase 2 page 1
; - phase 2 page 2
; - phase 2 page 3
; - phase 2 page 4
; - phase 3 page 1
; - phase 3 page 2
; - phase 3 page 3
; - phase 3 page 4
; - phase 3 page 5
; - phase 2 page 1
; - phase 2 page 1
; - phase 2 page 1
; - phase 1 page 1 (standard position)
;--------------------------------------------------
;icl 'lib/fileio.asm'
;--------------------------------------------------
;--------------------------------------------------
.proc vint
;--------------------------------------------------
mva #0 dliCount
; mva #13 VSCROL ; FOX gfx mode only
/*
bit RMT_blocked
bmi SkipRMTVBL
; ------- RMT -------
lda sfx_effect
bmi lab2
asl @ ; * 2
tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module)
lda #0 ;A = 0 note (0..60)
bit noSfx
smi:jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
lda #$ff
sta sfx_effect ;reinit value
lab2
jsr RASTERMUSICTRACKER+3 ;1 play
; ------- RMT -------
SkipRMTVBL
*/
/* ;sfx
lda sfx_effect
bmi lab2
asl ; * 2
tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
ldx #3 ;X = 3 channel (0..3 or 0..7 for stereo module)
lda #12 ;A = 12 note (0..60)
jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
;
lda #$ff
sta sfx_effect ;reinit value
;
lab2
jsr RASTERMUSICTRACKER+3
skipSoundFrame */
jmp XITVBV
.endp
;--------------------------------------------------
.proc IngameDLI1
;--------------------------------------------------
pha
lda dliCount
bne secondDLI
mva LowCharsetBase CHBASE
mva #$0c COLPF2
mva #$c6 COLPF0
inc dliCount
pla
rti
secondDLI
sta WSYNC
sta WSYNC
sta WSYNC
sta WSYNC
mva #$86 COLPF2
pla
rti
.endp
;--------------------------------------------------
main
;--------------------------------------------------
jsr wait_for_depress
jsr MakeDarkScreen
jsr initialize
RMTsong song_main_menu
jsr StartScreen
RMTSong song_ingame
gameloop
jsr MakeDarkScreen
jsr LevelScreen
jsr PlayLevel
jsr MakeDarkScreen
;jsr NextLevel
; RMTSong song_ingame
jsr AudioInit ; after I/O
jmp gameloop
EndOfLife
;dec Lives ; decrease Lives
;lda Lives
;cmp #"0"
;beq gameOver ; if no lives - game over
;jsr NextLife
jmp gameloop
gameOver
;game over
;RMTSong song_game_over
;jsr HiScoreCheckWrite
jsr GameOverScreen
@ lda CONSOL
and #@consol(start) ; START
beq main
lda TRIG0 ; fire
jeq main
jmp @-
;--------------------------------------------------
.proc StartScreen
;--------------------------------------------------
/* jsr MakeDarkScreen
mwa #dl_start dlptrs
lda #$0 ;+GTIACTLBITS
sta GPRIOR
sta COLBAKS
lda #@dmactl(standard|dma) ; normal screen width, DL on, P/M off
sta dmactls
pause 1
StartLoop
;jmp StartLoop
EndOfStartScreen */
rts
.endp
;--------------------------------------------------
.proc LevelScreen
;--------------------------------------------------
jsr MakeDarkScreen
ldx #2
mwa #dl_level dlptrs
lda #@dmactl(narrow|dma) ; narrow screen width, DL on, P/M off
sta dmactls
mva #>font_game_upper CHBAS
pause 5
rts
.endp
;--------------------------------------------------
.proc GameOverScreen
;--------------------------------------------------
/* jsr MakeDarkScreen
ldx #5
mwa #dl_over dlptrs
lda #%00110010 ; normal screen width, DL on, P/M off
sta dmactls
pause 20 */
rts
.endp
;--------------------------------------------------
.proc MakeDarkScreen
;--------------------------------------------------
mva #0 dmactls ; dark screen
; and wait one frame :)
pause 1
rts
.endp
;--------------------------------------------------
.proc PlayLevel
;--------------------------------------------------
loop
; PUT GAME HERE
jsr wait_for_press
jsr wait_for_depress
jsr AnimationR
jsr wait_for_press
