mirror of
https://github.com/Pecusx/dino-game.git
synced 2026-05-20 22:33:23 +02:00
Score added
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@@ -1,3 +1,4 @@
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dino.lab
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dino.lst
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*.bak
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@@ -47,7 +47,12 @@ screen
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.ds $100*SCR_HEIGHT
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; display list
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GameDL
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:15 .byte SKIP8 ; empty lines
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:13 .byte SKIP8 ; empty lines
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.byte MODE2+LMS ; gr.8+LMS
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.word status_line
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.byte SKIP8 ; empty lines
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.rept SCR_HEIGHT, #
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.byte MODE2+LMS+SCH ; gr.0+LMS+HSCRL
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@@ -56,6 +61,9 @@ line:1_addr
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.endr
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.byte JVB
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.word GameDL
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status_line
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dta d" l-hi 00000 r-hi 00000 00000 "
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score=status_line+33
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;---------------------------------------------------
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; World table without dino
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WorldTable
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@@ -173,6 +181,7 @@ NothingToDraw
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.endp
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;-----------------------------------------------
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.proc WorldShift
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jsr ScoreUp
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ldy #0
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Shift
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lda WorldTable+1,y
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@@ -217,6 +226,36 @@ noInsert
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rts
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.endp
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;-----------------------------------------------
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.proc ScoreUp
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inc score+4
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lda score+4
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cmp #$1a ; 9+1 character code
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bne ScoreReady
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lda #$10 ; 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 #$1a ; 9+1 character code
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bne ScoreReady
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lda #$10 ; 0 character code
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sta score+3
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inc score+2
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lda score+2
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cmp #$1a ; 9+1 character code
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bne ScoreReady
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lda #$10 ; 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 #$1a ; 9+1 character code
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bne ScoreReady
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lda #$10 ; 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 Animate
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ldy #WORLD_LENGTH
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@ lda WorldTable,y
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+52
-33
@@ -47,7 +47,12 @@ screen
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.ds $100*SCR_HEIGHT
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; display list
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GameDL
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:15 .byte SKIP8 ; empty lines
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:13 .byte SKIP8 ; empty lines
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.byte MODE2+LMS ; gr.8+LMS
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.word status_line
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.byte SKIP8 ; empty lines
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.rept SCR_HEIGHT, #
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.byte MODE2+LMS+SCH ; gr.0+LMS+HSCRL
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@@ -56,6 +61,9 @@ line:1_addr
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.endr
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.byte JVB
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.word GameDL
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status_line
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dta d" l-hi 00000 r-hi 00000 00000 "
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score=status_line+33
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;---------------------------------------------------
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; World table without dino
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WorldTable
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@@ -64,35 +72,9 @@ WorldTable
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FirstSTART
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jsr GenerateCharsets
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jsr SetGameScreen
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jsr SetStart
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; test only (some object in the world)
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lda #1 ;bird0
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sta WorldTable+10
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lda #4 ;cactus
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sta WorldTable+20
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lda #4+$80 ; cactus (second char)
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sta WorldTable+21
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;
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ldx #5 ; position
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ldy #0 ; shape
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jsr ShowDino
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ldx #10 ; position
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ldy #1 ; shape
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jsr ShowDino
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ldx #15 ; position
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ldy #2 ; shape
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jsr ShowDino
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ldx #20 ; position
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ldy #3 ; shape
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jsr ShowDino
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ldx #25 ; position
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ldy #4 ; shape
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jsr ShowDino
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mva #$50 screen+$700+32
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mva #0 diff_level
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sta Hit
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jsr FadeColors
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NewGame
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jsr SetStart
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EndLoop
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;lda #$32
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;sta COLBAK
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@@ -127,7 +109,8 @@ EndLoop
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mva #4 hscrol
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jmp EndLoop
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EndGame
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halt
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key
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jmp NewGame
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rts
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;-----------------------------------------------
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@@ -198,6 +181,7 @@ NothingToDraw
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.endp
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;-----------------------------------------------
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.proc WorldShift
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jsr ScoreUp
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ldy #0
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Shift
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lda WorldTable+1,y
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@@ -242,6 +226,36 @@ noInsert
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rts
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.endp
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;-----------------------------------------------
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.proc ScoreUp
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inc score+4
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lda score+4
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cmp #$3a ; 9+1 character code
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bne ScoreReady
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lda #$30 ; 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 #$3a ; 9+1 character code
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bne ScoreReady
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lda #$30 ; 0 character code
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sta score+3
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inc score+2
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lda score+2
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cmp #$3a ; 9+1 character code
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bne ScoreReady
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lda #$30 ; 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 #$3a ; 9+1 character code
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bne ScoreReady
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lda #$30 ; 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 Animate
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ldy #WORLD_LENGTH
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@ lda WorldTable,y
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@@ -568,10 +582,15 @@ Down
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jsr ClearWorld
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lda #0
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sta DinoWalkPhase
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lda #0
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sta DinoState
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sta COLOR1
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sta diff_level
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sta Hit
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rts
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.endp
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;-----------------------------------------------
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.proc FadeColors
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ldy #0
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sty COLOR1
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FadeColor
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sty COLOR2
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sty COLOR4
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