jsr wait_for_depress
jsr AnimationR
jsr wait_for_press
jsr wait_for_depress
jsr AnimationL
jsr wait_for_press
jsr wait_for_depress
jsr AnimationL
NoAuto
jmp loop
LevelOver
; level over
jsr wait_for_depress
rts
.endp
;--------------------------------------------------
.proc AnimationR
;--------------------------------------------------
mva #>font_game_lower_right LowCharsetBase
mwa #last_line_r lastline_addr
; mwa #gamescreen_lower1r animation_addr
; waitRTC
mwa #gamescreen_lower2r animation_addr
waitRTC
mwa #gamescreen_lower3r animation_addr
waitRTC
mwa #gamescreen_lower4r animation_addr
waitRTC
mwa #gamescreen_lower5r animation_addr
waitRTC
mwa #gamescreen_lower6r animation_addr
waitRTC
jsr branches_go_down
mwa #gamescreen_lower7r animation_addr
waitRTC
jsr branches_go_down
mwa #gamescreen_lower8r animation_addr
waitRTC
jsr branches_go_down
mwa #gamescreen_lower9r animation_addr
waitRTC
jsr branches_go_down
mwa #gamescreen_lower10r animation_addr
waitRTC
jsr branches_go_down
mwa #gamescreen_lower2r animation_addr
waitRTC
waitRTC
waitRTC
mwa #gamescreen_lower1r animation_addr
rts
.endp
;--------------------------------------------------
.proc AnimationL
;--------------------------------------------------
mva #>font_game_lower_left LowCharsetBase
mwa #last_line_l lastline_addr
; mwa #gamescreen_lower1l animation_addr
; waitRTC
mwa #gamescreen_lower2l animation_addr
waitRTC
mwa #gamescreen_lower3l animation_addr
waitRTC
mwa #gamescreen_lower4l animation_addr
waitRTC
mwa #gamescreen_lower5l animation_addr
waitRTC
mwa #gamescreen_lower6l animation_addr
waitRTC
jsr branches_go_down
mwa #gamescreen_lower7l animation_addr
waitRTC
jsr branches_go_down
mwa #gamescreen_lower8l animation_addr
waitRTC
jsr branches_go_down
mwa #gamescreen_lower9l animation_addr
waitRTC
jsr branches_go_down
mwa #gamescreen_lower10l animation_addr
waitRTC
jsr branches_go_down
mwa #gamescreen_lower2l animation_addr
waitRTC
waitRTC
waitRTC
mwa #gamescreen_lower1l animation_addr
rts
.endp
;--------------------------------------------------
.proc AudioInit
;--------------------------------------------------
; pokeys init
lda #3
sta skctl ; put Pokey into Init
sta skctl+$10
ldx #8
lda #0
@
sta $D200,x ; clear all voices, set AUDCTL to 00
sta $D210,x ; clear all voices, set AUDCTL to 00
dex
bpl @-
rts
.endp
;--------------------------------------------------
.proc initialize
;--------------------------------------------------
mva #>font_game_upper CHBAS
mva #>font_game_lower_right LowCharsetBase
mva #$00 PCOLR0 ; = $02C0 ;- - rejestr-cień COLPM0
mva #$00 COLBAKS
mva #$88 COLOR0
mva #$f4 COLOR1
mva #$0c COLOR2
mva #$f6 COLOR3
;mva #$ff COLOR4
mva #0 dliCount
sta RMT_blocked
lda #$ff
sta sfx_effect
JSR AudioInit
jsr draw_branches
/* ;RMT INIT
ldx #<MODUL ;low byte of RMT module to X reg
ldy #>MODUL ;hi byte of RMT module to Y reg
lda #0 ;starting song line 0-255 to A reg
jsr RASTERMUSICTRACKER ;Init
*/
mwa #gamescreen_lower1r animation_addr
lda #@dmactl(standard|dma)
sta dmactls
mwa #dl_level dlptrs
vdli IngameDLI1
;VBI
vmain vint,7
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_press ; ion
;--------------------------------------------------
lda TRIG0
beq press_ok
lda CONSOL
and:cmp #%00000111
beq wait_for_press
press_ok
rts
.endp
;--------------------------------------------------
.proc wait_for_depress ; ion
;--------------------------------------------------
lda CONSOL
and:cmp #%00000111
bne wait_for_depress
lda TRIG0
beq wait_for_depress
rts
.endp
;--------------------------------
; non ZP variables
;--------------------------------
branches_list
.by 0,1,2,1,1
branches_anim_phase ; from 0 to 4
.by 1
;--------------------------------------------------
.proc draw_branches
;--------------------------------------------------
; branch 0 (off-screen if phase 0)
draw_branch0
lda branches_anim_phase
beq draw_branch1
tax
; this is partialy off-screen branch
; we must draw only visible lines
; now calculate start screen adress
lda #5
sec
sbc branches_anim_phase
:5 asl ; skippedlines*32
tay ; to skip lines
txa
; now calculate start screen adress
:5 asl ; phase*32
;clc
adc #<(gamescreen_middle-5*32)
sta temp
lda #>(gamescreen_middle-5*32)
adc #0
sta temp+1
ldx branches_list ; branch0
lda branch_addr_tableL,x
sta temp2
lda branch_addr_tableH,x
sta temp2+1
; skiping off-screen lines
; ldy #$00 ; we hawe value in Y
@ lda (temp2),y
sta (temp),y
iny
cpy #(5*32) ;5 lines - skipped lines
bne @-
draw_branch1
lda branches_anim_phase
; now calculate start screen adress
:5 asl ; phase*32
;clc
adc #<gamescreen_middle
sta temp
lda #>gamescreen_middle
adc #0
sta temp+1
ldy branches_list+1 ; branch1
lda branch_addr_tableL,y
sta temp2
lda branch_addr_tableH,y
sta temp2+1
ldy #$00
@ lda (temp2),y
sta (temp),y
iny
cpy #(5*32) ;5 lines
bne @-
draw_branch2
lda branches_anim_phase
; now calculate start screen adress
:5 asl ; phase*32
;clc
adc #<(gamescreen_middle+5*32)
sta temp
lda #>(gamescreen_middle+5*32)
adc #0
sta temp+1
ldy branches_list+2 ; branch2
lda branch_addr_tableL,y
sta temp2
lda branch_addr_tableH,y
sta temp2+1
ldy #$00
@ lda (temp2),y
sta (temp),y
iny
cpy #(5*32) ;5 lines
bne @-
draw_branch3
lda branches_anim_phase
ldx #(5*32) ; how many lines draw
cmp #3
bne not_phase3
ldx #(4*32) ; how many lines draw
not_phase3
cmp #4
bne not_phase4
ldx #(3*32) ; how many lines draw
not_phase4
stx tempbyte
; now calculate start screen adress
:5 asl ; phase*32
;clc
adc #<(gamescreen_middle+10*32)
sta temp
lda #>(gamescreen_middle+10*32)
adc #0
sta temp+1
ldy branches_list+3 ; branch3
lda branch_addr_tableL,y
sta temp2
lda branch_addr_tableH,y
sta temp2+1
ldy #$00
@ lda (temp2),y
sta (temp),y
iny
cpy tempbyte ;? lines
bne @-
draw_branch4
lda branches_anim_phase
; draw only if phase 0 or 1
cmp #2
bcs all_drawed
ldx #(2*32) ; how many lines draw
cmp #1
bne not_phase1
ldx #(1*32) ; how many lines draw
not_phase1
stx tempbyte
; now calculate start screen adress
:5 asl ; phase*32
;clc
adc #<(gamescreen_middle+15*32)
sta temp
lda #>(gamescreen_middle+15*32)
adc #0
sta temp+1
ldy branches_list+4 ; branch3
lda branch_addr_tableL,y
sta temp2
lda branch_addr_tableH,y
sta temp2+1
ldy #$00
@ lda (temp2),y
sta (temp),y
iny
cpy tempbyte ;? lines
bne @-
all_drawed
rts
.endp
;--------------------------------------------------
.proc branches_go_down
;--------------------------------------------------
inc branches_anim_phase
lda branches_anim_phase
cmp #5
bne next_phase_only
jsr new_branch
next_phase_only
jsr draw_branches
rts
.endp
;--------------------------------------------------
.proc new_branch
;--------------------------------------------------
mva #0 branches_anim_phase
mva branches_list+3 branches_list+4
mva branches_list+2 branches_list+3
mva branches_list+1 branches_list+2
mva branches_list+0 branches_list+1
lda RANDOM ; 0, 1 or 2
and #%00000011
cmp #3
bne branch_ready
lda #0
branch_ready
sta branches_list+0
rts
.endp
;--------------------------------------------------
branch_addr_tableL
.by <branch0
.by <branch1
.by <branch2
branch_addr_tableH
.by >branch0
.by >branch1
.by >branch2
;--------------------------------
; 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